TEXT: SOORCEBOOK FOR SOPERBfiBES 
  
  AC OHBOUHDI 
  fl Sourcebook for 
  SuperBabes the femforceTM RPG 
  Cover flrt by 
  Mark "eike 
  Marc Sche11ini 
  Cameron Verkaik 
  Sherri Morphy-Jacobs 
  David Sanford 
  Editor-in-Chief 
  Design Editor 
  flsslstant Editor 
  Production Manager 
  Technical Sapervisor 
  Ty Roden 
  Bill Black Ii Mark Heike 
  Continuity Editors 
  Design Credits to 
  Geoffry Combs: femforce HO. Jungle Island. Latimer Labs 
  Butch Jess: The Paragon foundation. Weir flsylum 
  Jay Jacobs & Sherri Morphy-Jacobs: Mount Optic 
  Matthew Mcintyre: Sentinels of Justice HO 
  Cameron Verkaik: The Colorado Project 
  Marc Sche11ini: Carteque 
  Special Thanks to: 
  Joy. Jeremy. Troy and Justin Sanford for all their hard work and support. 
  AC Unbound! Copyright 1996 by Tri-City Garnes. 
  All rights reserved. No part of this book may be reproduced in any form, electric or mechanical, 
  including information storage and retrieval systems, without permission in writing from the publisher, 
  except by a reviewer, who may quote brief passages in a review. 
  For more information, contact Tri-City Games at 302 S. Center St., Eustis, Fl 32726. 
  Any similarity between characters in AC Unbound! and persons in real life is not our fault, as we got 
  all of this Info from AC Comics. 
  Superbabes is a trademark of Tri-City Garnes. 
  Printed in the United States of America. 
  First Edition July, 1996. 
  
  he Tobie of Contents 
  Table of Contents 
  Introduction ••••....•.•• ••••••••••••••• 3 
  f emforce HO •.••••••••••.•.•...•.••••• 4 
  Main Reception fhea •••••••••••••••..•••.. 5 
  The Ops Center • . • . • • • • • • • • • • • • • • • . • • • • • . • • . . 6 
  The tlorth Wing • • • . . • . . . • • • • . • • . . • • . . • • • • . • • 1 
  first floor ..................................... 1 
  Second Floor • . . . • . • • . . . . . . . . . • • • . • • . • • . • . . . • . 1 
  South Wing • . . . . . • . . • • • • • • • • • • • • • • • • . • • • • • • • • • 7 
  Sub Basement Level • • . • • . . • • • • • • . . • • • • • • • • 8 
  First floor..................................... 10 
  Second Floor • . • . . . . • . . . . .. . • • • . . . . . . . . . . . . . . . . 1 0 
  Third floor and Roofs • • • • • • . • . • • • . . • ••• • • • 11 
  Main Section Roof • • • • • • • • • . • . . • . • . . . • • . • . . . 11 
  Sub-basement Prison Level . . • • • • •• • • • . • . 11 
  Sentinels of Justice HO ••••••••••.•• 1 Z 
  The Sentinels of Justice- •• • • • •• • ••••.••••• 1 Z 
  fl brief overview • • . . . . • • • • • • • • • • . . • • • . . • . • . . 1 Z 
  The Compound- fin Ovvrview .••••.••••• 14 
  Th• Structure • • • • • • • • • • • • • • • • • • • • • . • • • • • • • • • • 16 
  First floor..................................... 16 
  The Sentinels of Justice "erve Center • 16 
  Second Floor . . . . . . . . . . . . . . . . . . . . . . .. . . . • . • • • • 18 
  Third floor (Attic) ..••.•••••••••••••••.••••. 18 
  Hangar Bay I Garage ••••••••••••••••••••• 18 
  The Colorado Project •.••••••.•••••• 3 Z 
  The Colorado Project Today • . • • • • • • • • • • • 3 7 
  Exterior Building Complex ••••••••••••••• 39 
  Colorado Project Laboratories ••••••••••• 40 
  Th• Labs . • . • • • • • • . . .. . . • • • • • • • • • • • • • • • • • • • • • . . 40 
  Sealed Labs.................. . . . . . . . . . . . . . . . . . 41 
  Holding fadlltles • . • •• • • • • • • • • • . • • • • • • • • • • • • 41 
  Justice Squadron HO •••••••••.••••••••••••• 42 
  fltoman ........................................ 43 
  Magic Lantern ••••••.•••.•.••••.•••••.••••••• 4J 
  Nlghtman .••.•••.•••••••••••••••.••••••••••••• 4J 
  Speed bolt • . . • . . • • . • • • . • • • • • • . • • • • • . • • . . . . . . • . . 4 4 
  features of Justice Squadron HO ••••••• 44 
  Monitor Room ••••••••••••••••••••••••••••••• 44 
  Crisis Simulator •••••••••••••••••••••••••••••• 44 
  Infirmary • • • . . • . • • • • . . • . • • • • • • • • • • • . • • • • • • • • • . . 44 
  Personal OClarters •••••••••••••••••••••••••• 44 
  The Paragon foundation •••••••••• 54 
  Doctor Samuel Lieber. • • • • • • • • • • • • • • • • • • • • • 5 7 
  Known Paranormals ••••••••••••••••••••••• 58 
  Weir Asylum .••••••••••••••••••••••••• 61 
  The Vault of Heroes •••••.••.•••••••..•.•.•. 62 
  Dr. Weir. Master of the Purple Claw •• 63 
  The Weir Asylum ••••••••••••••••..•...••••• 66 
  First floor..................................... 66 
  Second floor . . . • • • • • • • • • • . • • . . • . • • • . • • • • . . . • . 66 
  Third Floor • . • • • • • • . . . . . • • • • • . . • . . . . • . . . . • • • . . 61 
  Sub Basement Level 1 • • • • • • • • • . • • • • • . • • • • • 61 
  The Vault .•••••••••••••••••••••.•••••..••••.•• 61 
  Jungle Island •••••••••••.•••••.•••••••• 69 
  Latimer Lobs •••••••••••••.••••••••••.• 71 
  Bayport facility-Main Office . • • • . . • • • • . • 7 4 
  Ybor City facility-Secondary Office • • • • 7 4 
  Standardized Research facility • • • . . . • • • 7 5 
  Onsite Security •••••.•..•••••••.••..••...••.. 7 5 
  Reception • • . • • . • • • . • • • • • . • • • . • • • • • .. • • • • • • • • • • . 7 5 
  Offices ••••••••••••••••••••••••••••••••••••••••• 7 5 
  Commissary •.•••••••••••••••••••••.••••..••••• 7 5 
  Mecztlng Room • • • • • • • • • • • • • • • • . • . . • • . • • . • • • • • 7 5 
  Supply Room . . • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • 7 5 
  Infirmary •••••••••••••••••••••••••••••••••••••• 16 
  Gym •••••••••••••.•••• ••••••••••••••••••••...... 7 6 
  Labs ••••••••••••..••.•••••••••••.••••••••••••••• 76 
  Latimer Labs Supply Depot • • • • • • • . . • • • • • 16 
  Latimer Labs Warehouse ••••.••••••.••••• 11 
  Cartczque •••••••••••••••••••••••••••••••• 80 
  Carteque: What•s It mcran to you? ••••• 81 
  Other HP Cs • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • 8 2 
  Rocket Pack model Cumalas X·lOOO • 83 
  Mount Optic ••••••••••••••••••••••••••• 84 
  2 
  
  lntrodaction 
  Hello once again, and welcome to AC 
  Unbound! In this volume, we will attempt to 
  cover most of the "hot spots" of the AC universe, 
  in both descriptive and gaming terms. Now, this 
  is a project which we'd avoided for a long time, 
  despite the demand from both the gaming 
  co~unity and the comics fans. Why? Simply 
  put, 1t was a monumentally daunting task. As 
  writers in a comic book universe, the AC Bullpen 
  doesn't feel constrained by exact dimensions in 
  most of the locations described herein. They 
  don't have to; unless it's relevant to the plot, it 
  never needs to be defined absolutely. 
  Now, gamers are a slightly different crowd. 
  They want to know how much weight the 
  elevator for the hangar deck in Femforce HQ can 
  lift after it's been damaged by a crowbar jammed 
  into the mechanism. Why? Well, because it 
  might come up in a game, and they want the 
  answer readily.available if a player asks for it. 
  Which is pretty reasonable. So, with that in 
  mind, we've done our level best to ensure that 
  we didn't leave too many 'grey' areas, and at 
  least gave a competent GM enough to work 
  with. By the same token, we tried to keep the 
  flavor of the AC Universe flowing throughout the 
  b~ok, so that die-hard AC Comics fans can pick 
  this sourcebook up and enjoy a relatively in-
  depth look at their favorite universe. 
  3 
  lntroducti 
  There's only one thing that we ask.. 
  When reading through this book, remember 
  that we tried to be as consistent as possible with 
  ~C Comics continuity. Now, since Femforce HQ 
  1s currently being rebuilt as of this writing and 
  Jungle Island is enduring an overhaul, it's hard to 
  say how accurate some of this stuff might be a 
  year from now. But remember; though you've 
  ~ever seen a map of it, you have a pretty good 
  idea what the Dreaming from Gaiman's Sandman 
  looks like, don't you? Well, whathe 
  accomplishes with mood and dramatic lighting 
  and an unwillingness to be exact in these matters 
  we are attempting to accomplish through revers~ 
  engineering. The concepts and the mood are 
  ~lready there; what we're doing is supplying a 
  httle hard data so that the rest isn't left 
  completely to the imagination. Whether or not 
  we've succeeded remains to be seen; so proceed, 
  and see what you think. We think you '11 be 
  pleased. 
  At least, we hope so. 
  Cam and Marc 
  Eustis, Florida 
  1996 
  
  Femforce ttQ 
  femforce HO 
  Located on the edge of Lake Bola in 
  beautiful downtown Orlando, Florida, is the 
  Femforce Headquarters. It was originally 
  constructed in 1986 to serve as the headquarters 
  of the world's only all-woman government-
  sponsored super-heroine team. Since then, it has 
  been destroyed and rebuilt. The current 
  incarnation is still under construction on the site 
  of the previous structure, but we have provided 
  the finished layout on the following pages. 
  Designed as a synthesis of form and 
  function, it is both aesthetically pleasing and 
  remarkably resilient. The construction material is 
  steel reinforced concrete 1 ' thick, with 1" thick 
  mirrored glass windows that not only reflect light 
  and heat, but act as solar collectors for energy 
  efficiency. The structure itself is composed of a 
  main building with two wings stretching to the 
  north and the south. It is aligned so that its axis 
  runs due north (and south). Why this is remains 
  a mystery, though it has been rumored that 
  perhaps Nightveil insisted on it (something about 
  magical force lines or something). The grounds 
  are neatly manicured, and the building is kept 
  clean and white, a shining testament of strength 
  and beauty. Although maybe not everyone sees it 
  that way ... 
  The following is an excerpt from the 
  transcript of a recent edition of the Stella 
  Stargaze Show: 
  "Femforce HQ in its present configuration is 
  a testament to rampant government waste 
  exemplified during the Reagan years. The first 
  bases construction took place during unprecedented 
  governmental spending and as such was big, 
  overdone, wasteful and distasteful. There were large 
  open areas with nothing to fill them with, over-
  efficient (and expensive) computers, and a general 
  disregard for practicality. When the first base was 
  destroyed, realistically a streamlined, effective 
  building could have taken its place. Instead, not only 
  was the first one reconstructed, it serves even less 
  purpose, because the team isn't even based there! I I 
  4 
  Apparently, they use it in times of extreme crisis, or 
  as a clubhouse for when they get bored in their 
  respective domiciles. Nightveil has nwre or less 
  withdrawn to her personal sanctum, while Tara splits 
  time between Jungle Island and jetsetting with 
  Daddy s money. Synn and She-Cat would hang out 
  there, but their relationship is at best professional, 
  and hanging out together wouldn i match their 
  personalities. Stardust does research out at the 
  Cape, and would only use her labs there if she were 
  working on some private concoction. As for Ms. 
  Victory, well, Paragon is well paid and has much 
  nicer living quarters. On a positive note, the current 
  base would serve as a great place to send field trips 
  for Orlando s youth as well as large wedding 
  receptions. Just thought you'd like to know where 
  your ta.x money is being wasted, darlings. Till next 
  time- Ciao!" 
  
  Main Reception Area 
  The main reception area is a large atrium 
  encompassing the majority of the first two floors 
  of the building. While the northern and southern 
  walls are concrete, the eastern and western walls 
  are mirrored glass which lets the Florida sunshine 
  in while keeping the humid heat out. This also 
  allows the atrium to be lit by natural light, which 
  is easier on the eye than fluorescent fixtures. At 
  night, the atrium is softly lit by strategically 
  placed fixtures which make the area glow softly 
  across the lake. A walkway encircles the second 
  floor all the way around the atrium, though said 
  walkway is inaccessible to the general public. 
  As you enter through the front doors, 
  directly ahead is the reception desk, which stands 
  before the security room. The reception desk is 
  manned twenty-four hours by military personnel 
  in plain clothes, hand-picked by General Strock. 
  They greet visitors, screen incoming calls and act 
  as the first layer of internal security. They are 
  anned with .45_ caliber pistols, and are authorized 
  to use deadly force to defend their post. In case 
  of emergency, the desk is equipped with both a 
  silent alann which will register in the Ops Center 
  as well as a loud, obnoxious klaxon which can be 
  heard for blocks. The security room behind the 
  desk is a changing room, break room and annory 
  for the receptionist, where he/she can retrieve 
  light ballistic armor and heavier weaponry (there 
  are two M-16's in one of the lockers). 
  Along the west wall as you enter stand life-
  like mannequins garbed in the many costumes of 
  the various members of the Femforce through the 
  years, including several costume variations of 
  the She-Cat. She is particularly displeased by 
  this, considering that they included her 70's 
  "Disco She-Cat" costume (only worn once, never 
  really a part of continuity). 
  In the center of the atrium stands a fountain 
  surrounded by 18' trees. It acts as a centerpiece 
  for the lobby, to give it a more organic feel. It 
  also serves as a backdrop for the stage, where the 
  Femforce fields questions from the media during 
  5 
  femforce HQ 
  their press conferences. Along the walls of the 
  eastern end of the room is a history and timeline 
  of the Femforce, beginning on the northern wall 
  with their historic first meeting at Fort Dix, New 
  Jersey. The pictograph continues to the end of 
  the northern wall, then picks up again on the 
  southern wall at the eastern end and continues 
  mid-way down the wall. The rest of that wall is 
  unfinished, for as Ms. Victory put it, "The rest of 
  the history of the Femforce has yet to be 
  written!" Elevators are located on the northern 
  and southern walls, bisecting the two wings. 
  The third floor is off-limits to non-Femforce 
  personnel, and can only be accessed by matching 
  a voice-code imprinted in the computer to a 
  spoken phrase by a member using the elevator. 
  Some examples include Synn' s phrase -
  "Cool 
  Beans!"; Ms. Victory- "Life, liberty, and the 
  pursuit of happiness!"; She-Cat's phrase -
  "#"* ! 
  off, jerkhole!". You get the idea. 
  On the third floor of the main building, the 
  elevator opens into a hallway that leads to the 
  main meeting room. The room is dominated by a 
  really big@$$ meeting table which is so large as 
  to be nigh unusable (every superhero team has 
  one, right?). On the east end of the room is a 
  kitchenette, which has a counter with barstools, a 
  huge refrigerator and a well-stocked pantry. 
  More often than not, this is what the Femforce 
  actually uses for meetings. Opposite the 
  kitchenette is a large multi-stall bathroom (for 
  when the team makes the mistake of eating 
  Synn's leftovers). The walls are.dotted with a 
  
  femforce tlO 
  multitude of video monitors tuned to a variety of 
  broadcasts from around the world. The volume 
  is usually kept muted to avoid a background 
  cacophony which would preclude conversation, 
  though Synn often leaves the volume on after 
  watching "Higaldo". 
  Note: All ceilings in Femforce HQ are twelve feet tall 
  unless otherwise indicated (such as in the Atrium), and all 
  floorings are three feet thick (so as to support folks like 
  Tara and Garganta when they visit). Keep in mind that 
  duct work, pipes and cables run through these floors; they 
  are not solid concrete. 
  In the western end of the third floor is the 
  Rec Room and the Ops Center. The Rec Room 
  can be reached via the southern elevator hallway 
  or through the Ops center. It is a spacious 
  playroom filled with the latest recreational toys, 
  soft comfy furniture and the detritus from Synn' s 
  last snack. In the corner is a wrecked Femforce 
  pinball machine that 'tilted' on the She-Cat at the 
  wrong time. The door on the north wall of the 
  rec room leads to the tennis court/pool area on 
  the roof of the North wing. 
  Th• Ops Center 
  Massive computer ban.ks! Huge video 
  monitors! Gigantic processing centers! Big cool 
  gizmos ! Lots of high-tech gadgetry that seems to 
  serve no purpose! Associated Press teletypes, 
  rows and banks of computers, multiple monitor 
  screens that occupy two of the walls, one BIG 
  monitor that can be used for two-way 
  communication, and a red rotary telephone over 
  in one comer. In short, a Kirby drawing of FF 
  HQ! 
  6 
  The Femforce, being the cutting edge, ever-
  ready group that they are, never have to stand 
  monitor duty like so many other teams do. No, 
  all of this computer tech is better than state of the 
  art, more up to date than most any other 
  government facilities. As such, it is entirely self-
  sufficient and automated to work without human 
  supervision. Heck, there isn't even a chair in the 
  room; that's how advanced this stuff is. Ooooh, 
  impressive! Incoming disasters are routed to 
  monitors within the compound wherever the 
  computer last sensed a team member's presence. 
  It can also relay messages to Dusty's spacer as 
  well as General Strock's laptop, which she 
  always carries in that briefcase of hers. 
  Like every other computer system in the 
  world this one is far from flawless. After all, if 
  the team is out battling some supernatural 
  menace in Limbo, they can hardly be notified that 
  New York, Washington and L.A. have been 
  vaporized by alien invaders (the next in a series). 
  Since there is no human sentience guiding it, the 
  machine can only be as creative as it was 
  programmed to be. Thus it is unable to 
  improvise a solution in a pinch. 
  
  The North Wing 
  First Floor 
  The public restrooms are the first features to 
  be encountered in the north wing; of course, 
  there is a "Males" and a "Females". Beyond 
  those is the janitorial supply room, which doubles 
  as the quarters for Sidney the Janitor and 
  Groundskeeper. He's been with the Femforce 
  since they were temporarily headquartered in a 
  girl's school back in '86, and has been a fixture of 
  their HQ's ever since. Sidney has no stats; he's 
  above all that. Across the hall from the janitorial 
  supply room is the laundry room, where the 
  Femforce's uniforms get those hard-to-clean 
  stains removed. Since these areas are 
  theoretically open to the public, one of these days 
  She-Cat's gonna find out just whose been 
  snatching her underwear from the laundry room 
  -
  then look out! 
  Beyond a security door (again, voice-
  activated) are ~e four apartments built into 
  Femforce HQ. All share the same mundane 
  design, with a kitchenette, bathroom, living room 
  and separate bedroom. Currently three out of the 
  four apartments are unoccupied; only Ms. 
  Victory is occupying an apartment, since she 
  currently has no civilian identity. Originally FF 
  HQ was designed to house the entire team, but 
  budgetary cutbacks called for a more efficient use 
  of the space. Thus most of the team are currently 
  living in civilian housing, which doesn't seem to 
  make a whole lot of sense. On the other hand, 
  with an automated monitor room, who needs to 
  be on hand if a crisis strikes? At the end of the 
  hallway is a stairwell which goes to the second 
  floor and to the roof. 
  Second Floor 
  The second floor is accessible by stairwell or 
  elevator, and contains the library, the science lab 
  and the pool (well, kinda). The elevator opens 
  onto the second floor walkway, which leads to a 
  security door that responds to voice-print ID like 
  the rest of the secure doors. A door halfway 
  down the hall on the west wall opens into the 
  7 
  femforce HQ 
  library, which is seldom (if ever) used. It was 
  filled with books from She-Cat's father's library, 
  Joan Wayne's home library and Senator Wright's 
  personal library. As far as we know, none of the 
  Femforce have spent any time in it at all. 
  The science lab was designed by Stardust to 
  be both visually stimulating as well as secure and 
  functional. The swimming pool, located on the 
  floor above extends into the science lab. As you 
  enter, the deep end is the first sign of the pool, its 
  clear Plexiglas shell acting as a wall about 20 feet 
  into the room. Swimmers can make out a 
  distorted view of the lab through the water, while 
  people in the lab can see the swimmers quite 
  clearly. During the day, natural light is filtered 
  through the pool to provide illumination for the 
  chamber, while at night the pool's lights give the 
  lab a soft glow. Underneath the shallow end is 
  Dusty's office/workspace, where she pounds out 
  those late-night reports for NASA. All sorts of 
  high-tech analyzational, computational and 
  science-fictional gizmos abound in the lab, which 
  has all of the standard superheroic science stuff in 
  it. Translation: if it can be done, it can be done in 
  Dusty's lab. If it can't be done, they might have 
  to send out for Plot parts. Got it? 
  Soath Wing 
  The south wing of Femforce HQ is actually 
  only one floor with really high ceilings. The 
  southern elevator does not go up; it goes down 
  to the sub-basement level. Two security doors 
  (voice-activated) lead to the hangar and the 
  medlab, respectively. The medlab is an ultra-
  modern medical facility capable of handling most 
  human emergencies as well as quite a few alien 
  physiological traumas. It can handle triage for up 
  to 30 human-sized sentients without straining its 
  resources, and has universal plasma in stock 
  (captured from the Rurians during the invasion). 
  No expense was spared in its construction, 
  though the only real use that it gets is during 
  times of crisis when Femforce HQ becomes a 
  paranormal command center. or when injuries are 
  suffered in the training room. The only way into 
  the training room is through the medlab. 
  
  femforce JtQ 
  The training room is accessed through the 
  control room, where the training sequences are 
  set up and threat levels are determined for the 
  day's exercise. The training room has lasers, 
  robots, Rurian technology holograms .. say, do 
  you really need us to spell this out for you? You 
  read comics, right? You know what's in there, 
  right? Okay. Let's move on ... 
  The hangar bay occupies the bulk of the 
  south wing. It has an elevator lift to the roof, so 
  that vehicles can be raised and lowered for 
  landings and takeoffs. Dusty's spacer is usually 
  stored here when she is at HQ, as well as Tara's 
  Jet Ranger or F-117 Stealth Fighter (28th 
  birthday present from Daddy). General Strock 
  occasionally keeps a Huey on hand for quick 
  mobilization, but other than that, the bay is pretty 
  empty. There are plenty of tools and lifts and 
  heavy equipment to enable mechanics to perform 
  8 
  most types of vehicle maintenance in the hangar 
  bay. A stairwell is located on the southern wall, 
  which allows roof access (without having to use 
  the elevator lift). 
  Sub Basement Level 
  Located deep (40') below Femforce 
  headquarters is the paranormal holding facility. 
  Here paranormals may be detained for later 
  shipment to the Colorado Project or wherever 
  the government sees fit to send them. It was 
  initially designed to be a temporary holding 
  facility, though these days it has become a regular 
  gulag. Beyond the guard post/ processing station 
  are 24 holding cells, each equipped to handle 
  paranormals as strong as Ms. Victory and keep 
  them contained. The only access to the sub 
  basement is via the southern elevator or through 
  the bunker entrance which is a ramp that opens 
  
  into the parking lot. This entrance is disguised as 
  a parking validation booth. The armory is also 
  located in the sub basement, where the captured 
  weapons from rival paranormals or invading 
  aliens are stored. A kitchen and a supply/laundry 
  room round out the architecture of the sub 
  basement. 
  The entire confinement system is automated, 
  controlled by the computer in the Ops Center. 
  Initially troops were to be deployed in the sub 
  basement, but with the bulk of the Femforce 
  living and working elsewhere, having armed and 
  armored troops filing in and out of the atrium just 
  -·· 
  ., 
  f emforce tta 
  wouldn't maintain that friendly public image that 
  the group is struggling to maintain. Meals are 
  prepared on an automatic cycle and delivered to 
  the cells three times per day via pneumatic tubes 
  that are too small to get more than a human sized 
  arm into. Of course, each cell is equipped with 
  its own lavatory. 
  Cam & Marc Sez: Hey, don't get us wrong. We aren't 
  down 011 the FemForce Headquarters. In/act, we like it. 
  We really like it. We like it so much that we wish someone 
  would use it ... 
  I ·' 
  I 
  9 
  
  femforce HO 
  first floor 
  Kit. 
  Kit. 
  Kit. 
  Kit. 
  Laundry 
  < 
  > 
  Janitorial 
  ~ 
  !!. 
  ::s 
  :I 
  cc 
  :::0 
  0 
  0 3 
  Supply 
  (.;;\ 
  ~ 
  Hangar 
  ,. - - - - - - -
  I.' 
  1 
  ev to 
  : 
  1 
  t R of 
  1 
  I 
  I 
  ' 
  I 
  - - - - - - - ,, 
  C/l .... 
  ..... __ /\:----
  s 
  Second floor 
  _______ fSTl'.
  ...., ____ __ 
  v 
  I 
  I 
  >
  Lab < 
  Clear 
  Bottom 
  of 
  Pool 
  v 
  Library 
  .,,, 
  ---'''·----'~~ 
  j ____ J _____ Th!J ______ L __________ -;m 
  , 
  I 
  I :I' 
  ~ 
  ;a 
  ) 
  ). 
  I 
  J, 
  Open to First Floor 
  ~ 
  ~ 
  ~ 
  ~ 
  ~ I 
  ; 
  1 [_ ___ I 
  fEil 
  r--------- r 
  10 
  L --- --.L...~~------' 
  0 
  ! ~ 
  . ::s 
  ~ " i:;-
  .., . 0 
  ! . . -
  :I ' ::0 
  - · 
  0 
  ~ ~ 
  0 
  0 
  3 
  )I r---
  ~I 
  CD I 
  9; I 
  nt 
  DI I 
  >- .. __ Ul 
  .... 
  ST 
  Hangar 
  
  Third floor and Roofs 
  ---~T ___ _ 
  v 
  Pool 
  -
  ,~~~rl~~:~rt: :: .. 
  . .:_,; ·f :;;-. ::. ; . 
  ,:::):\::::: 
  '. 
  Computer/ 
  Operations 
  Center < 
  v 
  ,.., l !Kit. 
  ·-
  l___; 
  femforce HQ 
  Main Section Roof 
  Sub-basement Prison Level 
  Qi 
  (,) 
  .. 
  CJ 
  Qi 
  CJ 
  .. 
  (,) 
  Qi 
  CJ 
  'ii 
  (,) 
  ~ 
  0 e -
  c 
  11 
  
  Sentinels of Justice HO 
  Sentinels of Justice HO 
  The Sentinels of Jastlce-
  fl brief overview 
  The Sentinels of Justice is an organization 
  originally established in 1985 by Captain 
  Paragon. The membership consisted of Captain 
  Paragon, Nightveil, Commando D, Stardust, the 
  Scarlet Scorpion, and Astron and Astra, all of 
  whom banded together to battle the threat of the 
  extradimensional invaders known as the Vardax. 
  Once the team had repelled the Vardax invasion, 
  they maintained a loose association for a few 
  years until the government ordered them to cease 
  and desist any paranormal activity (including 
  wearing his costume in the case of Paragon!). 
  The current incarnation of the Sentinels of 
  Justice came about through the machinations of 
  General Richard Gordon, who was, at the time, 
  the head of the US government's Paranormal 
  Resources Division. The Vault Heroes (see Weir 
  Asylum) had all begun adapting to the strange 
  new world to which they had awoken, and many 
  of them were casting about for a purpose in life. 
  Gordon was aware of this, and was looking for a 
  group of paranormals who would be easier for 
  him to manipulate than the headstrong Femforce. 
  Thus, in 1993, nearly a year and a half after the 
  Vault heroes had been reactivated, the second 
  incarnation of the Sentinels of Justice came into 
  being. 
  Gordon named Jennifer Burke as the head 
  of the newly-formed Sentinels; she had recently 
  been replaced in the Femforce by the return of 
  her mother, the original Ms. Victory. Nameless, 
  jobless and homeless, she was already 
  accustomed to being manipulated by Gordon; 
  thus, she was the perfect candidate to lead the 
  Sentinels (by Gordon's logic). He only made one 
  error in naming Burke as leader; he attempted to 
  rename her Paragon. 
  Word of this decision spread like wildfire, 
  and (surprise surprise!) led to conflict with 
  Paragon, the rest of the original Sentinels and 
  members of the Femforce. In the long run, it was 
  decided that the best person for the job of leading 
  the Sentinels was indeed Paragon- the one and 
  only. This decision led to Jennifer Burke's 
  'dropping out' of paranormal society and her 
  eventual transformation into the anti-social Rad. 
  The rest of the original Sentinels were all 
  welcomed back into the fold as a vital part of the 
  new Sentinels. 
  At the present time, the Sentinels of Justice 
  are the largest known paranormal strike force on 
  the face of the planet. Their exact roster tends to 
  fluctuate as members go inactive while pursuing 
  personal missions, setting up personal lives or 
  taking time off for being deceased. The core 
  members tend to be found in the Sentinels 
  headquarters more often than not, and they 
  include the following: 
  Paragon- Team Leader, can be found here and there. 
  Sure does get around ... 
  The Avenger- Too busy to keep track of, but always 
  available in a crisis. 
  Astron and Astra- Patrolling the dimensions for 
  trouble. 
  Buckaroo Betty- Still adapting to powers -
  often 
  found in workout room, Nerve Center or on grounds. 
  Captain Flash- Spends most of his time at Sentinels 
  HQ. 
  Catman & Kitten- Splitting time between new home 
  and Sentinels HQ. 
  Commando D- Always found wherever the Scarlet 
  Scorpion is found. 
  Green Lama- Still contemplating his new lifestyle-
  usually in house. 
  Miss Masque- UsualJy around house. 
  Nightveil- At home in her sanctum or with the 
  Femforce. 
  Reddevil- Splits time between his company (BH 
  Industries) and Sentinels. 
  Rockelman & Jetgirl- Splitting time between their 
  company (Carteque) and the Sentinels. favoring 
  Sentinels HQ. 
  Scarlet Scorpion- Usually on the road. 
  Stardust- Working with NASA or with the Femforce. 
  Yankee Girl- Nowhere else to go. 
  12 
  
  . 
  ustice HQ 
  CAMll.J..A 
  13 
  
  Sentinels of Justice HO 
  American Crusader- Happy sticking to Sentinels 
  compound. Also has nowhere else to go. 
  Captain Wings- Vehicle Maintenance Supervisor-
  usually in hangar w/ planes. 
  Dynamic Man- Public Relations director- works out 
  of office. 
  Skyman- Air Traffic Controller- often found flying 
  above HQ airspace in his plane "The Wing". 
  Reserve members of the Sentinels are 
  occasionally found in Sentinels Headquarters or 
  on Sentinels missions. The following is a list of 
  some of those characters and where they can 
  usually be found when not in attendance; 
  Ajax- Semi-retired, currently runs art gallery in Soho 
  w/ Dart. 
  Black Cobra- Disappeared in Mexican Bordello. 
  Black Owl- MIA (Missing In Action) post Shroud 
  War. 
  Black Venus- Currently working with the DEA in 
  Miami. 
  Blue Eagle- Currently semi-retired, leading idle 
  wealthy Iifesty le in Boston. 
  Blue Flame- Semi-retired; opened alternative club in 
  San Francisco. 
  BuUeteer- Current whereabouts unknown. 
  Camilla- Currently roaming Jungle Island. 
  Crimebuster- Currently pursuing Iron Jaw in Miami. 
  Dart- Semi-retired; currently running art gallery in 
  Soho w/ Ajax. 
  Dr. Weir- Currently operating Weir Asylum. 
  Fighting Yank- Currently seeking vengeance on 
  Gorganna. 
  Flamingo- Partnered with Blue Flame in San 
  Francisco~ ~ 
  ~ 
  Glory Forbes- Currently employed by CIA. 
  Kaanga- Battling developers in Amazon rain forest. 
  Major Victory- MIA 
  Microman- Currently working at Galaxy Studios, 
  Hollywood. 
  Mister Scarlet- Currently on world tour trying to 
  reacclimate. 
  Phantom Falcon- Shot down in Desert Storm- MIA. 
  Skygirl- Retired, though dating Captain Wings. 
  Starr Flagg- Became FBI agent. Currently active in 
  X-files division. 
  Strong Man- Currently swinging with Cave Girl on 
  Taragonia. 
  Targeteers- KIA (Killed In Action) in gangland 
  violence in Washington D.C. 
  Tiger Man- Working at San Diego Zoo as trainer. 
  Torpedoman- Currently working at Ocean World. 
  Orlando. 
  Woman in Red- Abandoned costumed identity, 
  currently shortstop for major league baseball team. 
  The Compound- fin Overview 
  Built in an outlying suburb of Bayport, 
  Wisconsin approximately 4 miles from the 
  Latimer Labs facility, the Sentinels compound is 
  set back 200 feet back from Mockingbird Lane. 
  It is a 12 acre plot surrounded by a six-foot high 
  wrought iron fence, and the main driveway has 
  gates that are opened by an electronic signal 
  (much like a garage door opener). This signal 
  can be broadcast from a remote unit which most 
  of the members keep in their personal vehicles, or 
  it can be broadcast from the Nerve Center inside 
  the main building. A winding driveway leads 
  through immaculately kept grounds to the main 
  building. As you approach, the hangar and 
  landing strip can be seen in the distance behind 
  the house, which hides the swimming pool 
  directly behind the house. There are security 
  cameras concealed by the gates which can be 
  monitored from inside the Nerve Center, but no 
  other security precautions have been taken with 
  the grounds except for an intercom system which 
  covers the entire complex. The site was formerly 
  home to a small airport, which was purchased by 
  the government and renovated for its current 
  purpose. 
  14 
  
  Sentinels of Justice HQ 
  15 
  
  Sentinels of Justice HO 
  The Stractare 
  Sentinel's HQ is one of the few structures of 
  its kind that was actually constructed to be 
  exactly what it is; a halfway house for 
  paranormals reentering society. It serves as a 
  headquarters for the active team, as well as 
  temporary lodging for those members who are 
  unable to find housing in the civilian world or are 
  incapable of managing their finances properly. 
  There is only one rule to this halfway house; in 
  order to maintain residence, heroes must either 
  take regular rotations of monitor duty, or work 
  within the compound as part of the staff. The 
  main building is a three-story structure 130' x 70' 
  made of steel-reinforced concrete (100 HTK) 
  designed and built by engineers from Latimer 
  Labs Bayport. The structure was designed to be 
  extraordinarily sturdy, able to easily withstand 
  storms, earthquakes, floods, or Yankee Girl- in 
  short, nearly any natural (or Unnatural) disaster. 
  It has no basement, as it was assembled from 
  prefabricated materials on an existing foundation. 
  first floor 
  The front porch is dominated by four white 
  marble columns rising twenty feet to the roof. 
  They house the sensor array that scans and 
  identifies visitors to the compound using x-rays 
  and thermographic signatures. This is a defense 
  in case shapeshifters (such as the Vardax) were to 
  attempt to infiltrate the compound. Not that 
  anyone ever has -
  it's just a precaution -
  Paragon's still a little edgy after coming too close 
  to one too many shapeshifters. An electrifiable 
  steel mesh net extending from floor to ceiling can 
  be extruded from the columns. The porch is 50' 
  x 20', with bay windows and a pair of double 
  doors that open inwards into the reception area. 
  The floor of the porch is grey marble. 
  The reception area is dominated by the 
  grand staircase, a mahogany and maple 
  masterpiece which rises majestically from the 
  center of the room. To the east is a corridor 
  which leads to the offices, where the staff 
  maintains its day-to-day operations. Dynamic 
  16 
  Man is the head of Public Relations for the 
  Sentinels, and he manages the rest of the 
  compound staff from the offices. Just down the 
  hall from the offices is the day room. The day 
  room is a spacious, light, open room designed to 
  put visitors at ease and is filled with overstuffed 
  leather couches and chairs. A steel door on the 
  southern wall has a numeric code lock; it is one 
  of the only rooms in the house with any measure 
  of security, primarily because it leads to the 
  Sentinel's Nerve Center. 
  The Sentinels of Justice Nerve Center 
  The Nerve Center serves as a meeting room 
  and corrununications center for the Sentinels. 
  The walls are steel-reinforced concrete like the 
  rest of the complex, but they are further 
  reinforced by 114" steel plating covering the 
  walls, floor and ceiling. It has a large rectangular 
  meeting table equipped with keyboard-and-
  monitor ports at each seat. On the east wall is a 
  bank of computers and video monitors which act 
  as the Sentinel's eyes and ears to the world. Not 
  only are the HQ security systems routed through 
  them, they also receive a non-stop feed from 
  CNN.as well as Captain Video. (The Captain 
  often feeds information that he feels could be 
  relevant to the group or its individual members 
  through the corrunport dedicated to him on the 
  
  monitor board.) At all times the Nerve Center is 
  manned by at least one of the Sentinels for a 4-
  hour shift; the duty roster (and the habits of the 
  watchmen) is as follows (Roll 3d6). 
  2 American Crusader- Roll 1 d6; on a 1 
  or 2, he's watching John Wayne movies on 
  monitor 3. 
  3 
  the Avenger!- Usually doing ld6 other 
  tasks in addition to monitor duty. Still vigilant 
  while doing all of these things (just gotta keep 
  busy). 
  4-5 Buckaroo Betty-Often on phone with 
  Fernforce HQ or Captain Video; often reads 
  Louis L'Amour books while on duty. 
  6-8 Captain Flash- Supra-efficient. Roll 
  ld6 each hour; on a 1, he has found a crisis that a 
  team could be dispatched to deal with.. In 
  addition to his regular rotation, weekdays from 9 
  to 5 he will be found in the Nerve Center, busily 
  repairing one of Rocketrnan' s works in progress 
  or rewiring a panel. With his radio announcer 
  voice, Captain Flash tends to play disc jockey, 
  announcing req.uests and favorite tunes 
  throughout the household using the intercom. 
  His selections are always sounds of the thirties, 
  forties or early fifties (digitally remastered on 
  CD, of course). 
  9 
  Catman- Takes his superheroics 
  seriously, but thinks monitor duty's a bore. 
  Tends to nap; roll ld6. On a 5 or 6, he's fast 
  asleep. 
  10 the Green Lama- Floats serenely over 
  the meeting table, lost in his own thoughts. Will 
  answer the phone and that's about it. 
  11 Jetgirl- Spends a lot of time on the 
  phone to her bookies or Tech. 
  12 Kitten- Paces about nervously while 
  on duty. Note: roll ld6. If roll of 1 thru 4, she 
  will be on shift with Catrnan, trying to keep him 
  awake however possible. 
  13 Miss Masque- A competent 
  watchperson, she catches crisis and deals with 
  them efficiently. 
  Sentinels of Justice HO 
  14 Paragon- Usually uses his time on 
  monitor duty to brood, though lately he seems 
  happily lost in thought (probably mooning over 
  Ms. Victory). 
  15 Reddevil- Spends a lot of time on the 
  Phone. An awful lot. Sometimes more than one 
  phone at a time. He's still peeved that his cellular 
  phone won't work in the Nerve Center. 
  16 Rocketman-Tech is still trying to get 
  some "Star Trek" plot sensors to work in the 
  Nerve Center. Roll ld6 after he's been on 
  monitor duty; on a roll of 1, he has left something 
  disassembled or dysfunctional. 
  17 Skyman- Loathe to leave the friendly 
  skies, he monitors radio waves with his radio 
  helmet and keeps track of nearby air traffic. 
  18 Yankee Girl- Polishes her nails, does 
  her toes, chews gum and reads Danielle Steele 
  novels. Occasionally she actually pays attention 
  to one of the monitors, too. 
  There is a "Panic Button" installed in the 
  Nerve Center which will signal each of the active 
  Sentinels of Justice's beepers or cellular phones. 
  Every active member is required to carry at least 
  a beeper since the Sentinels do not have kooky 
  signal devices or high-tech comlinks. Hey, to 
  these guys, a beeper is a high-tech comlink! In 
  addition, slamming the Panic Button will seal all 
  of the shutters over the windows (shutters are 1/ 
  4" steel plate with 100 HTK), lock all of the 
  doors and seal the front porch in its steel netting. 
  Beyond the Nerve Center is the Recreation 
  Room, where the majority of the off-duty 
  Sentinels can usually be found. It is equipped 
  with a pool table, all of the latest video games, 
  large comfortable couches, four big screen TV's, 
  a ping pong table, three pinball machines 
  (including a "Fernforce" pinball machine), VCR's 
  w~th cabinets and shelves full of books and 
  movies from the thirties, forties and fifties (as 
  well as personal favorites from the modem day). 
  Two IBM compatible personal computers with 
  17 
  
  Sentinels of Justice HO 
  Internet access are placed along the southern 
  wall. Between the office and the rec room is the 
  generator room, where the internal power for the 
  compound is generated. 
  In the west wing of the first floor is the 
  'living room'. It has the appearance of a den in a 
  spacious house, with one exception; it is filled 
  with trophies of past cases, as well as statues and 
  portraits of fallen comrades such as Doc Strange, 
  the Green Turtle, Air Male & Stampy, and the 
  Green Lama (the Lama was deceased for a time, 
  though he is currently alive and active). The 15' 
  wide fueplace acts as a secret exit, leading down 
  to a passageway that ends in the hangar bay. In 
  the chimney is the main transmitter, which can 
  broadcast on a multitude of frequencies for over 
  100 miles, despite the fact that it is within such a 
  dense structure. Also in the west wing is the 
  kitchen, which is stocked with enough provisions 
  to feed fifty people for approximately two years, 
  and beyond it is the grand dining room. It is 
  seldom used by the Sentinels; they usually break 
  out the fine china only when they have visiting 
  dignitaries or one of the Sentinels is attempting 
  to impress a date. 
  SKOnd Floor 
  The second floor is the dormitory for the 
  Sentinels, both active and inactive. The west 
  wing is the men's dorms, while the east wing is 
  the women's dorm. At least, that was the plan. 
  Many of the Sentinels are married, and 
  intermingling and knocking down of walls has 
  become commonplace on the second floor. 
  There are two communal bathrooms (which the 
  Sentinels have complained about endlessly, to no 
  avail), one on each wing. To the north is the 
  master bedroom which has been claimed by 
  Paragon and has its own bathroom. How does 
  he keep it? He's Paragon, that's how. Next to it 
  is the laundry room, where the Sentinels dry their 
  tights after a long, sweaty day. Just in case you 
  were curious, yes, they tend to do their own 
  laundry. It's a whole lot easier now than it was in 
  the fifties, and the novelty has yet to wear off for 
  most of them. The staircase doubles back upon 
  itself for attic access. 
  Third Floor (flttic) 
  The attic of the building is actually the 
  workout and training room. State-of-the-art 
  nautilus machines and free weights, as well as 
  exercise bikes and rowing machines fill the 
  expansive attic. Windows on all sides (which are 
  1" thick bulletproof glass) and sky lights (opening 
  on hinges) make the room very light and 
  comfortable during the day, and working out by 
  starlight has become a favorite pastime of many 
  of the Sentinels. 
  "angar Bay I Garage 
  To the southwest of the main house is the 
  hangar bay/garage, where the Avenger parks his 
  Starjet and the rest of the Sentinels park their 
  personally owned civilian vehicles (as none of the 
  rest of the team have any 'super' vehicles). The 
  landing strip runs behind the bay, with runways 
  leading to and from the bays. As with most 
  hangars, it is constructed ofrelatively light 
  materials -
  aluminum sheeting on an aluminum 
  frame. There are surveillance cameras that 
  sweep the interior and 
  exterior which are monitored 
  from the Nerve Center, but 
  beyond that, there is no 
  security system (unless you 
  count the locks on the doors). 
  Captain Wings and Sk:yman 
  keep quarters in the hangar, 
  and unless Sk:yman is on 
  patrol, they can usually be 
  found in the Hangar. 
  18 
  
  I 
  1 
  I 
  I 
  r D &SJ-d>i ~ ~ 
  ~ ® I o 
  DayAoom 
  o~-
  .:1~ 
  v 
  (' 
  b 
  r · 
  J 
  Den 
  Dining Room 
  v 
  /) 
  0 
  -, 
  ••. 
  ~~' ~ 
  ! 
  ! 
  : . 
  ; 
  Stairs 
  ·' 
  First Floor 
  . Living Quarters 
  . ' 
  I 
  I ~Laundry 1 : 
  Office 
  Cl] 
  Gene1ator 
  Close I 
  Master 
  Bedroom 
  To Attic 
  nn .. nn 
  D 
  O 
  D 
  D 
  E 
  ~ Nerve Center 
  D 
  D 
  D 
  D 
  j 
  uuuu· 
  Sun Porch 
  ·01 
  ol 
  o ' 
  -, 
  :- ··J 
  Bath 
  t -
  ~
  ·. 
  . 
  . 
  I 
  ' 
  . 
  . 
  . 
  ··- s ta ks 
  Bath 
  r ·---· 
  I' h-rl 
  [l 
  [l 
  --, 
  ' i 
  II 
  ' 
  '~ I T~ 
  ,9 
  L - -
  ~ 
  Weight Room/Attic 
  O> ,.. 
  
  AC Unbound! 
  CHARACTER: 
  The American Crusader 
  SECRET ID I A.K.A.: Maththew Masters 
  ORIGIN: 
  Scientific Accident 
  PRIMARY STATS 
  TRUEAGE.~:7~9&....-~~~~~ 
  APPARENT AGE: 25 
  -----=------
  BIRTHPLACE: Philadelphia, PA 
  SECONDARY 
  STATS 
  MUSCLES: 
  80 
  Muscles Damage: +4d6 Max Press: 8,000 lbs 
  PP: 270 
  HEALTH: 
  40 
  Regen: Combat: -· 
  At Rest: -· 
  HTK/Day: 4d10 
  HTK: 117 ----
  MOVES: 
  20 
  Bonus to Hit: +3 
  Movement: 8" 
  Hittability: 8 
  FAME: 6 
  ----ti 
  BRAINS: 
  10 
  WILL: 
  80 
  Mental Attack Bonus: --
  Regen Rate: 3 per round 
  Mental Hittability: 3 
  HTK/Day: --
  BPs: 1 -----
  P: 20100 
  PERSONALITY: 20 
  (Special Note: Initiative Bonus is based on the characters) 
  LEVEL: 10 
  _.;......... __ 
  OOKS: 
  20 
  (MOVES divided by 10 and rounded down: 
  +2 
  Ps: 5 
  p 
  Ready at a Minuets Notice: Costume change 20 
  Inspire the Troops: Control Emotions 
  15 
  The Light of Liberty: Blind 
  1 o 
  Protected by the Stars & Stripes: 
  Forcefield: 20pts 
  GIZMOS 
  MBATINFQ 
  Type: 
  Description: 
  PP 
  HTK CP 
  A TT ACK TO OFF BALANCE ................. 1 PP 
  BREAK HOLD ........................................ 2 PP 
  COMBINATION ATTACK ...................... 2 PP 
  Type: 
  Description: 
  PP 
  HTK CP 
  DO IT lWICE ........................................ 3PP 
  GRAB .................................................... 2 PP 
  HAYMAKER .......................................... 3 PP 
  HOLD .................................................... 0 PP 
  Type: 
  Description: 
  PP 
  HTK CP 
  POP TART ............................................ 3 PP 
  PULL & PUNCH ...... 
  ... ......... [' .......... 3 PP 
  PUNCH DAMAGE: I 
  5d6 ................... 2 PP 
  STRIKE FOR EFFECT PER 06 ADD ............ 1 PP 
  Ty,p~t 
  . · Deserlptioli: 
  PP 
  HTK CP 
  THROW .................................................. 3 PP 
  TRICK SHOT ......................................... 3 PP 
  WHIP ..................................................... 2 PP 
  20 
  
  ~--------------------~~ r 
  r 
  CHARACTER DESCRIPTION: 
  SKILLS 
  HEIGHT: 6
  1 7
  11 
  WEIGHT: 200 lbs 
  HAIR: Blonde 
  EYES: Blue 
  SKIN: Tanned Caucasian . 
  MEASUREMENTS: 
  UNIQUE CHARACTERISTICS: 
  A square jawed American Hero. 
  r 
  MOVEMENT 
  GROUND : 8
  11 
  FLIGHT 
  : --
  Takeoff 
  Fighting 
  Really Fast 
  J=ull Speed 
  Soldier (Super Skill) 
  Acrobatics 
  Demolitions 
  Detect/Deactivate Alarms/Traps 
  Pilot Land 
  First Aid 
  Fire Pistols 
  Fire Rifles 
  Fire Unknown 
  Mechanic 
  Melee Weapons 
  Skydiving 
  Stealth 
  Squadtactics 
  Survival 
  ' 
  Personalitv & Backaround 
  ~ 
  Thief 
  Trapping 
  Quote: "But how can the Ger-
  ~ans be our Alies?" 
  ~ "'" 
  r 
  MISCELLANEOUS 
  21 
  20-
  10-
  10-
  10-
  10-
  30-
  70% 
  2-
  130% 
  20-
  40% 
  • <; 
  ..
  . . ~ 
  
  AC Unbound! 
  CHARACTER: 
  CrimeBuster 
  TRUE AGE ..... : 5_,8 _
  _ ____ 
  _ 
  SECRET ID I A.K.A.: ___ ______ APPARENT AGE . .,:_: 1 
  ....... 8....__ __ 
  _ 
  ORIGIN: 
  Adventure 
  BIRTHPLACE: Newark, NJ 
  'PRIMARY STATS 
  MUSCLES: 
  16 
  HEALTH: 
  20 
  MOVES: 
  20 
  BRAINS: 
  16 
  WILL: 
  20 
  PERSONALITY: 16 
  ~OOKS: 
  14 
  r 
  Muscles Damage: +3 
  Regen: Combat: --
  Bonus to Hit: +3 
  Max Press: 800 lbs 
  At Rest: --
  HTK/Day: 4d6 
  Movement: 8" 
  Hittability: 8 
  Mental Attack Bonus: + 1 
  Regen Rate: 1 per 2 rounds 
  Mental Hittability: 5 
  HTK/Day: --
  (Special Note: Initiative Bonus is based on the characters) 
  (MOVES divided by 10 and rounded down: 
  +2 
  ) 
  SECONDARY 
  STATS 
  PP: 122 
  HTK: 35 
  "I 
  ----
  FAME: 8 - - - -
  BPs: 4 -----
  XP: 3,800 
  LEVEL: 4 ___ ....., 
  .. pPs: 41 
  POWERS 
  CHARACTER DRAWING 
  ~;::.::::::::::::::::::::::::::::::::;:::;;;;:;;:;::::::::::::::::::::::~::::~.. ~::::::::::::::::::::::::::::::::::::::::::::::::"' 
  GIZMOS 
  "I 
  ' 
  cnMBAT INFO 
  "I 
  Type: 
  Description: 
  PP 
  HTK CP 
  ATIACK TO OFF BALANCE ................. 1 PP 
  BREAK HOLD ........................................ 2 PP 
  COMBINATION ATIACK ...................... 2 PP 
  pp 
  HTK CP 
  DO IT lWICE ........................................ 3pp 
  GRAB .................................................... 2 PP 
  HAYMAKER .......................................... 3 PP 
  Type: 
  Description: 
  HOLD .................................................... OPP 
  pp 
  HTK CP 
  POP TART ............................................ 3 PP 
  PULL & PUNCH.... 
  [ ........... 3 PP 
  PUNCH DAMAGE: I 106+3 ............... 2 PP 
  Type: 
  Description: 
  STRIKE FOR EFFECT PER 06 ADD ............ 1 PP 
  . Type: 
  pp 
  HTK CP 
  THROW ................................................. 3 pp 
  ; ;p,~ji-ptlon: 
  TRICK SHOT ......................................... 3 pp 
  ·:_·""l!!~!l!lP. 
  .. ·•· ... 
  .,_,. _____________ .__.1,_-1..__,"' ~HIP ................................... ._ .............. '. .. 2 PP"" 
  '" . . 
  22 
  
  ,----------------------------~ ,,,---------------~~~~---------------.. 
  CHARACTER DESCRIPTION: 
  SKILLS 
  ~ 
  HEIGHT: 5' 7
  11 
  WEIGHT: 135 lbs 
  HAIR: Brown 
  EYES: Brown 
  SKIN: Medium Caucasian 
  MEASUREMENTS: 
  UNIQUE CHARACTERISTICS: 
  He's a well mannered teenager! 
  Agent 
  Communications 
  Computer Operations 
  Cryptology 
  Demolitions 
  First Aid 
  S.C.U.B.A. 
  Stealth & Concealment 
  ""';===========~~ Athelete 
  ' 
  MOVEMENT 
  ~ 
  GROUND : 10
  11 
  FLIGHT 
  · --
  Takeoff 
  Fighting 
  Really Fast 
  \.Full Speed 
  r 
  Personalitv & Backaround "' 
  CB has grown up fighting crime 
  and will probably continue to do 
  so. If only the She-Cat wouldn't 
  chase him so much ... 
  Quote: "All right Iron Jaw. This 
  Acrobatics 
  Animal Handler 
  Catwalk 
  Climbing 
  First Aid 
  Juggling 
  1 Melee Weapon blunt object (+1 dmg) 
  Pole Vault 
  Running 
  S.C.U.B.A. 
  Skydiving 
  Swimming 
  Swinging 
  Tumbling 
  Blind Fighting 
  Contacts x2 ( 6 contacts) 
  Disguise 
  time I've finally got you .. :· 
  ""'---------------"~ Streetwise 
  Thief 
  Language: Spanish 
  Martial Arts level 4 
  Attacks: 
  High punch 
  Low punch 
  Side kick 
  Haymaker 
  Feint 
  Tackel 
  Uppercut 
  Better damage + 1 d6 
  Defenses: 
  23 
  Get outta the way 
  Block 
  Evade 
  Do it Better + 1 
  16> 
  16> 
  16> 
  56% 
  20> 
  20> 
  20> 
  20> 
  20> 
  20> 
  16> 
  20> 
  
  AC Unbound! 
  CHARACTER: 
  Dynamic Man 
  SECRET ID I A.K.A.: Dan Anderson 
  ORIGIN: 
  Scientific Accident 
  TRUEAGE~
  :7~4L--~~~~~
  APPARENTAGE~:3~4""----~~~ 
  BIRTHPLACE: New York, NY 
  'PRIMARY STATS 
  MUSCLES: 
  35 
  HEALTH: 
  35 
  MOVES: 
  35 
  BRAINS: 
  16 
  WILL: 
  101 
  PERSONALITY: 35 
  J..OOKS: 
  14 
  Muscles Damage: +2d6 
  Regen: Combat: --
  Bonus to Hit: +5 
  Mental Attack Bonus: + 1 
  Regen Rate: 4 per round 
  Max Press: 3,500 lbs 
  At Rest: --
  HTK/Day: 4d10 
  Movement: 1 O" 
  Hittability: 10 
  Mental Hittability: 5 
  HTK/Day: --
  (Special Note: Initiative Bonus is based on the characters) 
  (MOVES divided by 10 and rounded down: 
  +3 
  ) 
  ....,. 
  r 
  " 
  SECONDARY 
  STATS 
  PP: 271 
  HTK: 84 
  ---~ 
  FAME: O 
  -"------1 
  BPs: 2 
  - ---
  --11 
  XP: 2.935 
  LEVEL: 3 ----
  ~ ~Ps: 1 
  , 
  POWERS 
  CHARACTER DRAWING 
  Dynamic Flight: 32" 
  Invulnerability: 1 Opts 
  ~;:::==============::::::;;;;::;;;;;:;:;:;;=================~~ ~~========================~· 
  GIZMOS 
  ~ ' 
  COMBAT INFO 
  ....,. 
  Type: 
  Description: 
  PP 
  HTK CP 
  ATTACK TO OFF BALANCE ................. 1 PP 
  BREAK HOLD ........................................ 2 PP 
  COMBINATION ATTACK ...................... 2 PP 
  t:;T;::--:y:=-:pe=-=-:--------
  -
  - ----'=pp=-h-H=T,.,...,K,.....kc =-p.... DO IT TWICE ........................................ 3PP 
  Description: 
  GRAB ··········· ····· ················· ··· ········· ....... 2 PP 
  HAYMAKER .......................................... 3 PP 
  HOLD .................................................... 0 PP 
  t:T;::--y=pe=:------- ------..._,j=p=p-1-,.H=T,,.,...K,....kC=P-1 POP TART ............................................ 3 pp 
  Description: 
  PULL & PUNCH .... 
  .1 ........... 3 PP 
  PUNCH DAMAGE: I 
  306 ................. 2 pp 
  STRIKE FOR EFFECT PER 06 ADO ............ 1 PP 
  Type; 
  pp 
  HTK CP 
  THROW ................................................. 3 pp 
  , Descripti~n: 
  TRICK SHOT ......................................... 3 pp 
  , 
  '",,_---------------'--"""1--~~ ~HIP ..................................................... 2 PP~ 
  24 
  
  ------------------------""'~ , 
  r 
  CHARACTER DESCRIPTION: 
  SKILLS 
  HEIGHT: 6' 2" 
  WEIGHT: 180 lbs 
  One Skilled Laborer: P.R. Guy 
  HAIR: Brown 
  EVES: Blue 
  Scientist (Forties Tech) 
  SKIN: Medium Caucasian 
  Communications 
  MEASUREMENTS: 
  Computer Operations 
  UNIQUE CHARACTERISTICS: 
  Language: Spanish 
  His Dynamic outgoing personality. 
  Language: Japanese 
  r 
  MOVEMENT 
  GROUND : 10" 
  FLIGHT 
  : 32" 
  Takeoff 
  : 8" 
  Fighting 
  : 16" 
  Really Fast 
  : 24" 
  ~ull Speed 
  : 32" 
  ~ 
  ' 
  Personalitv & Backaround "' 
  Popular young researcher at Dew 
  chemicals in the 40's, Dan gained 
  super powers in a weird lab accident. 
  But the same accident gave him can-
  cer. Now out of the Vault he presses 
  on by sheer will, looking for a cure. 
  Quote: "Hey Guys, who's up for a 
  photo shoot?" 
  ~ "" 
  \,. 
  MISCELLANEOUS 
  25 
  
  AC Unbound! 
  CHARACTER:____.K...>.lia410al.l.Jnl.Mga...__ ________ TRUE AGE ....... : ...M6:.w.O _____ 
  _ 
  SECRET ID I A.K.A.: Kaanga 
  APPARENT AGE . ......,: 2=0..__ __ 
  _ 
  ORIGIN: 
  Genetic Quirk 
  BIRTHPLACE: Tanzinia, Africa 
  'PRIMARY STATS 
  MUSCLES: 
  60 
  HEALTH: 
  30 
  MOVES: 
  20 
  BRAINS: 
  14 
  WILL: 
  18 
  PERSONALITY: 14 
  .LOOKS: 
  18 
  r 
  Muscles Damage: +3d6 
  Max Press: 5,0000 lbs 
  Regen: Combat: --
  At Rest: 1 I rnd HTK/Day: 3d10 
  Bonus to Hit: +3 
  Mental Attack Bonus: --
  Movement: 8" 
  Hittability: 8 
  Mental Hittability: 4 
  Regen Rate: 1 per 4 rounds 
  HTK/Day: ·-
  (Special Note: Initiative Bonus is based on the characters) 
  (MOVES divided by 1 O and rounded down: 
  +2 
  ) 
  SECONDARY 
  STATS 
  PP: 174 
  HTK: 58 
  "I 
  ----
  FAME: 0 -----
  BPs:S 
  -'-------1 
  XP: 1.437 
  LEVEL: 2 ----
  ~ ~Ps: 13 
  POWER~ 
  CHARACTER DRAWING 
  Astounding Leap: Jumping +30" 
  Run Like the Gazelle: Run Fast +10" 
  Elephant Punch: Hit'em Harder +3d6 
  Good Hearing 
  Smell Good 
  .... 
  ~ \,,. 
  ~ 
  ,;============G~1=zM=o=s============~~, 
  ~==================~ 
  COMBAT INFO 
  .. 
  Type: 
  Description: 
  PP 
  HTK CP 
  ATI ACK TO OFF BALANCE ................. 1 PP 
  BREAK HOLD ........................................ 2 PP 
  COMBINATION ATIACK ...................... 2 PP 
  pp 
  HTK CP 
  DO IT TWICE ........................................ 3pp 
  GRAB .................................................... 2 PP 
  HAYMAKER .......................................... 3 PP 
  Type: 
  Description: 
  HOLD .................................................... 0 PP 
  pp 
  HTK CP 
  POP TART ............................................ 3 PP 
  PULL & PUNCH.... 
  1 
  ........... 3 PP 
  PUNCH DAMAGE: I 706 .................. 2 PP 
  Type: 
  Description: 
  STRIKE FOR EFFECT PER 06 ADD ............ 1 PP 
  Type: 
  pp 
  HTK CP 
  THROW ................................................. 3 pp 
  . Description: 
  TRICK SHOT ......................................... 3 PP 
  .ti..."""'---------------L......L-..L..J... ..,WHIP ..................................................... 2 PP...,. 
  26 
  
  , 
  ~, 
  CHARACTER DESCRIPTION: 
  SKILLS 
  HEIGHT: 6' 
  WEIGHT: 165 lbs 
  Athelete 
  HAIR: Black 
  EYES: Black 
  SKIN: Well Tanned Caucasian 
  MEASUREMENTS: 
  UNIQUE CHARACTERISTICS: 
  Stronger than he looks. 
  ' 
  MOVEMENT 
  GROUND : 20
  11 
  FLIGHT 
  · 
  Takeoff 
  Fighting 
  Really Fast 
  ~ull Speed 
  r 
  Personality & Backaround 
  ~ 
  Your average Jungle guy ... 
  Quote: "Me am the Strongest of 
  them all. .. " 
  Acrobatics 
  Animal Handler 
  Catwalk 
  Climbing 
  First Aid 
  Juggling 
  1 Melee Weapon knife (+1 dmg) 
  Pole Vault 
  Running 
  S.C.U.B.A. 
  Skydiving 
  Swimming 
  Swinging 
  Tumbling 
  MISCELLANEOUS 
  27 
  20> 
  20> 
  20> 
  20> 
  20> 
  20> 
  
  AC Unbound! 
  CHARACTER: 
  Glory Forbes 
  TRUE AGE..._: ..lloolCU.lila ..... 
  s~siLUfieWld..__ __ 
  _ 
  SECRET ID I A.K.A.: ~C=::la=
  s=si:..:.:.;fie""""d=---_____ 
  APPARENT AGE ........ 
  : -=-27,___ __ 
  _ 
  ORIGIN: 
  Govenment Sponsored 
  BIRTHPLACE: Classified 
  ------..... 
  PRIMARY STATS 
  "" ~ SECONDARY "" 
  MUSCLES: 
  14 
  HEALTH: 
  20 
  MOVES: 
  18 
  BRAINS: 
  16 
  WILL: 
  30 
  PERSONALITY: 18 
  11.00KS: 
  18 
  , 
  Muscles Damage: +2 
  Regen: Combat: --
  Bonus to Hit: +2 
  Mental Attack Bonus: + 1 
  Regen Rate: 2 per round 
  Max Press: 700 lbs 
  At Rest: 1 per 2 HTK/Day: 4d6 
  Movement: 7 
  Hittability: 7 
  Mental Hittability: 5 
  HTK/Day: •• 
  (Special Note: Initiative Bonus is based on the characters) 
  (MOVES divided by 1 O and rounded down: 
  + 1 
  ) 
  STATS 
  PP: 134 
  HTK: 33 ----
  FAME:O 
  - ---11 
  BPs:O -----4 
  XP: 1,200 
  LEVEL: 2 
  ---
  --1 
  ~ PPs: 4 
  POWERS 
  " ,. 
  CHARACTER DRAWING 
  ~;::.==============:::::;:::;;;:;:;:;;:;;:=:=============~~ ~~========================~~ 
  r 
  GIZMOS 
  ~ r 
  COMBAT INFO 
  " 
  Type: 
  Description: 
  PP 
  HTK CP 
  ATTACK TO OFF BALANCE ................. 1 PP 
  BREAK HOLD ........................................ 2 PP 
  COMBINATION ATTACK ...................... 2 PP 
  t-::T::-y-pe-: --- ---------------p- p--11-H-T_K,..1.. c-p---' DO IT TWICE ........................................ 3PP 
  Description: 
  GRAB .................................................... 2 PP 
  HAYMAKER .......................................... 3 PP 
  HOLD .................................................... 0 PP 
  t:;T;:--y""""'.pe-:-------- -----
  --l-p- p.--11-H_T_K-1-C-P--1 POP TART ............................................ 3 pp 
  Description: 
  PULL & PUNCH .... 
  [··········· 3 PP 
  PUNCH DAMAGE: I 
  106+2 ............. 2 PP 
  STRIKE FOR EFFECT PER 06 ADO ............ 1 PP 
  . Type: 
  pp 
  HTK CP 
  THROW ................................................. 3 pp 
  _; :oescriptlon: 
  TRICK SHOT ......................................... 3 pp 
  '-.!1...,.,.,... ______________ 
  '-~-...&.-"~ ~HIP ..................................................... 2 PP ... 
  28 
  
  r 
  CHARACTER DESCRIPTION: 
  HEIGHT: 5' 4
  11 
  WEIGHT: 110 lbs 
  HAIR: Brown 
  EYES: Grey 
  SKIN: Pale Caucasian 
  MEASUREMENTS: 38 - 24 -26 
  UNIQUE CHARACTERISTICS: None, 
  she's a spy your not supposed to 
  notice her. 
  r 
  MOVEMENT 
  GROUND : 7" 
  FLIGHT 
  Takeoff 
  Fighting 
  Really Fast 
  J=ull Speed 
  r 
  Personalitv & Backaround 
  ~ 
  A daring spy in the world of inter-
  national espionage. 
  Quote: "Who says Bonds have 
  more fun?" 
  "-
  Spy 
  Communications 
  Computer opps 
  Contacts (9) 
  Cryptology 
  Demolitions 
  Detective 
  Piloting (Land) 
  Electronics 
  First Aid 
  SKILLS 
  Detect/Deactivate Alarms/Traps 
  Fire Pistols 
  Gambling 
  Interrogation 
  Mechanic 
  Persuasion 
  Qucik Draw 
  S.C.U.B.A. 
  Stealth 
  Streatwise 
  Thief 
  Martial Artist level 5 
  All the manuvers from basic rules. 
  Language: French 
  r 
  MISCELLANEOUS 
  29 
  16> 
  16> 
  16> 
  16> 
  16> 
  16> 
  16> 
  16> 
  18> 
  64% 
  18> 
  54% 
  18> 
  18> 
  
  AC Unbound! 
  CHARACTER:___.S 
  ...... t_.ar ........ r..._E ..... 
  la_g_.g ________ TRUE AGE: She won't sav 
  SECRET ID I A.K.A.: Agent Flagg 
  APPARENT AGE ___ : -=-25=------
  0RIGIN: 
  Govenment Sponsored 
  BIRTHPLACE: Eustis, Florida 
  PRIMARY STATS 
  MUSCLES: 
  14 
  HEALTH: 
  14 
  MOVES: 
  16 
  BRAINS: 
  16 
  WILL: 
  40 
  PERSONALITY: 16 
  .LOOKS: 
  18 
  Muscles Damage: +2 
  Regen: Combat: --
  Bonus to Hit: + 1 
  Mental Attack Bonus: + 1 
  Regen Rate: 2 per round 
  Max Press: 700 lbs 
  At Rest: 1 per 5 HTK/Day: 2d6 
  Movement: 6 
  Hittability: 6 
  Mental Hittability: 5 
  HTK/Day: --
  (Special Note: Initiative Bonus is based on the characters) 
  (MOVES divided by 10 and rounded down: 
  +1 
  ~ r SECONDARY ~ 
  STATS 
  PP: 134 
  HTK: 28 ----
  FAME:O ----
  BPs: 0 -----
  XP: 1.200 
  LEVEL: 2 ----
  ~ PPs: 4 
  POWERS 
  CHARACTER DRAWING 
  ;:================:;:;;;:;::;::;::============~~~ ~:::========================~~ 
  GIZMOS 
  ~ ' 
  COMBA.T INFO 
  ~ 
  Type: 
  Description: 
  PP 
  HTK CP 
  ATTACK TO OFF BALANCE ................. 1 PP 
  BREAK HOLD ........................................ 2 PP 
  COMBINATION ATTACK ...................... 2 PP 
  pp 
  HTK CP 
  DO IT TWICE ........................................ 3pp 
  GRAB .................................................... 2 PP 
  HAYMAKER .......................................... 3 PP 
  Type: 
  Description: 
  HOLD .................................................... OPP 
  f-.TF::y=pe=-=-----------------1-p=p=--h-H=T=K:-tc=p-I POP TART ............................................ 3 pp 
  i Description: 
  PULL & PUNCH.... ... 
  1··········· 3 pp 
  PUNCH DAMAGE: I 
  1D6+2 ............. 2 PP 
  STRIKE FOR EFFECT PER 06 ADD ......•..•.. 1 PP 
  Type: 
  pp 
  HTK CP 
  THROW················································· 3 pp 
  ·. Description: 
  TRICK SHOT ......................................... 3 PP 
  ,_
  ,....,,,, .....,--------------..iL...~-...1....J~ ~HIP ..................................................... 2 PP~ 
  30 
  
  r 
  ~ ,. 
  CHARACTER DESCRIPTION: 
  HEIGHT: 5
  1 8
  11 
  WEIGHT: 130 lbs 
  Spy 
  HAIR: Red 
  EYES: Green 
  SKIN: Pale Caucasian 
  MEASUREMENTS: 38 - 24 -26 
  UNIQUE CHARACTERISTICS: Al-
  ways were's red, white and blue. 
  \.. 
  ' 
  MOVEMENT 
  GROUND : 6
  11 
  FLIGHT 
  Takeoff 
  Fighting 
  Really Fast 
  J=ull Speed 
  Communications 
  Computer opps 
  Contacts (9) 
  Cryptology 
  Demolitions 
  Detective 
  Piloting (Land) 
  Electronics 
  First Aid 
  SKILLS 
  Detect/Deactivate AlarmsfT raps 
  Fire Pistols 
  Gambling 
  Interrogation 
  Mechanic 
  Persuasion 
  Qucik Draw 
  S.C.U.B.A. 
  Stealth 
  Streatwise 
  Thief 
  ' 
  Personalitv & Backaround 
  ~ 
  She knows the truth is out there 
  and his name was the Black 
  Shroud. Now she works with the 
  FBI tracking down any remnents 
  of his network of evil. 
  Martial Artist level 5 
  Quote: 
  11 I know what the truth is, 
  and you don't want to know ... 
  11 
  , 
  All the manuvers from basic rules. 
  Language: Spanish 
  MISCELLANEOUS 
  31 
  16> 
  16> 
  16> 
  16> 
  16> 
  16> 
  16> 
  16> 
  18> 
  64% 
  18> 
  50% 
  18> 
  16> 
  
  he Colorado Project 
  The Colorado Project: A 
  Brief History 
  by Rick Levins 
  The Lifeform Supranormal Development 
  Project, also known as the Super Soldier 
  Program and later the Colorado Project came 
  into being as a result of Dr. Samuel Lieber's 
  attempt to blackmail President Roosevelt in 
  1940. 
  Lieber was head of the Paragon Foundation, 
  a genetics research institute whose purpose was 
  to create the ultimate man of the future. 
  Unfortunately, the scientists at the foundation in 
  their dedication (which some might call 
  fanaticism) had crossed the boundaries oflegality 
  and were under investigation by Senator Thomas 
  D. Wright (D. Florida) on charges of illegal 
  experimentation on human subjects. 
  Lieber arranged a private meeting with the 
  President and introduced him to Charlie Starrett. 
  the original subject upon which the Paragon 
  Foundation's research was based. Starrett 
  possessed astonishing telekinetic powers, but he 
  had been so thoroughly brainwashed by Lieber 
  over a period of years that he had virtually no 
  will of his own. After Roosevelt had witnessed a 
  . THE~A~~p.....,,p..f.6r. NESTL.EO 
  SAFELY WITHIN THE VASTNESS OF THE 
  ROCKY MOUNTAINS. t.OST AMONGST THE 
  CRAGS ANO PEAKS FROM PRYING EYES 
  LIES THE ANCESTRAL HOME OF 
  ' 
  AMERICA'S PARANORMAL FORCES. 
  demonstration of Starrett's abilities, Lieber spoke 
  convincingly of the advantages such superbeings 
  would provide in any military conflict with 
  Germany. This alone might have convinced the 
  President to suspend criminal proceedings, but 
  unfortunately Lieber in his egotism attempted to 
  add the stick to the carrot... a thinly-veiled threat 
  that Starrett (who was ref erred to by the code-
  name Paragon) could as easily be given to the 
  Nazis. 
  Angered. Roosevelt did call a halt to the 
  legal procedures, but not to the ongoing 
  investigation. In addition, he decided that the 
  U.S. government should have superbeings of its 
  own. Thus was born the Super Soldier Program. 
  Chief of Research for the project was Dr. 
  Mark Benton, a brilliant young biochemist 
  formerly employed by one of the nation's largest 
  pharmaceutical companies. His assistant was Dr. 
  Joan Wayne, Dr. Nathan Margold was 
  administrative head and security was handled by 
  William Fouche, a former intelligence operative. 
  Benton was working on an experimental 
  compound designated V-45 which would (if 
  successful) increase human physical strength, 
  endurance and reactions by a factor of ten at 
  least. But for all of his scientific expertise, 
  Benton was naive in other areas. He did not 
  32 
  
  believe, even as late as rnid-1941 that the United 
  States would allow itself to become embroiled in 
  "the European War". He envisioned at least a ten 
  year period of animal testing before the V -45 
  would be ready for human testing. 
  The Japanese attack on Pearl Harbor 
  changed all of that. 
  Benton was ordered to begin human testing 
  at once. The subjects for experimentation were 
  already in place- members of the "Special 
  Operations Force", a group of highly-skilled 
  commandos under the direct command of 
  Brigadier General Daniel Reese. Loyal to the 
  death, every member of the force had 
  unhesitatingly volunteered for the experiment. 
  Benton was having none of it; he resigned 
  on the spot. This left the 26-year-old Joan 
  Wayne as acting Director of Research- a situation 
  that pleased her no more than it did Margold or 
  Fouche. But there was no one else who 
  understood Benton's work as well as she did, so 
  Joan and her newly-appointed assistant Octavia 
  Howard undertook the task of continued 
  development of V-45. 
  Then in early 1942, Dan Barton, one of the 
  SOF men learned of a plot against President 
  Roosevelt's life. Using his commando skills, 
  Barton broke into the project laboratory (which 
  was then located in Washington D.C.) and 
  inoculated himself with a sample of V -45. The 
  drug worked perfectly, and with his superhuman 
  powers Barton successfully foiled the 
  assassination plot. General Reese was delighted, 
  and ordered Wayne to begin treatment of his 
  remaining men with the compound. Joan 
  convinced Reese to wait one month while Barton 
  was observed for possible side effects. 
  A month was unnecessary. Within less than 
  two weeks it became evident that Barton, now 
  wearing a masked costume and calling himself 
  the Black Commando, was suffering severe and 
  increasing mental dysfunction, culminating in 
  The Colorado Project 
  acute paranoia. When Reese ordered for him to 
  be detained, Barton broke loose and went 
  underground, though not before breaking into the 
  laboratory and liberating a large supply of V -45. 
  For the next few weeks the Black 
  Commando ran wild, fighting the forces of the 
  law as often as Nazis and saboteurs. In his 
  paranoia, he decided that it was unsafe to keep 
  all of his V -45 in one location, so he broke it up 
  into numerous small caches hidden in cities all 
  over the country. Then he decided to raid the 
  laboratory for a third time. By now the Super-
  Soldier Project had been moved to a " secure" 
  base in Colorado, by order of Fouche. It did not 
  help. Barton slipped past the guards as if they 
  were asleep. His objective this time was to get 
  the formula for V-45 from Joan Wayne and then 
  kill her. But he had underestimated Wayne; she 
  and Octavia Howard outwitted and captured 
  Barton. Unfortunately, he had by now become 
  thoroughly addicted to V-45, and could not be 
  cured. Instead, he was frozen in cryogenic 
  suspension until such time as an antidote could be 
  found. 
  33 
  
  he Colorado Project 
  Unknown to Wayne, the V-45 had by then 
  been secretly tested on three other SOF 
  members. One died and the other two began 
  exhibiting the same personality disorders as 
  Barton. Fortunately, none had been exposed 
  long enough for permanent addiction, and were 
  eventually weaned of the effects. By now 
  Margold was feeling pressure form Gen. Reese, 
  who had lost four men with nothing to show for 
  it. He wanted a working variant of V -45, and he 
  wanted it now. Unfortunately Margold, in 
  relaying this message to Wayne, let slip about the 
  other three commandos. Joan was furious, but 
  was told, in effect, to shut up and get back in the 
  laboratory like a good little girl. It was the 
  wrong approach with a 
  woman like Joan. For a time 
  she considered resigning as 
  Mark Benton had, but she 
  had a better idea. 
  They wanted a super-
  soldier, she'd give them a 
  super-soldier. But she'd be 
  damned if she would risk 
  turning another innocent 
  victim into a Black 
  Commando. The only 
  subject she would experiment 
  on would be herself. By March 
  1942, Joan had developed V-47, 
  a compound tailored exclusively to 
  her own body chemistry. It worked 
  -
  with no apparent side effects. Joan 
  then stunned her superiors by 
  announcing that she was resigning from the 
  project, and taking the Black Commando's place 
  as an allied superagent. 
  They told her she was crazy, and she would 
  do no such thing. Even Octavia was against it. 
  But Joan was stubborn. When she heard a report 
  about Nazi saboteurs at a military supplies 
  warehouse, she put on her "Miss Victory" 
  costume and went to investigate. The saboteurs 
  turned out to be one woman; Nazi superagent 
  Panzer. She beat Joan Wayne to within an inch 
  of her life. Reese and Marg old thought that this 
  would discourage her from her foolishness, but 
  instead it only increased her determination. 
  Taking martial arts lessons from a scientist-
  adventurer named Kent Feral, Jr., Joan learned to 
  fight effectively and by early 1943 was ready to 
  resume her "Miss Victory" role. 
  Meanwhile, the Super-Soldier Project (now 
  referred to as the Colorado Project) had gone on 
  without her. Although Octavia should have been 
  the logical successor as Director of Research, she 
  was passed over in favor of a man named Joseph 
  Ostroski. Embittered, Octavia resigned form the 
  project and dropped from sight for many years. 
  Ostroski reorganized the 
  priorities, deciding that V -45 
  was essentially a dead end 
  and that diversity of research 
  would be more productive. 
  By spring of 1943, 
  "Miss Victory" had become a 
  popular public figure. Although 
  she was technically a vigilante with 
  no official standing, it was realized 
  that she had become a symbol of 
  America and that it would be poor public 
  relations to interfere with her. Instead, she 
  was offered a position with the SOF, under 
  Gen. Reese. Eager for acceptance, she agreed. 
  It was a mistake. Reese felt that women had 
  no place in combat, and that "Miss Victory's" 
  proper role was as a figure head for morale 
  purposes. Joan found her freedom severely 
  constrained. 
  In mid-September 1943, a call came in of a 
  Nazi attack on an army camp in New Jersey. 
  Without waiting for orders, Joan took off on her 
  own, and successfully repulsed the attack. In the 
  course of this adventure she met Rio Rita, She-
  Cat and the Blue Bulleteer -
  and it gave her an 
  idea. 
  34 
  
  Angered that male military leaders did not 
  consider women suitable for combat, Joan 
  determined to create an all-female conunando 
  team, just to throw their foolish male prejudices 
  back in their face. As a first step, she arranged a 
  meeting with Eleanor Roosevelt. Fate intervened 
  to lend a credence to Joan's argument when Nazi 
  assassins attacked and Joan saved the First 
  Lady's life, after a squadron of secret servicemen 
  failed. 
  It was enough to convince the President. In 
  late September 1943, he created the Femforce, a 
  semi-autonomous group with military backing 
  but answerable to only the President himself. 
  And he knew well enough to leave them alone. 
  "If it ain't broke, don't fix it," was his conunent. 
  Gen. Reese was angered that neither the 
  Femforce nor Joan Wayne was under his direct 
  command. He could suggest missions, but he 
  could not enforce his orders. However, by this 
  The Colorado ?roject 
  time some of the newer experiments at the 
  Colorado Project were beginning to show results, 
  and by late 1944, the Special Forces Operatives 
  were a force to be reckoned with. 
  Reese also had under his command Captain 
  Paragon and, much later, several of the so-called 
  Paragon Babies (including the group that would 
  come to be known as the Ravagers). Although 
  several superagents were produced by various 
  means at the project (steroids, electrical energy, 
  robotics, etc.) none proved practicable for large-
  scale production. Thus the SOP members 
  remained a diverse group. These early 
  experiments led to a group of his men (and later, 
  one woman) forming a group called The 
  Sentinels of America. When the war ended, the 
  Sentinels (and a few of the Special Forces Ops) 
  returned to civilian life. Most of the latter, 
  however, elected to remain in the service as 
  "lifers." 
  SENTINELS OF AMERICA 
  SKY MASTER 
  LADY LIBERTY 
  35 
  
  he Colorado Projflct 
  By the early l 950's, nuclear energy was the 
  most promising line of endeavor. Following the 
  birth of her daughter Jennifer, Joan Wayne retired 
  for a time from active service and was induced to 
  return to work at the project on a part-time basis. 
  Joan quickly developed an active and mutual 
  dislike for the subject of the tests, an arrogant 
  young brass hat named Lt. Colonel Euell "Buzz" 
  McGuire. Although the experiment was 
  ultimately successful, conferring enormous 
  nuclear powers upon McGuire, it was deemed 
  too expensive to be worth repeating. 
  Gen. Reese retired and was replaced by 
  Gen. Jacob Schwartz in 1965. During the sixties, 
  after Joan Wayne returned to the Femforce, some 
  experiments were conducted with mind-altering 
  drugs. They were largely unsuccessful, although 
  a small percentage of the subjects did develop 
  psychic powers. For a time, Synn was held in 
  this facility (thus lending her the moniker "The 
  Girl From LSD"). 
  Under the Reagan administration the 
  project's budget was increased greatly. Gen. 
  Richard Gordon replaced Gen. Schwartz in 1984, 
  and the Special Operations Force numbered over 
  two dozen superagents in its membership. The 
  most highly visible of these is the Justice 
  Squadron, a group of four paranormals who are 
  permanently assigned to guard the Colorado 
  Project from paranormal incursion. The 
  identities of the rest of these SOF agents are still 
  classified. It has been theorized that many of 
  them might have become deep cover "sleeper 
  agents", concealing their powers from others and 
  even themselves until such time as they are 
  "reactivated". (Sounds like a dangling plot hook, 
  huh?) 
  Eventually command of the Colorado 
  Project was shifted from General Gordon to a 
  committee that answered to a Chairman 
  appointed by and accountable to the President 
  himself. The Femf orce is still affiliated with the 
  Colorado Project, but their autonomy has 
  reached the point that they now have General 
  Roberta Strock attached permanently to their 
  unit. Strock answers to the committee and it's 
  Chairman, a man whose identity is unknown to 
  all but his immediate subordinates. Recently the 
  Chairman was removed from his post; it is 
  unknown how this could affect the overall 
  dynamics of the Project or the paranormal teams 
  affiliated with it. 
  36 
  
  The Colorado Project 1bday 
  Over the years the Colorado Project has 
  been invaded time and again. With this 
  consideration in mind, the U.S. government has 
  spent a considerable amount of time and 
  resources to secure it against incursion. The site 
  is located in the Rocky Mountains just a few 
  miles outside Denver. It is covered by a full 
  radar net which carries an 85% efficiency rating-
  impressive, given the rough terrain. External 
  cameras monitor all major access points, as well 
  as 75% of the surrounding countryside for a 2 
  mile radius from the complex. 4 man squads in 
  jeeps patrol the roads and 80% of the grounds 
  within the 12-foot high razor-wire topped electric 
  fence ( 4d6 damage to anyone who comes in 
  contact with it). Power for the fence is supplied 
  by cables buried minimum I 0 feet underground 
  which are fed power from the Project. 
  Average Soldiers, U.S. Army -assigned to the 
  Colorado Project 
  The Colorado Project 
  M 15 
  H 15 
  MV 15 B 10 
  W 10 P 10 
  L 10 
  PP 85 HTK 20 
  LVL 5 mrr 6 
  Fire One Pistol .45 caliber: 2d6+2 damage, 2 shots/ 
  rd, 24" range 
  Fire One Rifle M 16: 2d 10 damage, 2 shots/ rd, 36" 
  range 
  Pilot One Land- Jeep Max speed: 70 MPH (18/35/52/ 
  70) 
  The jeeps are equipped with .50 caliber machine guns 
  and one trooper who knows how to fire it. 
  Jeep .50 Cal: 4d10 damage, 3 shots/ rd, 48" range 
  The single road leading into the Project has 
  3 military checkpoints; one at the outer 
  perimeter, one at the midway point on the road, 
  and one at the base of the Project complex. Each 
  of these checkpoints demand not only proper 
  identification, but they must have confirmation 
  from Security Central (SecC) using a randomized 
  sign/countersign. In addition, they inform the 
  next checkpoint that visitors are on the way. If a 
  vehicle is more than 1 minute overdue, patrols 
  will be dispatched to find and detain them, no 
  STAY FROSTY. 
  ALL we GOTTA 
  DO IS ST ALL 'EM. 
  
  he Colorado ?roject 
  matter the circumstances. Just ask the 
  disgruntled general whose car got a flat; he was 
  detained by the efficient Project troops for over 
  an hour until his identity was absolutely 
  confinned. 
  Scattered along the road are hidden machine 
  gun bunkers manned by 2-man squads, concealed 
  under rocky overhangs and in tree stumps and 
  such. The chance to see one of these. bunkers 
  (unless you already know where they are) is 
  basically a BRAINS roll against their Stealth & 
  Concealment rating of 80). These guards have 
  the same stats as the roving patrols, but are 
  armed with an M-60's as well as a MK-19 
  grenade launchers. 
  Bunker Troopers, U.S. Army -assigned to the 
  Colorado Project 
  M 15 
  H 15 
  MV 15 B 10 
  W 10 
  P 10 
  L 10 
  PP 85 HTK 20 
  LVL 5 HITT 6 
  Fire Rifles 
  M-60: 4d10 damage, 3 shots/rd, 48" 
  range 
  MK-19: 2d20+ 20 damage in a 2" 
  radius, 1 shot/ rd, 36" range 
  Four stations carved out of the side of the 
  mountain are armed with the Phalanx autocannon 
  system, in addition to batteries of surface-to-air 
  missiles. These weapons of devastation do the 
  following damage to unidentified airspace 
  intruders: 
  Mountain Anti-Aircraft Systems-Automated 
  systems, functional LVL JO 
  Blast doors have 200 HTK; if they are open (or 
  breached), Phalanx has 70 HTK, S.A.M batteries 
  have50HTK. 
  Phalanx Autocannon: 3d 10 damage, 4 shots/rd, 96" 
  range 1,000 rounds ammunition 
  S.A.M.: 5d20 damage, 1 shot/ rd, 5 mile range, and 
  don't even think about outrunning it. 
  Outmaneuvering, maybe. Outlfying, no. They do fly 
  at, what, Mach 2 or 3? Consider the missile LVL 10 
  vs the target's lilTTABILITY. 
  A note about missiles: since they do fly so 
  ungodly fast, though it's a bit unrealistic, for 
  purposes of easy game mechanics, missiles will 
  strike in the same round that they're launched in 
  unless the target is outside the missile's effective 
  range. 
  Just in case the anti-aircraft systems fail 
  there are 6 Apache Gunships that fly irregular 
  patrols over the area. Only one gunship is 
  usually in the air at one time, though in case of a 
  crisis three out of the six can be scrambled and 
  into the air within 10 minutes. 
  Apache Pilots, U.S. Army- assigned to the Colorado 
  Project 
  M 13 
  H 13 
  MV 18 B 12 
  W 12 
  P 10 
  L 10 
  PP 90 HTK 22 
  LVL 5 HITT 7 
  Piloting One Air 
  Fire One Pistol .45 caliber: 2d6+2 damage, 2 shots/ 
  rd, 24" range 
  APACHE GUNSHIPS 
  The Apache can be flown by a single pilot, although 
  usually it has two. Gunships are rather delicate, with 
  only 100 HTK; 50 points damage will force them to 
  attempt an emergency landing, while 75 points of 
  damage will cripple them. 
  Flight 120 MPH (30/60/90/120) 
  Vulcan Autocannon: 3d10 damage, 4 shots/rd, 144" 
  range 500 rounds anununition 
  Air-to-Air Stinger missiles: 4d20 damage, 2 shots/rd, 
  4 mile range, Mach 2 flight rate, 8 on board 
  Air-to-surface (hellfire) missiles 6d20 damage, 1 
  shot/rd, 1 mile range, 4 on board. 
  VFRP (Variable Fire Rocket Pods): 3d 1O+10 
  damage, 2 shots/rd, 96" range, 32 on board 
  Sensor suite (detection of airborne hostiles within 3/4 
  miles, 70% accuracy) 
  When the Apaches are attacking, use one of the pilots' 
  skill ~o hit with the weapons. 
  While the complex has landing pads for 
  helicopters or VTOL (Vertical Take-Off and 
  Landing) vehicles, it has no landing strips for 
  conventional fixed-wing aircraft. However, the 
  Air Force can scramble 2 F-18 Strike Eagles that 
  ' can be on the scene within 4 minutes. If the 
  38 
  
  situation has escalated that far, are you really 
  gonna need stats for a Strike Eagle? If you do, 
  feel free to make them up yourself. You've seen 
  just how nasty just a basic Apache is, and you've 
  played (or seen played) plenty of flight simulator 
  games. If you really want to do that kind of 
  damage to your PCs, then you can do the 
  paperwork. We'll have no part of it. Shame! 
  The Colorado Project: Exterior 
  Bailding Complex 
  The walls of the Colorado Project on the 
  surface are five-foot thick steel reinforced 
  concrete. This gives them 500 HTK for purposes 
  of trying to smash through them. Beyond the 
  various motion detectors, radar stations and 
  thermal sensors posted on the exterior of the 
  complex, there is a division of U.S. Army special 
  The Colorado ?rojqct 
  forces troops that are stationed at the project for 
  security. They are under the command of three-
  star General Stanley Coe, who answers only to 
  the Chairman and the President himself. 
  The exterior buildings include the motor 
  pool, landing pads, the administrative offices and 
  the troop barracks. The motor pool houses all of 
  the military ground vehicles, as well as providing 
  parking for visiting governmental or civilian 
  vehicles. The exterior landing pads can 
  accommodate up to three mid-size aircraft at one 
  time, or one large craft. The elevators on the 
  landing pads access the underground hangar 
  bays, where the Project's vehicles (as well as 
  visiting vehicles) are stored. 
  Administrative 
  Offices 
  Runway & 
  Landing Pads 
  Holding 
  39 
  
  he Colorado i'rojett 
  The administrative offices are primarily 
  offices and meeting rooms, as well as common 
  areas such as the commissary and the PX (the 
  military store). The occupancy of these offices, 
  which deal with paranormal affairs as well as the 
  day-to-day operation of the Project varies 
  according to current budgetary restraints and 
  current policy. The troop barracks provide 
  housing for the division of troops stationed at the 
  project, though they were designed to hold well 
  over twice that amount should it become 
  necessary (as in time of war, etc.). 
  The entire exterior facility is designed to be 
  capable of functioning without support from the 
  project below. Should it become necessary, the 
  upper Project can be sealed from both the lower 
  Project as well as the outside world and remain 
  functional for up to 10 years. Security cameras 
  are placed in every hallway and room (except for 
  the secure labs); these are monitored by a sub-
  station in the upper Project as well as the main 
  security station in the underground of the Project. 
  There are security checkpoints on every floor 
  which are manned by a pair of armed guards, and 
  include X-ray scanners and metal detectors. All 
  of the elevators can only be operated by a 
  passkey, which only the elevator guards carry. In 
  addition, the elevators can be overridden by the 
  security sub-station or the main security station. 
  Colorado Project Laboratories 
  Carved from the side of Mount Hood by the 
  Army Corps of Engineers over the past forty 
  years, the "Underground" of the Colorado 
  Project is far more extensive than the above-
  ground facilities. The Underground is home to 
  the myriad laboratories of the Project, as well as 
  providing secure holding facilities for both 
  dangerous artifacts and persons. In addition, the 
  headquarters of the Justice Squadron is located in 
  the Project underground. The entire Project is 
  powered by a cold fusion reactor buried 3/4 of a 
  mile below the surface of the mountain. 
  The Labs 
  There is one main laboratory where up to 30 
  scientists and researchers work in a conununal 
  atmosphere. All types of research is done in this 
  mid-security facility. The Colorado Project uses 
  this main laboratory as a kind of "breeding 
  ground" for new ideas and projects that may or 
  may not pan out. If a researcher in this section 
  develops a line of research with potential, the 
  researcher will be moved to a sealed laboratory, 
  assigned a staff, given a limited budget and 
  turned loose to prove his or her theories. 
  40 
  
  SflClled Labs 
  Each of the various sealed laboratories in 
  the Colorado project follows a strict set of 
  protocols. The labs are connected to the main 
  facility by tunnels leading to a central elevator 
  shaft large enough to accommodate a large panel 
  truck. Each lab is designed to be self-sufficient, 
  with its own independent ventilation system and 
  equipped with sufficient supplies to enable them 
  to sustain their inhabitants for over a month 
  without breaking the airtight seals on the doors. 
  Many of the labs have hidden compartments and 
  escape exits according to the whims of the 
  scientist overseeing that particular lab. A 
  bureaucratic supervisor oversees the project and 
  makes daily reports to the sub-chairman, who 
  submits a report directly to the Chairman weekly. 
  Labs are grouped together according to 
  similarity; robotics would be grouped together in 
  one secure lab, for instance, with up to 10 
  scientists working on 1 to 4 separate projects. 
  Each lab has it's own security system, set up by 
  the scientists working in the lab. Generally the 
  level of security and type of defenses will reflect 
  the type of research being done in the lab. Some 
  examples of areas being researched at the Project 
  are as follows: 
  1) Cloning of both paranormal and alien tissue 
  samples. 
  2) Mechanical Musculature and Dermal Plating 
  Power Armor research. 
  3) Effects of radiation in regards to the introduction 
  or inspiration of paranormal abilities. 
  4) Paranormal testing to determine limits of 
  paranormal powers and potentials thereof. 
  5) V-series drug testing and refinement. 
  6) Hypnosis therapy as a means to stimulate 
  paranormal ability. 
  7) Weapons development and research. 
  8) Study of ancient legends to better understand 
  paranormals in history. 
  9) Time travel research (yeah, Latimer Labs may 
  have mastered it, but they're still trying to duplicate it 
  at the Colorado Projeet). 
  10) Effects of hallucinogens in stimulating 
  paranormal abilities. 
  11) Artificial intelligence development. 
  12) Advanced roootics prototypes. 
  41 
  The Colorado ?roject 
  Whether the lab yields results or not, once 
  the work is complete or the plug is pulled the lab 
  is sealed, to be opened only at the behest ofthe 
  Chairman or the President. Since each lab is first 
  carved out of the mountain, then plated with 112" 
  steel, then modified to suit the needs of the 
  research team using the lab, sealed lab space is 
  always at a premium. Many of the researchers in 
  the main lab often pursue old projects from new 
  angles just to get the old lab reopened so that 
  they can take it over for their research. 
  "oldlng fadlltln 
  Over the past forty years, the Colorado 
  Project has been called upon to provide secure 
  holding facilities for a variety of bizarre 
  specimens, both sentient and inanimate. Power 
  plants from alien starships that tum people into 
  one-celled omnivorous beasts, viruses that 
  changes the sex of any human with whom it 
  comes into contact or melts them into pink piles 
  of dust, or puzzle cubes that breach dimensions 
  are just a few examples. These artifacts are all 
  stored in "the Warehouse'', a long chamber filled 
  with numbered crates. Records are kept of all of 
  the objects and artifices kept in this facility, but 
  only the caretaker is allowed into the warehouse 
  itself. He is a GS13 (Government Servant Lvl 
  13) who has been working in the warehouse 
  since it was first built. He refuses to retire, citing 
  the fact that he is the only one who knows where 
  everything is to be found. 
  The holding cells of the Project are another 
  matter entirely. Located below the secure labs, 
  the holding cells were designed to hold sentient 
  (or at least slightly sentient) alien life forms or 
  paranormals deemed too dangerous to be 
  conventionally imprisoned. Femparagon was 
  imprisoned here for ahnost a year and a half, if 
  that gives you an idea of the threat level of the 
  inhabitants. When Femparagon was forcibly 
  released by the invading Rurians, they must have 
  let other dangerous 'specimens' loose, but the 
  government is covering it all up (translation: 
  come up with dangerous fol.ks and critters and 
  here's where they've been all these years). All 
  
  he Colorado ?roject 
  residents of the Colorado Project holding 
  facilities are kept in suspended animation so that 
  they can still be studied while they are 
  incarcerated. 
  42 
  The recent attacks on the Colorado Project 
  by Capricorn and the Fearforce as well as the 
  invading Rurians destroyed many of the sealed 
  labs, as well as the records of previous research. 
  With that in mind, many of the projects left below 
  may never be recovered, nor might the 
  government be able to ascertain exactly what was 
  being researched down there. 
  Jastice Sqaadron HO 
  Buried deep in the heart of Mount Hood is 
  the headquarters of those stalwart defenders of 
  truth, justice and the right for superpowered guys 
  to be macho jerks ... the Justice Squadron! 
  Formed over the years from the most successful 
  of the Colorado Project's various attempts to 
  create paranormals, the Justice Squadron are 
  potentially one of the most dangerous paranormal 
  groups in the world. Unfortunately, their egos 
  usually get in the way, and they end up defeating 
  themselves with their own incompetency. The 
  roster of the Squadron is as follows: 
  'IOU"" 
  GOTT~,~' 
  BEKIOOIN6, 
  FSL.L.A! WMAT 
  MAKES 'IOU 
  !MINK T"AT 
  COUL.D 
  POSSIBL'r' 
  HOL.D 
  ME~ 
  
  fltoman 
  Lt. Colonel Euell "Buzz" McGuire was a 
  brash young officer who volunteered to be 
  irradiated by Dr. Joan Wayne in an experimental 
  procedure designed to inspire paranormal abilities 
  in the recipient. Since he's currently called 
  Atoman, you can guess how it worked out. 
  Atoman is an egotistical muscle-bound bully, 
  hotheaded, short-tempered and an all-around 
  jerk. Since he's only a few steps behind paragon 
  on the power scale, that ego isn't based just on 
  hot air. he can be an effective leader, but prefers 
  to crack wise and be one of the boys. Hates 
  being called Euell; if you really want to 
  experience one of his haymaker Atomic Punches, 
  making fun of his first name is one of the surest 
  ways we know to inspire him to do it. 
  Magic Lantern 
  Dr. John Gardner was a research scientist at 
  the Colorado Project in the early seventies. His 
  specialty was optics, and the study of how 
  refracted, reflected and rarfracted light could be 
  used to manipulate the optical senses. He 
  succeeded, creating holograms and light 
  hypnotics that could convince others of things 
  that would make them doubt their senses. He 
  has stayed at the Project with the Justice 
  Squadron in order to refine his holographic 
  The Colorado Project 
  tecnno1og1es, smce his lao at me 11'0Ject wou10 
  be inaccessible to him in the private sector. He 
  dislikes fighting, but believes that he is serving his 
  country by defending the Project. 
  Hightman 
  Not much is known about Robert "Bob" 
  Greely before he came to the Colorado Project. 
  Some tragedy in his past drove him to hone his 
  mind and body to perfection, and by the time he 
  came to the Project, he was already an 
  accomplished athlete and inventor. With his 
  skills, inventions, and strong sense of patriotism 
  he was a natural for the Justice Squadron. He 
  has been active in the Squadron for over 32 years 
  now, and is concerned that the government might 
  try to retire him. He takes great pains to appear 
  much younger than his true age of 52. 
  43 
  
  he Colorado ?roject 
  Speeclbolt 
  A spoiled child from a wealthy family, Bryan 
  Stuart was contemplating a life in politics when 
  the family fortune was wiped out by a crooked 
  accountant in 1979. His father's connections 
  managed to get him a high-paying job at the 
  Colorado Project, where he was just as useless as 
  he had been in civilian life. He most likely would 
  have been fired if not for a freak accident that 
  changed his life. While working in the main lab, 
  Stuart was sleeping next to a collection of the 
  various V -series drugs when a nearby outlet 
  overloaded, causing an electrical arc to explode 
  into the room, soaking Stuart with a mixture of 
  electrically charged V -drugs. He gained the 
  power of superspeed, and was convinced to join 
  the Justice Squadron. 
  Hotable Featares of Jastlce 
  Sqaadron Headqaarters 
  Monitor Room 
  A dusty, seldom-used high-tech wonder of 
  seventies technology. Since the Squadron's 
  primary duty is protecting the Project, they really 
  don't monitor the outside world much at all. 
  Internal security is extremely tight, so they are 
  usually the first ones informed of intruders inside 
  the perimeter, particularly paranormal intruders. 
  Thus, the monitor room is mostly just for show 
  (well, that and Atoman insisted that they get one 
  when he saw one in a comic book in the 
  seventies). 
  Crisis Simulator 
  A high-tech super gym with I" thick steel 
  walls (that's 400 HTK, kiddies!) equipped with 
  lasers and flame pits and VFRP's and holographic 
  opponents and .. you get the idea. Designed by 
  Nightman and Magic Lantern, this room keeps 
  the Justice Squadron on their toes and allows 
  them to blow off steam after yet another 
  paranormal invader escapes them. 
  Infirmary 
  State-of-the-art medical equipment with 
  four, count 'em, four beds, the infirmary is like a 
  second home to the Justice Squadron. After all, 
  it seems like every time that they get into a fight, 
  they end up in the Infirmary. 
  Penonal Ouarten 
  The usual stuff that you'd find in any macho 
  superhero's quarters; personal trophies and 
  awards, pictures of various members of the JS 
  with various Presidents from the fifties to the 
  present. A starring feature of Speedbolt's room 
  is a framed cover of Buffy Magazine #34, while 
  the entire star photo spread is framed on 
  Atoman's walls. 
  44 
  
  The Col 
  · 
  i 
  • 
  [ 
  
  AC Unbound! 
  CHARACTER:--A_...t,_o ...... 
  m .... a ...... n _________ TRUE AGE'"-': 6-..4...__ _____ _ 
  SECRET ID I A.K.A.: Lt. Colonel. Euell McGuire 
  APPARENT AGE.~
  : 2=..-5 _______ _ 
  ORIGIN: 
  Goverment Sponsored 
  BIRTHPLACE: El 'paso Texas 
  PRIMARY STATS 
  SECONDARY 
  STATS 
  PP: 285 
  -----
  Muscles Damage: + 12d6 Max Press: 4,620,000 lbs 
  MUSCLES:21 
  (462) 
  HTK: 238 ----
  Regen: Combat: --
  At Rest: 3/md 
  HTK/Day: 7d10 
  HEALTH: 
  101 
  MOVES: 
  21 
  BRAINS: 
  10 
  WILL: 
  95 
  ·Bonus to Hit: +4 
  Mental Attack Bonus: --
  Regen Rate: 3 per round 
  Movement: 9" 
  Hittability: 9 
  Mental Hittability: 3 
  HTK/Day: --
  FAME: 14 ----
  BPs:2 -----
  XP: 162 394 
  LEVEL:22 ---
  PERSONALITY: 23 
  (Special Note: Initiative Bonus is based on the characters) 
  OOKS: 
  14 
  (MOVES divided by 10 and rounded down: 
  p 
  Atomic 1 /2 life: Immortality 1, only killable by 
  slamming a nuclear control rod through 
  his heart. 
  Nuclear Muscles: Mental Muscles 
  Atomic Punch: +5d6 Hit'em Harder 
  Atomic Flight: Flight 76
  11 
  Reactor core Body 
  Density x5 (+10 Invulnerability, ~10 SFE) 
  Invulnerability: 30 pts (total of 40 pts) 
  Suck It Up 2 
  Meltdown: Body Change to normal 
  (never used) 
  GIZMOS 
  Type: 
  Description: 
  Type: 
  Description: 
  Type: 
  Description: 
  PP 
  HTK CP 
  PP 
  HTK CP 
  PP 
  HTK CP 
  +2 
  Ps:O 
  CHARACTER DRAWING 
  ATTACK TO OFF BALANCE ................. 1 PP 
  BREAK HOLD ........................................ 2 PP 
  COMBINATION A TT ACK ...................... 2 PP 
  DO IT TWICE ........................................ 3PP 
  GRAB .................................................... 2 PP 
  HAYMAKER .......................................... 3 PP 
  HOLD .................................................... 0 PP 
  POP TART ............................................ 3 PP 
  PULL & PUNCH.... . 
  1 
  ........... 3 PP 
  PUNCH DAMAGE: I 1806 ................. 2 PP 
  STRIKE FOR EFFECT PER D6 ADD ............ 1 PP 
  r-:T:-
  ·yp-~-=--
  f:..,...
  _. -------------1--pp~1-H-T-K4-C-P--.1 THROW ................................................. 3 pp 
  . Description: 
  TRICK SHOT ......................................... 3 pp 
  WHIP ..................................................... 2 PP 
  46 
  
  , 
  CHARACTER DESCRIPTION: 
  HEIGHT: 6' 5
  11 
  WEIGHT:S,OOOlbs 
  HAIR: Brown crew EYES: Brown 
  SKIN: Pale Caucasian 
  MEASUREMENTS: 
  UNIQUE CHARACTERISTICS: Big 
  chin. Really big Serious big chin 
  , 
  MOVEMENT 
  GROUND : 9
  11 
  FLIGHT 
  : 76" 
  Takeoff 
  Fighting 
  Really Fast 
  ""Full Speed 
  : 19" 
  : 38" 
  : 57" 
  : 76" 
  ' 
  Personalitv & Backaround 
  ~ 
  If you were a special forces op-
  erative turned into a nuclear jug-
  gernaut, you might have a bit of 
  an ego problem. After 40 years, 
  only one word could posibley 
  describe you: Insufferable. Ok, 
  Atoman. 
  Soldier (Super Skill) 
  Acrobatics 
  Demolitions 
  SKILLS 
  Detect/Deactivate Alarms/Traps 
  Pilot Land 
  First Aid 
  Fire Pistols 
  Fire Rifles 
  Fire Unknown 
  Mechanic 
  Melee Weapons 
  Skydiving 
  Stealth 
  Squad Tactics 
  Survival 
  Thief 
  Trapping 
  Martial Arts Level 1 
  Atomic Punch: (Ki Punch) 18d6 x 1.5 
  Sucker Punch: 20 d6 
  (called "Pearl Harbor pre 1973) 
  Roll with it 
  Quote: 
  111'11 get you, so help me, if ' 
  MISCELLANEOUS 
  21-
  10-
  10-
  10-
  10-
  32-
  132% 
  23-
  573% 
  21-
  53% 
  its the last thing I do!" 
  11-------------------t 
  ., .. ·::·. 
  '"-. 
  • .. 
  47 
  
  AC Unbound! 
  CHARACTER: 
  Magic Lantern 
  TRUE AGE . 
  ..._,;: 4;;&..06 _______ _ 
  SECRET ID I A.K.A.: -""'J:..=.oh:....:..:;n..:......;G=a=.:..r=dn_,_,,,e..._r _____ APPARENT AGE.-'--": 2=...;::0.___ __ 
  _ 
  ORIGIN: 
  Inventor 
  BIRTHPLACE: Duluth, MN 
  PRIMARY STATS 
  SECONDARY 
  STATS 
  MUSCLES: 
  17 
  Muscles Damage: +4 
  Regen: Combat: --
  Bonus to Hit: --
  Max Press: 850 lbs 
  PP: 255 
  HEALTH: 
  20 
  At Rest: --
  HTK/Day: 4d6 
  HTK: 102 
  -----1 
  MOVES: 
  14 
  Movement: 5" 
  Hittability: 5 
  FAME: 8/ 14 
  BRAINS: 
  62 
  WILL: 
  101 
  Mental Attack Bonus: +4 
  Regen Rate: 4 per round 
  Mental Hittability: 10 
  HTK/Day: --
  BPs: 1 ____ _. 
  PERSONALITY: 24 
  (Special Note: Initiative Bonus is based on the characters) 
  XP: 117 913 
  LEVEL: 20 
  _.;....._ __ 
  OOKS: 
  17 
  (MOVES divided by 10 and rounded down: 
  + 1 
  Ps:13 
  GIZMOS 
  Type: Secret Gizmo "Lantern Insignia" 
  PP 
  HTK CP 
  Description: 
  435 435 435 
  Conventional Illusions: 21" range upto 20d6 dmg. 
  Mental Illusions: 16" range 
  Type: Secret Gizmo "Cape" 
  Description: 
  Flight 32" 
  Forcefield 30 pts 
  Type: Secret Gizmo "Mask" 
  Description: 
  Move Things Without Touching Them 
  Defensive Power Block: Mental Illusions 
  PP 
  HTK CP 
  122 122 122 
  PP 
  HTK CP 
  320 320 320 
  CHARACTER DRAWING 
  ATTACK TO OFF BALANCE ................. 1 PP 
  BREAK HOLD ........................................ 2 PP 
  COMBINATION ATTACK ...................... 2 PP 
  DO IT TWICE ........................................ 3PP 
  GRAB .................................................... 2 PP 
  HAYMAKER .......................................... 3 PP 
  HOLD .................................................... 0 PP 
  POP TART ............................................ 3 PP 
  , 
  Defensive Power Block: Conventional Illusions 
  PULL & PUNCH..... 
  [' .......... 3 PP 
  PUNCH DAMAGE: I 106+4 ............... 2 PP 
  STRIKE FOR EFFECT PER 06 ADO ............ 1 PP 
  'f. Typ.e: 
  ~ [).riP.tipn: 
  . " 
  PP 
  HTK CP 
  THROW ................................................. 3 PP 
  TRICK SHOT ......................................... 3 PP 
  WHIP ..................................................... 2 PP 
  48 
  
  , 
  CHARACTER DESCRIPTION: 
  ~ ,r-------:S~K~l::-L-:L-:S~------.---.....,. 
  HEIGHT: 6
  1 2" 
  WEIGHT: 190 lbs 
  HAIR: Blonde 
  EYES: Brown 
  SKIN: Medium Caucasian 
  MEASUREMENTS: 
  UNIQUE CHARACTERISTICS: 
  His Mask Ain't got no eyes! 
  , 
  MOVEMENT 
  GROUND : 5
  11 
  FLIGHT 
  : 32
  11 
  Takeoff 
  : 8" 
  Fighting 
  : 16" 
  Really Fast 
  : 24" 
  ~ull Speed 
  : 32" 
  . 
  ' 
  Personalitv & Backaround .... 
  Actually a very genial fellow, Magic 
  Lantern would rather settle disputes 
  peacably whenever possible. Not 
  that it happens very often when 
  working with Atoman ... 
  Quote: "By law we're required to 
  give you the opportunity to sur-
  1render to our authoritv ... 
  11 
  , 
  ... ' 
  Superskill: Inventor 
  Scientist - Optics 
  Jury Rig 
  First Aid 
  MISCELLANEOUS 
  49 
  82> 
  62> 
  . "":· 
  .·. J.' 
  
  AC Unbound! 
  CHARACTER:__1N.11iyghwt.u.m1'ilaLLln ________ TRUE AGE . 
  .a....l: 5..u2 _______ _ 
  SECRET ID I A.K.A.: Bob Coreys 
  APPARENT AGE: 34 Che works out> 
  ORIGIN: 
  Adventurer 
  BIRTHPLACE: Dunistown, NB 
  PRIMARY STATS 
  SECONDARY 
  STATS 
  MUSCLES: 
  20 
  Muscles Damage: +5 
  Regen: Combat: --
  ·Bonus to Hit: +3 
  Max Press: 1,000 lbs 
  PP: 136 
  HTK: 70 
  -----
  HEALTH: 
  20 
  At Rest: 1/2 
  HTK/Day: 4d6 
  MOVES: 
  20 
  Movement: 8
  11 
  Hittability: 8 
  FAME: 2/ 14 
  BRAINS: 
  20 
  WILL: 
  20 
  Mental Attack Bonus: +2 
  Regen Rate: 1/2 per round 
  Mental Hittability: 7 
  HTK/Day: •• 
  BPs:O 
  ....;;._ ___ 
  _. 
  PERSONALITY: 20 
  (Special Note: Initiative Bonus is based on the characters) 
  XP: 44 247 
  LEVEL: 13 
  ___ 
  __,, 
  OOKS: 
  16 
  (MOVES divided by 10 and rounded down: 
  +2 
  Ps: 1 
  p 
  GIZMOS 
  Type: Incredibly obvious "Blackout Bombs" 
  PP 
  HTK CP 
  Description: 
  42 
  14 
  14 
  Darkness 3" radius, lasts 4 rounds 
  (He has four of these at any time) 
  Type: Secret "Infra Lenses" 
  PP 
  HTK CP 
  Description: 
  15 
  15 
  15 
  See in the Dark and See in Blackout Bomb Darkness 
  Type: Moderately obvious "Kevlar Costume" 
  Description: 
  . Invulnerability 12 points 
  PP 
  HTK CP 
  60 
  30 
  30 
  ,..._ _______________ 
  ..,__.__--1'----11 
  i Type: Moderately obvious "Kinetic Force Gloves" 
  · : O.setiptien: Sharp Stuff 1 with punches 
  PP 
  HTK CP 
  42 
  21 
  21 
  50 
  CHARACTER DRAWING 
  ATTACK TO OFF BALANCE ................. 1 PP 
  BREAK HOLD ........................................ 2 PP 
  COMBINATION ATTACK ...................... 2 PP 
  DO IT TWICE ........................................ 3PP 
  GRAB .................................................... 2 PP 
  HAYMAKER .......................................... 3 PP 
  HOLD .................................................... 0 PP 
  POP TART ............................................ 3 PP 
  PULL & PUNCH ... l........ . .. [ ........... 3 PP 
  PUNCH DAMAGE: 
  106+5 ••••••••••••• 2 PP 
  STRIKE FOR EFFECT PER 06 ADD ............ 1 PP 
  THROW ................................................. 3 PP 
  TRICK SHOT ......................................... 3 PP 
  WHIP ..• ., ................................................ 2 PP 
  
  r 
  CHARACTER DESCRIPTION: 
  HEIGHT: 6' 
  WEIGHT: 225 lbs 
  HAIR: Black (dyed) EYES: Blue 
  SKIN: Medium Caucasian 
  MEASUREMENTS: 
  UNIQUE CHARACTERISTICS: 
  Takes great pains to look younger 
  than he really is. Dyes his hair, uses 
  '"wrinkle cream etc ... 
  MOVEMENT 
  GROUND : 10
  11 
  FLIGHT 
  : n/a 
  Takeoff 
  Fighting 
  Really Fast 
  ~ull Speed 
  r Personality & Backaround " 
  Driven by his inner demons, 
  Nightman has very little personal-
  ity that shows, obsessed with 
  proving himself as he grows 
  older, classic overachiver, not 
  much fun at parties. 
  Quote: "What Say we skip the 
  formalitys and commence to 
  mopping the floor with your faces" 
  SKILLS 
  Inventor 
  Spy 
  Communications 
  Computer opps 
  Contacts (9) 
  Cryptology 
  Demolitions 
  Detective 
  Piloting (Land) 
  Electronics 
  First Aid 
  Detect/Deactivate Alarmsff raps 
  Fire Pistols 
  Gambling 
  Interrogation 
  Mechanic 
  Persuasion 
  Qucik Draw 
  S.C.U.B.A. 
  Stealth 
  Streatwise 
  Thief 
  Athelete 
  Acrobatics 
  Animal Handler 
  Catwalk 
  Climbing 
  First Aid 
  Juggling 
  1 Melee Weapon Staff (+1 dmg) 
  Pole Vault 
  Running 
  S.C.U.B.A. 
  Skydiving 
  Swimming 
  Swinging 
  Tumbling 
  Martial Artist level 5 
  All the manuvers from basic rules. 
  51 
  20> 
  20> 
  20> 
  20> 
  20> 
  20> 
  20> 
  20> 
  20> 
  73% 
  20> 
  60% 
  20> 
  20> 
  20> 
  20> 
  20> 
  20> 
  20> 
  20> 
  
  AC Unbound! 
  CHARACTER:_-.i.S"'lopr..we-.ied.,..b.a.ot.u..lt ________ TRUE AGE..._.: 5_2 ______ _ 
  SECRET ID I A.K.A.: Bryan Stuart 
  APPARENT AGE~: 
  2==5 _____ _ 
  ORIGIN: 
  Scientivic Accident 
  BIRTHPLACE: St. Louis, MO 
  PRIMARY STATS 
  SECONDARY 
  MUSCLES: 
  32 
  HEALTH: 
  60 
  MOVES: 
  201 
  BRAINS: 
  13 
  WILL: 
  15 
  PERSONALITY: 11 
  OOKS: 
  9 
  Muscles Damage: +2d6 
  Max Press: 3,200 lbs 
  Regen: Combat: 1/4 
  At Rest: 2/rnd 
  HTK/Day: 5d10 
  Bonus to Hit: + 7 
  Mental Attack Bonus: -· 
  Regen Rate: ·-
  Movement: 15" 
  Hittability: 15 
  Mental Hittability: 4 
  HTK/Day: •• 
  (Special Note: Initiative Bonus is based on the characters) 
  (MOVES divided by 10 and rounded down: 
  +20 
  STATS 
  PP: 341 
  HTK: 161 -----
  FAME: 6/14 
  BPs:9 
  ------11 
  XP: 82 694 
  LEVEL: 18 ----
  Ps: 0 
  CHARACTER DRAWING 
  Do It Faster 3: 4 actions per round, 8 with 
  Do It Twice 
  GIZMOS 
  OMBATINF 
  Type: 
  Description: 
  ATTACK TO OFF BALANCE ................. 1 PP 
  BREAK HOLD ........................................ 2 PP 
  PP 
  HTK CP 
  COMBINATION ATTACK ...................... 2 PP 
  DO IT TWICE ........................................ 3PP 
  GRAB .................................................... 2PP 
  HAYMAKER .......................................... 3 PP 
  Type: 
  Description: 
  PP 
  HTK CP 
  HOLD .................................................... OPP 
  POP TART ............................................ 3 PP 
  PULL & PUNCH.... 
  1 
  ........... 3 PP 
  PUNCH DAMAGE: I 
  806 ................. 2 PP 
  Type: 
  i Description: 
  PP 
  HTK CP 
  STRIKE FOR EFFECT PER 06 ADD ............ 1 PP 
  ;Jt:T:-y-pe-: -.. ------------------1-p-p----Jl-H-T-K-1-C-P-I THROW ................................................. 3 pp . 
  '.! 'Descrjption: 
  TRICK SHOT ......................................... 3 PP 
  ··" 
  _ .. . :: 
  WHIP ....................................................... 2 PP 
  S2 
  
  ------------------~~,--------------=-s~K.~L~Ls=----------.~~ 
  r 
  CHARACTER DESCRIPTION: 
  HEIGHT: 6
  1 3
  11 
  WEIGHT: 170 lbs 
  HAIR: Pale blonde EYES: Light blue 
  SKIN: Pale Caucasian 
  MEASUREMENTS: 
  UNIQUE CHARACTERISTICS: 
  Talks fast. I mean, Fast! 
  ' 
  MOVEMENT 
  GROUND : 15
  11 (per move) 
  FLIGHT 
  . 
  Takeoff 
  Fighting 
  Really Fast 
  ... Full Speed 
  r Personalitv & Backaround "" 
  Brash, cocky and overconfidant, 
  Speedbolt is sure his speed gives 
  him enough of an edge to win any 
  confrontation. If only his brain 
  worked as fast as his feet. .. 
  Quote: "Bet you haven't seen my 
  world famous 'Human Top' act!" 
  , 
  One Skilled Laborer: Lab Assistant 
  Martial Arts Level 1 
  Spy 
  Better Damage x2 (+2d6 with punch) 
  Get Outta the Way 
  Communications 
  Computer opps 
  Contacts (9) 
  Cryptology 
  Demolitions 
  Detective 
  Piloting (Land) 
  Electronics 
  First Aid 
  DetecVDeactivate Alarms/Traps 
  Fire Pistols 
  Gambling 
  Interrogation 
  Mechanic 
  Persuasion 
  Qucik Draw 
  S.C.U.B.A. 
  Stealth 
  Streatwise 
  Thief 
  MISCELLANEOUS 
  53 
  13> 
  13> 
  13> 
  13> 
  13> 
  13> 
  13> 
  13> 
  9> 
  59% 
  9> 
  274% 
  9> 
  201> 
  
  he Paragon foundation 
  The Paragon foundation 
  The Paragon Foundation is actually the 
  name given to the life's work of one man, Dr. 
  Samuel Lieber. Born in Austria in 1835, Lieber 
  was educated at the finest European institutions. 
  He was particularly fascinated by legends of 
  fantastic creatures, believing that understanding 
  the answers to such phenomena was to unlock 
  the key to the human mind and set free the 
  potential that he believed was contained therein. 
  By 1863, his travels and studies had brought him 
  to America, where he had isolated the random 
  factor in humanity that enabled them to achieve 
  the superhuman. Seeing this as the paragon of 
  human evolution, Lieber named the genetic x-
  factor the Paragon Factor. By this point, he was 
  traveling the southwestern United States as Doc 
  Marvel, a stage magician. He used his 'act' of 
  mesmerizing volunteers and perfonning sleight-
  of-hand tricks to entertain audiences while 
  searc~ng for someone with guaranteed Paragon 
  potential. He found the perfect subject in one 
  Charlie Starrett, a ranch hand who fought 
  injustice in the old west in the masked identity of 
  the Latigo Kid. 
  Lieber (as Doc Marvel) worked with 
  Starrett for over four years, aiding him on some 
  o~his cases ~bile occasionally experimenting 
  with mesmensm and subliminal suggestion on 
  Starrett. Within a few years, the Latigo Kid had 
  earned a reputation as the fastest gun in the west-
  a reputation that was well-deserved. Thanks to 
  Lieber's manipulations, Starrett had begun to 
  realize his superhuman potential; as a result, he 
  was already far faster than any human alive. But 
  Lieber was not satisfied with merely creating a 
  superhumanly efficient gunfighter; he wanted to 
  see just how far the Paragon Factor could be 
  taken under controlled conditions. Thus, when 
  the Top Gun competition was held in Apache, 
  Texas on October 22nd 1874 Lieber made sure 
  that Starrett was entered (as the Latigo Kid). 
  Now here's where it gets a little hairy. 
  Seems that after the Kronons got their butts 
  handed to them in the Kronon-Rur war back in 
  1983 (which Paragon's participation had been 
  pivotal in winning for the Rurians), they were a 
  little upset at him. Klyness, commander of the 
  Kronon fleet was preparing to return home in 
  defeat after Paragon crushed his fleet. He was 
  approached by a mysterious being who offered 
  him an opportunity to take revenge on Captain 
  Paragon. Said being (who was of course the 
  Black Shroud in disguise) then gestured, and 
  hurled Klyness through space and ti.me to 
  Apache, Texas in 1874. Why? So that he could 
  kill Paragon before he became Captain Paragon. 
  Now, you might be asking yourself, "Why 
  ar~ they telling me all of this? What's it got to do 
  with the Paragon foundation?" The answer is; 
  everything. You see, inunediately following the 
  Kronon war, Chromo, archenemy of the Original 
  Sentinels of Justice tried a ploy to convince 
  Captain Paragon (who was still slightly amnesiac 
  about his past) that he was actually a genetic 
  mutation created by the Kronons. Harry 
  Diamond, who was at that time a private 
  detective with great connections, led a force of 
  the Femf orce and Stardust into the past to 187 4 
  Apache, Texas to follow a lead (?) that could 
  enable him to uncover the secret of Captain 
  Paragon's origin. 
  . Hey, I didn't make any of this up. I'm just 
  trymg to set the stage for you, okay? This all 
  becomes relevant here in a second. You see, 
  during the competition Klyness showed up to try 
  to kill Starrett. The Femforce revealed 
  themselves to do battle with Klyness, thus 
  revealing to the observing Lieber exactly what 
  the Earagon Factor was capable of achieving. To 
  def eat Klyness, Lieber hypnotized Starrett into 
  believing that his sixgun could defeat the alien 
  commander. One quick gunfight later, and 
  Klyness was not only defeated, but hurled back 
  into the timestream where he reemeiged on the 
  .. same spot in 1927. The Latigo Kid won the Top 
  54 
  
  Gun competition, and the winnings provided the 
  financial base that enabled Lieber to build the 
  Paragon Foundation in 1885. Now do you see 
  how this all ties in together? 
  Once Lieber had established the Paragon 
  Foundation (with himself as the head and Starrett 
  as the star subject), he began pioneering 
  techniques to realize inner potential and manifest 
  it with physical results. He developed techniques 
  of sensory deprivation and biofoedback, all 
  before the turn of the century. He continued 
  forging ahead primarily using hypnotism, 
  however, as his best results seemed to be in 
  convincing Starrett of his superhuman prowess. 
  As time wore on, it became apparent that Starrett 
  was no longer aging; though it was not an avenue 
  that Lieber had pursued, it was clear that 
  Starrett's subconscious was merely preventing 
  The Paragon foundation 
  him from aging. Though the Foundation studied 
  this phenomenon intensely, the best that they 
  were able to achieve was a retardation of the 
  aging process in others (including Lieber and the 
  rest of the researchers at the Foundation). By 
  "siphoning" stellar energies from Paragon, who 
  absorbed and processed such energies to enhance 
  his paranormal metabolism, the researchers 
  managed to create a chemical formula which 
  would contain such energies when introduced 
  through the respiratory system and could be used 
  to prolong life. Said gas was code-named V-40 
  when the formula was stolen by government 
  agents who infiltrated the Paragon Foundation in 
  1941. This compound formed the base formula 
  for all of the V -series drugs which were 
  developed by Dr. Marc Benton (aka the Terror) 
  and Dr. Joan Wayne (aka Miss Victory). Thus, 
  by traveling back :in time to the old west, Miss 
  Victory actually Ia.id the groundwork for her own 
  research in the future. 
  55 
  
  he Paragon foondation 
  The Paragon Foundation existed as an 
  independent organization until 1956 when the US 
  government moved in, seized all of the 
  Foundation's research materials and equipment, 
  and placed all of the researchers under a 
  specialized form of house arrest. The 
  Foundation, scientists and all, were relocated to 
  the Colorado Project, where they were controlled 
  by limiting their access to the V-40 gas which 
  kept them alive. The threat of Paragon, which 
  kept the government at bay, was removed when 
  the Black Shroud captured Paragon and placed 
  him in stasis (where he remained until 1983). 
  Over the years, some of them died, some of them 
  "retired", and some of them were sent to work 
  on other projects. At the moment, no one is 
  positive of the exactly whereabouts of all of the 
  scientists from the Paragon Foundation. This is a 
  good plot hook for any GMs who wish to use the 
  Paragon Foundation as the crux of an adventure, 
  since only the Colorado Project knows where all 
  of the researchers are currently located and what 
  projects they are working on. Theoretically, 
  there is someone at the Colorado Project whose 
  job it is to keep track of all those wily scientists; 
  an educated guess would make that person Tom 
  Kelly (former lFemForce liaison officer). 
  56 
  
  Dodor Samuel Lieber. the father of 
  the Paranormal fig• 
  At the time of this writing, Dr. Lieber has 
  finally escaped the government's clutches. The 
  final demand placed upon him by the Colorado 
  Project was to head a research facility in Area 51, 
  where they were studying captured Rurians to 
  better understand their physiology. With only 
  one live subject to work with ("Good thing that 
  aliens don't have rights under the constitution of 
  the United States, eh? Shows you how 
  shortsighted liberals are >snicker<"- Dr. Lieber), 
  Lieber set about making clones of the Rurian 
  warrior woman bred to obey orders and act as a 
  paranormal "hit squad". Since the clones were 
  not actual paranormals, they suffered from none 
  of the aberrant behavior common to Earth's 
  native paranormals. He also bred them to have 
  no tongues; thus, they cannot speak to betray 
  their mission (or make witty quips in combat). 
  Outfitted with a few high-tech gizmos, they were 
  code-named the.Furies. At present, there are no 
  surviving Furies in US governmental custody; the 
  initial four were destroyed by Rad and the 
  Terrorist during their test mission. The 
  remaining clones were destroyed by Stardust of 
  the Femf orce as abominations while still in their 
  The Paragon foundation 
  breeding tubes. This is not to say that the 
  government no longer has the capability to 
  produce more Furies, just that their current crop 
  has been destroyed. 
  In addition to the Furies, Lieber cloned 
  himself a new, young male body from the DNA 
  of the Rurians. Which makes you wonder; if the 
  Rurians are all female, birthed from the planet 
  itself, why would they have the necessary genetic 
  adaptability to be male? For that matter, do they 
  even have reproductive organs? And just why do 
  they have breasts, anyway? Since they are 
  birthed and suckled by the planet itself, what do 
  they need them for? All very good questions for 
  another day. At any rate, Lieber theoretically 
  introduced some of his own genetic material into 
  a Rurian clone during gestation to give it a Y 
  chromosome, then transferred his intellect 
  (through an as yet undetermined method) into the 
  clone. He was going to allow it to mature to 
  adulthood, but with Rad and the Terror closing in 
  on the project to tear it apart, he was pressed for 
  time. Once the procedure was complete, 
  somehow he and his first cloned Fury escaped 
  Area 51 before it fell and General Strock exposed 
  the scheme and brought the current Chairman of 
  Paranormal Activities to justice. Leiber has 
  relocated to a house in suburban Aspen, 
  Colorado where he plans to lie low while plotting 
  57 
  
  he ?aragon foundation 
  his next scheme. Of course, we have no idea 
  exactly what that is. But rest assured, the 
  Paragon Foundation is alive and well as long as 
  Dr. Lieber is still active in one form or another. 
  Cam and Marc Sez: 
  We didn't write up Dr. Leiber 
  on purpose. He is indeed the father of the paranormal 
  age. but beyond his scientific brilliance, his new body 
  may have capabilities far beyond his old one. So with 
  this in mind, we'll leave it up to AC Comics and inventive 
  GMs out there to decide just what he's capable of these 
  days. After all, if you were going to clone yourself a new 
  body, would you just make it average? Especially if you 
  were mixing human and Rurian DNA ... 
  58 
  Known Paranormals of the Paragon 
  foundation 
  There have been a number of paranormals 
  produced by the Paragon Foundation over the 
  years. We are only aware of a few, which we 
  have included in the following pages. The 
  Ravagers are the most high-profile group to 
  come out of the Foundation, and the Furies are 
  considered to be products of the Foundation (as 
  is Paragon). How many more paranormals are 
  out there whose origins are connected to the 
  Paragon Foundation? Only Bill Black and you 
  (the GM) know for sure. For character or NPC 
  backgrounds, the Paragon Foundation can 
  provide you with a wealth of ties to the AC 
  Universe as well as plenty of lurking background 
  plot points. Feel free to be as creative as you like 
  when using the Foundation; just remember that 
  they prefer to work covertly, not overtly. 
  
  The ?orogon foundation 
  Here Is the basic layout of the original Paragon foundation ballding. · 
  whlch.-stHJ. ·11al)dJ ·abandonect In San Antonio. Texas. 
  · . 
  :· ~ 
  59 
  
  AC Unbound! · 
  CHARACTER: 
  The Furies! 
  TRUE AGE ...... : .... 3_.._m 
  ...... o-..n 
  ...... t ...... hs 
  ______ _ 
  SECRET ID I A.K.A.: 
  Clones of Ardra Nan. Rur Warrior APPARENT AGE._:_: --"1-=9 ____ _ 
  ORIGIN: 
  Government Sponsored 
  BIRTHPLACE: Paragon Foundation 
  PRIMARY STATS 
  SECONDARY 
  STATS 
  MUSCLES: 
  51 
  Muscles Damage: +3d6 Max Press: 5, 100 lbs 
  PP: 252 
  HTK: 213 
  -----11 
  Regen: Combat: 1/2 
  At Rest: 3/rnd 
  HTK/Day: 7d10 
  HEALTH: 
  101 
  FAME: 0 
  - ---
  MOVES: 
  76 
  Movement: 12" Hittability: 12 
  Bonus to Hit: +6 
  BRAINS: 
  10 
  Mental Attack Bonus: --
  WILL: 
  10 
  Regen Rate: --
  Mental Hittability: 3 
  HTK/Day: •• 
  BPs: 2 
  __;___ ___ 
  __,, 
  PERSONALITY: 6 
  (Special Note: Initiative Bonus is based on the characters) 
  XP: 22 310 
  LEVEL: 10 
  ----
  OOKS: 
  18 
  (MOVES divided by 10 and rounded down: 
  +7 
  Ps: 0 
  GIZMOS 
  Type: Moderately obvious Flight Packs 
  Description: 
  Fly at 48u 
  Type: Electrocutioner option (secret gizmo) 
  Description: 
  15d6 Electrical blast 
  Type: Moderately Obvious Power Boots or Gloves 
  Description: 
  Hlt'em Harder + 1 d6 
  PP 
  HTK CP 
  56 
  28 
  28 
  PP 
  HTK CP 
  90 
  90 
  90 
  PP 
  HTK CP 
  20 
  10 
  10 
  ATTACK TO OFF BALANCE ................. 1 PP 
  BREAK HOLD ........................................ 2 PP 
  COMBINATION A TT ACK ...................... 2 PP 
  DO IT lWICE ........................................ 3PP 
  GRAB .................................................... 2 PP 
  HAYMAKER .......................................... 3 PP 
  HOLD .................................................... 0 PP 
  POP TART ............................................ 3 PP 
  PULL & PUNCH.... 
  . 
  .. . 
  1 
  ........... 3 PP 
  PUNCH DAMAGE: I 706 .................. 2 PP 
  $TRIKE FOR EFFECT PER 06 ADD ............ 1 PP 
  t:T::-y-pe-:-~
  =-t-
  uff
  ::---------------1-P-P-1-H_T_K-1-C-
  P-I . THROW ................................................. 3 pp 
  Description: Comm Helmets 
  TRICK SHOT ......................................... 3 PP 
  WHIP ..................................................... 2 PP 
  60 
  
  ,.--------------------~. ,~------------~S~K~
  ·IL~L~s=-----....... ----,r--~~ 
  CHARACTER DESCRIPTION: 
  HEIGHT: 5' 10
  11 
  WEIGHT: 120 lbs 
  HAIR: Brown 
  EYES: Brown 
  SKIN: Medium Caucasian 
  MEASUREMENTS: 34c - 22 - 36 
  UNIQUE CHARACTERISTICS: De-
  spite differing hairstyles, all look 
  exactly alike. But they don't talk 
  "'much, they do growl though. 
  r 
  MOVEMENT 
  GROUND : 12
  11 
  FLIGHT 
  : 48 
  Takeoff 
  : 12" 
  Fighting 
  : 24" 
  Really Fast 
  : 36" 
  ~ull Speed 
  : 48" 
  ~ 
  " Personalitv & Backaround " 
  Military clones bred for combat 
  they don't have much of ether 
  Quote: 
  11HISSSS!
  11 
  - No, 
  really, that's their only quote! 
  Soldier (Super Skill) 
  Acrobatics 
  Demolitions 
  Detect/Deactivate Alarmsrrraps 
  Pilot land 
  First Aid 
  Fire Pistols 
  Fire Rifles 
  Fire Unknown 
  Mechanic 
  Melee Weapons 
  Skydiving 
  Stealth 
  Squadtactics 
  Survival 
  Thief 
  Trapping 
  r 
  MISCELLANEOUS 
  \1artialArtsLevel5 
  Attacks: 
  Drop Kick 
  Better Aim x2 
  Better Damage x2 
  Uppercut 
  Front Kick 
  Low Punch 
  Ki Punch 
  Spear Finger 
  Defenses: 
  Do It Better 
  Shield 
  Roll With It 
  Inside Block 
  Catch 
  61 
  76-
  10-
  10-
  10-
  10-
  20-
  187% 
  6-
  172% 
  76-
  96% 
  
  eir Asylum 
  Weir flsylam 
  The Weir Asylum was built in Scarsdale, 
  New York in 1922 by Dr. Joseph Weir as a home 
  for the criminally insane. It was taken over by his 
  son Dr. Jonathan Weir in 1946 after he had 
  travelled around the globe seeking knowledge of 
  things unknown and arcane. It became the site of 
  the Vault of Heroes that year, as well as a front 
  for many other covert government projects. In 
  1991, the Vault heroes were reactivated, and 
  since then the Weir Asylurri. has returned to its 
  original purpose; a home for the criminally 
  insane. 
  The Vault of Hcrrocrs 
  Underneath the asylum proper is a vast 
  cryogenics unit colloquially referred to as "The 
  Vault". In 1946, Dr. Weir and many of the 
  heroes and heroines who had fought for their 
  country during WW Il recognized that their 
  usefulness was coming to an end. After all, with 
  the end of the war the world was no longer living 
  under the opressive threat of tyranny. It looked 
  as though a golden age was about to ensue, when 
  champions would no longer be needed. As the 
  fifties came about, the onset of paranoia that they 
  engendered meant that operating as a masked 
  vigilante automatically brought one under 
  suspicion. After all, one was unlikely to 'name 
  names' if one was hiding one's own identity 
  behind a mask. Thus", entering a state of 
  suspended animation until the day came when the 
  political climate had changed and the world 
  needed their services again sounded awfully good 
  to many of these heroes and heroines. 
  So Dr. Weir used the Purple Claw to power 
  the apparatus which would keep the Vault 
  Heroes dormant until such time as the world 
  needed them. His plan to keep them preserved 
  until such time as the world should need them 
  worked flawlessly. When the evil of the Black 
  Shroud threatened to destryo the world, Weir 
  was well aware of the threat and began to 
  reactivate the Vault Heroes one by one. 
  In addition, he had sealed many of the Vault 
  Heores' arch-enemies in a different section of the 
  Vault. It was a more humane solution than killing 
  them, and many of them would only have gone 
  on a rampage and escaped if sent to a 
  conventional prison. When the Black Shroud 
  broke into the Weir Asylum, he freed the villains 
  and organized them into an army to keep the 
  heroes and heroines of the modem age as well as 
  those from the vault busy while he enacted his 
  master plan. You know- to rule the world! 
  62 
  
  Many of the Vault Heroes died in the battle 
  against the Black Shroud and his minions. The 
  survivors eventually became the Sentinels of 
  Justice's extended membership. The Asylum has 
  been rebuilt to look exactly as it did before, and 
  today it houses more conventional insanities. Dr. 
  Weir has rebuilt the Vault underneath the Asylum, 
  however, in case it is ever needed again. In the 
  meanwhile, he remains available to the Vault 
  Heroes as a counciler to heroes and heroines 
  trying to find their way in a brave new world. 
  Dr. Weir. Master of the Purple Claw 
  Real Name: Dr. Jonathan Weir 
  Wanted Or Not: Not currently wanted. 
  Place that he came from •• originally ... : 
  Topeka, Kansas 
  Birthday: August 20th, 1925 
  Where he hangs out: Weir Asylum 
  How it all happened: Sometime in the 
  middle of the century, Jonathan Weir was on a 
  voyage of self-discovery. He had graduated 
  harvard with his doctorate in psychiatry, but he 
  somehow knew that his journey was as yet 
  incomplete. He had mastered the landscape of 
  the mind, yet those studies had only showed him 
  that the true mysteries of the inner self could only 
  be conquered by that which men called 
  mysticism. Thus he became a researcher of the 
  occult. 
  Eventually his search led him to a temple in 
  Tibet, high in the Himalayan mountains. His 
  search had led him from America to England to 
  the ice covered peaks off ar off Tibet, all in 
  search of the most holy artifact imaginable; the 
  Holy Grail. The High Lama of the the Temple of 
  Khun Lan substantiated what Weir had learned 
  on his journey; that long centuries ago, a knight 
  had visited the temple. With him he had brought 
  an object of extreme holiness ... a golden cup 
  which radiated goodness. After many days, the 
  knight left them, taking no protection from the 
  elements save the glow from the Holy Grail. 
  Afterwards, the Lam.a discovered that the 
  knight's clothing had become imbued with 
  Weir Asylum 
  mystical energy. The chain mail gauntlets held 
  the most mystical energy because they had 
  actually remained in contact with the holy artifact 
  for an extended period of time. The High Lama 
  sensed that Weir was worthy, and gave him the 
  gauntlet (which Weir named the Purple Claw) to 
  go out into the world of men to battle evil. 
  During the decades that the Vault Heroes 
  slumbered, the Claw kept Weir from aging as 
  well. So when the Black Shroud emerged once 
  more, Weir was still in his prime and prepared to 
  deal with the menace. Unfortunately, the only 
  way to keep the evil of the Black Shroud from 
  escaping was to entrap him in the holy embrace 
  of the Purple Claw forever. Thus did Weir lose 
  the first purple Claw. A few months later, the 
  Vault Heroes banded together to see if there was 
  anything that they could do for the man who had 
  given them a new lease on life. The Green Lama, 
  Catman, Jetgirl and Dr. Weir journeyed to Khun 
  Lan to visit the High Lama, whose current 
  apprentice stole the other Purple Claw before the 
  Lama could give it to Weir. The ghost of the 
  knight who bore it to the temple appeared that 
  night to Weir, gifting him with the other Claw. 
  Thus was his power restored, and today Dr. Weir 
  remains a tireless foe of evil. 
  63 
  
  AC Unbound! 
  CHARACTER:___.D.url.......JWLi.Jii&.leiLL-r _________ TRUE AGE ....... : ........ 7 ...... 6 _____ _ 
  SECRET ID I A.K.A.: Dr. Jonathan Weir 
  APPARENT AGE_~: -=3 __ 
  4 ___ 
  _ 
  ORIGIN: 
  Supernatural Pupil 
  BIRTHPLACE: Topeka, Kansas 
  'PRIMARY STATS 
  " ' SECONDARY -... 
  STATS 
  MUSCLES: 
  11 
  Muscles Damage: + 1 
  Regen: Combat: •• 
  Bonus to Hit + 1 
  Max Press: 550 lbs 
  PP: 200 
  HTK: 48 
  HEALTH: 
  18 
  At Rest: --
  HTK/Day: •• 
  ----
  MOVES: 
  15 
  Movement: 6" 
  Hittability: 6 
  FAME: 14 
  ---~ 
  BRAINS: 
  19 
  WILL: 
  90 
  Mental Attack Bonus: +2 
  Regen Rate: 3 per round 
  Mental Hittability: 7 
  HTK/Day: 3d6 
  BPs: 0 
  ----~ 
  XP: 23.641 
  PERSONALITY: 30 
  '-OOKS: 
  17 
  (Special Note: Initiative Bonus is based on the characters) 
  LEVEL: 10 ----
  (MOVES divided by 10 and rounded down: 
  +1 
  ~ ~Ps: 0 
  r 
  CHARACTER DRAWING 
  ~;:::==============:::::;::;;:;::;:;::;:::;;:::::::::::::::::::::::~~ ~~========================~~ 
  ' 
  GIZMOS 
  -... ' 
  COMBAT INFO 
  -... 
  Type: Moderatley Obvious "The Purple Claw" 
  Description: 
  Immortality 1 : may only die if wearer turns to evil 
  Magic Spells: 460 points 
  Type: 
  Description: 
  Type: 
  Description:_ 
  PP 
  HTK CP 
  1 ,00( 500 500 
  PP 
  HTK CP 
  PP 
  HTK CP 
  ATTACK TO OFF BALANCE ................. 1 PP 
  BREAK HOLD ........................................ 2 PP 
  COMBINATION ATTACK ...................... 2 PP 
  DO IT TWICE ........................................ 3PP 
  GRAB .................................................... 2 PP 
  HAYMAKER .......................................... 3 PP 
  HOLD .................................................... 0 PP 
  POP TART ............................................ 3 PP 
  PULL & PUNCH.... 
  .. 
  ....... [ ........... 3 PP 
  PUNCH DAMAGE: I 
  106+1 .. _ ........... 2 pp 
  STRIKE FOR EFFECT PER 06 ADD ............ 1 PP 
  T 
  Pp 
  HTK Cp 
  THROW .................................................. 3 PP 
  ype: · .. • . ·· 
  TRICK SHOT 
  PP 
  D 
  . .. t 
  .. 
  .. 
  .. ....................................... 3 
  -, .e,scnpuon: 
  ., __ .. ..,. -.. 
  ~
  - ---------------'--'"-...I.--'~ ~HIP ..................................................... 2 PP .... 
  64 
  
  r 
  CHARACTER DESCRIPTION: 
  HEIGHT: 6
  1 1
  11 
  WEIGHT: 190 lbs 
  HAIR: Black w/ greyEYES: Purple 
  SKIN: Medium Caucasian 
  MEASUREMENTS: 
  UNIQUE CHARACTERISTICS: 
  That cool grey streak running just off 
  to one side of his head. Chicks dig it. 
  r 
  MOVEMENT 
  GROUND : 6
  11 
  FLIGHT 
  : Variable 
  Takeoff 
  Fighting 
  Really Fast 
  ~ull Speed 
  r 
  Personalitv & Backaround "" 
  Smokes a pipe, says "Mm-Hmm" a lot, 
  and really listens! Just kidding. A 
  master strategist and patient planner, 
  he fights like a man ~ho has all the 
  time in the world - Because he does ... 
  Quote: "The purple claw is pick-
  ing up strong emanations of evil 
  over there!." 
  SKILLS 
  Occultist 
  One skilled expert: Psychiatrist 
  Scientist 
  Etiquite 
  "" 
  ~ "" 
  MISCELLANEOUS 
  65 
  30> 
  
  eir Asylum 
  Stuff he can do: Dr. Weir is a top-notch 
  psychiatrist and occultist. ht addition. he has 
  become attuned to the workings of the Purple 
  Claw over the years, and uses it to sense evil in a 
  plot-device manner. Whenever the Claw senses 
  evil or is being used to achieve a magical effect, it 
  glows with a puple radiance. As for what 
  magical effects it can achieve, well, let's just say 
  that the power of the Purple Claw is nearly 
  limitless. 
  How to play him (If you want our 
  suggestions): Dr. Weir is kind of like a fifties 
  TV dad for the rest of the superheroic 
  conununity. Paragon may have been around a 
  while, and many of the heroes are more powerful. 
  But Dr. Weir approaches everything with 
  forethought and quiet calm, just like one of those 
  old TV dads. All of the Vault Heroes have 
  agenuine affection for the Doc, not only because 
  he kept them preserved all of those years, but 
  because he's just a swell guy. He always deals 
  with problems calmly and patiently, never losing 
  his temper. As befits the bearer of the gauntlet of 
  the knight who carried the Holy Grail, he's just a 
  good man. 
  Dirty tricks & tactics: Before engaging an 
  enemy or entering into a situation, Dr. Weir 
  researches every angle thoroughly. He never 
  rushes headlong into an adventure; he's always 
  fully prepared before he takes the first step. You 
  could think of him as the chess player of the 
  paranormal world. As the man whose plan 
  defeated the godlike Black Shroud, that analogy 
  is quite fitting. His players were in place, the 
  battlegrounds were all of his choosing, and only 
  the Shroud's unexpected release of the Vault of 
  Villains threw his plans askew. When facing Dr. 
  Weir, it's not enough to be one step ahead; to 
  beat him, you've got to think five steps ahead, 
  and have at least four or five contingency plans if 
  your initial plan fails. After all, that's exactly 
  what he's doing. 
  The Weir Asylam 
  Set on a hill on the outskirts of Scarsdale 
  (once known as Sleepy Hollow), the Weir 
  Asylum is a three-story wooden structure with an 
  extensive sub-basement complex three stories 
  deep. 
  First Floor 
  Beyond the front doors is the reception 
  area. Old vinyl couches (lime green- eww!) and 
  rickety furniture with magazines from the fifties 
  sit on old carpeting. Flickering flourescent lights 
  hang from fixtures overhead, while dead plants 
  make the 'bright spot' in the room. The two 
  doors to the north behind the reception desk 
  open into the elevator lobby, while the door on 
  the east wall leads to a service hallway. 
  The elevator lobby has two elevators; the 
  elevator to the right goes up into the rest of the 
  asylum, while the one on the left can only be 
  accessed with a key, and it leads to the basement 
  sub complex. There are two doors on the east 
  and two doors on the west walls. 
  Dr. Weir's office is in the west wing, 
  alongside the visiting consultant's office. Beyond 
  those is the kitchen, with it's archaic natural gas 
  cookware and attached pantry. In the east wing 
  is the rest rooms, the glassed-in visiting booths (8 
  in all) and the rec room. The asylum rec room 
  has bookshelves filled with pulp novels, a black 
  and white TV set with rabbit ears, a ping pong 
  table, some watercolor paints and a checkers set. 
  Second Floor 
  The second floor of the asylum is dedicated 
  to Doc Weir's "Special Patients". There are 7 
  padded cells on this level, in addition to a fire 
  escape and a stairwell that leads up and down. 
  The elevator is also accessible from this level. 
  66 
  
  Third Floor 
  This floor is 
  dedicated to the 
  patient rooms. All of 
  the windows are 
  barred, and all of the 
  beds are equipped with 
  canvas straps. There 
  are two large wash 
  rooms with two 
  whirlpool baths each. 
  There is also a "quiet 
  room" in the tower 
  extension where 
  patients are placed for 
  isolation. A few dying 
  potted plants dot the 
  hallways, as well as 
  mediocre watercolor 
  paintings (all produced 
  by inmates). The 
  elevator can be 
  accessed from this 
  level, as well as the fire 
  escape. 
  Sub Basement 
  Level 1 
  In the 
  northwestern section 
  of the basement is the 
  file room, which has 
  complete files on all of 
  the inmates of the 
  asylum, past and 
  present, including the 
  heroes, heroines, 
  villains and villainesses 
  of the Vault. Next to it 
  is the equipment 
  storage room, which 
  holds the wheelchairs, 
  spare beds, gurnies and 
  straight-jackets. In the 
  Weir Asylum 
  southwestern section is a small operating room, 
  which is the only visible anachronism of the 
  facility. It is complete with the most modern up-
  to-date medical technology available, and can 
  perform any operation up to and including brain 
  surgery. In the southeastern section is the 
  maintenence room, which houses the asylum's 
  internal generator as well as the water pumps and 
  air conditioning systems. In the northeastern 
  section is the dry sewer, which has a secret 
  entrance in one of the northeastern walls which 
  leads to the Vault elevator. 
  The Vault 
  Located far below the surface is the Vault, 
  where hundreds of high-tech cryogenic storage 
  units wait silently, save for the low humming of 
  the machinery on automatic. According to AC 
  Comics, all of the heroes and villains interned in 
  the Vault are currently free and active; however, 
  as a GM, we'll leave it up to you as to whether 
  or not Doc Weir forgot to thaw someone ... or left 
  them in cold storage on purpose. This facility 
  was once monitored by a secret staff; however, 
  since all of them were killed by the breakout 
  engineered by the Black Shroud, Dr. Weir has 
  gone automated with the whole system. The 
  Purple Claw was the original power source which 
  kept all of the folks in the Vault in suspended 
  animation. Since the Black Shroud destroyed the 
  asylum, Dr. Weir decided to upgrade when he 
  rebuilt. Now the Vault is cryogenics based, 
  should future generations have need of it. 
  67 
  
  . 
  68 
  
  Jangle Island 
  Located a few miles off the coast of Florida 
  in the Atlantic Ocean, Jungle Island is an 
  anomaly. Florida is composed of sand and 
  limestone, while Jungle Island was formed from a 
  long-dormant volcano; thus, the island is 
  composed primarily of volcanic rock (basalt and 
  pumice). As one of the great mysteries of the 
  modem world, it houses one of the fabled Wells 
  of Souls. The Well is actually a gateway to 
  Limbo, that formless dimension beyond time and 
  space. Spoooooky. The Well is a mighty and 
  powerful source of mystic energy, granting 
  access to Limbo as well as being a repository of 
  power for the Elder Gods. Theoretically they 
  placed the Wells here on Earth for a reason, 
  though no one is sure why, nor is it known how 
  Jungle Island 
  many Wells there are in existence. Currently 
  there are two Wells whose locations are known; 
  one in Korea in the Temple of Chen Lo, and one 
  in the underground caverns on Jungle Island. AC 
  has hinted that a third is soon to be discovered, 
  but they won't tell us where it is going to be 
  located. Guess we'll all find out at the same 
  time, huh? 
  The Well of Souls probably caused the 
  volcano to rise and form extensive underground 
  (and underwater) caverns. Conversely, the island 
  may have been formed from the stuff of Limbo, 
  thrust onto the Earthly plane by one of the Elder 
  Gods to support the well and hamper discovery 
  efforts. It is, after all, underground. But by the 
  natural evolution theory, the volcano rapidly 
  cooled, then became dormant, leaving a five-mile 
  long island behind. The presence of the Well of 
  Souls on the island may have given basis to the 
  legends of the Fountain of Youth. The Timucuan 
  Indians of Florida brought stories of this mystical 
  location back to the mainland, giving rise to 
  many expeditions to locate it from many 
  conquerors. In recent years, industrialist T.C. 
  Fremont bought the island, and, at his wife's 
  dying behest, turned it into a wildlife preserve for 
  endangered species. When his daughter, Tara, 
  graduated from Florida State University, she 
  immediately took over management of Jungle 
  island, and has run it ever since between 
  adventures with the Femforce. 
  The island itself is a verdant, unspoiled 
  jungle paradise inhabited by a wide variety of 
  flora and fauna, not considered indigenous to the 
  area. This enables Jungle Island to support the 
  myriad lifeforms that thrive upon its shores. 
  Many nations have recognized the need for such 
  a sanctuary in recent years, and have begun 
  sending endangered animals to the Island for 
  preservation. However maintaining such 
  facilities is by no means cheap. Fremont 
  Industries provides the lion's share of the funding 
  which keeps the wildlife preserve in operation, 
  though they are not above accepting grants (as 
  long as there are no strings attached). Given the 
  69 
  
  ungle Island 
  idyllic nature of the island, combined with its 
  unnatural geography, it is entirely possible that 
  one of the Elder Gods placed it here with a 
  specific purpose in mind. However, this is purely 
  conjecture. 
  All of the animals on Jungle Island live in 
  harmony. That's darn near impossible in nature, 
  but somehow the presence of the Well of Souls 
  cairns the savage beasts by enhancing Tara's 
  animal empathy power across the entire island, 
  encouraging them to remain at peace with each 
  other. Strangely enough, this serenity seems to ... 
  er, slip whenever poachers get onto the island, 
  whereupon they are usually brutally attacked and 
  eaten by the wild beasts ... ah, endangered 
  creatures who dwell so peaceably together 
  otherwise. 
  The Jungle Island complex is a two-story 
  stone structure built just inland from the bay on 
  the north end of the island. It serves as living 
  quarters for the twenty-three veterinarians who 
  live and work on the island, as well as the 
  maintenance staff and the management. In Tara's 
  absence, her personal assistant Janis Lawson runs 
  the day-to-day operations of the island. The 
  complex has a complete animal hospital included, 
  as well as recreational facilities for the staff. 
  Janis Lawson-longtime companion and personal 
  assistant to Tara Fremont 
  M 12 
  H 14 
  MV 13 B 12 
  W 8 
  P 14 
  L 17 
  PP 90 HfK 30 
  LVL 7 HITT 5 
  One-Skilled Expert: Jungle Island Management 
  Jungle Island is not open to the public; it is 
  private property, and if you are caught 
  trespassing, provided that the animals don't get 
  you, T.C. Fremont's lawyers will. Pray that the 
  animals get to you first. Tara sometimes brings 
  her friends to the island for a break from their 
  hectic lifestyles, but they don't appreciate 
  uninvited guests or unannounced visitors. 
  Especially when they're sunbathing topless on the 
  beach. Uh, not that they actually do that sort of 
  thing ... 
  WGLL, l<IC>, LOOKS Lll<S l'VE GOT YOLli''F.;X=::::::::::llic:J 
  IN A PICl<LE ALL OVER AGAIN! 
  __,.,___,.._~ 
  70 
  
  Latimer Labs 
  Latimer Labs was established in 1963 by 
  Richard Latimer after his return from the Korean 
  war. Having become a receptacle for the Black 
  Shroud during that conflict, Latimer was 
  subconsciously driven to create the greatest 
  technological research and development facility 
  in the world. This was so that the Shroud would 
  NIGHT, AT 
  LATIMER LA£35,,, 
  71 
  Latimer Lobs 
  be able to stay on top of the advances made by 
  technology (since technology was the principal 
  rival to his supernatural powers). With their 
  innovative approach to new technologies and 
  their aggressive pursuit of US governmental 
  contracts, Latimer Labs quickly became the 
  source for higher technologies for the United 
  States and the world. From their original facility 
  in Bayport, Wisconsin they have expanded to 
  become a worldwide distributor for higher 
  technologies. Their governmental contracts 
  enabled them to study alien technologies from the 
  various extraterrestrial visitors who left varied 
  items lying about over the years, which only 
  served to increase their technological superiority 
  over their competition. At the moment, they are 
  the world leaders in electronics engineering, 
  computer programming, chronal research, 
  weapons technology and biotechnology. 
  The main offices are located in Bayport, 
  Wisconsin; however, there is a sister facility of 
  equal size located in Ybor City, Florida (#1 in 
  UFO sightings in the United States. 
  Coincidence? We think not.). Being an 
  international corporation, there are warehouses, 
  supply depots and research facilities all over the 
  world. Look in the phone book; there's bound to 
  be one near you. 
  Latimer Labs is not only the primary source 
  of higher technology for the AC Universe, they 
  are also the most likely candidates for analysis of 
  unusual technologies. With this in mind, PCs are 
  often showing up on Latimer Labs doorsteps 
  with alien devices and villainous terror weapons 
  beyond their ken looking for answers. And 
  Latimer labs is the place to get them. 
  Notable Personalities of Latimer Labs 
  Please note that all of these folks are written 
  up .as normal people with levels (as per agents, 
  soldiers or thugs). 
  
  Latimer Labs 
  Richard Latimer, CEO of Latimer Labs (Not 
  currently possessed by the Black Shroud) 
  M 10 
  H 10 
  MY 10 B 17 
  W 8 
  P 16 
  L 14 
  PP 85 HTK 24 
  LVL 11IDTT4 
  Scientist; One-Skilled Expert (Business Magnate) 
  Greg Cannon, Chief of Security. Bayport Facility 
  M 12 
  H 14 
  MV 17 B 14 
  W 17 
  P 15 
  L 14 
  PP 103 HTK 45 
  LVL 21 IDTT 7 
  Super Skill: Spy 
  Dr. Carlos Jimenez, Chronal Researcher 
  M 5 
  H 9 
  MV 8 B 20 
  W 18 
  P 16 
  L 14 
  PP 90 HTK 27 
  LVL 22IDTT 3 
  Scientist; Inventor of the Time Triangle 
  The Time Trian&)e 
  Located in the Latimer labs 
  facility in Ybor City 
  Incredibly Obvious Gizmo: Go Places: In Time 
  402 PP 
  134 HTK 
  160 PP 1 person, +80 PP per 
  additional person. Max 4 persons/trip. 
  The Time Triangle is a seven-foot triangular 
  Gizmo made of an undisclosed metal rumored to 
  have been salvaged from a downed alien starship. 
  It was first successfully activated in 1983, and 
  has been in sporadic use ever since. The 
  Femforce have gone back in time to 1874 
  Apache, Texas using the triangle, while the She-
  Cat has made not one but two solo trips into the 
  past using it (again, to Apache Texas for some 
  reason-?). During the Shroud War, the Haunted 
  Horseman's supernatural tampering caused the 
  Time Triangle to actually yank his daughter Betty 
  from her home in 1887 to 1991 to aid in bringing 
  the menace of the Shroud to an end. Rio Rita II 
  and Tara traveled back to the Mesozoic Age 
  using the Triangle, while Yankee Girl used it to 
  try to return to 1945. It has been a pivotal plot 
  device in a number of AC adventures, and 
  remains the subject of intense study to this day. 
  Access to the triangle is controlled by Greg 
  Cannon and Dr. Jimenez himself. 
  72 
  
  Nikola (Nikki) Latimer, President of Latimer Labs, 
  Ybor City 
  Latimer Labs 
  M 8 
  H 12 
  MV 14 B 14 
  W 16 
  P 17 
  L 17 
  Sub-Zero, Sentinels of Justice reserve member. 
  Currently working at Ybor City Facility on 
  superconductor project with Dr. Frost. 
  Extraterrestrial. 
  PP 98 HTK 32 
  LVL 9 IDTT 5 
  One-Skilled Expert (Business Magnate Jr.) 
  Dr. Frost, AKA Bill Frost. Sentinels of Justice 
  reserve member. Currently working at Ybor City 
  Facility on superconductor project with Sub-Zero. 
  Genetic Quirk. 
  M 17 
  H 52 
  MV 16 B 17 
  W 26 
  P 17 
  L 17 
  PP 162 HTK 75 
  LVL 2 IDTT 7 
  Suck It Up 1: Heat 
  Blast: Freezing cold beams from hands 20d6, 15" 
  range, 20 PP (max blast) 
  Super Skill: Scientist (Specialized in 
  Thermodynamics) 
  Aight: 56" @ 2PP/rd (14/28/42156) 
  M 12 
  H 112 MV 14 B 14 
  W 12 P 7 
  L 9 
  PP 180 HTK 
  LVL 
  HITT 5 
  Suck It Up 1: Cold 
  Blast: Sub-Zero cold beams from hands or any part 
  of body l 2d6, 12" range, 12 PP (max blast) 
  Invulnerability: Icy shell provides 16 points 
  Invulnerability 
  Flight: 48"@ 2PP/rd (12/24/36/48) 
  (If you want to know what these two guys look like, check 
  page 40 of your basic rule book!) 
  Now, we couldn't possibly name every 
  scientist that works at every Latimer Labs facility 
  in the world. On the other hand, we can provide 
  you with a few common elements. Every 
  Latimer Labs employee is provided with a 
  passcard. This passcard contains all of his or her 
  relevant personal and professional information 
  and enables them to gain access to their work 
  stations as well as granting them access to 
  information from Latimer Labs' extensive 
  computer network (up to their clearance rating). 
  The cards are the size of a standard credit card, 
  and can even be used as such (through the 
  Latimer Labs Credit Union) or as an ATM card. 
  On the following pages you will find maps 
  for standardized Latimer Labs facilities the world 
  over. They are usually prefabricated buildings 
  {one of Latimer' s earliest and most lucrative 
  patents), so their resemblance to one another is 
  neither an accident nor a strange coincidence. As 
  far as personnel goes, we of course encourage 
  every GM to exercise his or her creative impulses 
  in whatever direction that the storyline needs to 
  go in. But just in case you're not feeling 
  particularly brilliant that night, here's a list of 
  scientists and specialties that might be found in a 
  Latimer Labs research facility with basic 
  statistics. 
  73 
  
  Latimer Lobs 
  Average Latimer Labs Scientist 
  M 6 
  H 6 
  MV 6 B 16 
  W 11 
  P 10 
  PP 65 HTK 6 LVL4 HITI 3 
  Scientist: Specialty _ _ __ _ 
  obsessing over their research. As a result, they 
  L 10 
  tend to be unique characters, so be sure to make 
  your NPC Latimer Labs scientists (and 
  technicians) as lively and memorable as possible. 
  Some possible scientific specialties are: 
  Anatomy 
  Anthropology 
  Archaeology 
  Astronomy 
  Biochemistry 
  Biology 
  Botany 
  Chemistry 
  Chronology 
  Endocrinology 
  Entomology 
  Geology 
  Mathematics 
  Medicine 
  Meteorology 
  Parapsychology 
  Pathology 
  Pharmacology 
  Psychology 
  Physics 
  Radiology 
  Xenobiology 
  This list is by no means complete nor 
  comprehensive; they're just a few suggested 
  specialty areas that one of the scientists at a 
  Latimer Labs research facility might know. Keep 
  in mind that most of the research scientists that 
  work at Latimer Labs are Scientists (as per the 
  Super Skill on page 72 of the basic book); thus, 
  they may have specialized in one particular area 
  of knowledge, but in no way does that limit the 
  scope of their expertise. GMs are encouraged to 
  name the individual scientists of facilities that 
  they are using in their games, and to give the 
  scientists quirky personalities. Remember, 
  scientists tend to be hyper-intelligent people who 
  have spent entirely too much time in college, 
  followed by entirely too much time in their labs 
  Any questions that characters need 
  answered regarding science or things scientific 
  can usually be answered by a Latimer Labs 
  scientist. It's up to the players as to whether or 
  not they will seek out said help, and up to the 
  GM as to whether Latimer Labs will cooperate. 
  Local heroines or groups with a FAME of at least 
  5 can usually get at least some advice; heroines 
  or groups with a FAME of 10 or more can 
  usually count on Latimer Labs for tech support 
  and advice. Of course, heroines with INFAMY 
  will almost always be refused help by Latimer 
  Labs, as will villains (not to say that a little 
  coercion won't go a long ways). Generally, if it 
  is a new technology or a variant of an existing 
  design, Latimer Labs will be happy to study it. If 
  the fate of the free world depends on the 
  information, Latimer Labs will be their to do 
  there part. If Captain Smasher has a broken 
  toaster, that's his problem. Got it? 
  Latimer Labs Bayport facility 
  Main Office 
  This is the facility where it all started, and 
  it's the one where Richard Latimer himself still 
  controls his multinational corporation. It was 
  originally built in 1963, but was rebuilt after 
  Paragon's battle with the Black Shroud in 1983 
  destroyed it. It was rebuilt in the Latimer Labs 
  standardized style, with the exception of the 
  corporate offices attached to the building. 
  Latimer Labs Ybor City facility 
  Secondary Office 
  The Ybor City facility was built in 1979 
  after Latimer Labs acquired a major holding in 
  Ybor City, Florida (a suburb of Tampa). Ideally 
  it was created to open trade to South America; in 
  reality, Richard Latimer built the facility for his 
  daughter Nikki to run. He was hoping to 
  distance himself from her as he was still 
  controlled by the Black Shroud; however, he 
  74 
  
  reckoned without her fierce detennination to stay 
  by his side through times that she recognized as 
  difficult for him. Today she runs the satellite 
  office with competency and efficiency, and is 
  prepared to take over the company when her 
  father retires (as he plans to in a few years). 
  Latimer Labs Standardized Research 
  faclllty 
  Each Latimer Labs research facility is a 
  standardized design. They are pre-fabricated 
  rooms linked together to form single-story 
  buildings made of steel-reinforced concrete. Just 
  in case you were unaware, steel-reinforced 
  concrete has 100 HTK in this system. Each of 
  them tend to be almost exactly like each other, 
  given individuality only by the scientists who 
  work there. Security in the research facilities 
  tends to be reasonably tight, with armed guard 
  checkpoints at the gate and at the reception desk. 
  Entry to main building can only be achieved 
  through the front door, though there are typically 
  three emergency exits located at strategic points 
  within the building. Security for the individual 
  labs, the infirmary and the supply room consists 
  of 1" steel doors which require a passcard for 
  entry. Two unsuccessful passcard attempts will 
  alert the onsite security force, as well as the local 
  police. 
  Onslt• Security 
  A standard Latimer Labs research facility 
  maintains a staff of 12 armed guards at all times, 
  with 12-hour rotating shifts. The guard stats are 
  as follows; 
  Latimer Labs Armed Guard 
  M 15 
  H 12 
  MV 15 B 10 
  W 10 
  P 10 
  L 8 
  PP 80 HTK 22 
  LVL5 HITI 6 
  Fire Pistols: Each guard is armed with a .357 
  Magnum (2 shots/rd, 2d6+2, 24" range) 
  Fire 1 Rifle: In case .of emergency each guard will be 
  issued an Uzi 9mm (3 shots/rd, 2d6+4, 18" range) 
  from the guard shack. 
  Each guard is equipped with body armor (a kevlar 
  vest) that will stop 10 points of damage before it is 
  penetrated and useless. 
  Latimer Labs 
  "eceptlon 
  The reception area is usually tastefully 
  decorated, with pictures of Latimer Labs projects 
  and products adorning the walls, as well as 
  pictures of Richard Latimer shaking hands with a 
  succession of presidents. The receptionist is an 
  armed guard who is unfailingly polite but firm. 
  Offices 
  The offices are staffed by 6 office workers 
  who are all Average Joes. They take care of the 
  day-to-day financial operation of the facility, and 
  are overseen by the director of the facility, whose 
  office is a cubicle within the office area. The 
  director is also an Average Joe. 
  Commissary 
  Mmm-mm good cooking. One of the real 
  perks of working for Latimer Labs (aside from 
  the chance to work with the best people and 
  equipment) is access to their commissary. Many 
  Latimer facilities also include a gym to work off 
  those extra pounds gained from over-indulging in 
  the commissary. At any given time, 3-4 
  researchers can be found passed out in the 
  commissary; researchers seldom follow 'normal' 
  schedules. 
  Meeting Room 
  State of the art audio visual presentation 
  facilities are included in every Latimer Labs 
  complex. Whenever that technological 
  breakthrough is approached, and a little more 
  funding is needed, Richard Latimer knows the 
  psychological impact a good presentation can 
  have. Thus every facility's meeting room comes 
  complete and ready to make a full presentation 
  with little or no set-up time. 
  Sapply "oom 
  Secure NBC facilities (Nuclear, Biological, 
  Chemical) are an absolute necessity in today's 
  competitive scientific laboratory, and Latimer 
  Labs does not ski.mp on safety. All sorts of 
  dangerous materials are bound to be on hand at 
  any given ti.me in any given research facility; the 
  supply room is equipped to deal with almost any 
  75 
  
  Latimer Labs 
  of them. A sealed clean room, it has airlocks 
  which can only be accessed by a passkey and a 
  clearance code transmitted from the guard shack 
  entered simultaneously into the airlock 
  mechanism. Even so, there is a thirty-second 
  waiting period when the slightest tampering with 
  the mechanism will invalidate the code and leave 
  the room sealed. Each supply room is positioned 
  at the center of the facility, to reduce the risk of 
  theft and accidental breaches to the outside 
  world. 
  Infirmary 
  Accidents do happen, and in laboratories 
  where sometimes dangerous research is being 
  conducted, accidents can get out of hand quickly. 
  Thus each Latimer Labs research facility is 
  equipped with a well-stocked infirmary, capable 
  of dealing with everything short of brain surgery. 
  And with a few hours notice, they can be 
  prepared for that as well. The infirmary can 
  customarily treat any type of medical emergency, 
  stabilizing the patient until they can be taken to a 
  hospital. However, in some cases (particularly 
  when dealing with paranormals or alien 
  technologies), patients cannot be moved without 
  risk; the infirmary is typically capable of 
  maintaining up to 10 subjects on extended life 
  support for over 1 week without having to 
  resupply. Triage for up to 80 people can be 
  undertaken by the infirmary without incurring a 
  shortage of supplies which would lower its 
  efficiency. A medical specialist of some sort is 
  always on staff to offset insurance costs (as well 
  as for common sense). 
  Gym 
  'A healthy body maintains a healthy mind' is 
  one of Richard Latimer's favorite phrases, and it 
  is emblazoned on the door of every Latimer Labs 
  research facility gym. Often, a colorful response 
  to this quote is printed beneath it on a sheet of 
  computer paper that is easily removable in case 
  of inspection. The gym features state-of-the-art 
  exercise machines, free weights, stationary 
  bicycles and rowing machines with video cassette 
  monitors attached to them, and a Jacuzzi. Many 
  wild parties are often held in the gym after a 
  breakthrough is achieved by a research team. 
  Labs 
  In an average Latimer Labs research facility, 
  there are usually four labs, each devoted to a 
  different project. Each project tends to be 
  headed by one senior scientist aided by one junior 
  scientist, one grad student and two lab assistants. 
  Again, this is typical, but by no means the rule. 
  Each laboratory is set up, staffed and maintained 
  by the senior scientist of that particular lab, who 
  has autonomy in his environment. Richard 
  Latimer likes for his people to feel that they are 
  the ones who control their research, and gives his 
  senior scientists considerable leeway when it 
  comes to what others might view as 'aberrant 
  behavior'. However, they are still expected to 
  attend staff meetings and give progress reports. 
  Failure to comply generally results in a warning, 
  followed by a counseling session, followed by 
  demotion or dismissal. Latimer encourages 
  creative and inquisitive minds to grow and 
  discover, but they are still on the company dole. 
  He who pays for the research expects to know 
  what's going on. 
  As for the labs themselves, they are well-
  stocked laboratories ideally suited to the research 
  that is currently going on in them, as well as 
  being reasonably well prepared to deal with any 
  phenomenon that they may encounter (or may 
  encounter them!). Rather than give a detailed 
  listing of equipment on hand, we will leave it to 
  the GM to fill the interiors of his Latimer Labs as 
  he sees fit for whatever research is going on 
  inside it. 
  Latimer Labs Sapply Depot 
  Latimer Labs has many diverse products and 
  services which must be shipped not only across 
  America, but all over the world. The supply 
  depots keep these products moving from place to 
  place in an organized and efficient manner. Even 
  sensitive scientific equipment and discoveries 
  76 
  
  must occasionally be moved from facility to 
  facility, and the Latimer Labs supply depots 
  process and route them to their proper 
  destination. 
  It is unusual for supply depots to be 
  constructed out of steel-reinforced concrete (100 
  HTK); however, you must remember that when 
  most of Latimer Labs' corporate policies were 
  being set, they were actually being set by the 
  Black Shroud, who is paranoid beyond belief. 
  Thus each supply depot is a seventy-foot by one 
  hundred and five-foot bunker that stands thirty 
  feet tall. There is usually a receiving office 
  located just inside the building where the 
  shipping and receiving clerks can be found 
  (usually four during the day shift, none at night). 
  Security for the supply depots tends to be 
  relatively light, consisting of two armed guards 
  with a trained police dog on patrol at night (when 
  the depot is closed) and approximately thirty 
  warehouse workers during the day. The 
  warehouse workers are all union employees, thus 
  are highly loyal and generally above suspicion (as 
  they must be union to work there). 
  All sorts of interesting plot devices pass 
  through Latimer Labs supply depots every day. 
  We'll leave just what is passing through today up 
  to you. A possible list might include (roll ld20): 
  Exotic plant samples taken from Taragonia 
  labeled, "Warning! Carnivorous!" 
  2 
  Untested experimental weapon for the US 
  Army. 
  3 
  Alien body in a stasis tube. 
  4 
  Revolutionary superconductive microchip. 
  5 
  Experimental vehicle that runs on water. 
  6 
  Unstable solar power generator going back to 
  the drawing board. 
  7 
  Female android shell housing a nuclear 
  device. 
  8 
  Shipment of experimental hallucinogens from 
  CIA testing in the sixties (lost en route). 
  9 
  Captured Rurian spacer engine. 
  10 
  Ancient Aztec artifact which bleeds 
  constantly-0 positive (Ewww!). 
  11 
  Box containing pieces of the ten 
  commandments. 
  Latimer Labs 
  12 
  Collectible card game cards which actively 
  radiate on the electromagnetic frequency. 
  13 
  Femforce signal device unearthed in Apache, 
  Texas that dates back over 100 years. 
  14 
  Experimental virus capable of wiping out half 
  of Milwaukee (no great loss). 
  15 
  4 ,000 year old statues of fertility goddesses 
  able to animate (accorcling to legend). 
  16 
  Ruby moonstone brought back by Apollo 14. 
  17 
  Crate of robotic Nazi troopers lost in 
  shipping since 1944. 
  18 
  Wildly successful hair growth hormone that 
  causes male impotency. 
  19 
  Frozen bodies of pale-skinned big-headed 
  aliens with solid black eyes. 
  20 
  Old football from around the tum of the 
  century that seems to be Invulnerable. 
  Latimer Labs Warehouse 
  There are quite a few items, both 
  technological and magical which Latimer Labs 
  currently has in custody. Many of them have 
  been deemed unworkable yet dangerous, many of 
  them are unfinished projects, and some of them 
  are things that the Black Shroud hid away for the 
  day that he might just have a use for them. To 
  that end, there exist many Latimer Labs 
  warehouses. They are not warehouses in the 
  conventional sense; in reality, they are high 
  security storage facilities designed to keep their 
  contents hidden from the rest of the world which 
  is either going to misuse them or might be 
  devastated by them. 
  Each warehouse is a thirty foot wide by fifty 
  foot long bunker made of steel-reinforced 
  concrete ( 100 HTK) which stands approximately 
  twenty feet tall. The outer perimeter is 
  surrounded by a twelve foot high chain link fence 
  topped by razor wire, set ten feet out from the 
  building. Lights are set on top of the fence on 
  every side to keep the building completely 
  illuminated at night. Security cameras are 
  mounted on all exterior comers of the building, 
  each with dual lenses focused at a 180 degree 
  angle. One guard typically patrols the perimeter 
  inside the fence with a trained police dog, trading 
  out with one of the two guards inside every hour. 
  77 
  
  Latimer Labs 
  The inside of the warehouse can only be 
  accessed through the lone one inch thick steel 
  door opened only by passkey, which leads to a 
  five foot by ten foot security checkpoint. Here 
  anyone attempting to enter is subjected to a 
  thorough scan, including x-ray, thermographic 
  and a passkey verification with a continually 
  changing verbal exchange sign/countersign (such 
  as "The sun is shining" "But the ice is slippery 
  -morning, Bob!" "Morning, Ralph!"). Once 
  the scan is complete and identity is verified, the 
  two inch thick vault door op~ns into the guard 
  station, where the exterior cameras as well as the 
  interior sensors are monitored. 
  The interior of the warehouse is covered by 
  cameras as well as thermographic and motion 
  sensors. The guards do not actually patrol the 
  interior of the warehouse; their orders are to 
  keep it secure, not to poke around in hazardous 
  materials. The only way that new materials that 
  cannot fit in through the guard station can be 
  introduced to the warehouse is by activating the 
  hinged wall (usually located on the north wall 
  alongside the guard station) from inside the 
  guard station. This requires the entering of an 
  ever-changing passcode as well as the entering of 
  the supervisor's passcard in addition to the 
  courier's passcard. This will activate the hidden 
  hydraulics which will swing the hinged wall open 
  ever so slowly like a big, solid 
  Fence 
  Carner~ 
  l·······················~ 
  • • 
  • • • • • • • • • • • • 
  Latimer Labs Standard 
  Warehouse Facility 
  I 
  • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • 
  Hinged Wall 
  • 
  ~ 
  •••••••••••• ..-----r-------.~ 
  garage door. It can be closed by 
  simply activating the close 
  circuits, or it can be slammed 
  into place by hitting the "Panic 
  p--,1-----------------------
  1---al Guard Post 
  Button" which also activates an 
  alarm on the premises as well as 
  alerting local law enforcement. 
  Frieght Entrance 
  Standard Latimer Labs Supply Depot 
  78 
  
  Latimer Labs 
  Sidewalk 
  ~--,-.--~~~-~ 
  ·.-=:~~~~~~==::"':1 
  ~~~:;:, · :'(· ··· •· ·.· ·· ~ecep. 
  J 
  I · I 
  . 
  . 
  l 
  Cafeteria 
  -a 
  Supply 
  r» .. 
  -a 
  --=-· 
  Lab 
  r» 
  -· 
  ::s 
  Lab 
  .. 
  cc 
  --=--· 
  r 
  ::s 
  (Q 
  0 
  ~ 
  r 
  Infirmary 
  0 
  ~ 
  T 
  I I 
  Parking Lot 
  79 
  
  Carteque 
  Carteqae 
  In 1939 Dr. Cal Martin left Hughes Aviation 
  and began his own company, Martin Aviation. 
  Working with a development team, Martin 
  developed a prototype rocket that could be 
  strapped to an aviator's back and used to propel 
  him through the sky at unheard-of speeds. While 
  testing the prototype, Martin stopped a criminal 
  from escaping the police and was dubbed 
  "Rockelman" by the press. Inspired, he 
  continued to refine the prototype jetpack over 
  the next dozen years while actively adventuring 
  as Rocketman until tuberculosis claimed his life 
  in 1951, ending his Rocketman career. He 
  bequeathed his estate and corporation to one of 
  his researchers, William Carson. Carson's love 
  of flying and insatiably curious mind insured that 
  Martin Aviation (now renamed Carson 
  Technologies) would endure, and that someday 
  Martin's dream of a society that commuted using 
  rocket-powered jetpacks could become a reality. 
  As Carson undertook the task set before 
  him, his son, William "Tech" Carson Jr., began 
  work on the prototype jetpacks. As time wore 
  on, he became more and more frustrated by the 
  relatively low technological level of the period. 
  He modified the Rockelman costume, equipped 
  his then-fiancee Patricia Dustin with a similar 
  costume and began adventuring as Rocketman. 
  He reasoned that only by forcing himself into 
  situations such as paranormal combat would his 
  creative inventor's mind find the motivation to 
  improve the design sufficiently to allow the 
  jetpacks to go into mass production. But the 
  adventuring lifestyle could not compensate for 
  the relatively primitive electronics engineering 
  technologies available in the 1950's. So when 
  Dr. Weir approached him about the Vault of 
  Heroes project, Tech was ready to go before he'd 
  even heard the details. To enter stasis and remain 
  perfectly preserved for twenty .. thirty .. maybe 
  forty or fifty years? To go to sleep in the fifties 
  and perhaps wake up in the year two thousand? 
  --
  ~ 
  \. 
  While "Tech" and Pat slept, Carson Sr. 
  continued to build Carson technologies into a 
  major American electronics firm. In 1967, he 
  stepped down as CEO and named Byron Foulger 
  to replace him while retaining ownership of the 
  corporation. Carson Sr. died in 1983, leaving 
  Foulger in command of the newly renamed 
  Carteque, even though Carson Jr. was the 
  inheritor of the controlling interest of stock in the 
  company. When Dr. Weir reactivated the Vault 
  heroes in 1991, Tech and Pat reemerged from the 
  Vault to help defeat the Black Shroud. 
  Afterwards, they returned to California to retake 
  control of Carteque over the protestations of 
  Byron Foulger. Rather than take Carson to 
  court, Foulger decided to bide his time and wait 
  . for the right opportunity to depose Carson in 
  what will more than likely be a hostile takeover. 
  80 
  
  Carteque: What•s It mean to you? 
  Carteque is a major player in the aviation 
  electronics field. They design and build flight 
  control systems for many of the fighter craft 
  currently in active service in the US armed 
  forces. In addition, they have created many 
  prototype aircraft that have revolutionized the 
  aviation industry with their innovative approach 
  to aerodynamics, including the Avenger's current 
  model Starjet. In game play, their headquarters 
  in Los Angeles is where Tech and Pat can usually 
  be found when they aren't on a mission with the 
  Sentinels of Justice. Unusual technologies and 
  engines, propulsion systems and powersuits -
  anything that has to do with flight interests Tech 
  Carson, and he's willing to look it over, analyze it 
  and try to figure out just how and why it works. 
  In addition, there's Pat Carson. She loves 
  her husband dearly, but dragging him out of the 
  lab is nearly impossible once he's sunk his teeth 
  into a problem. Carteque employs some of the 
  greatest aeronautical engineers and flight systems 
  programmers in the world today, and once they 
  all get to talking with Tech about a project, they 
  could be at it for hours. Thus Pat often indulges 
  in one of her favorite pastimes; gambling. Los 
  Angeles isn't really that far from Las Vegas when 
  you've got ajetpack strapped to your back, and 
  Pat often makes the commute when Tech has 
  holed up in his lab and won't come out. Thus far 
  her gambling junkets have been uneventful, but 
  'accidents' do happen ... 
  On that note, there's Byron Foulger. Byron 
  began working in the Carson technologies mail 
  room back in 1965, and worked and scraped his 
  way to the top through willpower, determination 
  and blackmail. He is ruthless, cold, remorseless 
  and completely devoid of human compassion. 
  Only one thing matters to Byron Foulger, and 
  that's Byron Foulger. He sees Tech's return from 
  the vault as having robbed him of the company 
  that he worked so hard to steal ... ah, acquire for 
  so many years. Thus he would do nearly 
  anything to be rid of Tech and Pat, though he 
  81 
  Carteque 
  fears retaliation from the paranormal community. 
  Even though Tech leaves the company in 
  Foulger's hands, preferring to stay in the research 
  labs where he feels he belongs, Foulger will not 
  be satisfied until he has wrested complete control 
  of Carteque from Tech Carson ... by whatever 
  means necessary. 
  Byron Foulger CEO of Carteque 
  M 12 
  H 12 
  MV 12 B 16 
  W 18 
  P 14 
  L 12 
  PP 96 HTK 
  LVL 9 HITT 4 
  One-Skilled Expert: Double-Dealing, Backstabbing 
  Corporate Raider 
  
  Carteque 
  Other HPCs 
  Carteque is staffed by some of the finest 
  aeronautical engineers and flight system 
  programmers in the world. With that in mind, 
  characters needing advice in abnost anything 
  aeronautical can usually turn to Carteque for 
  help. Tech is an active and friendly member of 
  the paranormal community; thus he and his staff 
  will offer aid and assistance to almost anyone 
  who asks provided that they aren't somehow 
  INFAMOUS. Since Carteque is a quite 
  successful company, Tech can afford to give help 
  and advice away; however, Carteque abnost 
  always charges people for parts or hardware that 
  are provided for them. It may be a successful 
  company, but Tech is no dummy and has no 
  intention of running his company into the ground 
  just so that he can provide every paranormal 
  Tom, Dick and Harry with a jetpack. But for 
  advice, analysis and aeronautical expertise, the 
  staff of Carteque can't be beat. Though we 
  aren't providing any names or stats for new 
  Carteque personalities here, GMs should feel free 
  to create whatever experts they need when using 
  Carteque NPCs ... or even using Tech himself (as 
  he is usually willing and always able). The only 
  other PC quality NPC at Carteque would be Red 
  Rocket. 
  82 
  Red Rocket, AKA Rod Page, Space Patrolman. 
  Reserve Member of the Sentinels of Justice. 
  Extradimensional. 
  M 19 
  H 19 
  MV 20 B 20 
  W 20 P 12 
  L 20 
  PP 130 HTK 25 
  LVL 1 HITT 8 
  Flight: 100" @ 2PP/rd (25/50/75/100) 
  Force Field: 65 point field (max), range 32", 33 PP 
  max cost 
  Don't Breathe 3 
  Our Mr. Page is also an expert on advanced flight 
  systems, and works at Carteque for lack of anything 
  better to do in the modem world. 
  
  Th• Carteque Rocket Pack model 
  Cumulus X-3000 
  The crowning achievement of Carteque 
  industries and the symbol of its owner is the 
  Rocketpack. Originally designed in the thirties, it 
  has undergone extensive modification to adapt to 
  modem technologies and the demands placed 
  upon it by its current designer, Tech Carson. 
  Tech's dream was to awaken in a future where 
  everyone used jetpacks for personal conveyance; 
  unfortunately, one of the future's ugly realities is 
  the preeminence of monolithic insurance 
  companies and government regulatory agencies. 
  With the high risk potential for flying around with 
  a rocket on your back, corporate insurance 
  premiums alone are far too prohibitive to allow 
  common use of jetpacks. That, coupled with the 
  fact that anyone who owned a jetpack would 
  possess the power of flight, leading to 
  innumerable in-air accidents, problems with the 
  FAA. 2elin controlling airspace, and the possible 
  effects on international boundaries, have worked 
  to keep Tech 's -dream of the jetpacking commuter 
  from coming true. The current model has the 
  following design specs: 
  Cumulus X-3000 Rocketpack 
  Moderately Obvious Gizmo: Flight 
  CP: 300 
  PP: 600 HTK: 300 
  Conceivably capable of achieving speeds in excess of 
  1200 MPH (Do It Twice at 600"); however, as most 
  human bodies cannot take the strain, the upper limit 
  (beyond around 550 MPH) has yet to be tested. They 
  are available only through Tech (Rocketman) Carson 
  himself; no one else is authorized to release one of 
  these devices to anyone due to the problems listed 
  above. 
  Carteque 
  83 
  
  oont Optic 
  Mount Optic 
  Located approximately 25 miles west of 
  Denver, Colorado, Mount Optic is the home of 
  the most complex and powerful early warning 
  system/ observation point in the world. Created 
  by Captain Video, this large but well hidden base 
  serves as his eyes and ears on the world, as well 
  as a fair amount of the space around it. 
  Very little is known about Captain Video, 
  and he seems intent on keepfog it that way. As a 
  researcher, Paul Ames worked to make seeing 
  possible for the blind, but was blinded himself by 
  sabotage. He used his technical brilliance to 
  continue his work, creating visual implants and 
  eventually developing the Sensor Goggles which 
  ~ive him his abilities. Able to connect directly 
  mto the sensor net he has created of orbital and 
  stationary satellites and his invisible, floating 
  electronic eyes, Captain Video sees and knows 
  all, as far as anyone can tell. He uses his 
  knowledge to help the FemForce and other hero 
  groups, but stays out of the way of governmental 
  powers. This makes him extremely useful as a 
  plot hook device - he can always call up your 
  hero group with the next mission. 
  . 
  The Mount Optic complex is completely 
  hid~en .through a combination of holographic 
  proJectton, force fields, sensor distortions and 
  false signature generators, all of which gi~e the 
  area the look, feel and sensor read-out of a 
  normal peak in the Rocky Mountain range. The 
  force fields can be dropped to allow access to the 
  complex via the hover vehicle Landing Bay on 
  the north side. This can be only be done by 
  someone monitoring inside the Command Level. 
  The hover vehicles can be piloted or - for simple 
  pick ups - pre-preprogrammed to go to a 
  particular location, wait a fixed amount of time 
  and then return to Mt. Optic. Hover vehicles ~e 
  merely transport devices, and not durable enough 
  for combat or stunt flying. 
  The peak of Mt. Optic conceals the Launch 
  Facility as well as the antennae and dishes used to 
  corrununicate to the Satellite Link and the Global 
  Observation Net. Launches are usually disguised 
  through the same methods as the mountain itself, 
  although Captain Video does make use of 
  Arianespace rockets to transport his less 
  important payloads, thus avoiding unwanted 
  attention to his location. 
  The Launch Facility connects to the rest of 
  the complex through a large elevator shaft 
  containing 4 passenger elevators and 2 heavy 
  service elevators. Directly below the Launch 
  Facility is the Communications and Computer 
  core. This large, single room houses the 
  computer brainpower needed to run the Global 
  Observation Net. 
  84 
  
  Much deeper is the Command Level. This 
  is another huge room, filled with the monitors 
  and readout devices necessary for Captain Video 
  and his Video Rangers to keep tabs on the whole 
  world. It is about as high tech and well nigh 
  unexplainably complex as you can imagine, very 
  smooth, shiny, and glossy as only a Command 
  Level for a Global Observation Network can be. 
  In the direct center of the room is Captain 
  Video's Command Chair - a large, chrome and 
  leather techno-throne, over which is suspended 
  the glass dome through which Captain Video 
  hooks up to mentally monitor everything (and we 
  do mean everything.) 
  Still deeper into the mountain are three 
  interconnected sub levels which comprise the 
  living, recreation and medical levels. Captain 
  Video requires a large staff (mostly of techno-
  bimbos) to process the enormous information 
  flow pouring into the Command Center 24 hours 
  a day. The living areas consist of small 
  apartments, soµie common areas and a cafeteria. 
  The recreational area has a small arboreum which 
  uses natural light reflected through fiber optics, a 
  natural spring swimming pool, and a variety of 
  non-technological diversions, including a well 
  Mount Optic 
  room - and, of course, a fabulous collection of 
  optometry devices (possibly even some fashion 
  frames.) 
  Below the staff areas is the administrative 
  level, which connects to the Landing Bay. This 
  area has the only real visible security - a guard 
  station placed just outside the entrance to the 
  Landing Bay and the hover vehicle hangars 
  where two Rangers greet rare visitors and watch 
  the views from the several well placed cameras 
  set around the hangar. This level also contains 
  the maintenance equipment and supplies (for 
  cleaning the static off video screens and getting 
  those finger prints off the glass.) Three of the 
  four passenger elevators stop at this level, as 
  does one of the service elevators. The other two 
  elevators can only access the lower levels with a 
  combination pass .key/code word/retina scan 
  (except Captain Video himself). 
  These two elevators go even deeper into the 
  mountain to Captain Video's research laboratory. 
  This is where he continues to develop the 
  fabulous technology which allows him to be the 
  biggest snoop - ah, the most well informed man 
  on the planet. 
  U ndemeath the laboratory is the 
  stocked (but rarely used) library. 
  The medical level has a fully 
  equipped pharmacy, hospital 
  facilities, and operating 
  satellite Link, 
  cold-fusion power plant which supplies the 
  Global Observation Net & COmpleX, as Well as the Water and air 
  Launch Facillty 
  Communications & 
  Computer Core 
  85 
  handling equipment. 
  There are also emergency 
  craw ls paces which double as air ducts 
  between levels and between the 
  complex and the mountainside. Only 
  the power plant is not accessible 
  through crawlspaces. A variety of 
  blowers and vents are used to keep 
  fresh air flowing through the 
  complex and to remove toxic gases. 
  Each level can have its airflow cut 
  off independently, through the 
  Command Level. Of course, the 
  entire complex, including the crawl 
  spaces and duct work, are 
  constantly monitored from 
  strategically placed video cameras 
  and electronic eyes. 
  
  CIPE 
  Th• F•111forc•™ Rol•Playlng Gamel 
  Wait till you see 
  RC Onboundl 
  Because you demanded it, the sourcebook that AC Comics and 
  Superbabes fans have been waiting for- AC Unbound! At last, the secrets 
  of Femforce HQ, Sentinels of Justice HQ, the Colorado Project, the 
  Paragon Foundation, Weir Asylum, Mount Optic, Carteque, Latimer Labs, 
  and Jungle Island are revealed for the first time in this comprehensive 
  volume. Also included are character sheets and bios for all of the relevant 
  personalities for each of these AC hot spots, with never-before revealed 
  characters! A must for AC collectors as well as Game Masters currently 
  using the AC Universe™ for their own Superbabes campaigns. 
  ~'~>/~' 
  ·,~ t:e. 
  0 
  ____.~ c 
  n ~ 
  7H.9?E.' 
  ..,;:,,. 
  " 
  l'M READ>'. 
  ~ 
  -:: 
  TURN HeR 
  LOOSE:! 
  Tri-City Games 
  302 S. Center St. 
  Eustis, Fl 32726 
  Copyright 1996 
  $15.00 
  111111111111111111111111111111 
  0 
  5315491500 
  2 
  
SOURCE: textdata/thevault/Superbabes/Superbabes - AC Unbound.pdf