TEXT: The�Modern�Dispatch
  WWII-era�Supervillains
  Page 1
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  #109
  WWII-era Supervillains 
  By charles rice
  As WWII swept across Europe, the Nazis unveiled 
  and even more terrifying arm of their war machine: 
  the “Kampfgruppe Eugenik”, the Eugenics Brigade. 
  These super-soldiers were unopposed for years, 
  while the Allies tried desperately 
  to come up with a super-soldier 
  program of their own to combat 
  them. Nationwide searches were 
  undertaken for mutants (long known 
  to exist) but only two: Old Glory and 
  Captain Amazing were discovered. 
  These two heroes would have to 
  carry the burden alone for years, 
  serving mostly in Britain at the side 
  of Winston Churchill, before America 
  and Britain were able to ﬁeld more 
  heroes and carry the ﬁght to Europe. 
  WWII-era 
  Supervillains
  Charismatic
  Background: Brunhilde Albrecht 
  is one of two daughters of an 
  aristocratic family drawn into Doktor 
  Eugenik’s experiments. In addition 
  to being wealthy and good breeding, 
  both girls were well-known singers 
  and upon conducting blood tests, 
  Doktor Eugenik theorized they each 
  had the potential for psychic powers. 
  With their father’s consent, the girls 
  were experimented on and developed 
  powers. In Brunhilde’s case, the 
  power to move physical objects by 
  heart alone. Physically weak, she revels in her new 
  ability to crush tanks with a thought. 
  Though loyal to the Nazi Party and the 
  Kampfgruppe, both sisters have a higher loyalty to 
  
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  each other and to their family. Wars come and go but 
  their family has served Germany for generations. 
  They are more than willing to ﬂee from battle to save 
  themselves. This divided loyalty causes trouble within 
  the team, especially among the “lower class” members 
  of the team, especially Uberkrieger and Kugelsicher. 
  Quote: “Please continue to struggle. Make me hurt 
  you.”
  Role: Charismatic is the physical psychic, with the 
  power to move enormous objects with the power of 
  her mind alone. 
  Charismatic (Scientiﬁc Experiment Charismatic 
  Hero 3/Tough Hero 1/Psychic 6): CR 10; Medium-
  size humanoid; HD 3d6+6 plus 1d10+2 plus 6d6+12 
  plus 1; HP 59; Mas 15; Init +1; Spd 30 ft; Defense 24, 
  touch 24, ﬂatfooted 15 (+0 size, +1 Dex, +8 Wis, +5 
  class); BAB +4; Grap +3; Atk +3 melee (by weapon), 
  or +10 ranged (6d6+0, Blast); FS 5 ft by 5 ft; Reach 5 
  ft; SQ ; AL Albrecht Family, Nazi Party; SV Fort +7, 
  Ref +7, Will +16; AP 5; Rep +5; Str 8, Dex 12, Con 
  15, Int 10, Wis 26, Cha 18. 
     Occupation: Celebrity (Perform) 
     Skills: Bluff +10, Concentration +11, Diplomacy 
  +18, Disguise +10, Gather Information +12, 
  Intimidate +10, Knowledge (Popular Culture) +6, 
  Perform +11 (Opera), Sense Motive +14 
     Feats: Cover Fire, Enemy (The Allies), Iron 
  Will, Lightning Reﬂexes, Poise, Power Mastery 
  (Blast), Simple Weapons Proﬁciency, Teamwork 
  (Kampfgruppe Eugenik), Trustworthy, Weapon Focus 
  (Blast) 
     Talents (Charismatic Hero): Charm, Favor 
     Talents (Tough Hero): Robust 
     Talents (Psychic): Your mind is your own, Mental 
  Armor, Mental Evasion   
  Powers: Blast (Physical) +12 (6d6 damage, Save 
  DC 27), Superhuman Charisma +3, Superhuman 
  Wisdom +12, Telekinesis +12
  Power Stunts: Telekinesis: Telekinetic Disarm, 
  Telekinetic Flight, Telekinetic Shield, Blast: +2 attack 
  rolls
  Possessions: None. 
  Disadvantages: Code: Loyal to sister (DSR 3), 
  Code: Belief in German superiority (DSR 2), Enemy: 
  Allied superheroes (DSR 5)
  Feurstrahl
  Background: Brandeis Richter was a pilot 
  working on German jet aircraft prototypes. At the 
  request of Doktor Eugenik, every member of the 
  German military was given a blood test to look for 
  certain anomalies in 1933. Following some initial 
  successes, these tests were quickly expanded to the 
  entire German population. As a military man in peak 
  condition, Richter was one of the ﬁrst test subjects. 
  Following several applications of the activating agent, 
  there was an explosion in the lab that was survived 
  by only Richter. Germany had its ﬁrst jet ﬁghter: 
  Feurstrahl. 
  Richter loves the destruction his power can wreak 
  on those around him and enjoys using his powers 
  a little too much. For now he has an outlet for his 
  destructive urges and a license to unleash his powers. 
  Should he survive the war, he will become a source 
  of chaos that his former masters might regret they 
  created. 
  Quote: “Burn schweinhund!” 
  Role: Feurstrahl provides a highly mobile long-
  range attacker for the Kampfgruppe. He will locate 
  enemy positions, saturate vulnerable points (especially 
  ﬂammable ones) with ﬁre and provide covering ﬁre 
  for his teammates. 
  Feurstrahl (Fire Jet) (Scientiﬁc Experiment Fast 
  Hero 3/Energy Projector 7): CR 10; Medium-size 
  humanoid; HD 3d8+6 plus 7d6+14; HP 59; Mas 15; 
  Init +10; Spd 30 ft; Defense 29, touch 29, ﬂatfooted 
  19 (+0 size, +10 Dex, +9 class); BAB +9; Grap +8; 
  Atk +8 melee (1d4-1, Knife), or +20 ranged (6d6+0, 
  Fire Blast); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Nazi 
  Party; SV Fort +5, Ref +17, Will +4; AP 5; Rep +4; 
  Str 8, Dex 31, Con 15, Int 10, Wis 13, Cha 12. 
     Occupation: Military (Knowledge [Tactics], Pilot) 
     Skills: Craft (mechanical) +3, Drive +13, Escape 
  Artist +16, Knowledge (Tactics) +14, Pilot +24, Spot 
  +8, Tumble +16 
     Feats: Armor Proﬁciency (light), Armor Proﬁciency 
  (medium), Coordinated Attack, Cover Fire, Enemy 
  (The Allies), Personal Firearms Proﬁciency, 
  Point Blank Shot, Precise Shot, Simple Weapons 
  Proﬁciency, Teamwork (Kampfgruppe Eugenik), 
  Weapon Focus (Fire Blast) 
     Talents (Fast Hero): Evasion, Uncanny Dodge 1 
     Talents (Energy Projector): Energy Surge, Energy 
  Resistance, Concentrated Energy, Concentrated 
  Energy 2 
  Powers: Superhuman Dexterity +13, Flight +13 
  (260’ per round), Energy Blast +15 (7d6 damage, Save 
  DC 30): Common Special Effect, Fire (+2)
  Power Stunts: Superhuman Flight: Perfect 
  Maneuverability, +3 Dodge bonus to defense while 
  ﬂying
  Possessions: None
  Disadvantages: Code: Never leave an ally behind 
  (DSR 3), Code: Pyromaniac (DSR 2), Enemy: Allied 
  superheroes (DSR 5)
  Krieghund
  Background: Loring Halperin was an early 
  member of the Kampfgruppe and like many of those 
  early members was identiﬁed when Doktor Eugenik 
  tested every German military man for potential 
  mutation. When Loring’s latent mutation was 
  activated, he broke out of the lab and disappeared for 
  several weeks. During this time nearby towns were 
  terrorized by what seemed to be a werewolf. When 
  Loring came to his senses, he returned to the military, 
  ready to serve the Reich in a new, more vicious way.
  Quote: None. 
  
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  Role: Krieghund is the stealth and recon specialist 
  of the Kampfgruppe Eugenik. He is also a skilled 
  assassin and sniper, capable of eliminating enemies 
  either at range or up close. He has been known to 
  track wounded targets for days, priding himself on 
  never leaving a mark alive once he has drawn blood.   
  Krieghund (War Hound) (Scientiﬁc Experiment 
  Tough Hero 3/Brick 7): CR 10; Medium-size 
  humanoid; HD 3d10+27 plus 7d10+63 plus 25; HP 
  171; Mas 40; Init +5; Spd 30 ft; Defense 21, touch 
  21, ﬂatfooted 16 (+0 size, +5 Dex, +6 class); BAB 
  +7; Grap +9; Atk +9 melee (2d10+2, Claws), or +13 
  ranged (2d6+0, Mauser Karabiner 98K); FS 5 ft by 5 
  ft; Reach 5 ft; SQ ; AL Nazi Party; SV Fort +18, Ref 
  +8, Will +4; AP 5; Rep +4; Str 14, Dex 20, Con 28, Int 
  10, Wis 12, Cha 8. 
     Occupation: Military (Hide, Move Silently) 
     Skills: Hide +20, Intimidate +9, Listen +12, Move 
  Silently +20, Spot +12, Survival +4 (+26 for tracking)  
     Feats: Darkvision, Enemy (The Allies), Feral (Hide, 
  Move Silently), Frenzy, Great Fortitude, Personal 
  Firearms Proﬁciency, Power Attack, Simple Weapons 
  Proﬁciency, Teamwork (Kampfgruppe Eugenik), 
  Toughness, Tracking Scent 
     Talents (Tough Hero): Robust, Second Wind 
     Talents (Brick): Diesel, Never Give In, Never 
  Surrender, Never Say Die
  Powers: Claws +12 (2d10 damage), Enhanced 
  Senses +11, Superhuman Constitution +12, 
  Superhuman Dexterity +4
  Power Stunts: Enhanced Senses: Enhanced 
  Hearing, Enhanced Sight, Enhanced Smell, 
  Superhuman Constitution: Resilience, Superhuman 
  Dexterity: Swinging
  Possessions: Masterwork Mauser Karabiner 98K w/ 
  Scope, 30 rounds 8mm ammunition
  Disadvantages: Code: never leave a wounded 
  enemy alive (DSR 3), Code: Loyal to Nazi Party 
  (DSR 2), Enemy: Allied Superheroes (DSR 5)
  Kugelsicher
  Background: Zelinda Maurer was one of the ﬁrst 
  civilian test subjects for Doktor Eugenik. Unlike later 
  subjects, she did not wait to be asked but volunteered. 
  The daughter of a WWI veteran, Zelinda is an idealist 
  and sees the party as restoring Germany to its rightful 
  place on the world stage, righting the wrongs done to 
  the Fatherland by France. Of course the truth of the 
  Nazi Party is different than its propaganda and Zelinda 
  could be persuaded to change sides if the darker side 
  of Nazi brutality were made clear to her. 
  Following her treatments, Zelinda became as strong 
  as a tank and nearly as bulletproof. Now standing over 
  7 feet in height, she gets along much better with the 
  men of the Kampfgruppe than the “bubble-headed 
  twins from Bavaria” as she calls them (Charisma and 
  Traumfrau). 
  A former ofﬁce worker, Zelinda relishes her 
  newfound strength and invulnerability but she isn’t 
  stupid. She will often seek higher ground, using her 
  Climb and Jump skills, then pounce down on her 
  enemies. Once combat is joined however, she will try 
  to go after the heaviest source of enemy ﬁre, counting 
  on her armored skin to carry her through. 
  Quote: “Stand behind me! Ha! You need a bigger 
  gun my friend!”
  Role: Kugelsicher is the team’s human shield, going 
  ﬁrst and taking enemy ﬁre, clearing the way for her 
  more vulnerable teammates.  
  Kugelsicher (Bulletproof) (Scientiﬁc Experiment 
  Tough Hero 3/Brick 7): CR 10; Medium-size 
  humanoid; HD 3d10+24 plus 8d10+64 plus 22; HP 
  171; Mas 39; Init -1; Spd 30 ft; Defense 21, touch 15, 
  ﬂatfooted 21 (+0 size, -1 Dex, +6 class, +6 natural); 
  BAB +7; Grap +17; Atk +17 melee (1d8+10, Combat 
  Martial Arts), or +6 ranged (by weapon); FS 5 ft by 
  5 ft; Reach 5 ft; SQ 5 DR against Physical Attacks, 
  8 DR against Fire, 8 DR against Electricity; AL Nazi 
  Party; SV Fort +17, Ref +2, Will +4; AP 5; Rep +4; 
  Str 30, Dex 8, Con 27, Int 10, Wis 12, Cha 16. 
     Occupation: Military (Drive, Knowledge [Tactics]) 
     Skills: Climb +17, Intimidate +16, Jump +20, 
  Knowledge (Streetwise) +3, Knowledge (Tactics) +3, 
  Spot +4 
     Feats: Combat Martial Arts, Frightful Presence, 
  Great Fortitude, Improved Combat Martial Arts, 
  Improvised Weapons, Personal Firearms Proﬁciency, 
  Power Attack, Simple Weapons Proﬁciency, 
  Teamwork (Kampfgruppe Eugenik), Thick Skinned (3 
  DR vs. physical attacks), Toughness 
     Talents (Tough Hero): Fire Resistance, Electricity 
  Resistance 
     Talents (Brick): Diesel, Improved Second Wind, 
  Behemoth*, Ham Handed  
  Powers: Armor +12, Superhuman Charisma +3, 
  Superhuman Constitution +12, Superhuman Strength 
  +12
  Power Stunts: Armor: 2 DR against physical 
  attacks, Superhuman Constitution: Resilience, 
  Superhuman Strength: Brawn, HTH Damage Increase
  Possessions: None.
  Disadvantages: Code: Honest to a fault (DSR 
  2), Code: Loyal to her teammates (DSR 3), Enemy: 
  Allied Superheroes (DSR 5)
  Traumfrau
  Background: Like her sister, Berta Albrecht 
  was already well-known before Doktor Eugenik 
  experimented on her. His experiments heightened her 
  natural beauty to the point that it now seems no man 
  can resist her. This is an ability the Fuhrer has put to 
  good advantage, sending Berta to occupied countries 
  to ferret out resistance cells, using her to interrogate 
  subjects and even using her abilities on members of 
  his own party to ensure their loyalty. Berta seems 
  able to bend anyone to her will and even worse, over 
  long-term exposure subjects seem to lose all free will, 
  becoming puppets to her. For now she is content to 
  follow the Party for the greater glory of Germany but 
  
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  those who know her capricious and sadistic nature 
  (like Uberkrieger) know that she will one day answer 
  to no one and be perhaps the most terrifying member 
  of the Kampfgruppe of all. 
  Quote: “Come closer. Give us a kiss.”
  Role: Traumfrau is the spy and seductress. In open 
  combat (something she will try to avoid) she will use 
  her Mind Control to cause confusion, turning friend 
  against friend. 
  Traumfrau (Dream Girl) (Scientiﬁc Experiment 
  Charismatic Hero 3/Personality 7): CR 10; 
  Medium-size humanoid; HD 3d6+6 plus 7d6+14; 
  HP 56; Mas 14; Init +1; Spd 30 ft; Defense 23, touch 
  23, ﬂatfooted 13 (+0 size, +9 Charisma, +1 Dex, 
  +3 class); BAB +4; Grap +3; Atk +3 melee (1d4-1, 
  Knife), or +5 ranged (2d4+0, Walther PPK); FS 5 ft by 
  5 ft; Reach 5 ft; SQ ; AL Albrecht Family, Nazi Party; 
  SV Fort +8, Ref +7, Will +3; AP 5; Rep +10; Str 8, 
  Dex 13, Con 14, Int 14, Wis 10, Cha 28. 
     Occupation: Celebrity (Perform) 
     Skills: Bluff +22, Concentration +9, Diplomacy 
  +22, Disable Device +9, Disguise +15, Gather 
  Information +15, Knowledge (Behavioral Sciences) 
  +9, Knowledge (Business) +9, Knowledge (Current 
  Events) +8, Knowledge (Popular Culture) +15, 
  Perform (Opera) +16, Read/Write Language +6 
  (German, English, Italian, Japanese, Russian, French), 
  Speak Language +6 (German, English, Italian, 
  Japanese, Russian, French) 
     Feats: Banter, Combat Expertise, Defensive Martial 
  Arts, Durable Drain (DC 16 Fortitude Save or 3 
  points Wisdom damage is normal ability damage 
  from Drain), Personal Firearms Proﬁciency, Point 
  Blank Shot, Renown, Simple Weapons Proﬁciency, 
  Teamwork (Kampfgruppe Eugenik) 
     Talents (Charismatic Hero): Charm, Favor 
     Talents (Personality): Unlimited Access, Bonus 
  Class Skill 1 (Concentration), Royalty, Winning 
  Smile, Bonus Class Skill 2 (Disable Device)
  Powers: Ability Drain (Wisdom) +13 (3d4 Wisdom, 
  returns one per round after 3 round delay), Mind 
  Control +13 (Save DC 25), Superhuman Charisma 
  +13
  Power Stunts: Ability Drain (Wisdom): 3 round 
  delay, Mind Control: 3 targets simultaneously
  Possessions: Knife, Walther PPK
  Disadvantages: Code: Loyal to sister (DSR 3), 
  Code: Belief in German superiority (DSR 2), Enemy: 
  Allied superheroes (DSR 5) 
  Uberkrieger
  Background: Despite his public exultation in the 
  triumph of Nazi science that Doktor Eugenik had 
  handed him, Hitler knew all too well that these “super-
  humans” could be used by his political enemies 
  within Germany. Therefore, as the Kampfgruppe was 
  being assembled, a quiet search was conducted for 
  the perfect German soldier to lead the team. Unlike 
  the rest of the Kampfgruppe, this new “super soldier” 
  would be human and his loyalty to the party beyond 
  reproach. SS Ofﬁcer Manfred Neuberg was the 
  candidate selected and he was trained extensively, 
  given instruction by the ﬁnest military minds in the 
  world, Olympic gymnasts and arms instructors. He 
  was also given a prototype German “storm riﬂe” 
  and a suit of bulletproof cloth was designed for him 
  personally by Doktor Eugenik that would allow 
  Neuberg to operate in almost any environment on 
  Earth. Dubbed Uberkrieger, Neuberg quickly won 
  over his team through his competent leadership and 
  everyman personality. At 6’4, 225 lbs. with blonde 
  hair and blue eyes, he is quite simply the perfect 
  embodiment of the “master race” and has become a 
  national hero, both to the German people and to his 
  own team, who will follow him anywhere.  
  Quote: “Onward! To victory! For the Fatherland!”
  Role: Uberkrieger is the supersoldier, the leader of 
  a super-team. Though human, he is tough, smart and 
  competent and almost always has a plan to lead his 
  team to victory. He knows their powers and abilities 
  better than anyone and will use them to defeat his 
  enemies. 
  Uberkrieger (Supersoldier) (Advanced Training 
  Fast Hero 3/Acrobat 7): CR 10; Medium-size 
  humanoid; HD 3d8+6 plus 7d8+14; HP 66; Mas 14; 
  Init +8; Spd 30 ft; Defense 29, touch 25, ﬂatfooted 
  23 (+4 armor, +0 size, +6 Dex, +9 class); BAB +7; 
  Grap +7; Atk +7 melee (1d4+0, Knife), or +15 ranged 
  (2d8+2, Sturmgewehr); FS 5 ft by 5 ft; Reach 5 ft; 
  SQ +2 saves against Fire and Cold, +3 saves against 
  Electricity; AL Nazi Party; SV Fort +5, Ref +13, Will 
  +8; AP 5; Rep +4; Str 10, Dex 22, Con 14, Int 13, Wis 
  13, Cha 13. 
     Occupation: Military (Drive, Knowledge [Tactics]) 
     Skills: Balance +19, Climb +7, Drive +13, Escape 
  Artist +19, Jump +9, Knowledge (Tactics) +14, Pilot 
  +12, Tumble +21 
     Feats: Acrobatic, Armor Proﬁciency (light), 
  Coordinated Attack, Cover Fire, Dodge, Enemy (The 
  Allies), Mobility, Personal Firearms Proﬁciency, 
  Simple Weapons Proﬁciency, Spring Attack, 
  Teamwork (Kampfgruppe Eugenik) 
     Talents (Fast Hero): Evasion, Uncanny Dodge 1 
     Talents (Acrobat): Improved Evasion, Evasive 
  Dodge, Cat’s Feet, Wired   
  Powers: Super Feat +12: Burst Fire, Sharpshooter 
  (Sturmgewehr), Tactician, Weapon Focus 
  (Sturmgewehr), Super Skill +6, Superhuman Dexterity 
  +6, Superhuman Wisdom +3, Unique Armor +12: 
  +4 Armor bonus, Lightweight, Light Armor, +6 Max 
  Dex, -0 Armor Penalty, 6 lbs; 1 hour air supply; 
  Hazmat Protection (+2 saves against chemical and 
  radiation effects); Climate Controlled (+2 saves 
  against Fire); Climate Controlled (+2 saves against 
  Cold); Nonconductive (+3 saves against Electricity); 
  Personal (only Uberkrieger may wear this armor).
  Power Stunts: Superhuman Dexterity: Swinging, 
  Superhuman Wisdom: +4 to all Will saves
  
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  Possessions: Sturmgewehr, 6 clips 8mm 
  ammunition (30 rounds each), Knife
  Disadvantages: Code: Loyal to the Party (DSR 3), 
  Code: Loves Kugelsicher (DSR 2), Enemy: Allied 
  superheroes (DSR 5)
  The Stagg Field Heroes
  WWII Supers Campaign Set-up
  Point of Origin
  The date December 2nd, 1942 and America has been 
  at war with Germany and Japan for almost a year. 
  At the University of Chicago, an experiment is 
  being conducted in a secret lab under Stagg football 
  ﬁeld, the generation of a nuclear chain reaction. But 
  something has gone awry and an unknown particle 
  is generated during a brief, non-nuclear explosion. 
  This particle alters the physiology of some exposed 
  to it while others are killed hideously. The PCs could 
  be scientists working on the experiment or ordinary 
  students. Either way, they’ve been mutated by the 
  particle and their lives about to get much more 
  interesting.
  Early Adventures
  BMOC (Big Monsters on Campus)
  Some of those affected by the experiment have 
  changed, and not for the better. These poor souls 
  have lost most of their humanity and are rampaging 
  around campus with their newfound abilities. Even the 
  National Guard is having trouble with these creatures, 
  whose powers are tremendous. What are your heroes 
  going to do about it? Following this battle, the 
  government will insist (to put it mildly) that the PCs 
  join the war effort and act as a counter to the Eugenics 
  Brigade. 
  Late bloomer
  While the PCs are undergoing training (in newly 
  constructed facilities under Stagg Field), they 
  are asked to investigate a series of mysterious 
  occurrences. Did a student hide his powers from the 
  government? Are some people being affected by the 
  accident only now? The government needs to know.  
  
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  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based 
  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Modern Dispatch #108 2007, RPGObjects; Author Charles Rice
  open gaming content
  Designation of Product Identity: The following terms are designated as 
  product identity as outline in section 1(a) of the Open Gaming License: 
  Modern Dispatch, Darwin’s World, Blood and Guts, Blood and Fists, Blood 
  and Vigilance, Blood and Circuits, Blood and Relics, New Tortuga.
  Designation of Open Gaming Content: The following sections of Modern 
  Dispatch #108 is designated as open gaming content except for terms deﬁned 
  as product identity above.  All illustrations, pictures, and diagrams are 
  Product identity and property of RPGObjects™.
  All NPC statistics blocks are open content. All other content is closed.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Modern Dispatch/Modern Dispatch 109 - WWII-era Supervillains.pdf