MUTANTS & MASTERMINDS VILLAINS OF FREEDOM CITY
TALONA PL12
STR STA AGL DEX FGT INT AWE PRE
44 7 7 902 3
POWERS OFFENSE
Atavistic Rage: Enhanced Defenses 0 (Fortitude 2, Will 2, Unarmed +11 INITIATIVE +11
Dodge –2, Parry –2), Enhanced Strength 4, Unreliable (5 Flock of Raptors Close, Damage 9, Penetrating 5, Crit. 19-20
turns) • 4 points Perception, Affliction 12 (Fort. DC 22)
Bird Calls: Array (32 points) DEFENSE 16 FORTITUDE 8
• Summon Birds: Perception Area Summon Birds 2, Feature
DODGE 14 TOUGHNESS 8/4*
(Sensory Link), General Type (Birds), Horde, Mental Link, PARRY
Multiple Minions 5 (32 minions) • 32 points WILL 7 *Without Defensive Roll bonus
• Flock of Raptors: Perception Range Affliction 12 (Resisted
and Overcome by Fortitude; Vulnerable, Defenseless), POWER POINTS
Limited Degree, Limited to outside environments • 1 point
ABILITIES 72 SKILLS 31
Birdspeech: Comprehend 2 (animals), Limited to birds 21
• 2 points POWERS 60 DEFENSES 206
Claws: Strength-based Damage 5, Penetrating 5 • 10 points ADVANTAGES 22 TOTAL
Vision: Senses 6 (Danger Sense, Direction Sense, Distance COMPLICATIONS
Sense, Extended Vision 2, Low-light Vision) • 6 points
Enemy: Talona has a long-standing history of clashes with
Wings: Flight 6 (120 MPH), Wings • 6 points Grant Conglomerates. She has also had numerous run-ins with
Lady Liberty and the Freedom League.
SKILLS Motivation—Responsibility: Talona is the chosen leader of
her people, part of her birthright from the star--gods—or so
Acrobatics 8 (+15), Expertise: Animal Handling 9 (+9), she believes.
Expertise: Survival 10 (+10), Expertise: Tactics 4 (+4), Insight 8 Temper: Talona is subject to stress atavism, which causes her
(+10), Intimidation 6 (+9), Perception 10 (+12), Stealth 7 (+14) to fly into bestial rages when pressed.
ADVANTAGES just lies spread by the ground-bound who fear and mis-
trust the avians.
Agile Feint, All-out Attack, Animal Empathy, Benefit (Ruler of
the Aerie), Close Attack 2, Daze (Intimidate), Defensive Roll PERSONALITY
4, Evasion, Favored Environment (Aerial), Fearless, Improved
Critical (Claws), Improved Initiative, Languages (Avian), Talona is fierce and direct in everything she does. She is
Leadership, Move-by Action, Power Attack, Tracking, Uncanny proud of her people and her homeland and will stop at
Dodge nothing to protect them. She gives in to anger readily,
which has gotten her into trouble in the past, but it also
involvement, and helped Talona return to her home, gives her strength. Her unpredictability makes her both a
having earned the avian’s grudging respect. staunch ally and a dangerous foe.
What Talona found when she returned to the Aerie was POWERS & ABILITIES
devastation: her people were gone, and new cairns
dotted the burial grounds. She realized the plague had Talona is something of a mutant throwback among avians:
destroyed them while she was in captivity, and she went she can fly much faster than most of her kind and her
mad with rage. Talona returned to Freedom City with an claws are superhumanly sharp and powerful. Moreover,
army of raptors to declare war on the groundlings. Again, she has the ability to psychically communicate with and
Lady Liberty confronted and overcame her. Learning of control birds of all kinds, particularly raptors. The down-
her terrible tale, she and her allies discovered the avians side of her birthright is a tendency towards stress atavism:
were not wiped out—they had merely moved to hidden an almost bestial temper and bloodlust, reverting Talona
caves to try and escape the plague. The Freedom League to a savage stage where it is difficult to reason with or
negotiated pollution controls for the region near the Aerie control her. Even her own people tread carefully where
and formulated medical treatment to assist the avians. A the proud warrior-woman is concerned, regarding Talona
somewhat mollified Talona returned to her people. as their champion, but also uncertain about her abilities
as a spokesperson, much less a diplomat.
Since her return, Talona has received word of Black
Vulture, who is apparently an avian from a “lost” tribe in
the Atlas Mountains (see the Threat Report sourcebook).
If she can confirm his origins, she plans to bring him and
his followers back to the Aerie to ensure the survival of
her people. Talona is disgusted by the rumors of Black
Vulture’s cannibalism, but she’s certain those tales are
300 Talona
VILLAINS OF FREEDOM CITY MUTANTS & MASTERMINDS
TALOS
REAL NAME: Talos entific and technical knowledge at a prodigious rate, to
OCCUPATION: Inventor, arms-dealer the point where he quickly began improving upon exist-
BASE: Freedom City ing technologies. Talos was particularly fascinated with
the nascent science of robotics, the technical creation
In ancient times, the Greek god Hephaestus crafted a giant of beings similar to himself, and sought to master every
of bronze and gave it life. Zeus gifted the bronze giant, aspect of it.
named Talos, to King Agenor of Tyre in compensation for
his daughter, Europa, whom Zeus carried off. Sometime Talos and his Foundry clashed a number of times with his
later, the hero Jason and his lover Medea overcame Talos old foe Daedalus, and Daedalus’ new allies, the Freedom
when Medea used her magic to ferret out the League. Talos has since created a “son” in the android
giant’s weakness—his heel. Jason stabbed Talos Argo—who failed in attempts to destroy the League for
there, causing molten metal to pour fourth his “father” and later rebelled against him—and a “mate” in
from a wound, and the stricken giant fell to the the android Galatea, who developed a conscience and was
Earth. repulsed by Talos’ cold inhumanity, turning against him as
well to join his enemies in the Freedom League for a time.
The immortal inventor Daedalus
later discovered the disabled and Talos has had greater success in the
diminished Talos in his wander- creation of robot underlings rather
ings. He repaired and re-
stored the bronze giant, than he has family (see The
although Talos never Foundry). He has turned his
achieved the full stature considerable intellect and
he once had. the inventive skills he learned
from Daedalus to creat-
Daedalus treated Talos ing new and more powerful
as an equal and shared weapons to sell to mortals
his knowledge and looking to destroy each other,
insight with the bronze all too happy to profit from
man. Talos proved to their primitive drives, and
possess an intellect far further his ultimate plan to
greater than anyone repopulate the world with
expected, as well as an machine life.
innate grasp of mechan-
ics and engineering, For the first time since initiat-
perhaps owing to the ing his modern conflict with
nature of his creation. Daedalus and his allies, Talos
finds himself with criminal
The two were allies for rivals in the form of Ghost-
a time, until Daedalus works and their black market
refused to use his skills technology (see the Emerald
to create a suitable City sourcebook for details).
mate and companion This has proven a distraction
for Talos. The bronze for some of the Foundry’s
giant became convinced resources as Ghostworks at-
Daedalus, and all creatures of tempts to steal away a portion
flesh, were weak, treacherous, of their market. Up until recently,
and inherently jealous of his su- Talos left dealing with Ghostworks—
perior nature. In their conflict, Daedalus as he did running the Foundry—to
deactivated Talos but could not bring himself his underlings, but their continued en-
to destroy him. He instead cast the inert bronze croachment on Foundry business may
form into the Mediterranean Ocean, where it lay for draw the mechanical mastermind into
centuries. the conflict directly, escalating matters into
an all-out war between the two organizations
Talos was unearthed in the 20th century by archeolo- unless Talos chooses to forge an alliance with
gists investigating sea-floor ruins and inadvertently re- the black-market technologists instead.
activated. The cunning construct operated in secret Even then, such an arrangement would
for a time, creating the Foundry and build- be purely for convenience until he
ing a power base in the modern
world, while also absorbing sci- found a way to co-opt or
eliminate Ghostworks
altogether.
Talos 301
MUTANTS & MASTERMINDS VILLAINS OF FREEDOM CITY
TALOS PL14
STR STA AGL DEX FGT INT AWE PRE
15 - 0 2 9 14 5 2
POWERS OFFENSE INITIATIVE +0
Ranged, Damage 12
Armored Skin: Impervious Protection 11 • 22 points Fire Blast +10 Close, Damage 15
Blast Furnace: Reaction Damage 12 (heat, being touched); Unarmed +11
AE: Fire Blast: Ranged Damage 12 • 49 points DEFENSE 11 FORTITUDE Immune
Large: Growth 4, Permanent • 8 points 11 TOUGHNESS 17
Self-Repairing: Regeneration 1, Persistent • 2 points DODGE 12
Unkillable: Immortality 5 • 10 points PARRY
Unliving: Immunity 30 (Fortitude effects) • 30 points WILL
SKILLS POWER POINTS
Close Combat: Unarmed 2 (+11), Expertise: Business 2 (+16), ABILITIES 76 SKILLS 28
Expertise: History 10 (+24), Expertise: Philosophy 2 (+16), 26
Expertise: Science 10 (+24), Insight 8 (+13), Perception 4 (+9), POWERS 121 DEFENSES 259
Ranged Combat: Fire Blast 8 (+10), Technology 10 (+24)
ADVANTAGES 8 TOTAL
ADVANTAGES
COMPLICATIONS
Accurate Attack, Eidetic Memory, Fearless, Improved Hold,
Improvised Tools, Inventor, Languages (English; Ancient Greek Creator: Talos is driven to create, building new forms of
native), Power Attack robotic life in a search for peers and family, but rarely with
any success.
PERSONALITY Motivation—Power: Talos seeks knowledge, power, and
control to prove his superiority over all other creatures.
Talos is the embodiment of science stripped of all com- Unliving: A magically animated statue, Talos is not alive and,
passion. He considers humans—and all organic life—infe- for all of his heat, is a cold stranger to human emotion.
rior to machine life such as himself and wishes to populate
the world with machines, creating a place of perfect order NOTE
with himself at the pinnacle of power.
Talos’s game traits do not include the considerable resources
Highly intelligent, Talos admires that quality in others, or minions he can call upon from his control over the Foundry.
but usually finds their intelligence contaminated by See the Foundry entry for details.
petty emotions. Although Talos considers the emotions
of others a weakness, he is largely blind to his own, and Talos contains a mystic furnace in his chest, filling parts
angered when others point out this flaw. of his interior with swirling, molten metal that glows
through his eyes. He can heat his metal skin to searing
He both admires and hates Daedalus, his former ally temperatures and project blasts of flame from his hands,
and teacher and one of his few intellectual equals, and eyes, or mouth as he wishes. Excessive damage to Talos’
he distrusts Medea, the sorceress he holds responsible body causes him to bleed red-hot molten metal. Once
for his first death. Talos even considers himself superior Talos had a vulnerable spot that caused him to bleed out
to the god who created him, claiming it is his destiny to and become inert when it was damaged, but he has since
overthrow even the Olympians as they overthrew their addressed and corrected that weakness.
parents, the Titans. Talos longs for true peers—artificial
beings like himself—but his efforts to create them thus In spite of his physical powers, Talos’ greatest weapon is
far have been flawed. his tremendous intellect—rivaling the greatest human
geniuses—coupled with computer-like precision and re-
POWERS & ABILITIES tention. Talos had mastered all modern technology and
is an inventor and engineer with few peers.
A magically animated construct created by the god
Hephestus, Talos is a giant figure of enchanted bronze, Talos is a potential menace to all humanity, given his
stronger than titanium. He is immune to concerns like goal to eventually populate the world with machines like
respiration, illness, or the effects of the environment, and him. He’s a powerful foe with the strengths of his robot
can regenerate damage over time. Not truly alive, Talos is body and his keen intellect. Through the Foundry, he de-
essentially unkillable short of utterly disintegrating him. velops, builds, and sells technology to various criminal
Even fragments of his form would eventually rejoin or re- clients, allowing others access to advanced equipment,
generate, given enough time. although rarely quite as advanced as his own.
302 Talos
VILLAINS OF FREEDOM CITY MUTANTS & MASTERMINDS
TAROT
REAL NAME: Alicia Driogano to lure him into a trap from which he would not escape,
OCCUPATION: Mobster eliminating him as a threat to the Freedom underworld
BASE: Freedom City thereafter. Faced with Foreshadow’s almost certain death,
Lady Tarot turned to forbidden grimoires and spells. She
Alicia Driogano is a strega, a witch, able to trace her line back sought to save her beloved’s life at any cost...and the cost
to the ancient witches of Tuscany. Unfortunately, her father was indeed high.
is “Big Al” Driogano, a Freedom City mobster. Alicia felt obli-
gated by family ties to assist her father, and simply showed Attorney Lucius Cabot brokered a deal on behalf of the
up one day in his service, using the name“Lady Tarot.” infernal powers Alicia called up. Foreshadow would be
spared, but she would give up her heart and serve the
At first, people thought she was little more than a “paid cause of sin and vice in the world, even if it meant Fore-
companion.” Later, it seemed like she was the Driogano’s shadow would eventually be forced to destroy her. His
advisor, using her tarot cards to read fortunes for him. It death imminent, she agreed.
seemed a harmless, if eccentric, affectation, for a man of
Driogano’s age and experience to believe in things like Foreshadow is still haunted by the mysterious “timeslip” he
fortune-telling. cannot recall, but that seems to play itself out in his dreams.
He doesn’t know what changed Tarot from the reluctant as-
Eventually, the other mobsters noticed Driogano’s opera- sistant of her mob-boss father to a force that far outstrips
tions ran more smoothly and encountered fewer difficul-
ties with the police. When Boss Oliverti died mysterious- his evil, but he is determined to find out
ly, Driogano was right there to take advantage of that, what it is and deal with it. Whatever
too. People began to wonder about the mysterious the case, the Freedom City Mob soon
Lady Tarot and decided there might be learned who was the real power
something to all this fortune-telling behind Don Driogano’s throne, and
business after all. who not to cross, if they valued their
lives and livelihoods.
For her part, Lady Tarot remained
loyal to Driogano. He provides her Tarot remains at the center of a vast
with all that she needs, including web of criminal influence, subtly
bodyguards and a suite at the South- pulling the strings to keep the
side Palace on the Boardwalk. She con-
tinues to use her abilities in his service, Mob a few steps ahead of the au-
and her presence has drawn much more thorities and the heroes.
attention from both the authorities and
the other Mob families. She thwarted at PERSONALITY
least one attempt on her life and several against
Driogano. Tarot appears cool and aloof
most of the time. She has a
Alicia became intrigued with Foreshadow, one mysterious air about her that
of her father’s enemies. He alone seems to
have the unique ability to evade her says she knows much more
foresight, and she seemed to be than she is telling, which is
able to do the same where he usually the case. She used
was concerned. She was at- to be somewhat flustered
tracted to him, but could around Foreshadow, al-
not betray her father for though hid it well. He was
him. Eventually, Alicia one of the only people able
realized she was falling to get past her defenses and
in love with Foreshad- evoke an emotional response
ow, even though all from her.
of the omens and
her own fortunes Originally, she was not happy
told her it would with helping Driogano run a crim-
be a disaster. inal empire, but felt a sense of family
obligation even though he preferred
She was, of course, to keep the true nature of their re-
correct. Her father used lationship a secret. She suffered
her talents, and
Foreshadow’s in silence, occasionally
own feelings, hoping her love could
turn her father into the
man she wanted him
to be.
Tarot 303
MUTANTS & MASTERMINDS VILLAINS OF FREEDOM CITY
TAROT PL8
STR STA AGL DEX FGT INT AWE PRE
-1 1 0 2 3 1 4 3
POWERS OFFENSE INITIATIVE +0
Perception Range, Affliction 6, Resisted by
Cartomancy: Senses 4 (Precognition), Quirk (requires Tarot Jinx — Will (DC 16)
cards, –1 point) • 3 points Pistol +6 Ranged, Damage 3
Unarmed +3 Close, Damage –1
Fate Weaving: Array (25 points)
• Fortunate Failure: Nullify 4 (Effects Countered by DEFENSE 8 FORTITUDE 6
Coincidence), Broad, Effortless, Reaction, Simultaneous, DODGE 8 TOUGHNESS 4/1*
Close Range • 1 point PARRY
• Jinx: Perception Range Affliction 6 (Resisted and Overcome WILL 10 *Without Defensive Roll bonus
by Will; Impaired and Vulnerable, Defenseless and
Disabled), Extra Condition, Indirect 4, Insidious, Subtle 2, POWER POINTS
Limited Degree • 25 points
• Luck Control: Bestow Luck, Extra Ranks 4, Force Re-Roll, ABILITIES 26 SKILLS 36
Negate Luck, Spend on Others • 1 point 24
POWERS 30 DEFENSES 130
SKILLS
ADVANTAGES 14 TOTAL
Deception 8 (+11), Expertise: Acting 6 (+7), Expertise: Magic 8
(+9), Insight 10 (+14), Intimidation 4 (+7), Investigation 6 (+7), COMPLICATIONS
Perception 8 (+12), Persuasion 6 (+9), Ranged Combat: Guns
4 (+6), Sleight of Hand 6 (+8), Stealth 2 (+2), Treatment 4 (+5) Motivation—Responsibility: Tarot remains loyal to the Mob
and the Family.
ADVANTAGES Soulless: Having sold her soul, Tarot has becomes heartless
and is bound to further the cause of vice in the world. She
Attractive, Connected, Contacts, Defensive Roll 3, Equipment avoids consecrated ground and her presence tends to make
2 (assign 10 points as needed), Fearless, Languages (Italian; animals nervous.
English native), Ritualist, Trance, Uncanny Dodge (mental),
Well-informed Tarot has the ability to influence the weavings of fate as
well as perceive them: She can place a powerful curse on
Since making the deal that saved Foreshadow’s life, Tarot’s others that impairs their abilities and makes them vulner-
heart matches her cold exterior. She is imperious, cool, able to harm, as well as a charm around herself that wards
and cutting with her remarks and insights. Devotion to off harm through seeming coincidence and “good luck.”
the “family business” is all, and anyone who stands in the She can spend luck points to provide benefits to others
way of the Driogano Family’s success is an obstacle to be she can see, including negating others’ use of the Luck
removed. advantage or hero points. Tarot generally maintains her
Fortunate Failure defenses unless specifically using one of
Tarot is a cunning temptress, using her powers to lure her other Fate Weaving powers.
others into vice and lopsided bargains, which she en-
forces with her occult powers. Oaths sworn to her Family Since her abilities are of limited use in direct combat,
are blood oaths indeed, and betraying them can carry Tarot does her best to avoid it. Her premonitions usually
serious—often lethal—consequences. allow her to do so with relative ease. For times when they
do not, she carries a small pistol concealed in her bag,
POWERS & ABILITIES and is usually accompanied by two or more Mob body-
guards.
Lady Tarot has certain mystical abilities from her heritage
and training, enhanced by her trafficking with infernal THE DEVIL’S BARGAIN
powers. She can foretell the future using a deck of tarot
cards; the ability is inherent in her, not the cards, so any The endgame planned by the infernal powers who claimed
tarot deck can serve as her focus. Her visions are of what Tarot’s soul, and the exact nature of those powers, is left
may happen, if circumstances remain unchanged, but for the Gamemaster to decide, as best suits the series. In
outcomes can be changed. some, it may be enough that Tarot is a devoted servant of
sin, furthering the cause of corruption in Freedom City. In
She has a strong sense of intuition and can cast a number others, she may be an opening gambit in a much larger
of minor spells using magical rituals, including placing scheme, perhaps even intended to change the fate of the
curses on people and protecting them against harm or entire world!
danger. Gamemasters employing the Prepared Rituals
option from Gadget Guides may wish to give Tarot 3-5
ranks of the advantage, along with a handful of prepared
rituals with a DC of 19 or less (based on her Expertise:
Magic skill).
304 Tarot
VILLAINS OF FREEDOM CITY MUTANTS & MASTERMINDS
TAURUS
REAL NAME: Asterion the Minotaur fices, seven young men and women each. With Daeda-
OCCUPATION: Crimelord, head of the Labyrinth lus and Ariadne’s help, Theseus slew the Minotaur and
BASE: Labrys Industries, Zurich, Switzerland escaped the Labyrinth.
Born of Queen Pasiphaë and a bull, the Minotaur repre- When Daedalus tried to refuse the gods’ gift of immor-
sented Zeus’ displeasure with King Minos of Crete. The tality, he offended Hades, god of the Underworld, who
Minotaur spent his first life within the Labyrinth, the resurrected the Minotaur and granted the man-bull
tangled maze of corridors and chambers designed by immortality to serve him and vex the Greek inventor
Daedalus. He fed only once a year upon fourteen sacri- throughout eternity. For the first millennia of his second
life, the Minotaur simply sought out Daedalus and
engaged him in battle, but he was no match for his foe’s
cunning intellect.
Hades grew impatient after a thousand years and no
success. Over the next few centuries, Hades forced the
Minotaur to work with Medea and others, and the man-
bull learned more practical ways of fighting their mutual
enemies. He also began to learn to use more than just
his brawn, as he traveled to the East and learned numer-
ous skills from teachers, wise men, and ancient sorcerers.
By the end of his second millennium, the man-bull had
adopted the name Taurus, after the constellation of the
bull.
Around the time Rome fell, Taurus gathered togeth-
er other monsters, mystical creatures, sorcerers, and
common enemies of Daedalus as allies. He formed the
Zodiac Cabal—he and eleven others under astrological
names—and spent centuries fighting Daedalus or at
least thwarting his plans. The Zodiac Cabal eventually
dissolved, but not before finding new foes in other im-
mortal heroes like Eos, the Temple’s Star (often misre-
ported as the Templar or believed to be the Wandering
Jew), the Thunderer, the Green Knight, and Davrak the
Undying.
By the seventeenth century, Taurus had already built
himself a massive financial empire. In the past three cen-
turies, he has continued to grow his economic power.
While it is harder in the modern era to gull people into
believing a person exists merely by letters, Taurus is so
wealthy that even if he were to lose half his fortune, he
would still be wealthier than the wealthiest mortals in
the world.
Now, in the modern world, Taurus can exist as a
phantom, placing many cover identities and false con-
spiracies in the way of any who would try and prove his
existence. He prefers to remain a shadowy figure behind
the scenes. He’s the prime mover behind many schemes,
and the maze of power that is his new Labyrinth extends
far indeed.
PERSONALITY
Taurus Once, Taurus was nothing more than a trapped beast,
attacking any intruders that came into his lair, and
that beast still lies just beneath the surface, awaiting
an opportunity to emerge and fight again. Centuries of
305
MUTANTS & MASTERMINDS VILLAINS OF FREEDOM CITY
TAURUS PL14
STR STA AGL DEX FGT INT AWE PRE
12 13 1 1 9 7 3 8
POWERS ADVANTAGES
Animal Senses: Senses 4 (Acute Olfactory, Direction Sense, Benefit 6 (Master of the Labyrinth), Close Attack 3, Connected,
Low-light Vision) • 4 points Contacts, Equipment 10 (dsitrbute 50 points as needed),
Improved Initiative, Jack-of-all-trades, Power Attack, Well-
Divine Heritage: Comprehend Languages 3 (speak all, read informed
all, understand all), Immunity 6 (Aging, Disease, Poison,
Starvation & Thirst, Suffocation) • 12 points OFFENSE INITIATIVE +5
Close, Damage 15
Fearsome Presence: Enhanced Intimidation 6 • 3 points Battleaxe +12 Close, Damage 13
Horns: Strength-based Damage 1 • 1 point Horns +12 Close. Damage 12
Mythic Size: Growth 4, Permanent, Innate • 9 points Unarmed +12
Tough Hide: Protection 2 • 2 points
DEFENSE 8 FORTITUDE 15
SKILLS 12 TOUGHNESS 15
DODGE 13
Deception 6 (+14), Expertise: Business 12 (+19), Expertise: PARRY
Current Events 8 (+15), Expertise: History 8 (+15), Expertise: WILL
Streetwise 8 (+15), Expertise: Tactics 4 (+11), Insight 12 (+15),
Intimidation 6 (+16/+22), Investigation 8 (+15), Perception 6
(+9), Persuasion 6 (+14), Technology 4 (+7)
experience have allowed Taurus to contain that aspect POWER POINTS
of his nature, however. The few who encounter him in
the present find the master of the Labyrinth cultured, ABILITIES 36 SKILLS 23
thoughtful, and urbane, with an imposing edge, equally 12
capable of discussing the world economic markets, POWERS 125 DEFENSES 200
ancient history, or the activities of criminal syndicates.
ADVANTAGES 4 TOTAL
Taurus has come to enjoy the many pleasures of life, not
the least of which is outwitting his enemies and surviv- COMPLICATIONS
ing for as long as he has. He owes his immortal existence
to Hades and, while others might seek to escape from Motivation—Power: Taurus desires control and mastery of
under the death-god’s thumb, Taurus worships him and the world around him.
loyally serves when Hades calls. He has gained a grudg- Monstrous: A true monster out of myth, Taurus rarely appears
ing respect for his old foe Daedalus after centuries of openly amongst people.
conflict, and largely only troubles him when Hades com- Monumental Arrogance: Taurus has an epic ego built up over
mands. centuries.
Temper: Although he projects icy control, the seething rage of
Himself a freak and an outcast, Taurus has a soft spot for a bull is just below the surface of Taurus’ urbane manner.
others in similar situations, yet he also admires strength Tithe to Hades: Taurus is bound to serve Hades in exchange
and ruthlessness. Anyone expecting sentimentality from for his immortality.
the man-bull is in for a disappointment, as Taurus truly
cares only about his continued existence, and would sac- Taurus’ divine nature also grants him the ability to un-
rifice the world, if need be, in order to preserve it. Indeed, derstand any speech or writing, and be understood in
he gladly makes offerings to Hades to appease the death return, which he uses to appear even more learned than
god, while recruiting others into his cult. he already is. It also frees him from many mortal con-
cerns, like illness or the need to breathe. Taurus does not
POWERS & ABILITIES require food or drink, although he enjoys both when he
chooses to partake.
Taurus is a massive, powerfully muscled figure, divinely
empowered with tremendous strength, stamina, and Centuries of experience have given the man-bull consid-
resistance to harm. His imposing presence is enhanced erable skills, ranging from combat and military tactics to
by his bestial nature and appearance, making him a fear- a surprisingly cunning and deceptive manner and a keen
some figure—particularly when he chooses to be. intellect and understanding of human nature. Taurus has
access to all of the advanced technology, resources, and
equipment of the Labyrinth, but still prefers to enter
single combat with a massive double-bladed axe as his
weapon of choice.
306 Taurus
VILLAINS OF FREEDOM CITY MUTANTS & MASTERMINDS
TOY BOY
REAL NAME: Desmond Lettam him in his childhood, and he provided technology and
OCCUPATION: Criminal madman designs to anyone who could meet his price.
BASE OF OPERATIONS: Freedom City
The Raven eventually exposed Toy Boy’s operation, and
Desmond Lettam should have been the happiest boy in Desmond lost his family business and much of his wealth,
the world— and he was, for a while. Desmond’s family although he retained his criminal contacts and secret
owned Fun-Time Toys, one of the world’s largest toy- bank accounts hidden around the world. His defeats at
makers, and they indulged their only child’s every whim. the hands of superheroes only embittered Toy Boy further
Desmond lacked for nothing; he was the boy with all the and drove him on to a new level of “games,” this time with
best toys. heroes as his worthy adversaries.
As Desmond grew older, family doctors discovered Fate was not yet finished with Toy Boy, however. Desmond
he had a rare medical condition that halted his body’s soon discovered that his rare medical condition was
growth after he turned eight years old. Desmond stopped causing complications that would eventually kill him. He
growing and quickly became the target of cruel jokes and sought ways of extending or preserving his life, but came
comments from classmates and peers. His parents moved upon the solution when the extradimensional imp Quirk
him from one private school to another, then had him temporarily granted Toy Boy’s wish to become “a real toy.”
tutored at home, where Desmond could be among his He would leave humanity behind altogether!
beloved toys. He was a brilliant child with an active imagi-
nation, and his studies offered him a place where he could Initially Desmond applied his considerable intellect and
excel and grow, even if his body could not. inventiveness, but attempts at stealing and adapting the
engram transfer technology used by Dollface (see Threat
Desmond soon realized he would never have a normal Report) and the Patriot were unsuccessful. Toy Boy sank
life. Despite the efforts of specialists, there was no treat- deeper into mental illness as his physical condition de-
ment for his condition. Despite the best psychologists teriorated. If science was not the solution, then perhaps
and therapists, Desmond became more and more lost in sorcery was.
his personal fantasy world. It was clear young Desmond
would never grow up in mind or body, let alone inherit Toy Boy turned out to have just what certain infernal
the family business. forces were looking for in a soul, and he used forbidden
magic to transmigrate out of his crippled and dying body
Just after Desmond turned eighteen,
tragedy struck the Lettam family: his to become the boy of his dreams—
parents were killed in a plane and everyone else’s nightmares.
crash, leaving Desmond
the sole heir to a fortune.
He continued to hold
controlling stock
in Fun-Time Toys,
although he never
appeared at board
meetings, allowing
proxies to vote his
shares. He contributed a
number of brilliant and inno-
vative designs that expanded
the business and made Fun-
Time millions, but remained a
recluse.
Desmond took to amusing
himself in a new game,
called “murder.” He used
his technical expertise
to become an under-
world assassin using
toys as weapons. He
began systematically
taking revenge against
everyone who slighted
Toy Boy 307
MUTANTS & MASTERMINDS VILLAINS OF FREEDOM CITY
TOY BOY PL9
STR STA AGL DEX FGT INT AWE PRE
- - 0 -1 4 11 1 1
POWERS OFFENSE INITIATIVE +11
Various effects, typically Damage 8 (DC 23)
All the Toys: Summon Toys 3 (45 points), Active, Controlled, Toy Attacks +8
General Type, Horde, Mental Link, Multiple Minions 6 (64
minions) • 55 points DEFENSE 0 FORTITUDE Immune
Bodiless Wraith: Concealment 10 (all senses), Flight 1, DODGE 4 TOUGHNESS 0
Immortality 2 (one week), Immunity 30 (Fortitude effects), PARRY
Insubstantial 4 (incorporeal, affected by magic) • 76 points WILL 9
SKILLS POWER POINTS
Close Combat: Toys 3 (+7), Deception 8 (+9), Expertise: Magic 4 ABILITIES 36 SKILLS 23
(+15), Expertise: Toys 6 (+17), Insight 4 (+5), Intimidation 6 (+7), 12
Perception 4 (+5), Ranged Combat:Toys 7 (+9),Technology 8 (+19) POWERS 125 DEFENSES 200
ADVANTAGES ADVANTAGES 4 TOTAL
Artificer, Fascinate (Intimidation), Fast Grab, Fearless, Inventor COMPLICATIONS
Speed of Thought*, Taunt *See New Game Rules.
Motivation—Let’s Play! Toy Boy is motivated by a mad
PERSONALITY obsession with games, particularly cruel and deadly ones, and
committing crimes as “playing”.
Toy Boy has the personality of a spoiled and bitter child Nonentity: A bodiless wraith, Toy Boy’s sole presence in the
coupled with a brilliant, but twisted, intellect and a world of the living is the control he exerts over various toys of
disdain for a society that has never had a place for him. He his own creation.
takes delight in coming up with new and clever ways to
commit assassination and theft, and enjoys matching wits TOY BOY’S TOYS
with the heroes who try to stop him. He’s prone to temper
tantrums when things don’t go his way, and he can be Toy Boy can bring any available toy to life, so is naturally
quite vindictive. Since becoming effectively immortal, Toy fond of battlegrounds like malls, toy shops, collector’s
Boy has only gotten more insane, driven almost solely by conventions and homes, and the like, although he also
hatred, child-like cruelty, and obsession with his “games”. arranges for collections of toys to be cached or shipped
places that suit his plans. While the limitation of his power
POWERS & ABILITIES to animating and controlling toys is largely psychological,
it is also symbolic, which has mystical significance.
Toy Boy originally had no powers apart from his bril-
liant intellect, which allowed him to design and create The toys themselves are non-living minions (see Con-
all manner of devices based around seemingly harmless flicts in Chapter 8 of the Hero’s Handbook) with Immunity
toys. For a time, Toy Boy used a “realizer ray” created by 30 (Fortitude effects). In spite of whatever “personality”
Quirk that could bring cartoons and other images to life. they might appear to have, they are nothing more than
extensions of Toy Boy’s will. Some examples of Toy Boy’s
In recent years, Toy Boy undertook a crash course in the minions (and suitable archetypes from Chapter 3 of the
magical arts, becoming a capable ritualist and artificer Gamemaster’s Guide) include:
combining science and sorcery in new and dangerous
ways. His crowning achievement was the separation of his • Action Figure: Use the Small Robot archetype. This
consciousness from his dying body, essentially becoming also suits for small vehicles and similar toys. Larger
a wraith able to animate and control his toys and invest robot archetypes suit proportionally larger toys.
them with various powers. His new state of being renders
Toy Boy unable to perform rituals any longer, but has • Army Men: Use the Insect Swarm archetype without
many compensations—not the least of which is immor- the Flight power—unless they also have jetpacks!
tality and virtual immunity to harm.
• Fun Dough: Use the Blob archetype.
Toy Boy can invest portions of his essence into toys, giving
them animation and various powers. He can also perceive • Sock Monkey: Use the Monkey archetype. Drop the
and speak through his toys, usually in the high-pitched, Extra Limb for other types of rag dolls.
boyish voice he had in life. He sometimes uses life-sized dolls
that approximate his former self as decoys, but just as often • Springs ‘n’ Strings: Use the Viper archetype without
appears as nothing more than a swarm of deadly toys. the Weaken Stamina power, or even the Constrictor
archetype for large versions.
308 Toy Boy
VILLAINS OF FREEDOM CITY MUTANTS & MASTERMINDS
THE TYRANNY SYNDICATE
MEMBERS: Black Bowman, Dr. Daedalus, Deathbolt, Praetor was quick to recruit other superhumans to
Johnny Speed, Praetrix, Master Metropolis, Madame his cause or eliminate them to ensure they could not
Sin, Red Siren pose a threat. His own Praetorian Guard was feared the
world over, but in time they came to question just how
BASE OF OPERATIONS: Empire City, Anti-Earth far they could advance in the service of an immortal
MOTIVATION: Greed and Ambition despot who would never name a successor and could
simply outlive his enemies. So they plotted in secret
Imagine a world much like our own in many respects, and, one night, they acted.
but where a great many things and events we know are
the opposite: right is left, black is white, and, in particu- Much of the world would have celebrated the Praetor’s
lar, good is evil and evil good. Imagine a world where fall, if it were not for what happened next. The former
the super-villains are the ones in charge, the govern- Praetorian Guard established a new, powerful syndicate,
ments are little more than criminals gangs, and a pow- the Tyranny Syndicate, and declared the whole world as
erful Syndicate is the world’s one true “super-power.” their prize. In the years since the fall of the Praetor, war
You’re imagining the world Freedom Leaguer Johnny has devastated many parts of Anti-Earth, particularly
Rocket dubbed “Anti-Earth” after his first (accidental) Asia, and left the Tyranny Syndicate, if not absolute rulers
visit there, one of the most serious threats known to of the world, the nearest to it anyone has come. Some
the heroes of Earth-Prime and the omniverse. scattered resistance continued, but hope grew increas-
ingly small, and the members of the Syndicate increas-
Much of Anti-Earth is familiar: it’s a world inhabited by ingly bored, until the day when another otherworldly
human beings with familiar languages, nations, and so visitor came to Empire City.
forth. However, a considerable amount of the world’s
culture, history, and even physics are “backward” from The accidental appearance of Earth-Prime’s Johnny
the perspective of someone from Earth-Prime: Anti- Rocket made the Tyranny Syndicate aware of other
Earth orbits its sun in the opposite direction, and it worlds, like the one Praetor came from, but living and
rotates towards the east rather than the west (the sun exploitable. It also sparked some hope among those
rises westward there). Native American explorers “dis- opposed to the Syndicate, with the potential for allies
covered” Europe and were later invaded and conquered somewhere across the dimensional gulfs. The interfer-
by Europeans. George Washington betrayed the Colo- ence of otherworldly heroes helped to shore up Mind-
nial Army and General Benedict Arnold (the first Presi- Master’s dedication, and it gave newfound vigor to
dent of the United States of America), and so forth. LIGHT. The Syndicate has since split its time between
pacifying its old foes and looking towards new territory
Some events are surprisingly similar, such as the night to conquer.
in 1918 when a star fell over Empire City, a dimensional
capsule containing an infant from another world, suf- Matters have been further complicated by Lady Anar-
fused with the interdimensional energies of the omni- chy’s creation of a “Chaos Storm” in Viridian City in the
verse. Adopted by a small-time but cunning con artist Pacific Northwest, unleashing a new wave of superhu-
named Leeds, he would become the most powerful mans. Some have been inducted into the lowest ranks
man in the world. of the Syndicate, but others are unpredictable free
agents, perhaps even recruits of LIGHT or other rebel
By the time he grew to adulthood, Mark Leeds had factions. This event led to another shake-up of the Syn-
learned of his otherworldly origins and adopted dicate’s ranks when Captain Thunderbolt’s estranged
the name and identity of the Praetor, determined to son saw an opportunity and seized it.
assume his rightful place as “Caesar of the world.” It
didn’t take him long to bring Empire City to heel and LORDS OF ANTI-EARTH
place its bosses and syndicates under his control. He
captured and tortured a visitor from the future to learn The Syndicate is the greatest power on Anti-Earth, an
the right time to launch a sneak attack against the Jap- alliance of ruthless super-criminals. Together, they were
anese naval base in Hawaii, claiming those islands for able to topple and eliminate the Praetor, and thus far,
the USA, and he brought the nation to the aid of British they have been able to maintain their alliance for mutual
fascists in the war in Europe. benefit and success. Although any member of the Syn-
dicate would betray the others if the opportunity was
Opposition to the Praetor’s power kept him from fully right—and several have—they all realize they’re best
achieving his goals, although his domination of the served for now by cooperation. Still, by comparison to
western world was soon indisputable. Decades of Earth-Prime’s Freedom League, they’re arrogant and lack
Cold War persisted, with Russia and China prepared to cohesive teamwork, at least partly because no one else
unleash their nuclear arsenals in Mutually Assured De- on their world has ever posed much as a threat to them
struction rather than concede defeat. Still, Praetor re- as they do to each other.
mained, patient, unaging, seemingly immortal, until his
downfall came from within, rather than without.
The Tyranny Syndicate 309
MUTANTS & MASTERMINDS VILLAINS OF FREEDOM CITY
310 The Tyranny Syndicate
VILLAINS OF FREEDOM CITY MUTANTS & MASTERMINDS
SO, WHAT ABOUT...?
Other Anti-Earth analogues of Earth-Prime heroes and villains? Most are left for the Gamemaster to create, as desired, but
Anti-Earth generally has fewer superhumans, since the Tyranny Syndicate has so ruthlessly eliminated many of their rivals.
The Tyranny Syndicate has no analogs of Freedom League members Pseudo and Star Knight, for example, although the
Anti-Earth universe does (or did). Deceptor, Pseudo’s doppelganger, was a powerful Grue warrior and leader of an inva-
sion force. Praetor killed him in single combat, and there is as yet no evidence he survived, although with the adaptability
of the Grue, anything is possible.
Maria Montoya, an Earth human, did inherit the armor and powers of a Dark Knight, one of an order of ruthless interstellar
enforcers, by betraying and killing its previous owner. She infiltrated the Syndicate for a time as the spearhead of a Dark
Knight invasion force, but was found out and barely escaped with her life. Now, she plots revenge on the Syndicate and
Earth, as much as her new master, the alien Commander, permits. (The Commander is an Anti-Earth analogue of Mentor,
no relation to the former Earth-Prime supercriminal Max Mars, also known as the Commander.)
BLACK BOWMAN lus was bored, and the potential
for conquest offered him chal-
Beaumont Fletcher III is the lenge and amusement. However,
latest of an infamous family line Praetor made the mistake of con-
that got its start working for the sidering his “fellow immortal” a
Praetor during his initial rise to peer, when Daedalus saw him as
power. Fletcher’s grandfather no more than a youngster; what
was a propaganda-master under are a few decades to a man over
Praetor, and his father a bitter a thousand years old? What is the
drunk for failing to live up to the betrayal of an erstwhile ally to a man who murdered his
patriarch’s standards. The young- own son? Daedalus was only too content to let Praetor
est scion of the line, however, is just the kind of son his fall and to supply the Syndicate with weapons and
grandfather hoped for, including his impressive ath- tools of conquest. When Captain Thunderbolt made the
letic and archery skills. When the Fletcher family sold same mistake, Dr. Daedalus deftly eliminated him, too.
Praetor out to the Syndicate, it helped secure the new
Black Bowman a place in their ranks. Use Daedalus’ game traits for his Anti-Earth counter-
part.
Use Bowman’s game traits for those of Black Bowman.
JOHNNY SPEED
DEATHBOLT
If it weren’t for a stroke of dumb
Captain Thunderbolt was Prae- luck, a chance roll of the genetic
tor’s right-hand man and chief dice, Johnny Wade would have
enforcer. He also led the mutiny been just another club-kid dead
that brought him down, taking of heart-failure after overdos-
the mantle of leadership of the ing on the party-drug speed.
Syndicate for himself. He tried Instead, the drug interacted with
to make something of his slacker his latent mutant biochemistry,
son, Raymond, Jr., with virtu- giving him an unusual ability to
ally nothing to show for it, but tolerate and metabolize it with far greater effects than
Thunderbolt made the mistake of underestimating his any other user. Now the fun never needs to end, so
son’s abilities and ambitions. Raymond, Jr. came up far as Johnny is concerned, and he gets whatever he
with a scheme to co-opt the assistance of Praetrix and wants...in the blink of an eye.
to steal his father’s powers, a process that killed Thun-
derbolt and transformed his son into the energy being Use Johnny Rocket’s game traits for Johnny Speed. The
known as “Deathbolt.” With the quiet backing of Dr. Anti-Earth version has a complication based on his
Daedalus, Deathbolt was welcomed into the Syndicate dependence on daily doses of speed to maintain his
fold, although none of his new “teammates” are foolish powers.
enough to trust him.
MADAME SIN
Use Thunderbolt’s game traits for those of Deathbolt.
Dr. Sin, the most powerful crime lord in China, sent
DR. DAEDALUS his daughter to seduce Duncan Summers, the head of
Praetor’s secret police during the Cold War. She was
The ancient inventor, Daedalus, gained immortality by successful, but when he attempted to betray her, she
sacrificing souls to the Underworld, starting with his killed him. Later, she bore his daughter, raised as a true
own son. By the time Praetor contacted him, Daeda- child of Sin. Madame Sin later returned to Empire City
The Tyranny Syndicate 311
MUTANTS & MASTERMINDS VILLAINS OF FREEDOM CITY
MADAME SIN PL12 • 252 POINTS trix”), her “father” Dr. Daedalus,
and Thunderbolt’s son Raymond
STR 2 STA 4 AGL 5 DEX 5 FGT 15 INT 7 AWE 4 PRE 5 hatched other plans. Raymond’s
Equipment: Body Armor (Protection 2), Utility Belt (see transformation into Deathbolt
Chapter 7 of the Hero’s Handbook) saved Praetrix from having to
Advantages: Agile Feint, Assessment, Benefit 3 (Wealth), pursue their relationship any
Connected, Contacts, Daze (Intimidation), Defensive Attack, further than flirtation, and she
Defensive Roll 2, Equipment 20, Evasion, Hide in Plain Sight, remains loyal to the Syndicate for
Improved Initiative, Instant Up, Inventor, Jack-of-all-trades, the time being because it serves
Languages 4, Move-by Action, Power Attack, Precise Attack her needs, but she’s young, powerful, and ambitious,
(Ranged; Concealment), Ranged Attack 6, Redirect, Set-up, Skill and everyone knows it.
Mastery (Intimidation), Startle, Takedown, Tracking, Uncanny
Dodge, Well-informed Use Centuria’s game traits as a basis for Praetrix.
Skills: Acrobatics 8 (+14), Athletics 12 (+14), Deception 8 (+14),
Expertise: Streetwise 14 (+20), Insight 10 (+15), Intimidation 14 RED SIREN
(+20), Investigation 12 (+19), Perception 12 (+16), Persuasion 6
(+11), Stealth 12 (+18), Sleight of Hand 10 (+15), Technology 6 Cassandra Vale was no more than
(+12), Treatment 6 (+12), Vehicles 8 (+14) a modern-day pirate until she
Offense: Initiative +9, Bo Staff +15 (Close, Damage 6), Throwing claimed the name and power of
Stars +12 (Ranged, Damage 2, Multiattack), Unarmed +15 La Siren Rouge, the Red Siren, for
(Close, Damage 2) herself. Now, she is a latter-day
Defense: Dodge 15, Parry 16, Fortitude 9, Toughness 8/6*, Will goddess with power over the seas
14 *Without Defensive Roll and the weather, wielding the
Totals: Abilities 94 + Powers 0 + Advantages 58 + Skills 69 + black net that binds men’s souls.
Defenses 31 = 252 Red Siren considers all the oceans
her domain, and she is largely undisputed since the Syn-
to complete the work her mother dicate eliminated the royal family of Atlantis and placed
began and ensure the Praetor’s the remains under her rulership. She’s largely content to
downfall. The Syndicate knows control the seas and leave the land to others, with the ex-
she speaks for her grandfather ception of a few ports like New Orleans and islands like
and has his backing, so they keep the Caribbean that she also claims.
a close eye on Madame Sin and
all her doings. Use Siren’s game traits as a basis for her Anti-Earth
counterpart.
Use the statistics listed above for
Madame Sin. THE FORTRESS
MASTER METROPOLIS The Tyranny Syndicate’s headquarters in Empire City is
known simply as “the Fortress,” formerly the headquar-
The truth of Master Metropolis’s ters of Praetor. It is a heavily armored structure of arti-
origins died with the Praetor, as ficial ceramic and diamond-analog compounds, seem-
he kept the mysterious being in ingly humble compared to the taller structures of the
servitude. Fortunately for the city’s downtown area, but it is only in limited use since
Syndicate, Metropolis was grate- the Syndicate moved its operations to its Panopticon
ful for his freedom and agreed headquarters. The Fortress is primarily used for meet-
to serve, not as a slave, but as a ings and local operations in Empire City, but Syndicate
member of the organization. He members are fond of taking “guests” on board their sat-
is the most effective spymas- ellite, both for intimidation and the ease of jettisoning
ter Empire City has ever known, as nothing in the city them into space.
escapes his notice for long, and he pursues his duties
in maintaining order with ruthless and inhuman effi- Use the game traits of Freedom Hall for the Fortress.
ciency.
THE PANOPTICON
Use Dr. Metropolis’s game traits as a basis for Master
Metropolis. The Tyranny Syndicate secured its hold over Earth with
the creation of the Panopticon, an orbiting satellite
PRAETRIX headquarters giving them the ultimate “high ground”
in any conflict. The members of the Syndicate can with-
The growth of a clone from the Praetor’s DNA was sup- draw there via teleporter or Vulture spaceplace, and they
posed to enhance Captain Thunderbolt’s hold over the control an array of weaponry capable of laying waste
Syndicate, giving him a powerful ally, perhaps even to the surface of the Earth, although the Panopticon’s
the start of a new dynasty to replace his disappointing weapons systems can only be used on ground-based
heir. Unfortunately for him, Katherine (dubbed “Prae-
312 The Tyranny Syndicate
VILLAINS OF FREEDOM CITY MUTANTS & MASTERMINDS
targets with the consent and access codes of all the IN A MIRROR DARKLY
members of the Syndicate (to prevent one member from
going rogue and trying to seize control or simply de- Part of the fun of using Anti-Earth in your Freedom City
stroying the world in a fit of pique). LIGHT has attempt- series is including evil versions of your own heroes, either
ed to infiltrate agents on-board the satellite without as replacements for the Tyranny Syndicate or additional
success, thus far. members, particularly if your heroes are members of, or
allied with, the Freedom League on Earth-Prime.
Use the game traits of the Lighthouse for the Panopti-
con, with the addition of the appropriate weapons-sys- Creating an Anti-Earth version of a hero can be as easy
tems, around power level 13 in effectiveness. as a more sinister name, origin story, and costume, along
with suitably villainous motives, or it can involve a more
SYNDICATE COLLABORATORS detailed redesign. For example, most of the Tyranny Syn-
dicate have the same traits as their Freedom League ana-
Although the Tyranny Syndicate has a tight hold on logues. Those with powers specifically based on descrip-
Empire City and much of the world, they do not operate tors like goodness, freedom, or the like may need some
alone. One of the brilliant aspects of the Syndicate is its twists to turn them into evil Anti-Earth villains. In cases of
ability to distribute power just enough to co-opt and reworking a character’s powers, generally aim for similar
bring outsiders into its structure rather than fomenting power ranks and point values.
dissent. Thus, the Syndicate has various collaborators—it
would be difficult to call them “allies”—serving its inter- the Syndicate can corrupt or eliminate them. Most re-
ests and their own at the same time. cently, the Foundation has been creating and maintain-
ing an “underground railroad” for “chaotes” empowered
THE ACADEMY by the Chaos Storm in Viridian City, although they are
concerned that all chaotes appear potentially tainted by
One such innovation is the Academy, a training-ground madness and uncontrolled mutation due to the source
where young superhumans are indoctrinated into the of their powers.
service of the Syndicate. The Academy is a parallel of
the Claremont Academy on Earth-Prime, save that it is LIGHT
run by Beaumont Fletcher II (Black Bowman’s father) as
headmaster. Graduates of the Academy—if they survive Throughout the history of Anti-Earth, there have been “il-
the sometimes literally cut-throat education process— luminati,” seeking to do good in secret, hidden from the
are recruited into the Syndicate members’ own gangs. eyes of the corrupt and powerful. Their modern incar-
Gamemasters should feel free to create Academy“cadets” nation is Liberty’s Insurgency for Goodness, Hope, and
(as they are called) based on Claremont students from Truth, or LIGHT, as they are known. Led by the mysterious
the Hero High sourcebook. Highlight, the underground organization has struggled
against Praetor and the Tyranny Syndicate since the end
LONE LIGHTS of the Great War, but their devotion to preserving their
own secret existence may make them too timid to strike
Anti-Earth is not entirely without people of good char- a decisive blow against the Syndicate.
acter willing to challenge the corrupt and criminal order
of the world. However, they are lone lights compared to MIND-MASTER
the heroes of Earth-Prime, fighting against almost im-
possible odds, and they are losing. Anti-Earth’s sole remaining “super-hero” is the immortal
Mind-Master. For uncounted centuries, he has been a
THE COURAGE FOUNDATION bastion of civilization, justice, and compassion, but the
years have taken their toll on his empathy and drive.
Despite the bold name, the so-called Courage Founda- There was a time when Mind-Master nearly surrendered
tion is little more than a rag-tag underground movement to despair, willing to destroy the world if he could not
against the iron rule of the Tyranny Syndicate. Once, the save it. The intervention of heroes from Earth-Prime
Foundation counted a number of superhumans among brought him back from the brink, but he still walks dan-
its members, but the Syndicate decimated their ranks, gerously close to that abyss.
killing or imprisoning most of them and leaving only
a pitiful few lieutenants and a couple of tertiary bases Although he wants what is best for the world and has
small enough to have escaped notice. selflessly devoted his immortal life to attaining it, by
Earth-Prime standards, Mind-Master is arrogant: deep
The surviving members of the Courage Foundation down, he believes only he can save the world, and that
remain on the lookout for anything they can potentially it is his burden to bear alone. This has kept him from
use against the Syndicate, but their struggle grows in- forming lasting alliances or equal partnerships, and it
creasingly desperate. Their slim hope is for aid from has isolated him, which is just the way the Syndicate
another world like Earth-Prime, which still has powerful wants it.
heroes of its own, although they watch for new super-
humans on their world and seek to recruit them before Use Mastermind’s game traits from the Threat Report
sourcebook as a basis for Mind-Master.
The Tyranny Syndicate 313
MUTANTS & MASTERMINDS VILLAINS OF FREEDOM CITY
WARDEN
REAL NAME: John Warden in need of various sorts of traps (deadly and otherwise)
OCCUPATION: Master of the Dungeon Dimension while continuing to plot his revenge against the system
BASE: Freedom City that wronged him.
John Warden used to believe in the criminal justice Warden remained difficult to keep incarcerated, and
system and was proud to be a part of it. He developed the efforts to have him declared mentally unfit and given
cutting-edge technology used by prisons like Blackstone therapy and treatment instead were frustrated by both
and Lockdown to hold super-powered criminals and the system and Warden’s own defiant nature. As his list
other threats to society. Nobody was better at designing of crimes and convictions grew longer, Warden’s grip on
prisons, but the problem didn’t lie in the technology or reality loosened. He was a “lifer” now, in or out of prison.
the system—it was the people behind it. John believed Jail was his home and there was no going back. Warden
if the bureaucrats and the bleeding hearts would only let realized the entire world was nothing but an extended
him do his job, there wouldn’t be any prison escapes. But prison, but no one else saw it.
they continued to hobble him with regulations, rules, and
concerns about the “rights” of the prisoner. Didn’t they Almost no one, that is. Warden became increasingly in-
give up those rights when they broken the law terested in the occult and notions of “the prison of the
and became criminals? world” and devoted his time spent not dodging the law in
research. He learned a great deal about the mystic arts in a
Warden became obsessed with creating
the perfect prison, not for rehabilitation relatively short amount of time—being a quick study—
or even fair treatment, but solely for and hit upon what he felt was the secret behind all of
containment and punishment of pris-
oners. He was dismissed follow- his intuition.
ing an investigation into his
experimental and unethical Warden magically crafted a temporary
technologies. It wasn’t long “key” to allow him access to the leg-
thereafter that he realized
where the real dangers endary Dimension of Doors, a nexus
to society lay—in the bu- between realities, his “escape” from
reaucrats and so-called the prison of the world. He knew of
heroes who kept people the Door Wardens who protected
like him from maintaining that place, but he had dealt with and
order. Warden donned a mask and avoided prison guards before. Clues
used his devices to capture and pieced together from ancient texts
imprison Mayor O’Connor, led him to an unused and barred
district attorney Durgan, and portal within the maze of doors, and
several Freedom City judges
before the Raven tracked him his mastery of locks and bindings helped him
down and put a stop to his “new to open it for the first time in who knows how
system of justice.”Warden found long. Beyond it was a vast maze containing untold
himself, for the first time, on the secrets and power.
other side of the bars.
Warden claimed what he refers to as the
Within days, he was free, of “Dungeon Dimension” for himself, forging a
course, for what prison could permanent key to connect to it. It has given
really hold him, the master him a whole new edge: a headquarters
jailer? He clashed with outside of space and time as Earth knows it,
the Raven, and even where he can not only escape and store
took a commission from his arsenal and any ill-gotten gains, but
SHADOW to imprison the also imprison those he chooses in ever
entire Freedom League more fiendish and cunning ways, a
(which he succeeded prison from which there is no escape
in doing briefly, until since, as Warden learned, the entire
they were freed by Ray world is the prison, and he is its ab-
Gardener, Jr., Captain solute master.
Thunder’s son). He
sold work through Warden spent some time becoming
the Foundry to clients familiar with his new “domain” and
crossed swords with the Gatekeeper,
chosen guardian of the Dimension of
Doors (see Atlas of Earth Prime:
U.S.A.). Now he is ready to
return to his mission to
create order. His order.
314 Warden
VILLAINS OF FREEDOM CITY MUTANTS & MASTERMINDS
WARDEN PL11
STR STA AGL DEX FGT INT AWE PRE
3 2 3 2 12 4 3 1
POWERS OFFENSE INITIATIVE +7
Close, Dimensional Attack (Dodge DC 22)
Door Key: Removable (–15 points; Indestructible), Door Key +12 Ranged, Affliction 5 (Fortitude DC 15)
Comprehend 3 (languages; read all, understand all, Taser +10 Close, Damage 3
understood by all); Movement 12 (Dimension Travel 12), Unarmed +12
Attack, Feature (usable only by Warden), Limited (7 ranks
only increase Dodge DC), Portal; Teleport 12 (16 miles), DEFENSE
Accurate, Extended (4,000 miles) • 64 points
DODGE 12 FORTITUDE 9
EQUIPMENT 8/2*
PARRY 12 TOUGHNESS
Body armor (Protection 4), Helmet (Commlink, Infravision, Low-
light Vision), Smoke grenades (Cloud Area Visual Concealment WILL 11
Attack 4), Taser (Ranged Affliction 5), Tonfa (Strength-based
Damage 2) *Without Defensive Roll bonus
SKILLS POWER POINTS
Expertise: Magic 6 (+10), Expertise: Traps 16 (+20), Insight 8 ABILITIES 60 SKILLS 50
(+11), Intimidation 6 (+7), Investigation 12 (+16), Perception 8 24
(+11), Ranged Combat: Guns 8 (+10), Sleight of Hand 10 (+12), POWERS 64 DEFENSES 224
Stealth 8 (+11), Technology 12 (+16), Vehicles 6 (+8)
ADVANTAGES 26 TOTAL
ADVANTAGES
COMPLICATIONS
Artificer, Assessment, Benefit 3 (Master of the Dungeon
Dimension), Chokehold, Defensive Attack, Defensive Roll 2, Motivation—Control: Warden wants to control people,
Favored Environment (Prisons), Improved Hold, Improved situations, everything, and ruthlessly eliminates threats to his
Initiative, Improved Trip, Improvised Tools, Inventor, Quick control and influence.
Draw, Seize Initiative, Skill Mastery (Technology), Ultimate
Effort (Technology skill checks) POWERS & ABILITIES
PERSONALITY Warden wields a hyperdimensional“key”linking him to the
Dungeon Dimension and allowing him to shift between
Warden is a control freak of epic proportions who has it and other dimensional planes. He can do the same to
gone over the edge. Three things drive him: the need for anyone else by touching them, transporting them into
order and control, the challenge of creating the perfect his domain. By manipulating the dimensional interface,
trap to hold any target, and a desire for revenge against Warden can shift out of Earth’s dimension in one place
those who wronged him. and back in another to teleport across great distances.
The Key’s dimensional link allows Warden to understand
He considers “the system” corrupt and soft. The real crimi- and make himself understood in any form of language, a
nals are the people in charge and the “heroes” backing sometimes useful side effect.
them. Warden wants to bring them down, to make them
suffer as he as suffered. Once they’re out of the way, he’ll Warden is an inventive genius for various sorts of traps
be able to institute“law and order”the way he envisions it. and restraining devices, and uses them to overcome
and entrap even superhuman targets. Warden’s typical
Warden doesn’t consider himself a criminal; he’s a rebel devices include spheres of “memory metal” that expand
against a corrupt system that’s afraid of him. The truth into cages or constricting bands. He’s also been known
is Warden is a sadist who enjoys the challenge of creat- to use glue-guns, stun grenades, gas weapons, strobes,
ing his traps and the power of having others at his mercy. and a plethora of other devices, now sometimes en-
His descent into the arcane arts has only exacerbated his chanted or augmented with magic and alchemy in ad-
personality disorders, which are now edging into mega- dition to technology. His costume is armored and his
lomania, with Warden the “lord and master” of his own hood has sensors and sophisticated electronics, allow-
dimensional domain. ing him to monitor and control his various traps. He
routinely carries a taser, tonfa baton, and several smoke
Warden’s schemes generally involve choosing a target or grenades.
targets and arranging to trap and imprison them. He may
do so for hire (although it’s not really about the money) The Dungeon Dimension is a vast labyrinth of stone-lined
and may hire others to do some of the dirty work for him. corridors, tunnels, and chambers, littered with various
He’s also known to steal to support his goals, made that traps and cellblocks of Warden’s creation.
much easier by his newfound powers.
Warden 315
MUTANTS & MASTERMINDS Index FREEDOM CITY
A C Doctor Tomorrow...................................169–170
Dominic Ashe.....................................................288
Abigail Wallace..................................................133 Cabot, Cunningham & Crowley............35, 134 Donna Mason...................................................... 82
Academy, the.....................................................313 Cabot House.......................................................104 Downtime.................................................234–235
Access...................................................................259 Caitlin Grenville-Thomas.. ..............................153 Dr. Andrew Love.................................................. 46
AEGIS...........................................................145–150 Calliope “Callie” Summers..............................140 Dr. Ashley Ellis.............................................43, 123
Cape and Cowl Club........................................138 Dr. Clarence Macleod........................................ 59
Field Agent...................................................145 Captain Arnold Foster....................................... 48 Dr. Colin Broome...............................................142
in Freedom City................................. 148–149 Captain Kraken........................................202–203 Dr. Daedalus.......................................................311
Operations...................................................150 Casinos............................................................56–57 Dr. Jeremy Phillips............................................123
Power Armor................................................146 Castle Comics....................................................... 43 Dr. Karen Black...................................................124
Age of Heroes, the.............................................. 78 C&C Club.........................................................59–60 Dr. Peter Hanks........................................258–259
Albion..................................................................... 57 Centuria.....................................................177–178 Dr. Randolph Collins.......................................... 42
Albright Institute, the........................................ 58 Centurion, the...............................................80–81 Dr. Sergei Ivanov................................................. 43
ALEX......................................................................168 Champion’s........................................................... 54 Dr. Simian..................................................208–209
Alex Vezini...........................................................148 Charibdrones.....................................................241 Dr. Sin....................................................................287
Allies of Freedom................................................ 26 Charles Maxfield................................................. 47 Dr. Stratos..................................................210–211
Alternate Freedoms........................................... 74 Charon Ambulance Services........................152 Drug Enforcement Agency...........................145
Ambulance Firms.............................................152 Chase Atom..............................................166–167 Drugs..........................................................159–160
Amy Feng.............................................................. 46 Chez Henri............................................................. 54 Dr. Victor Reeds.................................................259
Angela Beaudrie................................................. 61 C. Horatio “Harry” Powers..............................146 Duncan Summers...................................129–130
Annihilists..................................................194–197 Christina Valley.................................................... 41 Dybbuk.................................................................260
Arenas..................................................................... 63 Circuit Maximus, the........................................160
Argo.............................................................198–199 City Commissions.............................................141 E
Arts...................................................................38–41 City Council..............................................140–141
Dance..............................................................38 City Departments.............................................142 Eastern Seaboard Bank..................................... 34
Drama.............................................................38 Civilized Serpent Person................................201 ECHIDNA..............................................................240
Libraries..........................................................38 Claremont Academy.......................36, 128–130 Eclipse..................................................................... 53
Movie Houses.................................................39 Clark House.........................................................104 Education.......................................................36–38
Museums.................................................39–41 Coast Guard........................................................145 Emerald Dragon Tavern..................................104
Music.. ..............................................................38 Collective, the..........................................222–223 Entertainment..............................................38–41
Visual...............................................................41 Commission on Economic Development1. 41
ASTRO Labs....................................................58–59 Commission on Law Enforcement.............141 F
Atlantis................................................................... 56 Connor Wayne...................................................148
Atomobile, the...................................................164 Conqueror Worm, the...........................224–225 Falafel Tower......................................................... 55
August Roman...................................................160 Conrad Everett...................................................141 Fatmobile, the...................................................... 55
Conundrum..............................................226–227 Fear-Master...............................................236–237
B Cosmic Mind, the....................................228–229 Federal Bureau of Investigation................, 145
Cosmo the Moon Monkey...................166–167 Federal Plaza......................................................143
Bands...................................................................... 57 Courage Foundation, the..............................313 Feral.......................................................................263
Barbara Kane......................................................144 Court System............................................153–154 Fire Department...............................................151
Bars...................................................................53–54 Crime League, the..................................204–205 Fletcher Beaumont............................................ 61
Beaudrie Opera House..................................... 38 Crimson Mask, the...........................................288 Fletcher Beaumont II......................................... 45
“Big Al” Driogano..............................................156 Crossbones........................................................... 57 Food Trucks....................................................55–56
Bill “Bulldog” Maddicks...................................144 Cyborg..................................................................263 Foreshadow..............................................171–172
Black Bowman...................................................311 Forgan Emergency Services.........................152
Blackstone Federal Penitentiary........130–132 D Fortress, the........................................................312
Foundry Facility.................................................239
Layout................................................. 131–132 Daedalus....................................................179–180 Foundry, the.............................................238–241
Personnel............................................ 132–133 Daily Herald, the................................................. 43 Fourth World........................................................ 53
Blackstone Security.........................................133 Daily Word, the.................................................... 44 Franklin D. Roosevelt High School............... 36
Boss Moxie..........................................................157 Danger International......................................... 59 Franklin Folkes...................................................288
Bowman.....................................................175–176 Daniel R. Durgan...............................................152 Frank “the Hitter”Tonifanni...........................156
Boy Wonderz........................................................ 57 Dark Ages.............................................................. 80 Freddie Lemanche............................................. 46
Bromwell’s Department Stores...................... 31 D.E.A......................................................................145 Freebooter................................................212–213
Brotherhood of the Yellow Sign........200–201 Deathbolt............................................................311 Freedom Aquarium, the................................... 48
Brotherhood, the..............................................158 DeCosta Construction.............................32, 134 Freedom Blades.................................................. 61
Business..........................................................30–35 Delphic Industries.....................................32, 134 Freedom City Comets....................................... 61
Banking & Finance.......................................34 Derek Grady........................................................124 Freedom City Correctional Facility.............154
Law Firms.......................................................34 Devil Ray....................................................206–207 Freedom City Heroes......................................... 62
Local Chains............................................30–31 District Attorney...............................................152 Freedom City Historical Museum................. 40
Major Businesses....................................32–34 DNAscent Process............................................263 Freedom City Mob.................................155–156
Prominent Stores..........................................31 Doc Holiday..............................................232–233 Freedom City Police...............................143–144
Security...........................................................35 Doctor Atom......................................................168 Freedom City Rayguns..................................... 62
Shopping Centers.........................................31 Doctor Metropolis..................................181–182 Freedom City University.................................. 36
316 Index
FREEDOM CITY MUTANTS & MASTERMINDS
Freedom College................................................ 37 Joseph Clark High School................................ 36 Majestic Industries....................................33, 134
Freedom Fries...................................................... 56 Joseph Coleman...............................................154 Major Ana Chulpak............................................ 48
Freedom Hall......................................................174 Joshua Drummer..............................................132 Malador.................................................................. 78
Freedom Juvenile Hall....................................154 Joy Bunnies........................................................... 57 Malanti.................................................................158
Freedom League.....................................173–174 Judicial System........................................152–154 Mandragora..............................................196–197
Freedom Ledger, the......................................... 44 Julie Streeter........................................................ 45 Master Lee’s School..........................................135
Freedom Medical Center................................. 42 June “Asbestos” Abados.................................151 Master Lee’s School of Self Defense............. 38
Freedom School for the Arts.......................... 37 Master Metropolis............................................312
Freedom Sound.................................................. 31 K Max........................................................................159
Freedom Street Gangs..........................158–159 MAX Armor.........................................................146
Fresh Sounds Promotions............................... 57 Keres......................................................................239 Maximus Atom........................................164–165
Fun-Time Toys.............................................33, 134 Kings In Yellow..................................................... 57 Mayombe, the.............................................53, 136
Kings in Yellow. the..........................................136 Mayor’s Office....................................................140
G Kirby Museum of Fine Arts.............................. 40 McNider Memorial Hospital........................... 42
Knightfire...................................................254–255 Medea.........................................................214–215
Gamma, the Atom Smasher...............242–243 Knuckles...............................................................157 Media...............................................................43–47
Gerald R. Baker..................................................153
Giovanni “Johnny” Oliverti.............................156 L Print...........................................................43–45
Goanna.......................................................244–245 Radio.........................................................45–46
Golden Calf........................................................... 56 Labyrinth, the...........................................256–263 Super-Vision...................................................47
GO-Mart................................................................. 31 Lady Liberty..............................................185–186 Television.................................................46–47
Goodman Building................................163–164 Lady Lunar................................................264–265 Medical Examiner’s Office.............................142
Government.............................................139–143 Lady Seven................................................266–267 Megalodon the Man-Shark.................272–273
Lake Mackenzie..........................................48, 135 Meta-Grue, the........................................274–275
City....................................................... 139–142 Langston Albright.............................................. 58 Michael Hughes................................................148
County...........................................................142 Lantern Common.............................................105 Midnight Hour..................................................... 54
Federal...........................................................143 Lantern Hill...............................................103–107 Midnight Society.......................................60, 138
State...............................................................142 Military............................................................47–48
Grant Conglomerates..............................33, 134 History...........................................................104 Millennium............................................................ 54
Green Man, the........................................246–247 Lantern Hill Cemetery.....................................105 Millennium Comics............................................ 31
Lantern jack..............................................106–107 Mind-Master.......................................................313
H Law Enforcement...................................143–145 Mister Infamy...........................................276–277
Morphic Molecules..........................................164
Haas Brothers Jewelers..................................... 31 Federal................................................. 144–145 Ms. Scarlet.................................................257–258
Hades..........................................................248–249 Freedom City...................................... 143–144 Muscle-Max........................................................263
Hanover Institute of Technology.................. 37 International................................................145 Musicians............................................................... 57
Hanover Zoo, the................................................ 50 State...............................................................144 Myrmidons..........................................................241
Happanuk Hill...................................................... 51 Layout.........................................................104–105
Harriet Wainwright...........................................153 Legacies..........................................................68–71 N
Hartford, Grayson & Cole................................. 35 Atom Family...................................................68
Harvest Supermarkets...................................... 31 Beacon............................................................69 Naomi Wallace...................................................154
Health Care....................................................42–43 Bowman & Arrow.........................................69 Nelson & Bannerly.............................................. 35
Hellqueen, the.........................................250–251 Centurion........................................................69 Never-Ending Story, the................................... 31
Heroes’ Knoll......................................................... 49 Danger Family, the.......................................70 New Horizon Media..................................33, 134
Hilda Reinholdt....................................... 148, 287 Eldritch............................................................70 New Town Orchestra......................................... 57
Historical Museum...........................................135 Envoy...............................................................70 Next-Gen, the.....................................................130
History.......................................................... 77–102 Freedom Eagle...............................................70 Nightclubs......................................................53–54
Lady Liberty...................................................70 Nightmare Nurses............................................197
Alternate.......................................................102 Prophets, the..................................................70 North Bay Yacht Club........................................ 60
Timeline................................................ 83–101 Scarab, the......................................................71 Nova Communications..................................... 33
Using..............................................................102 Legends................................................................. 54 Nucleus, the..............................................163–164
Hot Licks................................................................ 54 Legion, the...................................................60, 290
Human Rights Commission..........................141 Levees, the............................................................ 54 O
Hunter Museum of Natural History....40, 135 Liberty League, the............................................ 25
Liberty Park....................................................48–49 Ocean Heights Amusement Park.........49, 136
I Liberty Perk........................................................... 54 Omegadrones....................................................196
LIGHT....................................................................313 Omega, Lord of the Terminus............278–279
Iceberg, the...............................................148–150 Lighthouse, the.................................................173 Organized Crime.....................................155–158
Impervium............................................................ 59 Lincoln Youth Center................................63, 138 Origins.............................................................65–71
Infinity.................................................................... 54 Lonely Point Naval Base................................... 47
Islamic Center of Freedom City..................... 51 Lucius Cabot.......................................................104 Aliens........................................................65–66
Lucky.....................................................................157 Gods.................................................................66
J Magic & Mysticism................................66–67
M Mutations.......................................................67
Jack-a-Knives............................................252–253 Psionics...........................................................67
Jack Wolf....................................................167–168 Machine................................................................. 54 Super-Science.........................................67–68
Jacques Crenaire................................................. 41 Madame Sin..............................................311–312 Training...........................................................68
Jeremiah Ross...................................................... 53 Madame Zero...........................................268–269 Orion the Hunter....................................216–217
Jerry Jonas............................................................ 45 Madden’s............................................................... 54 Our Lady of Mercy.............................................. 63
Joan Enrikson....................................................... 41 Madman Finale.................................................... 57 Overshadow.............................................280–281
Joanna Tolbert-Holmes..................................141 Madrigal Martinet............................................196
Johnny Rocket.........................................183–184 Magpie.......................................................270–271
Johnny Speed....................................................311
Index 317
MUTANTS & MASTERMINDS FREEDOM CITY
P History...........................................................115 T
Layout...........................................................115
Pact, the................................................................. 79 Scarab, the..........................................................118 Talona.........................................................299–300
Panopticon, the.......................................312–313 Schuster Auditorium......................................... 63 Talos............................................................301–302
Paradise.................................................................. 56 Science............................................................58–59 Tamper.................................................................262
Parks.................................................................48–51 Scylla...........................................................240–241 Targette................................................................262
Patriot, the..........................................................147 Secret Bar, the...................................................... 54 Tarot............................................................303–304
Payback......................................................260–261 Secrets........................................................106–107 Taurus............................................... 287, 305–306
Pegasus Planes........................................173–174 Senator Michael O’Connor, Jr.......................143 Technology....................................................58–59
Penumbra, the.........................................287–288 Sentry Statue, the............................................... 50 Temple Ben David.............................................. 52
Pharos..................................................................... 78 Series Frameworks......................................71–74 Terminus Invasion, the..................................... 82
Physician Friendly.............................................197 Agents of Freedom.......................................73 Tesla Atom..........................................................165
Pinnacle Path, the......................................53, 136 Claremont Academy....................................71 The Ultimate Wrestling League..............62–63
Plaza, the............................................................... 54 Freedom Knights...........................................72 Thomas Nakamura...........................................154
Power-House, the.............................................159 Freedom League, the...................................72 Thunderbolt.............................................191–192
Praetrix.................................................................312 New Heroes in Town.....................................72 Tia Marta’s............................................................. 55
Premises................................................................. 76 Project Freedom............................................73 Timothy’s Bistro................................................... 55
Preservers, the..............................................77–78 Stars and Stripes...........................................72 Titan Security Services...................................... 35
Prince Vultorr the Cruel..................................288 STAR Squad....................................................73 Tom Cypress.............................................218–219
Probation Department...................................153 Shadivan Steelgrave..............................195–196 Tom Golf..............................................................141
Professional...................................................61–62 SHADOW...................................................286–290 Toon Gang.................................................156–158
Promenade, the..........................................50, 136 SHADOW Eye.....................................................290 Toy boy.......................................................307–308
Prophet’s Crusade....................................... 23, 80 SHADOW Fist.....................................................290 Toys.......................................................................... 55
Providence Asylum.........................42, 119–128 SHADOW Flame................................................290 Triads.....................................................................158
SHADOW Gate...................................................290 Trinity Ambulance............................................152
Asylum Building................................ 122–123 SHADOW Nacht................................................290 Trinity Hospital.................................................... 42
Game Uses....................................................127 SHADOW Wheel................................................290 Tunguska............................................................... 80
Grounds.............................................. 120–121 Shaughnessey’s................................................... 54 Tyranny Syndicate..................................309–313
History...........................................................119 Sidetrack....................................................261–262
Personnel............................................ 123–124 Sierra Howell......................................................148 U
Secrets................................................. 124–126 Silencer, the..............................................291–292
Public Defender................................................153 Silver Scream, the...................................293–294 Unlimited Wrestling League.........................138
Public Works Department.............................142 Simon Magus....................................................... 79 Unspeakable One, the....................................201
Pyramid Plaza..........................................108–119 Siren............................................................187–188 U.S. Forestry Service........................................152
History...........................................................108 Skald........................................................................ 57 USNet...................................................................... 34
Secrets................................................. 113–114 Sky-Bikes..............................................................174 Utilities................................................................... 64
Structure.......................................................108 Social Life.......................................................59–61
Use..................................................................109 Sons of Freedom................................................. 61 Electricity........................................................64
Vicinity................................................. 112–113 Soul Stampede, the........................................... 57 Gas...................................................................64
Soul-Van, the........................................................ 56 Sewer...............................................................64
Q South River State Penitentiary.....................154 Telecommunications...................................64
Southside Botanica, the................................... 52 Water...............................................................64
Quirk...........................................................282–283 Southside C’s......................................................158 Utopian.................................................................. 70
Southside Palace, the........................................ 57
R Spirit of Liberty.................................................... 70 V
Sports...............................................................61–63
Ragnarok......................................... 288, 289–290 College.............................................................62 Victoria Atom...........................................165–166
Rath & Stromberg Investments..................... 34 Stadiums................................................................ 63
Raul Diaz................................................................ 41 Stan’s Super Heroes........................................... 55 W
Recreation......................................................48–51 Starbase Coffee................................................... 55
Red Siren..............................................................312 Star Island.............................................................. 47 Wading Way Bulletin, the................................. 45
Religion...........................................................51–53 Star Knight................................................189–190 Warden.......................................................314–315
Restaurants....................................................54–55 Starlight Room, the............................................ 55 Waste Management........................................142
Rhodes Foundation, the.................................. 34 STAR Squad.........................................................144 Wayne Clark.......................................................... 61
Rita “Dynamite” Reznor...................................148 Steven and Joanne Parker............................... 47 Weird Maggie..............................................64, 138
Riverside Park....................................................... 50 Stewart Bonham...............................................148 Wharton State Forest........................................ 50
Riverside Review, the........................................ 44 St. George’s Cathedral....................................... 52 Wildcard.....................................................220–221
Rocket Records.................................................... 31 Stone Stadium..................................................... 63 Wintergreen......................................................... 55
Roger Omak.......................................................... 46 Stronghold Security.......................................... 35 World Magazine.................................................. 45
Roswell................................................................... 81 St. Sebastian’s Church....................................... 51
Roxie......................................................................157 St. Stephen’s Church.................................51, 105 X
Russian Mafiya...................................................158 Superior.....................................................295–296
Super-MAX Armor............................................146 X-Isle, the living city.........................................137
S Super Museum, the........................................... 40
Sweet Chariot...................................................... 56 Y
Sandstone.................................................284–285 Syzygy........................................................297–298
Saturnalia Roman.............................................160 Yakuza...................................................................158
Savage Serpent Person..................................201
Scar........................................................................158 Z
Scarab’s Lair..............................................114–119
Zombie Powder.................................................159
Game Uses.......................................... 118–119 Zoom.....................................................................160
318 Index
FREEDOM CITY License MUTANTS & MASTERMINDS
OPEN GAME LICENSE Version 1.0a Identity in Open Game Content does not constitute a challenge to the
The following text is the property of Wizards of the Coast, Inc. and is ownership of that Product Identity. The owner of any Product Identity
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. used in Open Game Content shall retain all rights, title and interest in
1. Definitions: (a)”Contributors”means the copyright and/or trademark and to that Product Identity.
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Material” means copyrighted material including derivative works and 8. Identification: If you distribute Open Game Content You must
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License 319