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1 Requires the Mutants & Mastermind’s Hero’s Handbook by Green Ronin Publishing for Use. Travis Ladiges (order #5943115)
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1

Requires the Mutants & Mastermind’s Hero’s Handbook by Green Ronin Publishing for Use.Travis Ladiges (order #5943115)

2Super-Powered by M&M and its associated logo are Trademarks of Green Ronin Publishing and are used under theprovisions of the Super-Powered by M&M Trademark License (see www.mutantsandmasterminds.com/licensing fordetails).

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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 itenforceable.15.COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.System Reference Document, Copyright 2000, Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on originalmaterial by E. Gary Gygax and Dave Arneson.Modern System Reference Document, Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, CharlesRyan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook,Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson.Advanced Player’s Manual, Copyright 2005, Green Ronin Publishing: Author Skip Williams.Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble.Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin Publishing; Author Steve Kenson.DC Adventures Hero’s Handbook, Copyright 2010, Green Ronin Publishing; Author Steve Kenson.Mutants & Masterminds Hero’s Handbook, Copyright 2011, Green Ronin Publishing; Author Steve Kenson.Enemies of the State, volume one (rev. for MM3), Copyright 2011, Victory Role-Playing Games; Author Fran Vaughan.

Credits

The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a:all character and place names and descriptions, all artwork and images.The following text is Open Gaming Content: All stat blocks, except for material previously declared Product Identity.

Travis Ladiges (order #5943115)

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CONTENTS

INTRODUCTIONWhat fun is it being a hero if there are no villains topush you to your spandex-wearing limits? The world(of superheroes) needs villains! But where do we findthese maniacal criminals? Delaware, of course! Notjust Delaware, mind you, but every state of the unionhas spawned criminals and now super-criminals.

Enemies of the State is a state-by-state chronicleof some of America’s most diabolical, cunning,violent and psychopathic villains. The villains fromall 50 states will be presented by the order ofstatehood. Enemies of the State (EoS) presents atleast two villains from every state and even morebad guys from the larger states. From Delaware toHawaii EoS has them all.

There’s more to a great nemesis than a pile ofstats. EoS offers detailed backgrounds, psych

profiles, tactics summaries and capers lists for everyentry. New skills, minions, bases and vehicles arealso included. There are also tips on bringing thevillains to your campaign city, sending your heroeson a road trip, or a little of both.

EoS Volume 1 kicks things off with the first sixstates to become America. Delaware, Pennsylvania,New Jersey, Georgia, Connecticut and Massachusettshave produced 12 villains, two sidekicks, three newminions, three secret lairs and one stealth submarine.There are also over a dozen new skills outlined. Thevillains run the gamut from criminal mastermind tomutant thug, serial killer to clueless rebel, masterthief to mad mystic. So pack your bags, hero. There’strouble in Jersey!

“Enemies of the State (volume 1)” character book is © copyright 2009, Victory Role-Playing Games (Victory RPG); ProprietorFran Vaughan. The stories and characters are © copyright 2009, Victory RPG. Reproduction for anything other than personal use(i.e. personal gaming enjoyment) requires express written consent. All rights reserved worldwide. Victory RPG and its logos aretrademarks of Fran Vaughan.

Writing:Mr. Fran Vaughan

Art:

Charles “Chuck” Aguilar

Credits 2Introduction 3GM Tips 4New Skills 11The Villains 13Diamond 14Buzzard 16Quaker 18Alloy 20Jersey Devil 22

Thermite 24Xtra-B 26Good Citizen 28Theophilus Hale 30Captain Rapier 32Tory 34Almon Douglas 36Sidekicks 38Minions 40Bases / Vehicles 42

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GM TIPSPOWER LEVELThe purpose of the villains is to provide a challengeto players. The worst villain is not one that is toopowerful. Comic books and movies are full of villainsthe heroes are unable to defeat in a showdown athigh noon. Overcoming these villains through guile,ingenuity and heroic effort is what makes for highdrama and fun. The villains here are built with thatin mind. The power level listed for each villain is basedon their Attack / Damage level and their Defense /Toughness level. The total cost of the villain may bemore or less than what is typical for the power level.Skills, advantages and powers were assigned basedon the flavor of the villain and his/her/its ability tochallenge players. Feel free to raise or lower theAttack, Defense or power ranks of villains to suityour needs. These ratings can be lowered or raisedbetween adventures as well. In the comics a villainmay pose a fair fight for DC’s Green Lantern® onemonth. The following month the same villain takeson Lantern and the rest of the Justice League®. It’scalled artistic license, use it!

LOCATION, LOCATION, LOCATIONVillains can come from anywhere. Enemies of theState features villains from all over the country.There are three basic ways to incorporate the villainsinto your campaign.1) Who turned on the magnet?The campaign city is a magnet for criminal activity.The villains have either fled their home state orsimply are looking for greener pastures and theplayers must stop them.2) They were here all along!The villain’s background is altered slightly so that itoccurred in or around the campaign city.3) Road Trip!If you want your players to experience travel andadventure as well as garner a national reputationhave them go to where the villains are. A vacationing

hero or hero on a business trip could encounter alocal villain. Unless every major city in your worldis full of heroes it is also possible the players couldbe contacted by politicians, law enforcement or otherinterests to help with a local problem. The playersmay also hear about villains in the media or throughtheir own sources. Feel free to mix and match these techniques asneeded for your campaign. Never let the villain’sorigin or location get in the way of a fun caper.

Wanted?Do villains have a union? Who says they are villains?Just having a mask and powers doesn’t make youwanted by the law. The villains here may take onthe guise of vigilante, businessman, criminal or evenhero. When players encounter them the GM candecide how bad they are wanted by authorities.

1) Suspected / Person of Interest. A cop or herohas a hunch; feeling or idea the suspectcommitted a crime but has virtually noevidence. There is not even enough to detainthe suspect.

2) Detained / Wanted for Questioning. Lawenforcement has a “reasonable suspicion” tobelieve the person has committed a crime.They may detain the suspect against theirwill a reasonable period up to 48 hours andquestion them or investigate further. Thesuspect must either be arrested or released.

3) Arrested / Wanted. Police have “probablecause” to arrest and charge a suspect. If anofficer has probable cause but can’t locatethe suspect he will ask a judge to issue anarrest warrant. The suspect is officially“wanted” by police but has not beenconvicted.

4) Convicted / Fugitive / Wanted. The convicthas been convicted of a crime and hasescaped. If captured they will go back to jailor prison.

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sentence is a free person and can’t be detainedany more than anybody else.

6) Parolee At Large. A person on parole whoviolates their parole will have a parole holdissued. They are wanted and will be sent backto prison if captured.

7) 5150 Retainer / Criminally Insane. Thepopular term “5150” comes from California.It designates detaining a person that ismentally disturbed enough to pose a threatto themselves or others. They are detained(not arrested) for mental health evaluation.In the comics the insane are sent to asylumsfor treatment.

Extradition?A villain wanted in one state may or may not besubject to extradition. For example, police in NewYork contact a villain wanted in Georgia. TheGeorgia warrant will say if Georgia is willing toextradite the subject. If Georgia is willing to arrangeto take the subject back to Georgia, police in NewYork will hold him. If not, the subject is released butremains wanted in Georgia. Generally states will extradite people wanted forserious violent crimes. Minor crimes are almost neverextraditable. Fugitives are always returned tocustody. Federal cases investigated by the FBI, DEA,and ATF are always extraditable. In the world of superheroes the players maycapture a villain and perform their own extraditionby transporting the villain to the jurisdiction he iswanted in.RewardsA wanted subject may have a reward offered for theircapture. The most common rewards are offered bybail bondsmen. A person is charged with a crime butskips bail before / during trial. The bail companystands to lose the bail if the suspect isn’t caught. Thereward is typically a percentage of the bail. Government agencies, companies, wealthyindividuals and other interests offer other rewards.An insurance company might offer a reward forinformation leading to the arrest and conviction ofan arsonist for example.

The worse the crime and the higher profile it is, thehigher the reward. Law enforcement employeescannot collect rewards. Heroes who collect rewardsmay earn a reputation as a bounty hunter (good orbad). Heroes that collect rewards and donate themoney to charity for example would earn a differentreputation.WealthVillains obviously never need to worry about wealth.The GM just gives them whatever they need to makefor a cool caper. The wealth described is to add flavor.It indicates how well the villain is living.REPUTATION (Expanded)Have I ever heard of this guy? It seems like playersare always asking that. The villains have a reputationbonus based on the background of the character. Thevillian will generally have a reputation ofPL+Presence. When first meeting a villain, the player can makea check to see if they have heard of the villain. Rolld20 and add the character’s INT bonus (if any). Addthe total to the target’s Reputation bonus. Apply thistotal to the chart below.

Total ResultUnder 25 Never heard of them25-30 Vaguely Familiar31-39 Familiar40+ Very FamiliarVaguely Familiar – The target’s broadest reputationand their name are known. Examples: Diamond is“some sort of thief”. Almon Douglas is “a crazy cultleader”. Theo Hale is “a wealthy CEO”.Familiar – The target’s name and general reputationis known. This may include a broad sense of theirbackground and abilities. Examples: Diamond is “amaster jewel thief with super powers”. Theo Hale is“a wealthy CEO of a huge shipping company withworldwide operations”.Very Familiar – The target’s name, background and/or abilities are known in more detail. Examples:Diamond is “a cunning and coy master jewel thiefwith super powers including some sort of lightpowers ”. Almon Douglas is “a crazy, 300-year oldcult leader that drives people insane and is trying toopen a gateway to the Dark Ones”.

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6Reputation versus Reality and PopularityA reputation may or may not be accurate or factual.A hero can have a bad reputation while a villain mayhave a Robin Hood style reputation. The GM shouldalways consider what the general public sees, hearsand reads about a character when determining theirreputation. A high Reputation score does NOT equalpopularity. It is an indication of how many peoplehave heard of the person. What they think of theperson is another matter. A historical figure like Hitleris a perfect example of a person with a very highReputation score but very low popularity.Calculating ReputationIf the GM would like to calculate a Reputation forother characters, including players, they can add thecharacter’s power level to their Presence bonus.When characters operate in the public eye and receivemedia attention (good or bad) the score may go up apoint or two. Operating in back alleys, distantgalaxies, other dimensions or otherwise out of publicview for weeks will lower the score. The Benefitadvantage can be used to lower (Low Profile –2) orraise (Well Known +2) a character’s score.Using Skills For Reputation ChecksPlayers may use an appropriate skill bonus in placeof their base INT when trying to recognize characters.Some examples where a GM might allow this mightbe, Arcane Lore (Almon Douglas), Knowledge:Urban Legends (Jersey Devil), Knowledge: Zoology(Jersey Devil), Profession: Sailor (Captain Rapieror Profession: CEO (Theo Hale). In a group settingthis makes it more likely the character that shouldrecognize the villain actually does.

Lethal?It is entirely up to the GM and the players to decideif the campaign is more lethal or not. The GM canadjust villains to suit. It is important to note howeverthat adjustments to the force used by certain villainswill have a big impact on the character. Buzzard will need a new motivation if he isn’t aserial killer, for example. Tory at the other extremegoes from being a light-hearted diversion to a seriousproblem if she starts stabbing people with her sword.

This type of series can be a complete campaign or aside series for an on-going campaign. Either way theseries involves the players traveling the countrytracking and battling the villains.Bounty HunterThe player(s) is a bounty hunter tracking criminalswith bounties on their heads. They could also be hiredby the families of victims of the villain’s activities.Bounty hunters will receive a mixed reaction frompolice, media and other heroes. Players in a largercampaign or on a super team that moonlight asbounty hunters may take some heat over their sidejob.TaskforceThe player(s) are part of a FBI or other agencytaskforce investigating paranormal criminals. Theyrespond to leads and requests from local police. Theyalso jump into action during crisis situations. Playersin a larger campaign may overtly or secretly belongto the taskforce. An entire super team may be part ofthe force.WandererThe player(s) is a nomad, maybe wanted by policethemselves, that travels the road state to state andgets drawn into local problems. Obviously this isbetter suited to a solo “mysterious stranger” stylehero or duo. The player may also have a larger storyarc as they try to clear their name, find their parents,find their home or discover their own origin.

TheHunter

Series

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Here is a list of possible adventure hooks for eachvillain followed by a summary of capers for each.The hooks are presented for three types of series;four-color, investigative and super team. The villain’sbackground may provide other hooks as well.Enjoy!

Four-Color CapersDiamond sneaks into a museum to steal a rarediamond the player was asked to guard.

Buzzard breaks into a chemical supply warehouseto steal supplies. Missed shots and knockback canlead to toxic spills.

Quaker is interrupted during a bank robbery and isdestroying buildings battling police.

Alloy is rampaging through the offices of a cosmeticscompany.

Thermite firebombs a naval base on the anniversaryof the Hindenburg disaster.

Tory uses a holiday as an excuse to steal arevolutionary war artifact.

Xtra-B holds a radio station staff hostage while theyplay her latest CD.

Investigative CapersDiamond has stolen a rare diamond. Can the herotrack her down before she fences it?

Buzzard has been mercy-killing cancer patients hemeets through a patient services message board. Canthe hero track him or bait him?

Lady Whisper (for Theo Hale) asks the hero toprotect a shipment. Captain Rapier attacks and ifcaptured reveals the cargo is an illegal weapon.Whisper denies knowledge of smuggling.

Jersey Devil has been terrorizing locals. Can he betracked to his lair?

Almon Douglas takes another wife. The youngwoman’s family asks the hero to find her after shetells them she will be gloriously sacrificed in twodays.

Good Citizen is promoting church bombings. Thehero must infiltrate a previously peacefulconservative group to find out why they’re suddenlyviolent.

Team CapersDiamond joins the team and even goes on anadventure or two. When the moment is right shesteals a valuable item from them and the chase is on.

Alloy and Thermite meet up and go on an anarchy-causing rampage.

Theo Hale hires Alloy, Thermite and Quaker toguard a special shipment. Outgunned, CaptainRapier tips off the heroes. Rapier then attacks theship while the heroes deal with the villain trio.

Almon Douglas performs a ritual to boost his power.Instead, in sweeps over several blocks driving peopleinsane and turning cars (one per player) into hugechaos creatures. Douglas will also attack respondingheroes.

Good Citizen has incited an anti-minority riot. Xtra-B is leading a counter-riot. A race war is tearing thedowntown to shreds.

Capers and Adventure Hooks

Capers Summary By Villian

Diamond:Diamond’s favorite targets are high profile

jewelry. A superhero with a power ring or magicnecklace would be an irresistible target. The “longcon” would be to create her own superhero identity,infiltrate a team and steal the item from anunsuspecting hero.

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8Buzzard: Buzzard has limited means of supporting himself.He may commit thefts, join a villain team of evenperform mercy killings for the families of terminalpatients willing to pay. He may try to steal largervolume s of bio agents to put into a water supply orrelease as a gas with the idea it will “only” kill thosewho are already weak.

Quaker:Quaker is most known for thefts, robberies and

extortion activities when alone. He has also beenhired to commit various crimes either solo or as partof a group.Alloy:

Alloy is carving out a life in steel form. She’ll workas a mercenary or join a villain team in exchangefor things she wants. She also is bound to lose hertemper and attack cosmetic companies, gyms, dietstores, or anything else beauty related.Jersey Devil:

If a squirrel gathers nuts for winter nobody cares.If the Jersey Devil “gathers” your dog for winter it’sa whole other thing. The Jersey Devil’s capers seemto involve flying over towns screeching at people,looking in people’s windows scaring the false teethout of them, stealing chickens and so on. If it is doingthis on instinct or just to be ornery is up to the GM.

On a larger scale the creature could be an impneeding mystical removal or last of its kind animalneeding protection. Tracking the beast could revealmore of them or even a gateway to an evil dimensionor a lost world.

Thermite:Heidi has an education and can support herself.

As Thermite she will gravitate to radical anti-government groups. She may be involved in theftsand other group resource building operations but shewill push for direct attacks on federal installationsand resources. She cares little about racial, politicalor religious causes. Her only requirement is that shegets to burn down the US government.

Xtra-B:Xtra-B is a thief supporting a party habit and a

struggling music career. She has been known toattack rival music labels or others who causeproblems for her Latisha persona. She could join a

Good Citizen: Good Citizen will rally mostly white males withracist rhetoric. The Knights need money, weaponsand recruits to build their army. Good Citizen’srhetoric may lead to Knights taking it uponthemselves to commit hate crimes. Good Citizen maytarget minority heroes or their friends. He may recruitparanormal villains.Theo Hale:

Hale’s minions murder witnesses, kill rivals, stealweapon technology, smuggle illicit cargo, breakshipping laws, bomb competitors, bribe officials andcoerce judges. A hero interfering with Hale couldfind herself threatened in several ways. Hale couldeven hire or recruit a hero to deal with a rival suchas Captain Rapier while concealing his trueoperations. Hale portrays himself as a legitimatebusinessman at all times.Captain Rapier:

Rapier targets illegal operations, especiallyHale’s and can be considered something of a vigilantehero. However, her operatives often counter armedgoons with lethal force, Cutting the throats of thugguards may be a bit too much for most heroes evenif they agree with Rapier’s motives. Rapier can alsoalert heroes to smuggling operations she is unable totackle on her own thus forcing a hero to work with arather brutal ally.

villain team as a fringe mercenary type but has nouse for extremist dogma. She would likely turn on avillain bent on destroying the city she parties in.:

Tory:Tory has no plan. Things catch her eye and she

acts. She might hijack a ship or truck carrying teaand dump it in a body of water as “payback”. Shehas printed up large stickers of the British flag shewill use to deface historical artifacts or buildings.She’ll spray “Tory was here” or other slogans onthe target. Tory may attempt to contact Britishofficials visiting America to pledge her loyalty orrequest political asylum.Almon Douglas: Opening a gateway isn’t easy. Douglas willneed to steal components, conduct rituals includingsacrifices and do other things before he can try hisbig ritual. He may target a female hero to be hislatest wife or may kidnap the female loved one of amale hero.

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TacticsDiamond:

Diamond is a meticulous planner. She will gatherinformation about her target, scout the security atthe target, use disguises to gain access and inventone-shot security countermeasures using herknowledge of security systems. If she encountersresistance she will use her light devices to escape.Avoiding capture is her first priority.Buzzard: Buzzard has no desire to kill healthy individualsbut will not hesitate to injure or kill them to avoidcapture. He has Death Touch toxins he canadminister by touch through his talons. He also hasgas pellets for use at range. His costume providessome protection but he prefers not being hit at all.He will employ move-by attacks to avoid being hit. Remember: Rank 1 Immunity (poison) and LifeSupport DOES NOT protect from Buzzard’s poi-son. Rank 5 Immunity (poison damage) would. He uses Inventor feat with Expertise: Biochemicalto create poisons, viruses, and antidotes. He craftedperformance enhancers and used them to raise hisabilities and immunities to their current levels.Quaker:

Quaker will boast and taunt his foes to distractthem and then surprise them with his earth controlpowers. He likes to create a dirt wall or foxhole tostand behind or in during combat for cover. HisDefense and Toughness combo is slightly under-powered except for when his cover tactics areemployed. He will create a bunker of dirt, asphaltand concrete if flying foes are a problem. He mayalso attack then burrow.

In a team battle he will use his earthquake attackto Trip a group of foes His Blast attack is indirectsince it is a fist, club or column of dirt shooting up tohit a target.Alloy:

Alloy lacks training or experience fighting butmakes up for it in bitter power, rage and a completedisregard for collateral damage. She’ll throw cars atflying foes; knock a wall on a nimble dodger and soon. Her unique Damage Aura represents the pain ofpunching her steel skin and doesn’t apply to “non-

Jersey Devil:Animal or imp, the Devil is a hit-and-run tactician

that avoids direct confrontation. It will screech atfoes when confronted using its Daze to stun themwhile it escapes. It has avoided human capture forcenturies. Normal people are unable or unwilling tochase the creature down.

If a superhero were to trap, capture or corner thecreature it will fight like any cornered animal or evil-spawn would. The creature will fight to escape.Should the creature have a successful encounter witha hero it may become more confrontational withhumans since it fears them less.Thermite:

Thermite is all about bringing fire down on herfoes. She will do as much damage as possible. She isnot concerned with being hurt as she considers herselfimmortal. She is hotheaded and will almost alwaystake the offensive. She will only flee to avoid captureif she is obviously in trouble. She is a fire projector,not a controller. If wounded she can becomeinsubstantial and regenerate.

Collateral damage is not a big concern for herbut she likely won’t seek out civilian targets. Shedoes have a soft spot for small children and wouldnever hurt the parent of a child in front of the child.Xtra-B: Xtra-B can use her sonic powers to blast foesinto unconsciousness. Her attack affects insubstantialcharacters that can hear. She can also use her pitchto vibrate objects until they shatter (Weaken:Toughness). She seems to be protected by a sonicfield but it requires her to be humming or singingand is not subtle. She suffers a penalty to audio stealthchecks equal to her force field power level. Xtra-Bknows this so she tends to be more direct thanstealthy. Latisha’s body is very adaptive. It has graduallyadapted to her sonic abilities and while she still feelsthe effects of drugs and poisons, her body keeps herfrom dying (Ultimate Save). At the GM’s discretionshe could begin to build immunity to a hero’s favoriteattack after repeated encounters. This could surprisea hero who defeated her in previous battles.

impact” touch attacks. It would affect projectiles orweapons striking her however. A thrown spear orswung sword could break on her skin for instance.

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10Good Citizen:

There is more to fear and hatred than runningaway or burning buildings. Good Citizen can rally acrowd of thralls to destroy a Hebrew Temple but hecan be subtler too. He can convince a security guardhe hates his boss enough to open a gate for example.Emotion control is as effective as mind control.

Good Citizen will avoid direct confrontation withheroes. He will use his abilities to subtly manipulatethem. It wouldn’t take much to make a hero hate arioting crowd. When the hero cut loose on the crowdhis teammates would be forced to intervene. Likewisehe will detect and capitalize on rivalries betweenheroes. This can cause heroes to refuse orders or evenwaste action turns yelling at their allies about what’sbeen bothering them.

[GM note: Rolling a Will save and telling aplayer they are out of control is fine. Another,more entertaining way to simulate emotioncontrol is to roll the save in secret. When a playerfails, pull her aside and give her false informationthat makes her act improperly. For example,Super Gal fails her save. The GM pulls her asideand says, “Your partner Blue Bug looks like he ismind controlled and he is attacking the crowd.”On her turn, Super Gal attacks Blue Bug. Chaosensues as both players insist the other is beingcontrolled.]

Theo Hale: Hale will not physically engage foes. He willplan operations to hurt, destroy and even murder hisopponents. The plan is passed on through severallayers before a triggerman receives it. A capturedgoon could never finger Hale. Even a hiredparanormal will not receive orders from Hale. Hale’sright-hand Lady Whisper is the only one who receivesorders from him. Hale has many friends in powerfulplaces. Heroes chasing Hale may be discouraged todo so by politicians and law enforcement.

Captain Rapier: The daughter of a submariner, Rapier uses herstealthy sub to launch raids with surprise, cunningand daring. She will use her well-trained forces toquickly overwhelm and confuse a foe. They will usethe tactics of Navy SEALS to get in quickly anddisappear before resistance can be mounted.

Tory:Tory’s primary asset is her unpredictability.

police thought for sure Tory would attack a re-enactment of the Boston Tea Party. She nevershowed. A British rock band was holding a concertthat night she just couldn’t miss. Few in lawenforcement take her seriously. Most of her crimesend up being minor acts of trespassing or vandalismso she is released with a fine shortly after capture.

She uses her sword to fence with opponents butultimately will strike them with the pommel ratherthan stab them. She uses a combination of her hand-fighting skills and her energy pistol to incapacitatefoes.Almon Douglas: Douglas will happily sacrifice his followers, hiswives, innocent bystanders or anyone else to protecthimself and his plans. In direct confrontation he willsow confusion among opponents with confuse effectsand Will-draining spells. He will Transform devicesinto Chaos Creatures or even capes, mailboxes etc.If he can immobilize a foe, he will “feed on theirwill” with his self-healing touch Weaken. He isinsane but uses sound tactics..

VILLIANS USE TACICS?

This section explains the overall tactics a villainuses in planning and committing crimes. It alsofocuses on specific combat tactics the villain mightemploy.

Remember, villains practice using the powers attheir disposal. Any villain can be fun andchallenging if sound and unusual tactics are used.On the other hand a powerful villain can be easilydefeated if they use poor tactics. GMs should askthemselves how they would run the character if itwas their personal character.

It is also good to remember that villians don’t wantto go to prison. They are unlikely to fight a losingbattle. (Heroes do that.) Instead, they will try toescape and may create obstacles to block pursuingheroes by endangering civilians.

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NEW SKILLSSeveral of the villains have Expertise skills that theGM may be unfamiliar with. A description of thoseskills is included here for your convenience.

EXPERTISE: BIOCHEMICALThe character understands how chemicals interactwith biological entities like humans. They are ableto use this knowledge to craft drugs, poisons, anti-dotes, anti-venom and medicines.Check: May be used with the Inventor to createdrugs based on the drug’s eventual rank. A drug canbe a direct effect chemical like Damage (poison) orDazzle (pepper spray). It can also be designed tocounter an effect such as Nullify (poison) or Nullify(Nausea). A check can be made in place of Treat-ment to diagnose a person affected by a biochemicalagent. The difficulty is based on the rank of thechemical being created per the inventing rules.Skill v. Skill or Power: A biochemical power maybe revealed by a player with this skill.

EXPERTISE: HEAVY

EQUIPMENT OPERATOR

The player knows how to operate and maintain heavyconstruction equipment such as backhoes, dozers,cranes, pavers, loaders and scrapers.Check: As with Vehicles or Technology (repair). Notsufficient on its own to use the Inventor feat to buildnew machines.

The character has the ability to create realistic repli-cas of various items. Additionally it requires accessto the object being forged or at least detailed visualrecords to create a copy.Check: May be used with the Inventor advantageto create forgeries. Alternate identities are a Benefit,so forging passports, ID and so on is a DC 11 check(see Inventing). Interactive forgeries like a fake pass-key to open a hotel room should be built based onthe skill or power it is most like. A hotel passkeycould be Technology (Security) +20 and would havea cost of 10 so it has a DC 20 inventing require-ment. Forgeries of art, jewelry and so on are built asa device with the Deception skill. A fake paintingwith Deception +20 for example would have a DC20 inventing requirement.Skill v. skill: Spotting a forgery is a Perception checkor an appropriate Expertise check A forgery like afake painting uses its own Deception skill not thecreator’s.

EXPERTISE: FORGERY

EXPERTISE: HIGH SOCIETY

The character is familiar with the people, places andcustoms of society’s wealthy elite. The characterunderstands how to act, speak and interact withproper etiquette.Check: The character can recall people, places andcustoms relating to high society. They understand.which people, tennis clubs, schools and so on are inand out of favor with the wealthy.Check: High Society can, under the right circum-stances, be used to give a circumstance bonus of +2or +5 to Deception, Insight, or Investigate (GatherInformation) checks involving members of high so-ciety. The GM decides how much of a bonus basedon the circumstances and the player’s skill.

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EXPERTISE: HISTORY

The character has a knowledge of history beyondthe casual. This is an untrained skill by default inmost campaigns. Characters all have historicalknowledge based on their background. Ranks indi-cate a character has more detailed knowledge abouta particular period, place or peoples. Exampleswould include: Expertise: History (American), (Japa-nese), (Naval Warfare) or (Ancient Rome). The morespecific the focus, the more detailed the knowledge.For example knowledge of American History wouldinclude highlights of the Revolution or WWII whileknowledge of WWII would be very detailed but haveno information about the American Revolution.Check: Can be used as a check in place of GatherInformation (subskill of Investigate) as appropriate.Skill v. Skill: Counters Deception checks relatingto the area of study. May counter historical forger-ies.

EXPERTISE: JEWEL THIEFThe character understands the business side ofstealing and fencing (selling) jewelry. The characterhas the ability to analyze risks, potential rewards andobstacles involved in their activities. This skill doesnot replace skills like Technology (Security) orStealth.Check: A check may be made to locate targets, findbuyers or replace Gather Information rollsconcerning jewelry. May replace Streetwise orInsight under certain jewelry-fencing conditions.Skill v. skill: If a hero is attempting to use Streetwise,Gather Info, or Investigation to anticipate a jewelthief’s next move, rather it be stealing or fencing anitem, they should roll against the thief’s professionalroll. The better the thief, the harder they are to track.

EXPERTISE: (MASTER) CHEF

The character can prepare and present food of pro-fessional quality. A chef with a +10 skill is consid-ered a Master Chef since chefs can almost alwaystake a Routine 10 in the kitchen.Check: The chef can identify food and determine ifit is safe to eat. May replace Persuasion when tryingto access dining establishments or dealing with

people in the food industry. Soliciting informationabout crime from a butcher for example.Bonus Use: If allowed to prepare a meal the chefmay give a bonus to their own or an ally’s Persua-sion check. Can add a bonus to their own or an ally’sSurvival checks as they can identify food, make itmore palatable and store it for freshness. The bonusgiven should be +2 DC 15 or +5 DC 20.Example: Captain Cutlery wants to convince themayor to okay his new base. He takes 10 to pre-pare a dinner. He has +10 Chef skill so his total is+20. He gets a +5 to his Persuasion roll.

EXPERTISE: NAVAL OFFICER

This skill enables a person to handle the operationof a ship, its crew and its business functions. It in-cludes overseeing and coordinating ship functions,managing and motivating the crew as well as mak-ing sure the ship has the food, ammo, storage, gearor supplies needed to carry out its mission. This skillcan have other names such as “Ship Captain” or“Pirate Captain” and have the same function.Check: Can replace Gather Information or Exper-tise checks regarding naval matters. A naval officercan identify and assess other ships, potential ports,potential hazards and make a check to see whichroute is safest or fastest (DC 10).

EXPERTISE: SECURITY SYSTEMS

The character has an understanding of various secu-rity systems and how they function. Security sys-tems include everything from door locks, safes, caralarms and motion sensors to retina scanners andcomputer combination locks.Check: A check can be made to assess the relativetype and difficulty level of a building or vehicle’ssecurity. Such activity is known as “casing” a tar-get. This check works like the Assessment advan-tage in the core rules. The skill may replace Tech-nology (Security) for using the Inventor advantageto build security-defeating devices. The devices couldprovide a Technology (Security) bonus, a Nullifypower, a Dazzle or Concealment power to block sen-sors for example.

Travis Ladiges (order #5943115)

13EXPERTISE: SOCIOLOGY

The character understands the issues, customs,attitudes and feelings of various societies. A societycan be as broad as Western Civilization, Americans,Catholics or as narrow as African-American males,female police officers or cancer survivors. A studentof sociology understands what buttons to push (ornot to push) when dealing with others.Check: The character may make a check to identifya particular custom, issue or belief. Can be used inplace of Gather Information.Skill v. Skill: May be used to add bonuses to counterDeception, Persuasion or Disguise in place ofInsight. At the GM’s discretion it may add a bonusto Taunt or Distract maneuvers as a character useslanguage sure to enrage a foe.

This skill involves the legitimate and illegitimatebusiness of moving cargo from place to place. It in-cludes locating suppliers, buyers and transportation.Characters understand getting through (or around)customs, tracking (or disguising) manifests andcargo.Check: May be used in place of Expertise or GatherInfo checks regarding shipping issues.Skill v. skill: Counters investigative skills when he-roes are trying to uncover smuggling operations. Actsas Deception (cargo) as well.

EXPERTISE: SHIPPING or

SMUGGLING

BACKGROUND

The villains on the coming pages are presented as follows..

Details where the villain comes from and fleshes outhow they behave, operate and what motivates them.The characters all have unique personalities basedon where they came from. The state the villain hailsfrom is featured prominently at the top of the page.

The psych profile outlines the villain’s motivationsand attitudes regarding innocent civilians and lethalforce. The GM should keep this information in mindwhen running the villain.

INFO BOXThis box outlined the personal information about thevillain. Note that the information can be changed oradjusted to better fit the campaign’s needs. (see GMTips regarding wanted status)

STAT BOX

SIDEKICKS / MINIONS / VEHICLES / BASES

The top stat boxes contain the basic abilities, savesand combat scores for the character. The other boxeslist the skills, advantages, powers, equipment andoptional information for the villain.Skills are listed by skill name followed by ranks andtotal bonus. Several of the skills listed may be newto the GM. Refer to the New Skills section for infor-mation regarding these skills.Powers with complicated builds will have simpli-fied notes explaining how they work so the GMdoesn’t have to waste time translating a list of ex-tras.

Stats for sidekicks and minions are listed in theSidekicks & Minions pages immediately followingthe villains. The final section of the book containsstats and plans for any unique vehicles or bases.

PSYCH PROFILE

THE VILLAINS

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DIAMOND

Delaware

Master Thief Taking The Diamonds From“The Diamond State”

Background:Alicia DeAngelo was sixteen when she discovered her father’s

secret. The tuition for her private schools, the private gymnasticslessons, the mansion, in fact the entire family fortune was the result ofcriminal activity. Her father was a master thief.

Name: DiamondIdentity: Alicia DeAngelo (secret)Age: 23 Ht: 5-8 Wt: 105Born: Greenville, DelawareEthnicity: White Hair: Red Eyes: Green

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Alicia explored the secret rooms in the mansionand was amazed. There was everything a cat burglarwould need and more. There were safe crackingtools, disguises, make-up and plans for some ofDelaware’s richest estates.

For a sixteen year old Alicia had already lived acharmed and adventurous life. She was anaccomplished gymnast, a black belt in martial arts,a skydiver, BASE jumper and mountain climber. Theidea of becoming a thief and the adrenaline rush ofavoiding capture was too much to pass up.

Her father Merrick DeAngelo was reluctant atfirst but had never been able to tell his only daughterno. He agreed to train her but on his terms. Shetrained for four years but in college she became trulyunique.

Her Physics tutor was a brilliant grad studentnamed Eric Faust. Alicia quickly learned of Eric’sprism inventions. Eric had found a way to controland direct light. At first Alicia planned on stealingand selling the devices. She seduced Eric and stolethe prototypes. Alicia quickly realized that thediamond-based devices could be even more valuableto her as tools of the trade. She incorporated theminto her new Diamond persona, dropped out of collegeand became a full-time thief.Psych Profile:

Diamond is an adrenaline junkie who wants to beknown as the world’s greatest thief. The bigger therisk, the more likely she is to go after the prize. Sheis a flirt who will taunt a hero and smile as sheescapes.

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POWERS:Diamond Light Device : (Bracelet/Ring/Neck-lace Combo, Removable -1)Light Control 8, (Sunlight, 16 pt. Array)Alternate Effects:- Dazzle 8 [Vision, Fort Save, impaired, dis-abled, unaware],- Dazzle Burst 4 [Burst Area as Dazzle above]- Weaken 8 [laser, Toughness, Objects Only],- Light Blast 8 [Ranged Damage]

OFFENSE:Initiative +8

Light Blast +12 Ranged, Damage 8Unarmed +10 Close, Damage 3

DEFENSE:DODGE: 12 FORTITUDE: 6PARRY; 12 TOUGHNESS: 8/4*WILL: 3 *without Defensive Roll

EQUIPMENT / VEHICLES:Lock Release Gun, Lockpicks, Swingline [Swing-ing 1], Climbing Gear [Wall Crawl 1], Multitool,plus 45 points worth of additional gear / vehiclesas needed for the task.

ADVANTAGES: Defensive Roll 4, ImprovedDefense, Evasion, Grabbing Finesse, UncannyDodge, Ultimate Effort: Dodge Equipment / Ve-hicles 10, Inventor, Hide In Plain Sight, Benefit:False Identities 3, Wealth 3 (Millionaire)

SKILLS: [Areas of Expertise: Jewel Thief 11 (+15), Security Systems 13 (+17), Forgery 4 (+8),High Society 6 (+10),]Acrobatics 4 (+12), Athletics 7 (+10), Close Combat unarmed 4 (+10), Investigation 4 (+8), Percep-tion 7 (+10), Stealth 7 (+15), Deception 6 (+10), Sleight of Hand 8 (+16), Ranged Combat LightDevice 4 (+12), Technology 10 (+14), Vehicles 2 (+10)

STRENGTH

3STAMINA

4AGILITY

8DEXTERITY

8FIGHTING

6INTELLECT

4AWARENESS

3PRESENCE

4

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BUZZARD

Delaware

The Air Force Wants Him Stopped - Quietly

Background:Walter Reese was an only child of a

single mother who worked long hours as anurse just to keep their bills paid. At 18 his

Name: BuzzardIdentity: Walter Reese (Classified)Age: 29 Ht: 6-4 Wt: 178Born: Dover, DelawareEthnicity: White Hair: Black Eyes: Green

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toxins that he could use to perform “mercy killings”on unsuspecting patients.

One day the body of a test pilot that died in afiery crash while testing an experimental wingedflight pack arrived. Walter was ordered to cut thedevice off the pilot and destroy it. Instead he cleanedit up and began using it. The USAF noticed largequantities of chemical and biological agents missingas well as a jet pack. By the time they tracked thematerials to Walter, he was gone. Buzzard’s identityis known to the USAF but is classified.Psych Profile:

Walter Reece has adopted the moniker Buzzardand wears a costume and mask. He has completelydisassociated himself from the compassionate manhe was. He can sense illness and believes he isperforming “mercy killings” and considers himselfan angel of mercy.

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POWERS:Super Sense 1 Detect IllnessImmunity 10 (Poison, Disease Damage effects)Devices (All Removable -1)Protection 3 (Kevlar suit)Flight 5 (900ft Winged jet pack)Strike 7 (Talon Gloves, STR-Based)Poison Injectors, Linked to Strike Poison effect:Weaken 7 (STA [Fortitude Save DC 17])Poison Gas Pellets: Damage 5 (Fortitude SaveDC 15, Thrown, Cloud, Continuous, Fades, Con-tact Toxin need not be inhaled)Super Senses (Goggles) Darkvision, AE - Tele-scopic Vision, Microscopic vision

OFFENSE:Initiative +6

Unarmed +10 Close, Damage 3Talons +10 Close, Damage 10*

* plus Toxin injectionGas Pellets +10 Thrown, see powers

STRENGTH

3STAMINA

4AGILITY

6DEXTERITY

4FIGHTING

6INTELLECT

5AWARENESS

1PRESENCE

1

SKILLS: Expertise Biochemical 8 (+13), Treat-ment 8 (+13), Intimidate 8 (+9), Perception 4(+5), Investigate 4 (+9), Deception 8 (+9),Ranged Combat Thrown 4 (+10), Technology 8(+13)

ADVANTAGES: Inventor, Move-by Attack,Benefit: Doctor Cridentials, Close Attack 7

DEFENSE:DODGE: 13 FORTITUDE: 8PARRY; 13 TOUGHNESS: 7 / 4*WILL: 7 *without kevlar suit

mother was diagnosed with cancer. Walter’ s motherbegged him to show mercy and end her suffering foreight agonizing months. When Walter’s motherfinally passed he vowed to continue his plans ofjoining the Air Force, becoming a doctor and helpingthe sick. Walter spent years becoming a doctor and wasassigned to the USAF Air Mobility Command atDover Air Force Base. Dover AFB is the entry pointand mortuary for American military personnel whodie overseas.

Serving as a glorified coroner and mortician,Walter became more and more infatuated with theinevitability of death. He also began studying themethods of killing the government preferred not totalk about, chemical and biological agents.

Dr. Walter Reece became one of the foremostauthorities on chemical and biological agents. Hebegan conducting experiments on terminally illpatients without their consent. He developed several

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QUAKER

Pennsylvania

Seismic Supervillain Gives New Meaning To“The Quaker State”

Background:Stewart Jackson had been out of work for

months, his wife had left him and he was trying tomake his rent. Stewart, a heavy equipment operator,had crossed a union picket line because he couldn’tafford to strike. After the strike he couldn’t get work.

Name: QuakerIdentity:Stewart Jackson (Public)Age: 34Ht: 6-0 Wt: 205Born:Philadelphia, PennsylvaniaEthnicity: whiteHair:Brown Eyes: Brown

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Depressed he left Philadelphia and wanderedwest until he came to Franklintown (pop. 532). Hefound work there on a small private farm preppingan area for a new barn. In the 1920’s Franklintownhad many businesses including a coffin-buildingfactory. The factory closed in the 1950’s and stoodwhere the new owner wanted to build a barn.

Stewart demolished the factory and beganexcavating. One day he unearthed a small casket witha broken lid. He looked inside and found a skeletonin a civil war uniform. The skeleton was wearing asilver ring. Stewart took the ring and put it on. Hethen opened a tattered letter he found in the coffin.

The letter was addressed to the family of a fallensolider. The skeleton was a man who had served inthe 209th Regiment of Pennsylvania Volunteersduring the Civil War. The letter ended with a note.“Your brother begs of you to bury him where nobodywill find his grave. The ring he wears is cursed andmust never be unearthed.”

Stewart tried to pull the ring off in a panic but itwouldn’t budge. As his heart raced the ground startedto roll and shake. He wandered the countryside forthree days. Hungry, he tried to steal some food butwas confronted by a shotgun-totting farmer. The gundischarged but the ground rose to protect Stewart.Stunned, he finally saw the potential for his earthcontrolling abilities.

Pennsylvania’s “The Quaker State” mottoinspired Stewart to name his new persona Quaker, aword play on earthquake, ignoring the religiousreference. As Quaker, Stewart has found a lucrative(in his terms) career as a thief and thug-for-hire.Psych Profile:

Stewart is a constant loser who feels the worldhas dumped on him. He tends to be gullible but isnot surprised when he is betrayed. He relishes hispower and fancies himself as an enforcer style thug.

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POWERS:Super Sense 1 Tremorsense, DarkvisionEnhanced Strength +7Enhanced Stamina +6Protection 3Burrowing 5 (30ft)Earth Control 12 (Move Object, Perception,Limited to dirt/rocks) Alternate effects:- Blast of Dirt Ranged Damage 12- Shockwave: Burst Area Damage 12- Eruption Ranged Burst Damage 8- Bury Ranged Cumulative Affliction 8(Dodge, hindered & vulnerable, defenseless &immobile)

OFFENSE:Initiative +1

Unarmed +8 Close, Damage 10Earth Blast +8 Ranged, Damage 12

STRENGTH

10STAMINA

9AGILITY

1DEXTERITY

3FIGHTING

2INTELLECT

0AWARENESS

0PRESENCE

2

ADVANTAGES: Daze (Intimidate)

DEFENSE:DODGE: 8* FORTITUDE: 13PARRY; 8* TOUGHNESS: 12WILL: 2 *10 or 13 w/Cover

SKILLS: Expertise Heavy Equipment 8 (+8),Intimidate 8 (+9), Perception 7 (+7),Close Combat Unarmed 6 (+8),Ranged Combat Earth Control 5 (+8)

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Background:Allison “Ally” Garman was a

social mimic. She could fit itinstantly in any crowd. She wassmart, athletic and beautiful. Shegraduated high school as ClassPresident, Cheer Captain and ofcourse Homecoming Queen.

ALLOY

PennsylvaniaBeware The Steel Woman From The Steel City

Name: AlloyIdentity: Allison GarmanAge: 22 Ht: 5-9 Wt: 745Born: Pittsburgh, PennsylvaniaEthnicity: White Hair: metal Eyes: metal

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Ally spent three years at the University ofPittsburgh and the world was her oyster. Her pre-med boyfriend Carlton Case accompanied her hometo meet her folks the summer before her senior year.One gorgeous July afternoon he proposed and shesaid yes.

Bubbling with joy, Ally ran through the steel millto tell her blue-collar father his daughter was gettingmarried. They embraced on a catwalk and cried withjoy at how perfect life was. Ally turned to leave andlost her balance. Her tear-filled eyes betrayed her asshe reached for the safety rail. Her father watched inhorror as she fell to her apparent death in a vat ofmolten steel.

Ally was a mimic in more than just social terms.Her cells adapted and bonded with the molten steelat a molecular level. With the plant shut downpending a safety review, nobody was there as sheemerged in molten form. She cooled and was solidsteel inside and out. She walked home and shockedCarlton and her parents.

“You’re more alloy than Ally,” Carlton said withdisgust as he rejected his fiancé. Ally’s life was ruined

and in a bitter rage she picked up Carlton’s car andthrew it against a tree with him in it.

“You’re not my daughter,” her father yelled. “Mydaughter was tender and beautiful. You’re amonster!” Ally ran away sobbing tearlessly as hersteel tear ducts refused to cry.Psych Profile:

Ally is a bitter, angry woman. She feels betrayedby men, family, so-called friends, fate, destiny, anygod you mention, you name it. While she still has anattractive female form she considers herself hideousand unlovable. She has adopted the name Alloy andhates her weak, soft former self.

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POWERS:Alternate Form (Steel form, permanent)Enhanced STR +12Enhanced STA +6Feature 1 (mass 600lbs)Protection 6 Impervious 14Damage Aura 8 (limited -2: Reflective, force)Immunity 9 (Life Support)Strike 3 (steel fists)Leaping 10 (1 mile)

OFFENSE:Initiative +0

Unarmed +9 Close, Damage 15Throw +8 Ranged, Damage 12

STRENGTH

12STAMINA

8AGILITY

0DEXTERITY

1FIGHTING

3INTELLECT

1AWARENESS

1PRESENCE

4

DEFENSE:DODGE: 6 FORTITUDE: 14PARRY; 8 TOUGHNESS: 14*WILL: 1 *14 Impervious

SKILLS: Expertise Pop Culture 8 (+9), Athlet-ics 3 (+15), Intimidate 8 (+12), Perception 4(+5), Close Combat Unarmed 6 (+9), RangedCombat Thrown 7 (+8)

ADVANTAGES: All-out Attack, Diehard

“Heaven has no rage like loveto hatred turned, Nor hell a furylike a woman scorned”

- William Congreve

Travis Ladiges (order #5943115)

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JERSEY DEVIL

New Jersey

The Fiend From Pine Barrens Is More Than Legend

Background:The tale of the Jersey Devil is a story based on

urban legend based on folklore basedon mythos. As such, there are many

theories as to its background.These stories are more

possibilities thanprobabilities and the

truth will likelyremain as elusive asthe creature itself.

Name: Jersey DevilAge: ?? Ht: 5-9 Wt: 275Born: Pine Barrens, New JerseyEthnicity: Devil or Beast

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Since Native Americans inhabited the forests ofsouth central New Jersey there have been tales ofstrange winged creatures. Swedish settlers named thearea Drake Kill (Dragon River). These facts lendcredence to the less popular theory that the JerseyDevil is a lost world species hidden away in theisolated and desolate forest called Pine Barrens. Thespecies is a throwback to dinosaurs or perhaps theremnants of the species dragon legends are based on.

The Jersey Devil is no animal others say. The mostpopular explanation for the creature is the mosthorrific. The story is that Mother Leads had 12 kidsand said if she had a 13th it would be the devil’s child.On a stormy night in 1735 Leeds, reportedly a witch,had child 13. The baby immediately turned into afoul beast, killed the midwife and flew on bat wingsup the chimney. The creature is the unholy spawn ofdevil and witch.

Over the centuries the Devil has been spotted manytimes and often seems to rampage through the areafor short periods of time. It then may go for decadeswithout being seen. The clergy exorcised the creaturein 1740 and it disappeared for over a century. Onetheory is that the creature can only spawn for short

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POWERS:All Powers InnateProtection 4Senses 6 (Darkvision, Danger Sense, TrackingScent, Identify by Scent, Extended Hearing)Strike 3 Claws or bite, STR based, Damage 3Flight 6 (1,800ft. / 120mph)

OFFENSE:Initiative +6

Unarmed +10 Close, Damage 6Claws / bite +10 Close, Damage 10

STRENGTH

6STAMINA

6AGILITY

6DEXTERITY

3FIGHTING

6INTELLECT

-1AWARENESS

3PRESENCE

1

DEFENSE:DODGE: 10 FORTITUDE: 8PARRY; 10 TOUGHNESS: 10WILL: 5

SKILLS: Expertise Woodland Survival 10 (+9),Acrobatics 3 (+9), Athletics 3 (+9), Intimidate11 (+12), Perception 8 (+11), Stealth 5 (+11),Close Combat Unarmed 4 (+10)

ADVANTAGES: Favored Environment (woods+2 attack or defense), Daze (Intimidate), Move-by Action, Evasion, Uncanny Dodge, Startle,Track

periods because of the lasting effects of the exorcism.As time passes the holy binds may be weakeningand the creature can make mischief more often

Zoologists that believe the creature is anendangered species theorize that it has a longhibernation cycle and also keeps away from humans.The Devil’s rampages may be a period while itgathers materials before hibernating or reproducing.

Mischievous imp or ancient beast, the Jersey Devilis capable of striking fear into the hearts of peoplethroughout southern New Jersey.Psych Profile:

The Jersey Devil is either a troublemaking impterrorizing people simply for the fun of it, or it is acreature that behaves like other wild animals. Eitherway it avoids confrontations when threatened andself-preservation is its primary focus. If it is an animalits rampages are based on need not tomfoolery.

Just a legend?During the week of January 16-23, 1909, the Jer-sey Devil was seen by over 1,000 people in vari-ous towns. Police shot at it in two towns but itescaped.

Travis Ladiges (order #5943115)

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THERMITE

New Jersey

From The Fires Of The Hindenburg ComesA Woman With A Fire For Vengence

Background:On May 6th 1937

Heidi vonBurgen got herfirst glimpse of NewJersey. The six-year-oldgirl peered out herwindow at Naval AirStation Lakehurst 650feet below. Her trip withher parents across theAtlantic had been soexciting. At 7:25 thatevening the mightyairship burst into flames.Fire tore through theHindenburg and Heidiwatched her parents burnbefore her very eyes.

Name: ThermiteIdentity: Heidi Stintz (Secret)Age: Born 1931 Berlin Looks 27Ht: 5-8 Wt: 113Raised: Lakehurst NJEthnicity: White Hair: Blonde Eyes: Blue

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Heidi blacked out when her body was consumedby fire. She awoke two days later in the hospital.Garrett and Lorna Stintz had been trying for a childfor years. Lorna, a nurse at the Naval Station wasassigned to turn Heidi over to the state orphanage.Instead, Heidi became Heidi Stintz.

As Heidi grew she quickly figured out that shecould not be burned by fire but that she could alsocreate and control it. She could burst into flames andeventually learned to use her heat output to fly. Heidialso came to blame the violent deaths of herbiological parents on the US ban on helium exports.Her hatred for the US government has not subsided.

Heidi discovered that her body reconstituted itselfwhen she returned from her fire state. As long as shecan occasionally turn into fire, she appears to be awoman of 27 years of age. Her adopted parents werenot so lucky. Ironically they burned to death in atraffic accident in 1956. That brought about morenightmares for Heidi.

During the 60’s and 70’s Heidi became the rebelagainst the government. She adopted the nameThermite from “thermite reaction” some theorizecontributed to the Hindenburg disaster. She despisesthe government and will rally to any cause against it.Psych Profile:

Thermite suffers from severe emotional trauma.She has nightmares about both sets of parents andconsiders herself a jinx. She also has an irrational fearthat she could spontaneously combust and ignite alover or family member. As a result she avoidsbuilding anything more than casual relationships. Sheblames all of this on the US government. Every timethe US places an embargo or restriction on anothercountry it riles her and she claims they are “playingGod”.

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POWERS:Immunity 10 (Fire Effects)Fire Aura 8 (Damage, Reaction)Force Field 8Flight 7 (1/2mile / 250mph)Fire Control 11 (Fire Ranged Damage 11)Alternate effects:- Fire Burst: Ranged Burst Damage 7- Nova Burst: Close Burst Area Damage 11- Fire Trail: Ranged Line Area Damage 7- Fire Funnel: Ranged Cone Area Damage 7- Dazzle: Ranged Cumulative Affliction 11(Fort, Vision: impaired, disabled, unaware)- Melt: Ranged Weaken 11 TGH, objects onlyInsubstantial 3 (Fire Form)* Immunity 4 (Aging, poison, disease, cold)* Regeneration 10 *only while insubstantial

OFFENSE:Initiative +4

Unarmed +0 Close, Damage 0Fire Blast +9 Ranged, Damage 11Fire Area see powers listDazzle Vision +9 Ranged, Fort Afflict. 11Melt Objects +9 Ranged, Weaken Tgh 11

STRENGTH

0STAMINA

2AGILITY

4DEXTERITY

4FIGHTING

0INTELLECT

0AWARENESS

2PRESENCE

4

ADVANTAGES: All-out Attack, Power Attack

SKILLS: Expertise Master Chef 8 (+8), Intimi-date 6 (+10), Perception 4 (+6), Investigate 4(+4), Ranged Combat Fire Control 5 (+9)

DEFENSE:DODGE: 10 FORTITUDE: 4PARRY; 10 TOUGHNESS: 10/2*WILL: 3 *w/o Force Field

Firey Form or Fire Form?Most of the time Thermite is in solid form but cov-ered n flames so she has a damage aura. When shewants to regenerate she takes on her insubstantialform of pure fire.

Travis Ladiges (order #5943115)

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XTRA-B

Georgia

Atlanta’s Newest Hip-Hop Singer Has TheBeat - With Something Extra

Background: Latisha Green began singing in thechurch choir at age nine. She had themost amazing voice. By fourteen hervoice was nothing short of paranormal.Her grandmother tried to keep her on

Name: Xtra-BIdentity: Latisha GreenAge: 19 Ht: 5-8 Wt: 125Born: Atlanta, GeorgiaEthnicity: Black Hair: Black Eyes: Brown

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the straight and narrow but Latisha soon fell in withthe ugly side of Atlanta’s hip-hop and rap scene.

Latisha honestly loved music but she became adrug addict and the victim of manipulative rap singersby eighteen. The night Latisha’s grandmother died,Latisha should have died as well. After using enoughdrugs to easily overdose, she began singing in wildabandon. Her voice boomed throughout the nightclubshe was in and people started collapsing in pain.

She sang that night until the walls of the clubstarted to collapse. Many of the patrons had alreadybeen overcome by the power of her voice. Latishalost consciousness and woke up in an alley two dayslater.

It has been a year since Latisha discovered herpowers and she has honed her abilities. She is nolonger a naïve girl being preyed upon by music andgang leaders. She has discovered she can use herpowers to commit crimes and make a good living

doing it. Latisha has a limited music career shecontinues to pursue so she created her Xtra-Beatidentity for her criminal exploits. She has a certainfan following as a criminal because of her musicthemes. Her fans further shortened her moniker andrefer to her as Xtra-B. “She’s got the beat withsomething extra.”Psych Profile:

Latisha enjoys a good party and spends much ofher money at nightclubs or using the recreationaldrugs she has a limited immunity to. She loves musicand wants to succeed as a singer. She doesn’t seeany harm in using her powers on people who get inher way.

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POWERS:Immunity 10 (Sonic Effects)Super-senses Enhanced Hearing (Accurate, Ex-tended, Ultra-hearing, Sonar)Force Field 7 (Noticeable)Flight 7 (1/2mile / 250mph, Noticeable)Sonic Control 11 (Sonic Ranged, Damage 11,Affects Insubstantial fully, Concentration)Alternate effects:- Sonic Burst: Area Burst Damage 11, Concen-tration, Affects Insubstantial fully- Cone Area Damage 5, Linked to Cone AreaAffliction 5 (Hearing Impaired, Disabled, De-bilitated), Concentration- Ranged Affliction 11 (Hearing Impaired, Dis-abled, Debilitated), Concentration- Shatter: Ranged Weaken 11 TGH, objects only

OFFENSE:Initiative +2

Unarmed +0 Close, Damage 1Sonic Blast +9 Ranged, Damage 11Sonic Cone Area Damage 5, Afflict 5Dazzle Audio +9 Ranged, Fort Afflict. 11Break Objects +9 Ranged, Weaken Tgh 11

STRENGTH

1STAMINA

5AGILITY

2DEXTERITY

2FIGHTING

0INTELLECT

0AWARENESS

1PRESENCE

3

ADVANTAGES: Ultimate Effort: Fortitude

SKILLS: Expertise Singer [Pre] 4 (+7),Streetwise 8 (+8), Insight 4 (+5), Perception 4(+5), Ranged Combat Sonic Control 7 (+9)

DEFENSE:DODGE: 8 FORTITUDE: 10PARRY; 8 TOUGHNESS: 12/ 5*WILL: 4 *w/o Force Field

SOUND FX

Due to the nature of her powers, people attempt-ing Notice checks against her gain a (+5) bonus ifshe is using her Force Field or Flight powers. In-ventive heroes can use sonar to track her down.

Travis Ladiges (order #5943115)

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GOOD CITIZEN

Georgia

The Only Good Citizen Is A White Citizen

Background: “Fear is our most primal of emotions and our mostpowerful motivator. Control a person’s fearsand you control the person.” Jacob Whiteunderstands fear. He learned directly from hisabusive fatherhow fear couldbe transformed

Name: Good CitizenIdentity: Jacob White (secret)Age: 32 Ht: 6-1 Wt: 186Born: Stone Mountain, GeorgiaEthnicity: White Hair: Blonde Eyes: Blue

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POWERS:Mind Reading 12 Emotions onlyHate Field* Audio Dependent +5 Dodge/ParryEmotion Control 12 (Perception Ranged,Subtle, Audio Dependent Cumlative Affliction,Resisted by Will: Dazed, Compelled, Controlled)Alternate effects:- Emotion Control 9 (Perception Area, blockedby audio cover / concealment)- Frenzy Boost** Enhanced STR +5, Percep-tion, Area, Selective, Others Only, Limited toHate)

OFFENSE:Initiative +1

Unarmed +5 Close, Damage 1Pistol +5 Ranged, Damage 3Sword +5 Close, Damage 5

STRENGTH

1STAMINA

3AGILITY

1DEXTERITY

1FIGHTING

2INTELLECT

3AWARENESS

4PRESENCE

6

ADVANTAGES: Daze 2 (Deception or Intimi-date), Fearless, Fascinate, Startle, Taunt, Redirect,Minions, Equipment: Padded suit Protection 4Impervious, Close Combat 3 (+5)

SKILLS: Expertise Sociology 8 (+11), Decep-tion 8 (+14), Insight 8 (+12), Intimidate 8(+14), Perception 4 (+8), Persuasion 4 (+10),Ranged Combat Guns 4 (+5)

DEFENSE:DODGE: 13/8 FORTITUDE: 3PARRY; 13/8 TOUGHNESS: 7/ 3*WILL: 10 *w/o padded suit

into hatred. His own fear led him to hate andultimately murder his father. Living with his uncle in rural Georgia hediscovered a new kind of hatred. Good whiteChristian families were losing everything theyworked for to liberals, blacks, atheists, Jews,feminists and gays. If something weren’t doneAmerica would suffer the same fate Sodom had. Thesurvival of the nation depended on bold action to. By age twenty-five, Jacob already was aninfluential leader in local hate groups. He possessedthe natural ability to sense people’s fears and hatred.He was able to use this understanding to rally andcontrol people. Jacob calls himself the Good Citizen. It ishomage to a 1920’s publication that taught racismand white supremacy. He is raising an army to

crusade against the mongrel invaders and theirsympathizers. He created the Order of CrimsonKnights and began a campaign to rid America of allthat is impure.Psych Profile:

Jacob White blames blacks, Jews, liberals,atheists, gays and other non-white, non-Christianpeople for all the nation’s problems. He hatesanybody that disagrees with him. He has no qualmsabout using violence or even murder to terrorize hisenemies. He is a student of human emotion and usesfear and hatred to motivate allies or intimidateenemies with equally effectiveness. He considerswhite lives more valuable than others but non-conforming whites are traitors. He is doing holy workand his minions may need to be sacrificed for thegreater good.

Hate Field & Frenzy Boost* Foes hearing Good Citizen are so enraged theyget sloppy with attacks on him, have teary vi-sion etc.... May be countered by calm effects atGM’s discretion.** Hate-filled allies are given +5 STR for thatround. Requires an action to boost allies.

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THEOPHILUS HALE

Connecticut

The Most Powerful Villains Hide InPlain Sight Shrouded In Legitimacy

Background:In 1638 the Hale family joined John Davenport

and London merchant Theophilus Eaton in foundingNew Haven Connecticut. Martin and Elizabeth Halenamed their first son Theophilus in honor of Mister

Name: Theophilus HaleIdentity: Theophilus HaleAge: 43 Ht: 6-3 Wt: 200Born: New Haven, ConnecticutEthnicity: White Hair: Blonde / Gray Eyes: Blue

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military into the waiting hands of African warlordsor local criminal groups.

Hale employs an army of goons all over theworld to deal with threats to his operations. He hasaquired about a dozen suits of Soviet Vityaz (Knight)battle armor from a former Spetsnaz (special forces)general. He has hired super villains to deal withsuperheroes getting too close to him. Theophiluscarries many a grudge including the original Hale-Yates feud. He recently ordered the murder of HankYates. The murder led to the birth of the pirateCaptain Rapier (see her background for more details)and reopened warfare between the families.Psych Profile:

Theophilus Hale is a shrewd businessman andmeticulous schemer. He is bloodthirsty whenthreatened and carries a grudge like few can. Hehas no concern for anybody outside his family andviews outsiders as resources to be used. Thecollection of money and power is his constantmotivator.

Eaton. Martin Hale produced a large quantity of localgoods and joined other colonists in placing thesegoods on a ship bound for England in 1646. Theship never arrived in Europe and the local economywas crushed.

Martin Hale could never prove it but hesuspected Samuel Yates of collaborating with piratesto take the ship. Yates was virtually the only localproducer not to place cargo on the ship and profitedfrom the loss of the vessel. Thus began the Hale-Yates feud.

By the time Sam Colt invented the revolver inNew Haven in 1836, Theophilus Hale X was awealthy shipping magnate. He bought largequantities of the pistol and shipped them abroad. TheHale weapons shipping industry was launched. ByWorld War II eighty percent of Hale IndustrialShipping’s profits came from arms shipping – legaland otherwise.

The current Theophilus Hale carries on with hisfamily’s 350-year tradition of shipping. He is amultimillionaire that wields considerable influencein every major American shipping city. He ships armsfrom Europe as well but his newest enterpriseinvolves shipping arms from the former Soviet

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OFFENSE:Initiative +1

Unarmed +8 Close, Damage 2*Ranged +8 Ranged, Damage *

*or by weapon

STRENGTH

2STAMINA

2AGILITY

1DEXTERITY

1FIGHTING

4INTELLECT

4AWARENESS

4PRESENCE

4ADVANTAGES: Ultimate Effort: Will, Benefit:Billionaire, Eidetic Memory, Fearless, Minions,Sidekick, Connected, Contacts, Well-Informed,Languages Russian, German, Japanese (English),Close Combat 4 (+8), Ranged Combat 4 (+8)

DEFENSE:DODGE: 8 FORTITUDE: 8PARRY; 8 TOUGHNESS: 4WILL: 12

POWERS: None

SKILLS: Expertise Shipping / Smuggler 8(+12), High Society 10 (+14), Streetwise 4 (+8),Insight 8 (+12), Perception 4 (+8), Deception10 (+14), Intimidate 10 (+14), Persuasion 10(+14), Technology 4 (+8)

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CAPTAIN RAPIER

ConnecticutBackground:

The Hale-Yates feud dates backover 350 years. The New Haven

theocracy wasn’t foreveryone. Sam Yates felt thatif the colony thrived thetheocracy would flourish.The Yates family had fledreligious persecution inEngland and the last thinghe wanted to see was acolony run by a church,even his own. In 1646Yates conspired withpirates to seize a crucialshipment to England.Fellow businessmanMartin Hale suspectedhim of this and the Hale-Yates feud was born.

Name: Captain RapierIdentity:Susan Collins-Yates (secret)Age: 26 Ht: 5-7 Wt: 109Born: Hartford, ConnecticutEthnicity: White Hair: Brown Eyes: Green

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The Yates family continued for generations tooperate just outside the law for what they felt wasright. They conducted pirate raids against Britishvessels during the American Revolution, transportedslaves as part of the 1860’s Underground Railroadand caused many a criminal or smuggler to“disappear at sea” in areas as far south as theBermuda Triangle.

Henry “Hank” Yates was a student-athlete atYale University when he met Susan Collins. Susanwas a Lieutenant in the US Navy Naval IntelligenceDivision. Susan had attended the Naval Academyand was a rising star following in her father CaptainFrank Collin’s footsteps.

Collins and Yates fell in love and planned tomarry in a huge ceremony. Unfortunately, aclassmate of Yates was also in love with Collins,Theo Hale, son of arms smuggler Theophilus Hale.Theo was heartbroken. Theo’s father did what hewas best at; he eliminated the competition.

Hank and Susan had planned on a fun weekendin Las Vegas. Soon they were drunk and married.The next morning the newlyweds were ambushed

and Hank was killed in an apparent botchedrobbery.

After the funeral a drunk Theo Haleapproached Susan and apologized for “what myfather has done”. Susan vowed revenge andmentioned the encounter to the Yates family.Susan Collins-Yates was let in on the Yates familyhistory and embraced it.

The legend is that Hank Yates had been amember of Yale’s secret Skull and Bones Societyand that society members used their considerableinfluence to help Susan begin her quest to bringHale to justice. The Yates family has 350 yearsof experience and connections. Susan took on themoniker Captain Rapier and has quickly becomethe foremost pirate on the eastern seaboard.Psych Profile:

Rapier has taken to her role with flare andenthusiasm. She carries a burden to see Halebrought to justice. She rarely lets this burden show.She leads her crew and deals with the public witha swashbuckler’s flair and bravado. She trulycares for her crew as well as innocent parties.

CAPTAIN RAPIER PL101234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012

OFFENSE:Initiative +9

Unarmed +14 Close, Damage 3MP5x +14 Ranged, Damage 6Sword +14 Close, Damage 6

STRENGTH

3STAMINA

2AGILITY

5DEXTERITY

5FIGHTING

8INTELLECT

0AWARENESS

2PRESENCE

4ADVANTAGES: Defensive Attack, Assessment,Defensive Roll 4, Daze (Deception), Equipment,Evasion, Fascinate (Deception), Improved Criti-cal (Sword 19-20), Improved Defense (+2), Im-proved Disarm, Improved Initiative, Inspire, In-stant Up, Move-By, Power Attack, Quick Draw(Draw), Takedown Attack, Taunt, UncannyDodge, Weapon Bind, Well-Connected, Minions,Sidekick Close Combat 6 (+14), Ranged Com-bat 9 (+14)

DEFENSE:DODGE: 14 FORTITUDE: 7PARRY; 14 TOUGHNESS: 6WILL: 7

EQUIPMENT: Sword (Damage 3 +STR), MP-5X Experimental Machine Pistol (Blast 6Multiattack, Subtle [silencer]), Stingray StealthSub, Secret Base, Grappling Hook, C-4 Explo-sives, Night-vision goggles, Comm link

SKILLS: Expertise Navy / Pirate 12 (+12),Survival: Water Bodies 8 (+8), Acrobatics 8(+13), Athletics 7 (+10), Stealth 8 (+13), Per-ception 7 (+9), Deception 10 (+14), Intimidate10 (+14)

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TORY

MassachusettsAn Insurgent In Boston? Trying To

Restore Power To The British?

Background:The world is full of

politically motivated terroristswith clear goals and agendas.Then there’s Victoria Pitney-Hayes. Victoria is a descendantof British Loyalists who fledBoston for Canada after therevolution in 1776. Theyremained British at heartfor generations.

Name: ToryIdentity: Victoria Pitney-HayesAge: 21 Ht: 5-8 Wt: 115Born: Boston MassachusettsEthnicity: White Hair:Blond Eyes: Blue

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Tory has attacked various targets she links to theRevolution. An attempt to steal the Liberty Bell wasaborted when Tory realized it wouldn’t fit in her car.Instead, she attacked a post office and destroyedseveral hundred dollars worth of postage stamps. Shecalled a television station and took credit for theattack saying, “It shows the irony that colonistsprotested the Stamp Act of 1765 but now willinglybuy stamps.” When the reporter pointed out theStamp Act had nothing to do with postage stamps,Tory replied, “exactly” and hung up.Psych Profile:

Tory is a fun-loving, adventurous young woman.But then that whole British Empire thing comes up.An overzealous anglophile, she adores all thingsBritish. She worships the royal family and prefersEnglish food, movies, television, rock music andtheater.

Tory is more enthusiastic than studious. She leapsinto action without any idea of how her actions willbring about the “re-establishment of the BritishEmpire.” She considers people subjects of Britainand doesn’t want to hurt them.

TORY PL10123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012

OFFENSE:Initiative +10

Unarmed +12 Close, Damage 3Pistol +12 Ranged, Afflict.8Sword +12 Close, Damage 8

STRENGTH

3STAMINA

4AGILITY

6DEXTERITY

6FIGHTING

6INTELLECT

0AWARENESS

0PRESENCE

4ADVANTAGES: Ambidexterity, Attractive, De-fensive Roll 4, Improved Initiative, Evasion, GrabFinesse, Daze (Deception), Taunt, Ulitimate Ef-fort Dodge, Equipment Instant Up, Move-By,Quick Draw (Draw), Takedown Attack, Taunt,Uncanny Dodge, Weapon Bind, Close Combat 6(+12), Ranged Combat 6 (+12) DEFENSE:

DODGE: 12 FORTITUDE: 7PARRY; 12 TOUGHNESS: 8WILL: 3

SKILLS: Expertise British / American History12 (+12), Performer 4 (+8), Acrobatics 6 (+12),Athletics 4 (+7), Stealth 4 (+10), Perception 7(+7), Deception 10 (+14), Persuasion 4 (+8),Sleight of Hand 5 (+11), Technology 4 (+4)

EQUIPMENT: Sword (Damage 5 +STR)Stun Pistol Ranged Affliction 8 Fort: Dazed,Stunned, IncapacitatedSwinging (Swingline), Various “spy” Gear(Night-vision, lock picks, etc...GM’s Discretion)

Victoria’s parents returned to Boston before shewas born. Victoria was an American but embracedher family’s allegiance to Great Britain. In school,she rebelled against the lessons of American History,spelled in old English style and refused to useFahrenheit temperatures in science classes.

As a teen she fell in love with Shakespeare andIan Fleming’s British spy novels. She became a stageactress and began training herself in martial arts andespionage skills. She designed her redcoat disguiseand called herself Tory.

After committing several acts of vandalism onvarious American Revolution historical sites, shedecided to “audition” to become a British spy. Sheinfiltrated the British Embassy in and after beingsubdued by security using non-lethal energy pistols,Tory announced she was ready to become a spyfighting against revolutionary forces in America.Once officials realized the forces she was referringto were in fact Americans, the police were called.

Embassy security and Bellevue Hospital staffdeny that Tory smuggled an energy pistol passedthem. So, Tory is not wanted for possessing it. Thepistol clashed with her costume however, so she hada theater prop master dress it up to look like a circa1776 cap and ball pistol.

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ALMON DOUGLAS

MassachusettsSalem Can’t Shake Its History Of

Cults And Magic

Background: Almon Douglas was a powerfulfigure in Salem Massachusetts in thelate 1600’s. He was only a minor forceas far as warlocks go but he has apowerful personality and had createda coven of witches with considerableinfluence. Douglas and his followersworshiped the ancient Dark Ones. Douglasclaimed to be the voice of the Dark Onesand as such was entitled to many wives. The coven engaged in mystic rituals,orgies and human sacrifice. Douglas and hisfollowers fled Salem in 1692 during thewitch trials and established a commune inthe Massachusetts woodlands. In 1694 theydiscovered an ancient set of standing stonesand Douglas began a series of rituals to opena gateway to allow the Dark Ones to enterthis dimension. The final ritual called for thesacrifice of “six brides”. Douglas only hadfour brides at the time so he sent his followersto kidnap two women from Salem. As Douglas sacrificed each bride the gatewaywidened. He was half finished when witch huntersfrom Salem arrived. During the ensuing battle a manfrom Salem attempted to free his wife before Douglascould sacrifice her. The man knocked Douglas backthrough the gate and the gate collapsed with Douglastrapped in the Dark Ones dimension. Almon Douglas spent 300 years adrift in thedimension of the Dark Ones. He claims the DarkOnes sent him back to this dimension to, “prepare a

Name: Almon DouglasAge: 300+ Ht: 6-2 Wt: 178Born: Salem, MassachusettsEthnicity: White Hair: Gray Eyes: Red

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path for the Dark Ones.” In reality, if the Dark Onescould open a gate to send Douglas through, theycould come through themselves. The gateway wasobviously opened from this side but it is unclear whodid so or why. Douglas ignores this logic and insistshe is the herald of the Dark Ones. After 300 years in the abyss Douglas is no longera dabbling warlock. He is a powerful sorcerer withincredible knowledge of the dimension he drawspower from. He has set about gathering followersand wives for his new coven. His goal is to open agateway to the abyss and let the Dark Ones enterthis world.Psych Profile:

“In the glorious abyss I feasted on my own mind.I could sense the liberating chaos nearby, shadowskissing the fringes of my sanity and breaking mybonds to it. I was no longer a slave to that mastercalled reality. I float free in the currents of chaosand confusion and am unchained,” Douglas is fond

ALMON DOUGLAS PL10123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012

POWERS:Confuse 4 (Aura, Affliction, Reaction, Touch)Confuse 10 (Mental Aura, Innate, Reaction)Immunity 30 (Will Save)*, 2 (aging, disease)Super-Sense 12 (Thought Awareness [Mental],Accurate, Counters Concealment and Obscure)Protection 8 (Magic Glyphs burned into skin,Impervious 5)Magic (Preternatural / Chaos, Array)Transform 15 (Physical [Objects into chaoscreatures], Perception, up to 12 tons)Alternate Effects (Spells)- Weaken 6 (Awareness, Will Save, Perception)- Confuse 10 (Perception Ranged, CumulativeAffliction, Resisted by Will, Uncontrolled.Dazed, Compelled, Controlled)- Weaken 8 (Awareness, Will, Close, Linked toRegeneration 10)

OFFENSE:Initiative +1

Unarmed +8 Close, Damage 0Confuse Perception, Afflict 10Weaken Awareness Perception, Will save 6Weaken Awareness +8 Close, Will save 8*

*+Regeneration 10

STRENGTH

0STAMINA

4AGILITY

1DEXTERITY

1FIGHTING

0INTELLECT

5AWARENESS

6PRESENCE

3

ADVANTAGES: Fearless,Daze (Deception),Fascinate, Minions, Ritualist, Trance

SKILLS: Expertise Arcane 11 (+16), Deception8 (+11), Intimidate 8 (+11), Perception 4 (+10),Unarmed Combat 8 (+8)

DEFENSE:DODGE: 8 FORTITUDE: 10PARRY; 8 TOUGHNESS: 12WILL: 6* *Immune Will Saves

Confuse is the power Mind Control with the flaw,Uncontrolled. Douglas is not able to command hisfoes.Douglas’ Confuse victims roll on this chart. todetermine their actions at random.1-4 Beserk (Attack nearest person full power)4-8 Rampage (As Beserk but attack objects too)9-13 Despair (Curl up in a ball and cry)14-16 Flee at top speed17-18 Mumble about the Dark Ones and drool19-20 Go Native (Serve the Dark Ones and A.Douglas as their prophet)

of explaining. In 1692 his sanity was dubious. After300 years in the “glorious abyss”, as he likes to callit, Almon Douglas is utterly insane. He worshipschaos as the only true freedom. He views himself asthe voice of his gods and thus anything he does isjustified.12345678901234567890123456789012123456789012345678901234567890121234567890123456789012345678901212345678901234567890123456789012How To: Confuse Effect

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SIDEKICKSHarpoon PL9STR 5 Dodge 9STA 6 Parry 9AGL 3 Will 7DEX 3 Fortitude 9FGT 8 Toughness 9INT 0WIS 1 Initiative 7CHA 2 Close / Ranged +10Damage +5 unarmed / +8 sword

+8 Gun

SKILLS: Acrobatics 8 (+11), Intimidate 12(+14), Athletics 8 (+10), Perception 8 (+9),Stealth 8 (+11), Expertise: Water Survival 8(+8), Expertise: Naval Officer 12 (+12), Ve-hicles 8 (+11), Technology 8 (+8)Advantages: Assessment, Defensive Roll 3,Equipment, Evasion, Improved Defense (+2),Improved Disarm, Improved Initiative, Inspire,Instant Up, Move-By, Power Attack, TakedownAttack, Taunt, Teamwork, StartleEQUIPMENT: Sword (STR+3), MP-5X Ex-perimental Blast Rifle (Blast 8, Multifire),Grappling Hook, C-4 Explosives, Night-visiongoggles, Comm link, Universal tool, Knife(STR+1)POWERS: Immunity 3 (Water-breathing,Pressure, cold), Swimming 4, Super-Move 1(Leap from water)

Harpoon(Captain Rapier’s sidekick)Background:

Horatio Feng wasorphaned at age eight andplaced in Norfolk’s fostercare system. The son ofChinese immigrantsHoratio had noidea whate x t e n d e dfamily, if any,he might have.Horatio found his own family – the Horatio family.He spent his youth studying the exploits of LordHoratio Nelson of the British Navy as well ascharacters like Horatio Hornblower and Hamlet’sbest friend Horatio.

Joining the US Navy at age 18 seemed to be infollowing a Horatio tradition. Horatio took to Navytraining in remarkable ways. His skinny framebulked up and he developed in paranormal ways.He soon found himself part of the elite US NavySEALS.

After years of distinguished service, SusanCollins-Yates approached Horatio about an off-the-books operation. Horatio soon retired from the Navyand joined Captain Rapier as her First Officer /Trainer / Operations Officer. He goes by the codename Harpoon.Psych Profile:

Like Shakespeare’s Hamlet, Captain Rapier ishaunted by ghosts and engaged in a blood feud.Harpoon serves as the same best friend and soundingboard Horatio did for Hamlet. While Susan stillcarries a torch for her dead husband, Harpoonsecretly loves her and is fiercely loyal to her. He runsa tight ship but parties with the best of them in offhours. He is a combat mentor for Susan and the restof the crew. Harpoon doesn’t want to hurt innocentcivilians or superheroes that block his objectives.However, he is a lethal weapon even unarmed.

Tactics:He will use stealth, surprise; sneak attacks and

booby-traps to incapacitate foes before they knowhe’s even there. He loves to fight in the water andwill retreat into it if things go badly.

Travis Ladiges (order #5943115)

39Lady Whisper(Theopholus Hale’s sidekick)Background:

Nobody knows much about the woman knownas Lady Whisper. It is believed she was born inEastern Europe around 1903. She served as a spyfor the German government during both World Wars.She seemed to stop aging in her late twenties andhas maintained her appearance ever since.

Near the end of WWII she was operating in theNew Haven area. She saw Germany’s impendingfall and decided to seek new employment. An armsdealer named Theophilus Hale caught her eye as theperfect blend of wealth, power, legitimacy andruthlessness. Within two years she was his right-handand had the official title Sandra Fox, Vice Presidentof Operations in Hale Industries.

Every twenty-five years or so, Lady Whisper“kills” her public identity and months later Hale hiresa new VP remarkably similar to the previous one.Lady Whisper is currently working under theconcocted name of Linda Stahl. She is serving herthird generation of Theophilus Hale.Psych Profile:

Lady Whisper is a powerful conniving seductress.She is loyal to the Hale line in large part because itkeeps her wealthy doing the dirty deeds she enjoys.She has no qualms about killing. She also sees herselfas mentor and bodyguard of the young Hale men,grooming them to take over when their father dies.

She encouragesthe young mento marry wivesfor breedingpurposes butseems to playthe role ofmother / mentor/ mistress herselfas she feelsnecessary.

Lady Whisper PL9

SKILLS: Deception 9 (+16/+20*), Persuasion9 (+16/+20*), Technology 8 (+12), Expertise:Streetwise 8 (+12), Insight 9 (+16), Investigate9 (+16), Stealth 4 (+7), Perception 9 (+16)Advantages: Attractive*, Assessment, Con-nected, Contacts, Daze (Deception), Fascinate(Deception), Inspire, Taunt, Well-InformedEQUIPMENT: Dagger (Damage 2), Pistol(Ranged Damage 3)POWERS: Mind-Reading 9 (Subtle, AlternateEffects - Stun 9 [Perception Afflict 9, Will:Daze, Stun], Memory Change [Affliction 4Perception, Cumulative, Will: Daze, Stun,Transform]).Immunity 11 (Mental effects, aging)Communication 1 (Telepathy), Mental Aware

Tactics:Lady Whisper is the voice of Theophilus Hale

however she never speaks of illegal plans aloud. Sheschemes with Hale telepathically to thwart theenemy’s attempts at eavesdropping. She gives ordersfor illegal activities telepathically as well so anunderling can never testify to such orders. She haserased or altered the memories of many witnesses.

She may try to convince heroes to aid in illegaloperations by professing to be a victim. She can alsogather info about heroes to use against them. Incombat she will play the role of the innocentbystander while using her mental powers. LadyWhisper hides the fact she has paranormal abilitiesand uses it to her advantage.

STR 0 Dodge 12STA 2 Parry 12AGL 3 Will 10DEX 3 Fortitude 4FGT 3 Toughness 6INT 4WIS 7 Initiative 7CHA 7 Close / Ranged +3Damage +0 unarmed

By effect see powers

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MINIONS

Stingrays PL 6

SKILLS: Athletics (+10), Perception (+10), Stealth(+11), Expertise: Water Survival (+4), Expertise:Sailor (+5), Vehicles (+7)FEATS: Quick Draw, Equipment: Sword (STR+3Damage), MP-5 Pistol (Blast 4 Multifire, Subtle [si-lencer]), Grappling Hook, C-4 Explosives, Night-vi-sion goggles, Vest (+4), Comm link

The minions are listed by the name of the villainthey are associated with. Some villains may havemore than one type of minion.

Theophilus HaleVityaz Armor PL8

SKILLS: Intimidate 8 (+8), Expertise: Solider4 (+4), Perception 4 (+4)FEATS: All-out Attack, Language English(Russian)POWERS: Protection 10 (Impervious),Blast 10 (Alt Effect - Blast 6 Explosion)Flight 5, Immunity 9 (Life Support), SuperSenses (Radio, Radar, Darkvision), EnhancedSTR +10, Strike 5 (STR+5 Unarmed Damage)

Hale runs a large shipping and smuggling operation.Most of his minions are normal sailors, laborers andthugs. Stats for these minions can be chosen fromthe list in the core rules. Hale may also recruit othervillains like Alloy or Quaker to help him or evenunwitting heroes.Vityaz ArmorHale acquired several suits of powered armor froma Spetsnaz (Russian Special Forces) Colonel. TheVityaz (meaning “Knight”) battle armor is used byRussian elite counter-terrorism units. Hale has re-verse engineered and produced copies of the armor.He has as many as two dozen of the suits guardinghis most critical operations worldwide. The men inthe armor call themselves the Vityaz or “Hale’sVityaz” (Hale’s Knights) and are extremely loyal tohim. Most of them are ex-Russian military so as-sume they all speak Russian and English. They willspeak Russian if enemies can hear their communi-cations.

Captain RapierCaptain Rapier has two classes of minions. Her baseand sub are manned by sailors. Use the Soldier statsin the core rules and change the profession to sailor.Her elite raiding parties are made up of highly trainedsoldiers and call themselves Stingrays. She has 10-20 Stingrays in her employ at any given time. Allher minions are very loyal.

STR 5 Dodge 6STA 3 Parry 6AGL 0 Will 2DEX 0 Fortitude 8FGT 6 Toughness 10INT 0WIS 0 Initiative 0CHA 0 Close / Ranged +6Damage +10 Blast, +10 Strike

STR 2 Dodge 6STA 2 Parry 6AGL 3 Will 4DEX 3 Fortitude 4FGT 6 Toughness 6/2INT 0WIS 1 Initiative 3CHA 0 Close / Ranged +7Damage +2 unarmed / +5 sword

+4 MP-5 Pistol

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Almon DouglasAlmon Douglas has wives and cult followers. Usethe Thug stats found in the core rules. Douglas’ in-sane followers change the Will save to +6. Douglashas 4-8 wives and his cult may number a dozen orhundreds.Chaos CreaturesDouglas uses his Transform power to turn inanimate

objects into Chaos Creatures, the size of the originalobject. He can transform up to 12 tons but stats are pro-vided for larger creatures in case Douglas performsa ritual to transform larger objects like buildings. Chaos Creatures are chaotic and will attack theclosest person to them. If attacked, Douglas can turnoff the transform as a free action. Cultists know tostay clear of the creatures.

Chaos Creatures - PL 8

Static Traits: Immune Fort & Will, Init: 0, Improved Grab and Hold, Extra LimbsSIZE (example) STR(damage) & Toughness Close Attack & Dodge/ParryF (cellphone) 0 16D (pistol) 2 14T (rifle) 4 12S (cape) 6 10M (cycle) 8 8L (car) 10 6H (truck) 12 4G (semi) 14 2C (shop)* 16 0 *Requires ritual orA (building)* 20 -4 extra effort over 12 tons

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bases / vehicles

Buzzard’s Roost

Captain Rapier’s Under-Island Sub Base

Theopholus Hale’s Offices

Diamond’s MansionAny of the villains can be holed up in any lair theGM sees fit. They can also have any vehicles theyneed to pull off a caper. Some of the more uniquebases and vehicles are listed here.

Use the Stately Manor statistics in the rules. Increasethe Security Systems to DC 30.

Size Tiny, Toughness 10, Features: Computer,Concealed, Defense System (Stun 8 gas),Laboratory, Living Space, Security System,Workshop

Buzzard has bought the top floor of an apartmentbuilding and made it his lair. He enters through theskylight. The doors and windows all have gas traps.

Size Large, Toughness 12, Features: Communi-cations, Computer, Concealed, Defense System,Fire Prevention, Gym, Hanger, Infirmary, Labo-ratory, Living Space, Personnel, Power System,Security System, WorkshopSecurity Guards (10) Use Police Officer StatsVityaz Armored Units (4) see Minions sectionStaff (200) civilian businesspeople - Bystander stats

Hale has facilities all over the globe. His main HQin Hartford Connecticut (or elsewhere) is in a 20story building. The top 5 floors are his personal homeand offices as well as secret labs and workshops.Hale’s security will call the police if attacked.

Captain Rapier has an under sea base carved out ofthe bottom of an island. It is cut out of bedrock underone of the Thimble Island chain, possibly Yale-ownedHorse Island. It has desalination facilities for waterand a geothermal power supply. The underwateraccess cave is sixty feet below the surface and is incomplete darkness. There is no other access. The baseuses submarine oxygen generators so no air needs tobe vented in from the surface.

Size Large, Toughness 15, Features: Commu-nications, Computer, Concealed, DefenseSystem, Dock, Fire Prevention, Gym, Infir-mary, Isolated, Laboratory, Living Space,Power System, Security System, Water Supply,WorkshopSecurity Guards (20) Use Solider StatsStingray commandos (10) see Minion sectionStaff (20) cooks, techs etc use Bystander statsCrew and commandos of Cutlass if in port

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Captain Rapier’s Submarine - The Cutlassmodified Virginia Class Nuclear Sub

Captain Rapier’s submarine Cutlass is a speciallymodified Virginia-class attack sub. Cutlass hassacrificed some weapon storage space for the storageof looted cargo.Sensor ArrayCutlass has no periscope. She has two retractablephotonics masts that provide her control room withsensor data via fiber optic cables.PropulsionCutlass is a nuclear powered vessel using pump-jetpropulsion for quieter operations.WeaponsCutlass has 12 Vertical Launch System (VLS) cellsand four torpedo tubes. She can fire Mark-48torpedoes, Harpoon missiles, Standard surface-to-airmissiles and UGM-109 Tactical Tomahawk missiles.Captain Rapier has modified several of theseweapons for piracy operations as opposed to shipsinking operations. Owing to targeting and reloadtimes, in game terms assume Cutlass can fire oneweapon per round. Cutlass can fire as a Ranged attack or as aPerception attack. The Perception attack requires alaser-guided lock. The target must be “painted” byCutlass’ laser range finder or an operative using ahand-held laser. Painting a target requires an Aimmaneuver the round before firing and must bemaintained until the missile hits.CommandosCutlass can deploy nine combat swimmers at a timethrough a special air lock.Assume one round to enterthe lock, one to pressurize

Cutlass:

Strength 16 Size: Colossal(7,700 tons, 377 feet long, 34 feet beam)Speed: 5 SwimmingDefense: 2, Toughness: 13Crew: 134, Range: unlimited except for foodAttack: +5Weapons: Torpedo Blast 8 (explosion), HarpoonBlast 10 (explosion)*, Tomahawk Blast 15(explosion)*, SAM Blast 8 (explosion), HarpoonNullify 8 Electronics (EMP, Burst), Flare ChangeEnvironment 10 (light), Harpoon Flash Dazzle 8(vision, burst).*limited Perception range availableSensorsRadar, Sonar, UV vision, Inrared, extended vision/ hearing, radio, Datalink, LDAR, all 360 degree.Life Support 9, Immunity 10 (Electrical / EMPattacks), Concealment (radar, sonar)Features: Navigation, Security Systems, Medical

and on round three swimmers can move out of thesub and act. Cutlass also carries a sixteen man mini-sub known as a Seal Delivery System.TacticsUsing stealth to approach ships particularly at night,she will deploy Stingray commandos to scale thesides of the ship. Once the Stingrays are in positionCutlass will fire a special Harpoon missile with anEMP charge. This burst attack will knock out allunshielded electronic devices This includespropulsion, communications, lights and even playerdevices failing the save versus Nullify. The Stingrayswill use night-vision to overpower the crew.

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Travis Ladiges (order #5943115)


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