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Published by tedders, 2023-08-10 11:58:31

RC

RC

Book Three 150 B-Lister B-Listers occupy a unique place within an enclave. They are at times considered an extension of the Deathwatch and are at other times Advisors to the Leader. In some cases a B-Lister may be Medical Staff (especially if he has the Healing power) or even the Leader. B-Listers are often treated differently than Bystanders and are generally autonomous to Enclave Laws. Lone Wolf For whatever reason, there are some people that simply feel better when apart from others, even if it means sharing countryside with zombies. Lone wolves enjoy the open road and travel from enclave to enclave, rarely staying in one place for too long. Some lone wolves have lost a lot and fear putting roots in a place just to have them ripped out again. Others were rugged outdoorsmen who still enjoy being outdoors; these types sometimes stay with an enclave as long as they are frequently given loot team assignments. Lone Wolf B-Listers are often known as “Ronin,” as they wander the zombie wastelands helping travelling Bystanders, loot teams, and the occasional enclave. Types of Government There is a wide diversity of governments within enclaves. Some enclaves follow the will of a single leader, while others are far more democratic. Detailed here are some of the most common types of enclave governments. Consensus Consensus governments only usually work with very small enclaves. Everyone has an equal say and the enclave only acts when everyone agrees. Leaders may set the agenda but are limited to consensus decision-making. The danger with consensus governments is that an enclave may refuse to act without consulting every member, even if a member or two aren’t present. Consensus governments are usually shortterm governments that quickly evolve into democracies. Democratic Democratic governments are also represented more amongst small enclaves. Every member of the enclave votes on every important matter and the majority rules. Leaders of democracies have more power than a consensus government and usually try to interpret votes liberally so as to not require them frequently. An effective leader works to ensure that she has at least 51% of the enclave supporting her. Representative Large enclaves that want to hold on to the ideals of democracies tend to have representative governments; one person represents a part of the enclave. Representative governments may also be born out of non-democratic enclaves – an enclave made up of several families may simply have the heads of each family gather to make decisions. Rather than sway a majority of the enclave, someone wishing to affect a representative government need only poison the ears of a few people. Confederation A confederation is less a single enclave as it is a group of mini-enclaves that band together for mutual protection and survival. Each distinct group within a confederation may have its own way of doing things; a democratic and theocratic mini-enclave may be part of the same overall enclave. Each group designates its own leader(s) to represent its interest in the confederate government, but the actual authority of this government is small and usually requires consensus (otherwise, the minority groups would simply leave). Confederations are difficult to control; attempts by an ambitious leader to unite them often fracture the Confederation instead. Theocratic A theocratic government follows an ideal. This may be theocratic in the traditional sense of a particular religion, but it could also be the ideals of a nation, popular figure, or even an A-Lister. Theocratic leaders tend to wield a lot of power and can scare enclave citizens into submission by merely suggesting that they are straying from the true path. Of course, this works against the Leader as well, especially if his “prophecies” have a way of not coming true. Military A military government is one where the higher ranked members of an enclave make decisions for lower ranked members. This could be a true military organization, such as the remnants of an army division, or it could be any group with merit-based levels. In any case, a military government usually establishes a method to “move up the ranks,” giving all members of an enclave a chance for advancement if they prove themselves worthy. Unfortunately, those at the bottom, which usually comprise the largest group, are often treated poorly.


Book Three 151 Authoritarian An authoritarian government follows the rule of a selfappointed Leader or circle of Leaders. While the classic authoritarian government is the rule of an iron-fisted dictator, an authoritarian leader could be benevolent as well. A small enclave may simply follow the lead of a former mayor or police sergeant because they see them as authority figures and such Leaders rarely abuse their powers. On the other hand, a ruthless dictator needs to convince the enclave that living under his rule is better than taking one’s chances with zombies. Anarchy Not all enclaves, especially newly created ones, have a stable government; they are just a collection of frightened people that have massed together for lack of better plans. In this case the B-Listers are going to have to help establish some sort of order while keeping various Bystanders from harming themselves or the entire enclave. Most authoritarian Leaders grab their power from just these circumstances. Anarchy can also reign when an enclave loses faith in its government. Perhaps the Leader was toppled or the deliverance that the theocratic leader promised never came to pass. In any case, the enclave devolves into anarchy and, again, the B-Listers are called upon to maintain order along with the remnants of the Deathwatch. The Laws of the Enclave Every enclave enforces certain rules in order to keep the group together and be as safe as possible. These laws may be based on laws from the Glory Days or they may simply be rules developed through trial and error in the zombie aftermath. The Laws of Welcome The Laws of Welcome are simply the protocol an enclave uses when confronted by a traveler. They involve how close a traveler is allowed to come before he can speak, what weapons he’s allowed to possess when entering, and ways he can prove he is not a zombie. The most xenophobic enclaves often require an unknown traveler to strip naked and spin around so he can be inspected for infection (ironically, several travelers that stripped naked were literally caught with their pants down when a zombie rushed them from a concealed area). The Laws of Property The Laws of Property simply state what each member of the enclave is allowed to own and what is considered communal property. This can be important to travelers with horses or vehicles, as joining an enclave, even for a night, could mean the loss of their property. The Laws of Property also extends to food; some enclaves allow Bystanders to hoard their own food supplies; others insist that all food be centrally located and doled out as necessary. The Laws of Government Assuming that the Leader isn’t a total autocrat, there are rules for electing leaders and giving them authority. Most enclaves have regular meetings, whether it is a strong leader and her advisors or a meeting of family heads. Who can approach the government and how she can address her concerns is often written into the code. Theoretically, most enclaves have rules for removing leaders, but for obvious reasons these are rarely enforced. The Deathwatch’s authority is also covered under this section, although in practice the Deathwatch usually has as much authority as it wishes to exercise. Still, most Deathwatch members try to follow the law, making sure that they have orders from the Commander before violating any of them. The Criminal Code Every enclave needs a method of dealing with criminals, whether they hoard food, steal supplies, or threaten other Bystanders. Depending on the enclave this could be very informal, such as an autocratic leader that holds court and makes verdicts based on what she feels is right, or the enclave may have an elaborate legal system, complete with lawyers, judges, and a right to appeal. Thanks to modern technology, enclave criminal codes can be just as weighty as the originals, assuming the batteries and power hold out. Alternatively, some enclaves might have more primitive systems, including trial by combat or very bright-line, liberally interpreted laws (e.g. “if you are caught stealing, you get beheaded and your body burned”). The Criminal Code often conflicts with B-Lister justice and is a source of contention for many enclaves. Most B-Listers want to give wrongdoers a second chance, while Leaders are more concerned about the health of the enclave as a whole. It’s also difficult to apply the Criminal Code to B-Listers without another B-Lister to enforce it, or even to apply the Code to a Bystander if the B-Lister is willing to protect him against it.


Book Three 152 Perhaps the most controversial punishment in any enclave is exile. B-Listers generally insist on it, while Leaders worry that they are feeding the local zombie population. Leaders would rather execute criminals than risk it, especially when large numbers of criminals need to be dealt with at once. Some enclaves have created a special punishment called “Absorption,” wherein a B-Lister can vouch for a criminal’s future compliance with enclave law. Should the criminal commit another crime, then the Leader can impose punishments against the B-Lister or her loved ones. Loot Teams Every enclave needs loot teams, people that can go out and return with supplies the enclave needs. Established enclaves often have rules for how many people can make up a loot team, what their roles are on the team, and what to do in case of zombie attack. In many cases these rules also spell out when it’s okay to leave someone behind. Entertainment While most of the daily routines are geared towards survival, enclave governments do realize the necessity of allowing its members to blow off steam and to forget about their troubles for a while. A variety of entertainments are allowed and encouraged. Some enclaves are fortunate enough to have entertainers amongst them that perform new versions of old routines. Other enclaves simply show old movies and television shows. Amongst the Bystanders, sports and other games are popular. All of the traditional sports, such as football (both types), baseball, basketball, and even hockey, are represented, with their rules altered for playing in available space. Children still jump rope and skateboard, while adults play poker and other party games. Blood Sports It may seem ironic that in a world where zombies are constantly attacking you that you’d create games where humans can hurt each other, but the few remaining psychiatrists maintain that there is something in the human psyche that wants to prove that it can still dominate other beings, whether living or undead. Most “blood sports” are simply regular sports with fewer rules. Playing American football without pads (similar to rugby) is a popular one, but mixed martial arts competitions help competitors stay in shape to fight the zombies. Prizes are often more perks or supplies. Agriculture One of the first things Bystanders noticed when observing zombies is just how uninterested they are in vegetables. A zombie walking through a garden does no more damage than a drunkard trying to make his way home. In theory, an entire field can be planted and harvested without fear of zombies destroying it. In practice, it is very dangerous for farmers to return to the same spot, usually outside the confines of the enclave, to work the land. Exile If an enclave has an exile punishment then it often has a particular procedure for preparing criminals for it. An exile sentence could be the focus of an entire issue or even a multiissue arc (or mini-series). Exile is either humane or cowardly depending on one’s perspective; you are releasing someone into the wilderness who’s probably going to end up becoming a zombie. Exile is more common in camp series, where the harsh realities of survival are less of a factor. Even in the zombie aftermath, news travels fast and an exile isn’t likely to be welcomed in surrounding enclaves, which leaves them exposed to roaming zombies. Still, even in gritty series, exile may serve a purpose other than removal (which is better served through execution) that makes it a viable punishment. Some punishments are temporary exiles; the criminal is allowed to return once certain conditions are met. The exile may be expected to kill a number of zombies, hunt a super zombie, or retrieve something that was lost in the city. Alternatively, the exile may have a finite amount of time, after which the criminal may return to the enclave. Permanent exiles are more extreme; the criminal will never be allowed back into the enclave. This often dooms the criminal to death or infection, as she needs to spend a long time surviving on her own before she can find a new enclave. Some enclaves make the punishment worse by marking the criminal in some way in order to broadcast her status. Such marks can be hidden but, if discovered after the criminal is accepted into a new enclave, immediately makes her a suspect of any crime that occurred since she joined. When handing down a sentence of exile, an enclave court has to determine the process of exile. Criminals are usually driven a certain distance and dropped off. Usually, the criminal is often given some supplies to ease her transition to the wilderness, especially if the sentence is temporary. Paranoid enclaves often drop off the criminal and the supplies in different spots so that the criminal can’t use any weapons against her transporters; most transporters keep at least one gun trained on the criminal at all times to ensure a smooth


Book Three 153 start of sentence. In gritty series, most exiled criminals, after retrieving their weapons, commit suicide rather than risk the zombies. Gritty series also have a high incidence of “poaching.” Regardless of the sentence, some exiled criminals aren’t trusted and a vigilante group of Bystanders secretly follows the transporters and ensures that the criminal won’t cause any more trouble by killing her. In some enclaves this “vigilante group” is actually the Deathwatch, who has turned the sentence into a sport. After all, what should the enclave care what happens to a permanent exile? Needless to say, authoritarian enclave leaders often use the exile punishment to get rid of political rivals and threats to their power. Exile is preferable to execution because it avoids martyrdom while still effectively imposing the same punishment. Allies of the exile are likely to take comfort in the possibility that the exile survives rather than openly rebel, giving the leader more time to root them out. Drama In the Glory Days, heroes didn’t simply don costumes and fight bad guys. They also had complex private lives with their own trials and tribulations and, oftentimes, these private entanglements would affect the hero’s performance in battle. Similarly, in the zombie aftermath, heroes are more than just bashers of zombies; they also have personal interactions within their chosen enclave. The drama of life in an enclave can certainly affect the missions outside it. A B-Lister in a love triangle may openly wonder whether her rival is assigning her to dangerous missions in order to be rid of her. A B-Lister whose brother was just infected prior to the B-Lister leaving to rout the nest doesn’t know whether his brother was saved or turned or how bad the burns will be. He also has to worry about a Bystander shooting his brother “just to be sure.” Drama can add a lot of roleplaying opportunities in the zombie aftermath and really helps the game be more than just a “zombie dungeon crawl” (although there is certainly nothing wrong with that play style if that’s what your group wants to play). Entire issues could revolve around the drama inside an enclave rather than the threats from without. Flashbacks Unless you began your series as a regular four-color superhero series and then dropped Z-Day, chances are your players only know their B-Listers and pool of Bystanders (to say nothing of super zombies) as they are now, rather than as they were. While you can certainly deal with this through a line of explanation, (“Here comes Awesome Man. He’s now a super zombie, but you remember him as a real boy scout in the Glory Days”), there is a meatier alternative: the Flashback scene. Flashbacks allow you to introduce characters as they were before heavily roleplaying them as they are. This offers the players a window into the life of the character during the Glory Days and provides hooks for their B-Listers to interact with the character now. You can even introduce previous drama into the flashback scene for the B-Lister to deal with in the present.


Book Three 154 Flashbacks are a good way to draw contrasts between the Glory Days and the zombie aftermath. The Paradigm City of old was bright and safe, while it’s currently a giant zombie nest. The relative importance of major characters could be contrasted, often without the players knowing who the important person is in the flashback scene. For example, the Editor-in-Chief may start a session with a flashback to a corporate office, where an executive is pitching a corporate sponsorship to a B-Lister. During the course of the conversation, a sanitation worker walks in to empty the trash. The executive berates him for interrupting a closed door meeting and the worker apologizes and leaves. In the present, that corporate executive is now one of many looters caught in a zombie-covered area. While the B-Listers try to clear it out, they are aided by a hardened survivalist. The B-Lister in the flashback recognizes the survivalist as that sanitation worker, and the survivalist mentions he was fired that day. He finds it very interesting to be in a position to help that former executive now. The Bridge A bridge is the “scene sweep” that takes the B-Listers from the present into the Glory Days. If you’re using Paradigm City then it should be relatively easy for you to select a location and introduce a scene. While not necessary, you should also try to involve as many other players as possible. Perhaps the B-Listers were known to each other before Z-Day; they may have even formed a “Junior Protector Corps.” The scene should be something relevant to the current situation. If you’re introducing the B-Lister as a reformed villain looking for an enclave, flash back to a scene where he was thoroughly enjoying being the villain, perhaps doing things that aren’t easy to forgive. If the newcomer was an old flame, flash back to a dinner scene where the B-Lister and his old flame were madly in love with each other and one signaled undying love (a marriage proposal, finally ditching a rival, changing one’s career plans, etc.). The Objective Every flashback scene should also have an objective. The Editor-in-Chief needs to ask herself “what do I hope to accomplish with this scene?” If you are running this solo for a B-Lister then you need to get to that objective quickly; if all are involved then you can take more time. Be wary of the trap of letting a flashback get away from you. If the villain was dastardly don’t give hints of softness. If the two ex-lovers were supposed to be madly in love don’t highlight potential problems. You don’t want to telegraph expectations or sabotage the impact. A poorly worded jab could turn a B-Lister against a Bystander even if the rest of the scene portrays her sympathetically. Resolving Conflicts More so than any other scene, flashbacks work best when the dice stay out of the player’s hands. While the Editor-inChief should certainly leave room for improvisation, the core element of the flashback is predetermined. Even if the flashback is left open (i.e. the Editor-in-Chief establishes that the B-Lister and the super-villain once met, but how that situation was resolved is unimportant to the fact that they are meeting now), there’s always a chance that a cross word or fist-fight could lead to death. In an even tighter flashback it doesn’t take much for a bad series of rolls to send the flashback off in the wrong direction, leaving it to Editorin-Chief editing (also known as making decisions by fiat) to reign in the scene. As a rule, players tend to be generally comfortable with the scripted aspects of a flashback as it’s simply a more fun and interactive way to convey information that would otherwise be monologue. Still, a good Editor-in-Chief can make the events of the flashback flow naturally, leading to passive acceptance rather than active resistance. Relationships All B-Listers should have relationships with at least some people within the enclave. Not only does this allow the B-Lister to have people to interact with, but these people also have their own trials and tribulations that the B-Lister will also get caught up in. The following are several examples of relationships a B-Lister may start the game with. Remember that relationships are fluid, and a lover today could become a friend or enemy later in the series. Family When Z-Day arrived, one’s natural instinct was to protect one’s family. This could be a single individual, such as a son or grandmother, or it could be an entire extended family (usually minus a few unfortunate members). Most commonly, it’s a handful of surviving members of the B-Lister’s immediate family still mourning the loss of a few less fortunate members. In some cases the family may be adopted after the chaos of Z-Day (a B-Lister takes the child of a doomed friend under her wing or she adopts a recent orphan).


Book Three 155 The Bait-and-Switch One interesting way to play Rotted Capes is to start with a few issues (maybe even a miniseries) showcasing life before Z-Day. The B-Listers have no idea that their world is about to end and this is the perfect opportunity for Editors-in-Chief to introduce A-Listers, B-Listers, and Bystanders that she plans to re-introduce once Z-Day arrives. This is also an opportunity to showcase characters that were important in the B-Lister’s life before Z-Day and resulting aftermath that destroyed it. Perhaps the lone wolf B-Lister was once a family man and Z-Day took all of that away from him. It makes for an interesting juxtaposition to have the other players see how this B-Lister was before his personality was completely rearranged by the effects of the zombie apocalypse. Another twist is to allow the players to primarily portray the A-Listers that influenced their future B-Lister heroes. While these A-Listers won’t survive the Z-Day, they can certainly provide life lessons and teachable moments to their protégés. Perhaps, while attached to them, the B-Lister sidekicks don’t really want to turn out to be like their A-Lister mentors. One final note of caution: in spite of the heading of this sidebar, you may not want to surprise your players with a true bait-and-switch (i.e. pitching a typical superhero series to them and then yanking out the rug after a few issues to throw them into a zombie apocalypse). You run the risk of sapping enthusiasm from your players, even if they would normally be receptive to a Rotted Capes series. Lover The B-Lister’s lover is part of the enclave. Whether married before Z-Day or simply in a serious relationship, they are dedicated to each other. A common trope is the ex-lovers brought back together via the zombie aftermath; they still may have issues that need working out. Bestie (or BFF) While you may have friends within the enclave, your Bestie is like a sibling. The two of you are always looking out for each other and it’s inconceivable that your Bestie would ever betray you. When a B-Lister goes off on a zombie hunt, it’s her Bestie that she trusts to watch over her loved ones. Frenemy A frenemy is like a Bystander with the first stage of a zombie infection; she pretends to be your best friend and then works to undermine you. This may not be a one-way street: two rivals for the same lover may be mutual frenemies. When a B-Lister leaves the enclave, it’s his frenemy he worries about staying behind. Mentor People still need teachers in the zombie apocalypse. Your mentor may excel in a certain skill, or she may be a former A-Lister whose injuries have left her incapable of fighting evil the way she used to. Your mentor generally keeps you on the straight and narrow, although it’s possible that your mentor is an ex-super-villain or deranged professor that pushes you to be more ruthless in your actions. Fan This person had your poster on his wall when you were still a sidekick. A fan always seeks to help a B-Lister, whether wanted or not. He knows everything about the B-Lister’s history and probably maintained an extensive website on the B-Lister before the Z-Day. If he still has access to the net then he continues his updates; otherwise he keeps meticulous notes in a journal until he gets the chance to update his site. Sidekick You may have been a sidekick before Z-Day, but to those you protect you are an A-Lister now, and an A-Lister needs a sidekick. Unfortunately, potential sidekicks these days tend to have even less power than you do. Still, the Sidekick creates a costume modeled on yours and begs to be taken on missions with you. Hopefully, he has some skills that are useful to you. Rival Maybe you were on opposite sides of the hero/villain dynamic before Z-Day, or you were just two heroes (or villains) that didn’t get along. Now both of you have to help the enclave if either of you are going to survive. Unlike Frenemies, though, you don’t even pretend to get along with each other and neither of you misses an opportunity to dump on the other. Still, when the going gets tough you still grudgingly work together.


Book Three 156 Dependent You have someone that is clearly dependent on you. It may be a child or elderly relative; it may be someone that is mentally or physically impaired, or it may be someone that’s just particularly vulnerable. Whoever it is, you can’t be away from them for long periods of time. They may also be the reason why you stick with an enclave rather than strike out on your own. Issues What fun would relationships be without issues (we’re talking about relationship issues here, not an issue of a Rotted Capes series)? Issues are the subplots and complications that a B-Lister has to deal with based on his relationships with others in the enclave. Sometimes these issues also crop up with previously unattached members of an enclave. Remember that issues aren’t exclusive. Many of the issues below (and any others that you concoct) can be woven together into interesting dramatic scenes. Imagine, for example, if a rival with an old score to settle killed the infected loved one of the B-Lister. Here are a few examples of issues. Doubtless the Editor-in-Chief will think of many more. We could have saved her! In the chaos of Z-Day and the immediate aftermath, little was known about the zombie infection and the fact that, at least in its initial stages, it’s treatable. Many B-Listers and Bystanders put infected people to death when they could have potentially been saved. Doing so to someone you don’t know is bad enough, but imagine if it was a loved one. Worse (if such a word can be used), other loved ones know you did it. This gets even more complicated in the present, where purification is a known cure. Did you really need to kill your infected frenemy, or were you just taking the opportunity of ridding yourself of a problem? How could you do it? Even with the knowledge that the deed must be done, many Bystanders look upon B-Listers with suspicion if they put down their own loved ones. Is it right for you to do so, or should you leave that to another? How can you cope with a Bestie that killed your zombie spouse, even if you asked her to do it? This is especially effective in family relationships, where the B-Lister killed a zombie family member and the rest of the family knows it. Will your children still trust you after you killed their older brother, even if he was after their brains at the time? How does your sister’s widower look at you after you slaughtered what was left of his wife? Loose Cannon One of your friends or loved ones is a loose cannon; she’s constantly getting herself into trouble. She may freak out and blindly run away at the hint of a zombie, he may think that he knows a lot about survival when he clearly doesn’t, or she speaks before thinking and causes trouble. In any event, the B-Lister often gets drawn into the situation when the loose cannon, well, runs loose.


Book Three 157 There are no Teenagers No, this heading does not imply that the zombie hordes have wiped out everyone over twelve and under twenty. Instead, it implies that in a world where survival is a daily challenge, there is no room for a teenage subculture. When children are old enough to wield weapons and have children of their own, they are considered adults. In effect, it’s a return to a medieval mindset and, in keeping with that analogy, provides plenty of drama with leaders making brash and immature decisions. Many “young adults” will soon find themselves in key positions as older people tend not to live as long, get maimed, or turned. Unfortunately, the loss of the teenage label does not erase the teenage mind and petty disputes, infatuations, and other dramatic situations can explode into melodrama fairly easily. The teenage mind just isn’t equipped to handle pragmatism as well as an experienced adult can. For B-Listers, this can make for interesting situations, especially if the B-Listers are teenagers themselves. How does a B-Lister handle unwanted infatuation from a teenage leader that has an entire Deathwatch behind him? How can an enclave negotiate with teenage leaders that declare war whenever they don’t get what they want? Love Triangle Even when struggling to survive on a daily basis, people are human and generally desire companionship. Unfortunately, pickings can be slim in an enclave, especially if the gender you are attracted to is underrepresented. Thus, many enclave members find themselves in love triangles. The classic love triangle is two people being in love with a third person who loves them both back. This third person often doesn’t push one of them away (otherwise that person becomes The Stalker), leaving both to believe they have a chance at companionship. Things are even more complicated in the zombie aftermath, as many people try not to get too exclusive or close to people that might be zombies or dead a few days from now. Finally, a love triangle need not be romantic. A family member reliant on a particular Bystander may not appreciate the attention he is getting from another Bystander and actively work against her. A fellow B-Lister may believe that taking a lover is a bad thing and encourage her ally to break it off with hers (he may even try to sabotage the relationship as “proof” that they can’t work). The Replacement With people constantly dying in the zombie aftermath there’s always room for someone to step into the shoes of another. A Bystander may become a surrogate spouse and parent, the Deathwatch may get a new commander, and a new B-Lister may replace a beloved one that was cut down two weeks ago. Issues revolve around how favorably the replacement compares to the original and whether the replacement is accepted or desired in the first place. The Replacement may inadvertently continue a love triangle that was thought to be ended with the original’s death, or he may be a B-Lister with powers and ethics seen as inferior to the B-Lister he replaced. The Stalker The stalker is a Bystander or B-Lister that keeps inserting herself into someone’s life unwanted. This could be relatively innocuous, like a young Bystander that always wants to talk to a B-Lister when she returns from a mission, or it could be creepy and dangerous, like a man that continually makes unwanted advances towards a woman and interferes with anyone else that tries to court her. An interesting wrinkle to add with a stalker is to make him crucial to the survival of the enclave. Maybe the Bystander grits her teeth and bears it when the stalker lavishes attention on her because he’s the only medical doctor in the enclave. Maybe the stalker is a B-Lister and his loss would significantly weaken the enclave’s defenses. Whatever the case, anyone that the stalker perceives to be an obstacle had better watch his back. The stalker normally has no qualms letting such people wander into zombie nests or catch an unfortunate bullet in the back. I’m Back! In the chaos of the zombie aftermath many people get lost and presumed dead, only to turn up at a later date. Some may have survived on their own, while others joined different enclaves. In any case, the loved one is presumed dead and the Bystander moves on with his life – and then she returns. The return of a loved one can cause many complications, especially if there’s a replacement or other suitor involved. Even with Z-Day only being about a year in the past, there’s still plenty of time for Bystanders to take new lovers and even start raising families, only for the original spouse returning as if from the dead. Some returning Bystanders are welcomed with open arms while others receive a chillier welcome. The returning Bystander may even have her own emotional baggage. Why did they leave her behind so easily? Why didn’t they send messages to the other enclaves? Can she expect her old flame to pick up where they left off?


Book Three 158 An interesting spin on this is when two separated lovers presume the other dead and each move on. What happens when two enclaves merge and the two discover that they both survived, except now they each have families of their own? How do their children react? How do the families get along with each other? A superhero twist on this angle is to have an A-Lister (or even B-Lister) that was presumed dead suddenly pop up. This hero treats the current B-Listers as they were in the Glory Days and expects them to suddenly submit to her orders. She may not like or accept what the B-Listers have become and actively try to get them to return to their former ways. This could be very difficult if the current B-Lister was a villain in the Glory Days and the returning A-Lister just can’t bring herself to believe it. Glory Days Still Perhaps as a coping mechanism or other psychological reason, some people refuse to see the world as it is. They constantly reference the Glory Days and act as if they are still here. In mild cases, the Bystander merely wants relationships and, to a certain extent, lifestyles, to remain the same, while in more extreme cases the Bystander actually believes that the Glory Days are still here. He patiently waits for his wife to come home from work, even though she’d been eaten by a zombie six months ago. A variant of this is the Gamer, who escapes from the reality of the zombie aftermath through online MMORPGs that are still functioning, behaves as if he is a toon seeing the world through its eyes, or simply huddles in the corner with a few friends and spends the majority of his time playing Arcanis. This symptom can have a great impact when other people in the “Gloria’s” life have changed, yet the Gloria refuses to accept it. He plays the dutiful husband even after his wife has moved on and is seeing someone else. He treats his daughter like the princess she was, not the battle-hardened zombie slayer she is. A superhero twist on this trope is the hero that continues acting according to his Glory Days code. He still acts as if he is protecting the citizens of a city, sees super zombies as any other super-villain nemesis, and refuses to believe that a super-villain could have a change of heart just because of some Z-Day. Settling an Old Score This issue comes into play when something unresolved between two or more people during the Glory Days comes into play in the zombie aftermath. Two B-Listers may have been personal enemies now forced to work together (bonus points if one of them was responsible for the death of a loved one or teammate during the Glory Days). One B-Lister may have taken credit for something that another B-Lister accomplished, and with the A-Listers gone there’s no way to rectify it. Nor does this issue need be limited to B-Listers. Bystanders could have old scores to settle as well, such as an executive that was stepped on for a promotion, a criminal that had been put away by a police officer, or even two soldiers (uniformed or unconventional) from different sides of a war that took place toward the end of the Glory Days. In any case the unsettled score still simmers and both sides desperately try to find some way to end it, either through finally besting the other or trying, but failing, to put the past behind them. In Memoriam A B-Lister is trying hard to live up to the ideals of a favorite A-Lister; she may even have taken on his mantle. While no one usually mistakes her for the original, they do question her whenever she does something that her predecessor would never do (never mind that the Glory Days and the zombie aftermath are two different worlds that play by different rules). Occasionally, a roaming Bystander does mistake her for the original and tries to settle an old score or rebuild a relationship. Even when the truth is revealed, the affected Bystander sometimes projects his feelings for the old hero onto the new, causing lots of complications. But I’m a Hero! As we’ve said before, the Glory Days and the zombie apocalypse are two different worlds. Unfortunately, the circumstances of the new world often make the B-Lister deal with uncomfortable decisions. Many of these have already been covered, but it’s worth noting here that sometimes the decisions of the leaders of an enclave won’t sit well with a B-Lister and she’ll have to struggle with whether she can support the government in protecting the enclave or whether it’s gone too far.


Book Three 159 Unfortunately, a B-Lister often tips her hand by expressing concern about a government’s methods. This encourages the leader to have the Deathwatch keep an eye on the B-Lister as the Leader gathers information useful to either keep the B-Lister in line or at least keep her from disrupting the enclave, with prejudice if necessary. Burn Victim The only way to combat infection is to burn it off. Obviously, this leaves physical scars. One of the reasons B-Listers maintain costumes is to preserve their image as clean heroes, not horribly scarred survivors. Only B-Listers fortunate enough to have the Healing and Regeneration powers on their side can make these marks disappear. Extensive scarring can take an emotional toll. B-Listers that have needed the purification several times start to resemble the zombies they hunt. An attractive Bystander used to having women fall all over him might have to deal with a horribly scarred face. Alternatively, a burn victim may be able to masquerade as someone else, especially if it’s been some time since that person was last seen. It’s more difficult to pull this off with current technology, but most enclaves won’t have access to the latest and greatest and, unless a Bystander put her images and video on a remote server or the smart phone she still carries, then the images may be inaccessible. On the flip side, a burn victim may have difficulty convincing an enclave that she’s still the same person they lost six months ago, especially if they have contradictory evidence. The Quest With this issue a B-Lister or Bystander becomes so focused and single-minded on a particular goal that it trumps everything else. The obvious quest is zombie hunting, but it could also be the search for Sanctuary, a lost piece of super equipment, or even the desire to lead the enclave. Questers tend to ignore whatever else is going on around them. A Quester, for instance, may not even realize that she is in a love triangle; she believes that her significant other patiently waits for her in the enclave as she spends most of her days trying to find a particular super zombie. Instead, her ignored lover is busy being courted by someone else. Questers get dangerous when the object of their quest is in sight. They are often willing to sacrifice anything, including themselves, to obtain it. Becoming the Monster Not only has the world changed after Z-Day, but the B-Lister or Bystander is changing with it. This change goes beyond getting into “survival mode.” The B-Lister is slowly losing his humanity. He protects the enclave because it’s his job, and he hunts zombies because it’s his job. A Leader may enforce rigid rules in the name of survival, but she ends up treating enclave citizens more as chattel than people. A B-Lister may still rescue Bystanders trapped by a zombie horde, but he doesn’t worry about the Bystander that wandered off in the wrong direction. Loved ones find the B-Lister detached from them, and fellow B-Listers are noticing that he’s going increasingly Lone Wolf on them. Like a Quester, B-Listers slowly becoming monsters often don’t realize what they are doing to their loved ones before it’s too late. Unlike Questers, however, a B-Lister losing her humanity is dangerous. She may confront her rival and beat her to a pulp; she may simply remove herself further from humanity. Most such B-Listers soon come to the realization that there’s nothing worth living for and embrace death, going out in one last blaze of glory. The Loss of Humanity Fear, self-preservation, and apathy (among other emotions) can have a grave impact on one’s psyche. A perky, naïve student from the Glory Days could become a ruthless zombie hunter within the span of a few months. Two siblings that were tight could easily start distrusting each other to the point where they are at each other’s throats. Old rivalries that would have been minor bumps in the road of life now become things worth killing for. One way to drive home the harshness of life in an enclave is to show the slow descent of Bystanders during the course of a series. Perhaps an idealistic medical doctor becomes more fatalistic as the weeks wear on. The impact is even worse with children, who are forced to grow up quickly. Many Bystanders can’t handle it and nary has a week gone by without someone ending his life with a bullet or a noose. On the other hand, there are always a few flecks of hope. Perhaps a hot-headed, narcissistic dilettante becomes more caring and appreciative of other people over time. Perhaps a priest that has lost her faith slowly gains it back. Perhaps a B-Lister that never felt very important has a chance to truly shine.


161 Adramelrch Beta Level Threat, Hero Origin: Skill Hero; Archetype: Blaster Tagline: Burn baby, Burn! Personality Flaws: Haunted by Nightmares M 4 d6 (+2) Pace: 5 Areas P 7 d10 (+3) Initiative: 4d10 Q 10 d10 (+4) Burnout (Fort): 17 V 5 d8 (+3) Avoidance: 17 (16) C 6 d8 (+3) Fortitude: 17 I 6 d8 (+3) Discipline: 18 L 3 d6 (+2) Stamina: 52 R 5 d8 (+3) Wounds: 4 AR vs. Ballistic: 2 Melee: 2 Energy: 2 Common Attacks: Elemental/Energy Blast (Fire) +5 (d10) d8 (d10) Enhanced Attack (Melee, Fire Punch) +2 (d10) d8 (d8) Powers: The source of Adramelrch powers is a mystical amulet known as the Amulet of Crimson Flames, which is in fact a repository for a demon. All of the amulet’s powers share the same power modifications: External power source (Burnout: 16), Linked, and Removable Item. (Unlike technological based items Adramelrch’s amulet does not possess the “unreliable at the best of times” disadvantage. Instead, once per scene, the Editor-in-Chief may decide that Adramelrch simply loses control of his powers, causing him to attack a random target or even blast the area he is in, or some other similar affect. Of course the player may spend a Plot Die to negate this result. ) Energy Sheath (Fire) 13, and Energy Generation (Fire) 13 for which he has developed Elemental/Energy Blast (Fire), Element/Energy Manipulation (Fire), Enhanced Attack (Melee, Fire Punch) as Emulated Powers. Disadvantage: Mental Flaw +5 (Adramelrch suffers from Pyromania, which may be triggered as a personality flaw by the Editorin-Chief at any time) Advantages: Diehard, Leaf Upon the Wind, Quick, Skill Focus (Ranged: Energy Blast), Seasoned Survivor Skills (Bonus/Passive) Academics {History}: 3/17, Academics {Football}: 3/17, Acrobatics: 3/19, Athletics: 5/19, Drive: 2/18, Empathy: 2/17, Firearms: 2/17, Larceny 2/16, Linguistics (Speaks English and German): 2/16, Local Knowledge: 1/15, Melee: 2/17, Perception: 3/17, Ranged {Energy Blast]: 4/19, Science [Demolitions]: 2/16, Stealth: 2/16, Technology [Basic]: 3/17, Urban Survival: 1/16 Gear: Adramelrch has been able to assemble a bystander pack, while his uniform is considered Reinforced Clothing Background Already a famed archeologist and explorer at the age of twenty-five, Hiro Wong sought out the rarest of antiquities. During a dig in the Holy Land, Wong set off on his own, letting his intuition guide him. Finally, he heard a voice crackling like fire, calling to him. Arriving at a barren spot, Wong began to dig until he found a sealed urn. Opening it, he found it filled with ashes and an ornate golden amulet with a large ruby in its center. Upon touching it, a pressure clouded his mind and Wong was filled with the knowledge that ruby contained the demon Adramelrch, trapped all these millennia by the power of King Solomon, just as the creature knew all about him. The demon bargained with Wong. It offered to lend him its power of fire in exchange for allowing it to temporarily be free of the seal while it dealt with his enemies. Always one who dreamt of being a Superhero, Wong sewed together a costume and began looking for crime to fight. True to its word, the demon gave Wong control over flames, but found that while he used that power, he was slowly becoming a pyromaniac. Wong stopped using his power because of all the collateral damage he was causing and did not take the amulet back out until Z-Day. He figured that with civilization in ruins, how much more damage could he do? Besides, fire was an excellent weapon against zombies. Adramelrch


162 Apparition Delta Level Threat, Hero Origin: Super-Human; Archetype: Transporter Personality Flaw: Young Gun, Over Protective Tagline: You never saw me M 3 d6 (+2) Pace: 3 Areas P 5 d8 (+3) Initiative: 3d10 Q 6 d8 (+3) Burnout (Dis): 18 V 6 d8 (+3) Avoidance: 18 C 6 d8 (+3) Fortitude: 17 I 4 d8 (+2) Discipline: 18 L 5 d8 (+3) Stamina: 53 R 6 d8 (+3) Wounds: 4 AR vs. Ballistic: 6 Melee: 2 Energy: 2 Common Attacks Auto-Pistol +3 (d8) d8 (d8) Tanto +2 (d8) d6 (d8) Powers Like a Ghost - Aurora possess the following abilities Incorporeal 6, Invisibility (Vision) 6, and Teleport 8, which all share the Linked power modification. She has developed a power maneuver for her Teleport power which allows her to bring along a number of passengers equal to half her passive power value. Denton Combat Training: As a member of the Denton Dynasty she received extensive self-defense training, and possesses Celerity 4 with the All Skill power modification. Disadvantage: Vulnerability, Energy (Electricity), Power Negation: Incorporeal, Invisibility, Teleport Advantages: Martial Artist Skills (Bonus/Passive) Academics {Known Heroes and Villains}: 2/17, Academics {Criminology}: 2/17, Academics {Law}: 3/18, Athletics: 3/17, Drive: 2/17, Empathy: 2/17, Firearms: 3/18, Linguistics (speaks English, Italian, and Spanish): 2/17, Local Knowledge: 4/19, Melee: 2/18, Perception: 3/18, Science [Chemistry]: 2/17, Stealth: 3/18, Technology [Basic]: 4/19, Urban Survival: 1/16 Gear Aurora has been able to acquire quite a bit of gear from one of the Denton’s safe houses. She possesses a complete Infiltrator Pack with a night scope and scope mount, a tactical holster vest, and throat communicator. She is also armed with a Medium Auto-Pistol (Glock 298) with 3 magazines of ammunition and a razor sharp tanto (d6 melee weapon). Her jacket and cargo pants are in fact a suit of Reinforced Clothing with a Ballistic Vest. Background Born the youngest scion of the Denton Dynasty, Aurora Denton grew up surrounded by the super-powered every day of her life. As a little girl she dreamed of batting crimes alongside her parents. Years passed and although she had entered puberty, she had failed to manifest any powers. She drew little comfort from the fact that her older sister, Jennifer Denton, had “come of age” late and was now fighting crime as the Flaming Fist. Living as a mundane amongst modern day gods was horrible. Not only did she have to wrestle with the normal challenges of being a teenager, her self-esteem took a beating every time she watched her family fly out to stop some new catastrophe. This latest one seemed pretty grave: the dead were coming back to life and things were not looking good. That’s when she heard a crash from the next room and saw her sister, chalk grey and with a terrible hunger in her eyes, staring at her. Wishing to be anywhere else, Aurora felt herself fall through the floors, until she willed herself to stop. Looking at her body, she saw that she had become intangible, like an apparition. With ghostly tears upon her face, Apparition fled through wall after wall, desperate to flee her Z’d family. Now she helps protect the Enclave that took her in and searches for some way to turn the Denton Dynasty back to what they once were. Apparition


163 Bypass Delta Level Threat, Hero Origin: Skill Hero; Archetype: Infiltrator Personality Flaw: Haunted by Nightmares Tagline: Surprise! M 4 d8 (+2) Pace: 3 Areas P 6 d8 (+3) Initiative: 3d10 Q 6 d8 (+3) Burnout (Fort): 17 V 5 d8 (+3) Avoidance: 17 C 3 d6 (+2) Fortitude: 17 I 4 d8 (+2) Discipline: 17 L 4 d8 (+2) Stamina: 5 R 5 d8 (+3) Wounds: : 4 AR vs. Ballistic: 6 Melee: 3 Energy: 2 Common Attack AR-15 (Standard Issue, Assault) +4 (d8) d10 (d8) Ka-Bar +5 (d8) d8 (d8) Powers: Bypass possesses a unique set of cyber-implants which not only protected him from some extreme conditions but allow him to blend into his soundings. These implants, which all share the Cybernetic Implant, External Power Source (Burnout 16), Limitation (fail to work in temperatures below -20°) and Unpowered Form power modification are Life Support 6, and Invisibility (Sight) 9 Bypass has also received training in numerous martial arts and exotic combat styles granting him Celerity 3, and Enhanced Attack (Knives) 1 with Knives, hang guns, and assault rifles all with the All Skill power modification. Advantages: Leaf on the Wind, Hawkeye, I’ve Done Alright for Myself, Night Owl, Quick Draw Skills (Bonus/Passive) Athletics: 5/19, Acrobatics: 2/17, Drive: 1/16, Firearms: 4/19, Larceny: 2/16, Linguistics (speaks English, Spanish, Russian, and Dari): 3/16, Local Knowledge: 1/15, Melee: 5/20, Perception: 4/18, Stealth: 3/18, Technology [Basic]: 2/16, Technology [Security Systems]: 2/16, Outdoorsman: 2/16, Urban Survival: 3/17 Gear Bypass possesses a suit of tactical body armor, an infiltrator pack with night scope and scope mount (on his AR-15), tactical holster, and 2 Concussion grenades. Bypass is also armed with a Ka-Bar (d6 knife), FN mk17 (assault, tactical assault rifle with tactical rail system and tactical flashlight) with three full magazines, and a Sig Sauer p226 (Medium, Semi-Auto) with two full magazines. Lastly bypass possesses a working civilian Humvee H2 (SUV). Background The man known only as Bypass awoke in a hospital morgue, alive but without any knowledge of who he was or how he arrived there. The only clue he had was a dog tag with the word Bypass, stamped upon it. Wrapped in a white sheet, he stumbled out into a deserted hospital and found that he had entered into a nightmare. Swarms of undead walked through the halls, devouring the few nurses and doctors who refused to abandon their patients. Their dedication was rewarded by being ripped apart and eaten alive. As he rounded a corner, he came face to face with a group of rotting dead. Acting completely on instinct, he willed his body to dis- appear, becoming completely invisible. The corpses appeared confused and sniffed the air though phlegm-filled nostril holes, but without success. Soon losing interest, they turned back to their dying meal. As he made his way out of the hospital, he wondered briefly if he had died and gone to Hell. He was apparently a religious man for passages from Revelation bubbled up from his subconscious. It took a day or two before he came across a small group of survivors who were astonished to find that a naked man had managed to survive walking through the most heavily infested part of the city and emerge uninfected. Taken in, he does what he can to help scavenge for goods and protect them along with the few other heroes in the settlement. Bypass


164 The Captain Beta Level Threat, Hero Origin: Super-Human; Archetype: Heavy Personality Flaw: The Hero’s Code Tagline: This should be a piece of cake! M 12 d12 (+5) Pace: 3 Areas P 6 d8 (+3) Initiative: 3d10 Q 6 d8 (+3) V 12 d12 (+5) Avoidance: 18 C 5 d8 (+3) Fortitude: 23 I 5 d8 (+3) Discipline: 18 L 4 d8 (+2) Stamina: 65 R 7 d10 (+3) Wounds: 6 AR vs. Ballistic: 9 Melee: 9 Energy: 5 Common Attacks Melee Attack +6 (d8) Unarmed Attack +6 (d8) d8 (d12) 20” industrial monkey wrench +6 (d8) d10 (d12) Powers After the accident the Captain developed several inborn abilities: Enhanced Attack (Melee) 5 , Enhanced Attribute (Might) 7, Enhanced Attribute (Vigor) 7. He also possesses Armor 8, Resistance (Fire) 5, Resistance (Cold) 5, Invulnerability (Physical) 5, and Regeneration 3; all share the Linked power modification. Advantages: Diehard, Toughness Skills (Bonus/Passive) Academics {Drilling, Geology}: 3/18, Athletics: 2/19, Drive: 3/18, Empathy: 3/18, Engineering [Mechanical] 4/19, Influence: 3/18, Linguistics (speaks German and Irish): 2/16, Local Knowledge: 1/15, Melee: 6/19, Outdoorsman: 2/17, Perception: 3/18, Ranged: 2/17, Technology [Basic]: 1/15, Technology [Drilling Equipment]: 2/16, Urban Survival: 3/18 Gear The Captain possesses a Technician Pack as well as a 20” industrial monkey wrench, and a jump suit of reinforced clothing able to withstand extreme temperatures. Background An oil rig off the coast of Antarctica drilled into what was thought to be an oil reservoir; unfortunately, it turned out to be something vastly different. The seemingly intelligent gel oozed up out of the drill pipe and onto the platform, absorbing whatever it came in contact with and slowly destroying the rig. As the workers began to panic, one of the foremen, who the others referred to as “the Captain”, tried to restore order and evacuate everyone off the platform. Amongst the equipment was highly volatile fuel as well as dynamite. Foolishly, one of the workers tried to blow the creature up and tossed a stick of TNT near the drill pipe. The resulting explosion killed or injured most of the workers, though it did seem to destroy the oozing gel, blowing it apart. While the majority of the creature’s substance disintegrated or fell sizzling into the ocean, some of it fell upon the Captain. As the substance infused itself painfully through his skin, he cried out in anguish and passed out. Awakening days later in a hospital, the Captain was found to have made a remarkable recovery. His skin had taken on a thickness some likened to armor and his strength had grown exponentially. Now he uses his newfound abilities to defend what little is left of humanity from the unstoppable rise of the living dead. The Captain


165 La Pulga Beta Level Threat, Hero Origin: Super-Human; Archetype: Heavy Personality Flaw: Unlucky Tagline: Time to kick butt! M 10 d10 (+4) Pace: 3 Areas / Leap 11 P 6 d8 (+3) Initiative: 3d10 Q 7 d10 (+3) Burnout: (Fort): 19 V 5 d8 (+3) Avoidance: 17 C 5 d8 (+3) Fortitude: 19 I 6 d8 (+3) Discipline: 18 L 3 d6 (+2) Stamina: 60 R 4 d6 (+2) Wounds: 5 AR vs. Ballistic 6 Melee 6 Energy 3 Common Attacks Unarmed Attack +5 (Pr) d10 (Mi) Powers La Pulga possesses an enhanced physiology granting her Armor 4, Enhanced Attribute (Might) 8, and Enhanced Attack (Melee Attack) 8 as well as the ability to leap great distances Surge (Leaping) 8. Advantages: Die Hard, Daredevil, Skill Focus (Melee: Unarmed), Skill Focus (Acrobatics: Parkour) Skills (Bonus/Passive) Academics {Criminology}: 3/18, Academics {Law}: 4/19, Acrobatics {Parkour}: 5/20, Athletics: 4/20, Drive: 3/18, Empathy: 3/18, Melee {Unarmed}: 5/20, Firearms: 4/19, Perception: 5/20, Local Knowledge: 5/20, Technology [Basic]: 2/17, Urban Survival: 1/16 Gear La Pulga has acquired a Survivalist Kit (with a functioning GPS) and Batteryless “shake” Flashlight Background “Bad Luck Betty” they called her. She was constantly tripping over things, bumping into others, spilling things and being at the wrong place at the wrong time. Nothing exemplified this more than when she visited the Metropolitan Museum at the same time the Flea, an unimpressive name for a villain with very impressive powers, targeted a display of antiquities on loan from the Louvre. As the alarms sounded, Betty got caught on the wrong side of the security fence and had a front row seat to a battle between the Flea and the Transporter! Just as the Flea tried to escape, he stumbled over Betty and both were caught in the Transporter’s warp field. For a moment, the Flea and Betty were one and then ripped apart. Finding herself in the hospital, Betty tried to hop off the bed, when she suddenly found that she had leapt straight into the far wall. After treated for her bloody nose, she was released from the hospital. She had kept the secret of her amazing leap to herself. Secure in her apartment, Betty began to experiment and discovered that she had somehow gained incredible powers: the ability to leap long distances and super strength. Somehow while caught within the Transporter’s field, she and the Flea must have retained a portion of one another. She came out ahead and gained super powers, while all the Flea got was her bad luck. La Pulga


166 One-Man Mob Delta Level Threat, Hero Origin: Super-Human; Archetype: Brawler Personality Flaws: Lone Wolf Tagline: It’s time for some mob justice! M 4 d8 (+2) Pace: 3 Areas P 6 d8 (+3) Initiative: 3d10 Q 6 d8 (+3) Burnout (Fort): 19 V 8 d10 (+4) Avoidance: 17 C 4 d8 (+2) Fortitude: 19 I 4 d8 (+2) Discipline: 18 L 7 d10 (+3) Stamina: 60 R 8 d10 (+4) Wounds: 5 AR vs. Ballistic 6 Melee 6 Energy 3 Common Attacks Unarmed (Melee Attack) d4 (d8) Powers Duplication: Paul possesses the ability to make multiple copies of himself. The use of this power, Duplicate 5, changed his physiology over the years, giving him thicker skin Armor 4, and enhanced physical attributes Enhanced Attribute (Prowess) 2, Enhanced Attribute (Quickness) 3, Enhanced Attribute (Vigor) 3, and curiously enough an enhanced healing ability, Regeneration 2, which seems to work only when Paul has no dupes active. Lastly, as a result of rigorous mental training, Paul has acquired Enhanced Attribute (Resolve) 3 with the All-Skill power modification. Advantages: Martial Artist, Toughness Skills (Bonus/Passive) Academics {History} 5/20, Academics {Mathematics} 5/20, Athletics 1/17, Drive 1/15, Empathy 1/15, Engineering [Biomedical Engineering] 3/18, Engineering [Electrical Engineering] 3/18, Local Knowledge 1/16, Medicine 4/19, Melee 2/17, Perception 2/16, Scavenge 1/15, Science [Biochemistry] 4/19, Science [Biology] 4/19, Science [Physics] 2/17, Technology [Basic] 1/16, Technology [Medical Technology] 4/19, Urban Survival 1/16 Paul has developed the following power exploit; Power Trick: Distant Recombination Power: Duplicate Cost: +Trivial, 5 Burnout Effect: When you dismiss your duplicates or when they recombine with you at the end of a scene, you may recombine at any of your dups’ locations as long as that duplicate is within a number of areas equal to your power’s passive value. Gear Medic Kit, Compass, Multi-Tool, Ka-Bar Background Before Z-Day, Dr. Paul Franklin earned his keep as a biomedical engineer studying the secrets of tissue cloning. Unfortunately, the company where he worked was a front for Milos Gojkovik’s cyborg experiments, and Paul was an unwitting lackey. When the Undying Man came to put a stop to Gojkovik’s machinations, Paul was caught in an explosion during the fight. To the surprise of all involved, Paul survived the blast. Upon recovering, Paul discovered that his Ultra-gene had been triggered by the stress of being caught in an explosion. The only abilities that he initially manifested were a general toughening of his skin, quick healing, and a general improvement of his physique – ironically, powers reminiscent of the Undying Man himself. As the days passed, his powers continued to mutate and he found that he could create short-lived duplicates of himself. Z-Day changed a lot of things and one of those things was Paul’s attitude towards superheroes. Even a weak super-human like him was vitally needed to protect humanity’s remnants, and his medical training was arguably more valuable still. He took on the nom de guerre One-Man Mob (or OMM for short), and spends his time scouting, traveling between enclaves, providing medical care, and fighting zombies – sometimes all at once – for the Enclave he’s joined. One Man Mob


167 Pretty Persuasion Beta Level Threat, Hero Origin: Super-Human; Archetype: Controller Personality Flaw: Ruthless Tagline: Allow me to make a suggestion...... M 4 d8 (+2) Pace: 3 Areas P 4 d8 (+2) Initiative: 3d10 Q 5 d8 (+3) Burnout (Dis): 18 V 5 d8 (+3) Avoidance: 17 C 7 d10 (+3) Fortitude: 17 I 4 d8 (+2) Discipline: 18 L 5 d8 (+3) Stamina: 53 R 5 d8 (+3) Wounds: 4 AR vs. Ballistic: 5 Melee: 5 Energy: 2 Common Attacks Auto-Pistol +3 (d8) d8 (d8) Powers Katherine possesses enhanced “Powers of Persuasion” in the form of Emotion Control 7, Mind Control 5, Telepathy 5, and Invulnerability (Mental Attacks) 5 which all share the Linked power modifier. She also owns a unique body suit which grants her Armor 4 and Wall Crawling 4 both sharing the Linked and Removable Items (useable by anyone) power modifications. Advantages: Attractive, Burglar, Honey Tongue, Unique Device Skills (Bonus/Passive) Acrobatics: 2/17, Athletics 2/17, Drive: 2/17, Empathy: 3/17, Firearms: 3/18, Larceny: 5/20, Melee: 3/16, Perception: 4/16, Stealth: 3/18, Influence: 5/20, Languages: (Speaks English, Russian, Spanish, French) 4/18, Local Knowledge: 2/17, Scavenge 2/16, Technology [Basic]: 2/17, Urban Survival: 2/17 Gear Pretty Persuasion owns a complete Infiltrator pack with Night Scope and Tactical Holster Vest and is armed with a matched pair of Glock 298’s (Med Auto-Pistol) with 2 full magazines of ammo for each. She has also acquired a Handheld Military GPS. Background Katherine O’Malley is descended from a long line of female psychics and male police officers who used their talents to fight crime as best they could. Katherine’s father was rounding up evidence against a trio of crooked cops that found out about his investigation and retaliated, killing most of his family and leaving Katherine severely wounded. Katherine vowed vengeance, and her grandmother was more than willing to help her. Her grandmother Nicole, a former government operative, provided Katherine with a costume and called in a few old friends to train Katherine in selfdefense. It took several years of training, but Pretty Persuasion was ready to launch her crime-fighting career. The first cop was easy. He liked his women young. All it took was the gradual implantation of guilty feelings and selfloathing to induce a full confession and a suicide.  The others required a bit more work – an elaborate double-cross that led to a high-speed chase and a shoot-out on the roof of the police station. Katherine personally finished off the survivor before being wounded by police. The incident made national headlines, but other problems were looming. With the outbreak of Z-Day, Katherine quickly discovered that her mental powers were useless against the undead. Trying to make the best out of a bad situation, Pretty Persuasion uses her psychic abilities on the living bad guys and reserves her bullets for the risen dead. Pretty Persuasion


168 Screech Owl Delta Level Threat, Hero Origin: Tech-Hero; Archetype: Blaster Personality Flaw: The Hero’s Code, Villainous Past Tagline: You’ve become the Owl’s prey! M 3 d6 (+2) /6 d8 (+3) Pace: 3 areas / 4 areas or 3 Flight P 5 d8 (+3)/ 8 d10 (+4) Initiative: 3d10 / 4d10 Q 6 d8 (+3)/ 9 d10 (+4) Burnout (Armor): 20 V 4 d8 (+2)/ 7 d10 (+3) Avoidance: 16 / 17 C 3 d6 (+2) Fortitude: 16 / 18 I 5 d8 (+3) Discipline: 18 L 6 d8 (+3) Stamina: 53 R 5 d8 (+3) Wounds: 4 AR vs. Ballistic: 2/9 Melee: 2/9 Energy: 0/5 Common Attacks (in armor) Element/Energy Blast (Sonic) +5 (d10) d10 (d10) Melee Attack (Unarmed) d8 (d10) Powers Screech Owl’s powers come entirely from his power suit. The following powers all possess the Power Armor power modification; Element/Energy Blast (Sonic): 7, Energy Generation (Sonic) 7 also sharing the Linked power modification, Enhanced Attack (Melee) 4, Enhanced Attribute (Might, Prowess, Quickness, and Vigor): 6 also sharing the Linked power modification, and Enhanced Senses (Vision) 5, Armor 8, Flight: 6. All values listed above following a backslash are the result of being in the suit. Disadvantages: Unreliable at the best of times Advantages: Eclectic Knowledge, Jury Rigging, Visionary Skills (Bonus/Passive) Academics {Sociology}: 3/18, Drive: 1/16, Engineering [Weapons]: 3/18, Engineering [Electrical]: 3/18, Local Knowledge: 1/16, Melee: 3/18, Perception: 3/18, Ranged: 4/19, Science [Physics]: 2/17, Technology [Basic]: 1/16, Technology [Programming]: 3/18, Urban Survival: 1/15 Gear Technician Pack, Reinforced Clothing (Jump Suit), a Light Semi-Auto with 3 magazines, and commonly carries a pair of Sonic Grenades of his own design (Energy Generation (Sonic) 6, Limited Use, once) Background Otis Strigg was a technological genius that used his abilities to make himself rich. As the villain Tesla, Strigg amassed a small fortune in jewels, works of art and cold, hard cash… not that any of these riches meant much after Z-Day. Horrified by the sudden collapse of civilization and the rampant horde of flesh craving undead, Strigg quickly understood that he’d need some sort of armor as protection against the Risen Dead. Bending his mind to the task, he crafted a suit of armor which would give him the physical protection he needed as well as a sonic weapon system that would be needed to fend off the creatures. Strigg realized that the heroes would get preferential treatment when it came to admittance to shelters and/or cure distribution. Rebranding himself as the Screeching Owl, he approached an Enclave and offered his services as protector. Though originally his subterfuge as acting as the people’s hero was a way to gain entry to a shelter, Strigg is finding that playing the part of the good-guy is not only enjoyable, but a role that is becoming easier and easier to slip into. His only fear is that someone from his past will identify him as Tesla and destroy the new life he’s built. Screech Owl


169 Shadow Sword Beta Level Threat, Hero Origin: Super-Human; Archetype: Brawler Personality Flaw: Young Blood, Over Protective Tagline: From the Shadows I Strike M 4 d6 (+2) Pace: 4 Areas P 7 d8 (+3) Initiative: 4d10 Q 8 d8 (+4) Burnout (Dis): 17 Burnout (Sword): 23 V 4 d6 (+2) Avoidance: 20 C 4 d8 (+2) Fortitude: 16 I 8 d10 (+4) Discipline: 17 L 3 d6 (+2) Stamina: 53 R 7 d10 (+3) Wounds: 3 AR vs. Ballistic: 2 Melee: 2 Energy: 2 Common Attacks Shadow Sword +7 (d8) d10 (d8) (see below) Powers Shadow Sword possesses an inborn power, Adaptive Muscle Memory 7, which he believes to be purely the result of his training, but was in fact always working on a subconscious level. Although his skills are exceptional, especially for someone of such a young age, the majority of his powers come from the mystical sword “Uta Kage” (Shadow Song in Japanese). To summon the blade he must reach into a shadow wide enough to enshroud his hand and “draw” the blade forth. While the sword itself is considered Enhanced Attack (Melee) 7, it possesses a particular ability which allows it to attack a target’s shadow instead. When used in such a manner it bypasses some of the target’s protections (Power modification: Penetrating). The target must be casting a shadow for Shadow Sword to use this ability (Power modification: Limitation). Uta Kage also grants its wielder the following additional powers as long as it’s in hand: Darkness 4, Enhanced Sense 4, Invisibility 6 (Limitation: in shadowy conditions or darkness only), and Sixth Sense 4. All of these powers share the following power modifications: External Power Source: (Burnout: 23), Linked and Unpowered Form. Disadvantages: Due to his young age, Shadow Sword suffers from the Physically Frail disadvantage. Within a few years, he can outgrow this disadvantage by paying its cost in experience. His attributes already reflect this disadvantage. Advantages: Blind-Fighting, Martial Artist, Martial Arts, Expert, Skill Focus (Drive: Dirt Bikes), Stealthy, Swift Blades Skills Academics {Soccer}: 3/17, Acrobatics: 5/21, Athletics: 3/17, Drive {Dirt Bikes}: 2/18 , Empathy: 5/21, Local Knowledge: 1/15, Melee: 7/22, Perception 5/21, Technology [Basic]: 2/16, Urban Survival: 1/17 Gear Shadow Sword’s uniform is in fact a suit of reinforced clothing and carries an Infiltrator pack he has been able to piece together, as well as 2 flash bang grenades, several throwing knifes (d4 weapons) and extendable police baton (d8 weapons). Background The latest in a long line of martial artists and mystics, the boy who would become Shadow Sword was the offspring of Shadow Sword, bearer of a mystical sword, and the criminal Sprite. Soon after his birth, Sprite went back to her nefarious ways and the boy stayed with his father and family. As soon as he was able to walk, he began an arduous training regime, which included acupuncture and meditation to unleash his full human potential. By age ten, he was patrolling the streets of Paradigm City alongside his father and battling crime, all the while looking for clues of the whereabouts of his mother. When the zombie outbreak began, his entire family fought valiantly protecting as many innocents as they could, but slowly they fell, one by one. When Shadow Sword was killed in battle, he took up the mystical sword and assumed his father’s mantle. When the boy took up the sword, he discovered that it existed within the dimension of Shadow alongside this one. This strange property allows the sword to attack an opponent’s shadow and inflict injuries to the living person. Armed with this unique weapon and his training, Shadow Sword defends his enclave alongside other Heroes against the zombie horde, all the while searching for any sign of his mother and the hope that she can be redeemed in this new world they all now live in. Shadow Sword


170 Shank Delta Level Threat, Hero Origin: Super-Human; Archetype: Brawler Personality Flaw: Ruthless Tagline: Let me twist the knife... M 4 d8 (+2) Pace: 4 Areas P 11 d12 (+4) Initiative: 4d10 Q 11 d12 (+4) V 6 d8 (+3) Avoidance: 19 C 4 d8 (+2) Fortitude: 17 I 5 d8 (+3) Discipline: 17 L 4 d8 (+2) Stamina: 53 R 5 d8 (+3) Wounds: 4 AR vs. Ballistic: 6 Melee: 3 Energy: 2 Common Attacks Twin trench knives +5 (Pr) d8 (d12) Powers Shank possesses enhanced physical powers; Enhanced Attribute (Prowess) 5, Enhanced Attribute (Quickness) 5, Celerity 5 which all share the Linked power modification. Shank also possesses enhanced combat training which grants him Enhanced Attack (Knife/Dagger) 4 with the All-Skill power modification. Advantages: Skill Focus (Melee: Knives), Two-Weapon Fighting, Quick Blades Skills (Bonus/Passive) Athletics 2/16, Acrobatics: 2/18, Drive: 1/17, Empathy: 2/17, Firearms: 3/19, Larceny: 4/20, Local Knowledge: 1/15, Melee {Knifes}: 4/20, Perception: 4/18, Stealth: 5/21, Technology [Basic]: 1/16, Technology [Security Systems]: 2/17, Urban Survival: 1/16 Gear Shank has acquired an infiltrator pack, twin WWI trench knives, a custom set of Tactical Body Armor, and at times packs a medium semi-auto pistol with two to the magazines. Background While Seal Team Six is one of the most celebrated Special Forces units, there is another Seal Team, Omega that deals with super-powered mass murderers that the so-called Superheroes either can’t or refuse to put down. That’s when a Presidential Order is signed and a Super Villain is sanctioned. Lt. Robert Taylor was a member of Omega for six years, having passed a grueling battery of tests and physical training making him one of the deadliest men alive, but that still wasn’t enough to go up against the likes of Armageddon or the twin horrors of Gog and Magog. Luckily, Taylor’s DNA was one of the few that would allow him to survive the “Enhanced Soldier Program”, which didn’t quite make him a powerful superhuman, but certainly more than man. Outfitted with a set of combat knives that were diamond edged, Taylor took the code name: Shank. Lt. Taylor did his duty, but within him resentment towards superheroes grew: cowards who only wanted to play at dispensing justice while normal people either suffered or had to step up and become freaks to finish the job they refused to do. Brought back from an aborted mission overseas, Shank reached the U.S. in time to see it disintegrate as the dead rose to devour the living. He fought and survived as his team went down and now fights alongside those he secretly hates to protect what’s left of humanity. Shank


171 Transporter Beta Level Threat, Hero Origin: Super-Human; Archetype: Transporter Personality Flaw: Over Protective, Survivor’s Guilt Tagline: Where to? M 5 d8 (+3) Pace: 3 Areas P 5 d8 (+3) Initiative: 3d10 Q 6 d8 (+3) Burnout (Fort): 24 V 8 d10 (+4) Avoidance: 18 (16) C 6 d8 (+3) Fortitude: 19 I 6 d8 (+3) Discipline: 18 L 5 d8 (+3) Stamina: 55 R 7 d10 (+3) Wounds: 4 AR vs. Ballistic: 6 Melee: 3 Energy: 2 Common Attacks Revolver +4 (d8) d10 (d10) Unarmed +4 (d8) d6 (d10) Powers Transporter possesses only a single inborn power, Teleportation 14, for which he has developed several power maneuvers: Mass Teleport - Teleport with additional people, a number of people equal to his passive power modifier at no additional speed or burnout cost, but each additional person reduces the range of his teleport by 1 area. Teleport Other - Teleport someone by touch, sending them to a location the Transporter has visited or within direct line of sight. He may use this maneuver as an attack, requiring a successful attack roll against the target’s Avoidance:. Exchange Position – Allows him to switch positions with a willing ally within a number of areas equal to his passive power modifier. He must have direct line of sight to the target in order to switch places with them. Advantages: Increased Burnout, Martial Artist, Martial Artist: Expert , Skill Focus (Melee: Unarmed), Wary Skills (Bonus/Passive) Academics {Criminology}: 2/17, Academics {Law}: 4/19, Athletics: 3/19, Drive: 3/18, Empathy: 2/17, Melee {Unarmed}: 3/18, Firearms: 4/19, Perception: 5/20, Local Knowledge: 4/19, Technology [Basic]: 2/17, Urban Survival: 1/16 Gear Transporter possesses a Survivalist Pack with compass, a custom suit of tactical body armor, and sometimes a .357 magnum (heavy revolver) with 2 speed loaders. Background Capt. Edward Swenson made history by being the first human to make first contact with an alien civilization - unfortunately it took over thirty years for the rest of the world to discover that fact. Swenson was the commander of the last of the Apollo missions - #18. You might not recognize that designation because it became classified when the capsule vanished from Mission Control screens a day into its flight to the moon. Unbeknownst to NASA was that the capsule was caught in the residual gravity well of a wormhole that an alien craft had used to escape detection. The ride was a deadly one for Swenson’s crew and he barely survived being plunged hundreds of light years from Earth. Even to Swenson’s recollection, what happened next was a haze of agony as he was “remade” by his alien benefactors, even though their knowledge of human physiology and genome was incomplete. Hurtled back to Earth months later in subjective time, Swenson’s battered capsule was again transported through a wormhole and plunged into the Pacific in 2005. During the transition, Swenson’s still healing body and unstable DNA absorbed some of the energy used to create the wormhole, giving him incredible powers that allow him to teleport himself and others across distances. Taking the name - the Transporter, Swenson is a man displaced in time and now a man without a home as Z-Day has turned his world into a waking nightmare. Transporter


172 Behemoth Delta Level Threat, Villain Origin: Super-Human; Archetype: Heavy Personality Flaw: Megalomania, Ruthless Tagline: Might makes right! M 15 d12+d4 (+6) Pace: 5 Areas P 8 d10 (+4) Initiative: 4d10 Q 8 d10 (+4) Burnout (Fort): 24 V 15 d12+d4 (+6) Avoidance: 19 C 4 d8 (+2) Fortitude: 24 I 6 d8 (+3) Discipline: 18 L 5 d8 (+3) Stamina: 61 R 8 d10 (+4) Wounds: 7 AR vs. Ballistic: 12 Melee: 12 Energy: 6 Common Attacks Unarmed Attack +11 (d10) d6 (d12+d4) +2 Heavy Revolver +6 (d10) d12 (d10) Powers Enhanced Physiology: Behemoth possesses the following powers: Armor 16, Enhanced Might 9, Enhanced Vigor 9, Invulnerability (Physical) 10, and Regeneration 7. Rigorous Training: Behemoth has not been idle after Z-Day; he has been constantly training sharpening his combat skills, granting him Celerity 2 and Enhanced Attribute (Prowess) 2 both with the All Skill power modification. Disadvantages: Strange Appearance: Behemoth stands over 7’, is completely hairless, and possesses grey skin as hard as steel. Advantages: Diehard, Earth to Sky, Furious Rage, Martial Artist, Martial Artist: Expert, Skill Focus (Melee: Unarmed), Quick, Weapon Mastery (Unarmed) Skills (Bonus/Passive) Athletics: 5/23, Animal Handling: 2/16, Drive: 2/18, Firearms: 6/22, Linguistics (Speaks English, Spanish, and Zuni): 3/17, Local Knowledge: 2/16, Medicine (EMT): 4/18, Melee [Unarmed]: 10/26, Perception: 6/21, Technology {Basic}: 2/16, Outdoorsman: 4/19, Urban Survival: 5/20 Gear Titan’s rotted cape. He has no need of weapons or equipment, though he is quite fond his Smith & Wesson Model 500 (Heavy Revolver) with 2 speed loaders, but .50 cal ammo is very hard to find. Background When looking at Behemoth, one sees a hulking brute capable of crushing someone’s head in one hand while smashing a MAC Truck with the other. All this is true, but what truly makes him dangerous is his keen intellect; not to say that he’s a genius – not at all. Behemoth is cunning: the kind of intellect that comes from facing death on a daily basis and living to tell the story. Before his transformation, Behemoth was Sgt. Laramie Blair, an enlisted man who was sent to fight in the First Persian Gulf War. While leading his men, he tripped on an IED and lost both legs and almost his life. Taken to a field hospital, his only hope was in an experimental healing process known as “the Bath”, where he was placed in a rejuvenation tank and submerged in untried chemicals and subjected to doses of radiation. The result was a great success – not only did he regenerate his lost limbs, but he healed all his wounds. However, a terrible transformation occurred within moments and in a pain-induced rage, he destroyed the lab. Behemoth fled and lived a life as a menace to some, while a hero to others. Titan hunted him down and made him toe the line as a hero. With the coming of Z-Day, Behemoth returned to his base ways and took over an Enclave, ruling as a tyrant. When a Z’d Titan tried to dine on him, he managed to survive due to his iron-hard hide and now wears the former hero’s cape as a trophy. Behemoth


173 Blackstalk Omega Level Threat, Villain Z’d Origin: Super-Human; Archetype: Controller Tagline: Face nature’s fury! Personality Flaws: Bloodthirsty, Zealot M 20 d12+d6 (+8) Pace: 4 Areas P 13 d10 (+4) Initiative: 3d10 Q 7 d10 (+3) Burnout (Fort): 25 V 13 d12 (+5) Avoidance: 20 C 4 d8 (+2) Fortitude: 25 I 9 d10 (+4) Discipline: 20 L 10 d10 (+4) Stamina: - R 15 d12+d4 (+6) Wounds: 6 AR vs. Ballistic: 10 Melee: 10 Energy: 5 Common Attacks Elemental/Energy Blast (Kinetic) +8 (d10) d12+d4 (d10) Unarmed Attack +8 (d10) d4 (d12 + d6) Zombie Bite +8 (d10) d6 (d12 + d6) penetrating Powers Plant Manipulation: Blackstalk has the ability to manipulate and shape living and dead plants within a 6 area range. All of these powers share the following Power Modifications: Linked, and Limitation Blackstalk cannot use his powers if he is more than 40’ off/ above ground. Blackstalk can shape plants into different forms, and commonly creates tentacles consisting of weeds, plants, and trees, granting him Elemental/Energy Blast (Kinetic, slamming targets with trees and roots): 18, Elemental/Energy Manipulation (Plants): 13, Entangle: 18, Move Object: 13, Regeneration: 8 Blackstalk possesses impressive physical strength granting him Enhanced Attribute (Might) 8 (already included in his Might above) as well as the ability to use his Plant Manipulation power to form body armor; treat this as Armor: 13 with the Unpowered Form power modification. Powers, Zombie As a Super Zombie, Blackstalk possesses the following additional powers: Enhanced Attack (Melee, Bite) 3 (with the penetrating power modifier), Enhanced Sense (Hearing, Smell): 8 and Super Sense (Thermal Vision): 10, Enhanced Attribute (Might): 4 and Enhanced Attribute (Prowess): 4 (Giving him 12 effective ranks in Enhanced Attribute Might) Disadvantages: Power Limits (See Plant Manipulation Above), Vulnerability, Fatal Flaw: Cold and Fire are used against him at the same time. Advantages: Combat Intuition, Hunter, Investigator, Martial Artist, Quick Zombie Advantages: Cunning Zombie, Consumption of the Flesh, and Speed of the Damned Skills (Bonus/Passive) Academics {Biology} 6/22, Athletics: 10/30, Drive: 1/16, Empathy: 5/21, Linguistics (Speaks Celtic, English, and Norse): 3/19, Local Knowledge [Paradigm City]: 6/21, Ranged 8/21, Science [Bio-speleologist] 7/23, Melee: 8/21, Stealth: 9/24, Technology [Basic] 1/17, Technology [Scientific Equipment] 4/20, Urban Survival: 5/21 Gear None. Blackstalk feels that he has no need for equipment or technology. background Simon Blackwell was a Bio-speleologist, a biologist who specialized in life forms that live in caves, when during an expedition to a local cave network there was a collapse of the cave floor. Injured and buried beneath tons of rubble, his last conscious thought was of a strange violet light coming nearer. Awakening, he found himself being nursed back to health by the strange subterranean people known as the Molindur. Years passed and the strange diet and medicine given to heal him began a strange metamorphosis. He developed strange and unique powers, powers that allowed him control of plants and vines to a terrible effect. When he finally reemerged on the surface, he was less than human but more than a normal man. Taking up the mantle of savior of the Molindur people, Blackstalk, as he now called himself, led a number of attacks against the surface world, but was always defeated by various Super-Heroes. Somehow, one of the Molindur became infected with the ZVirus and began transforming others into the living dead, including Blackstalk. Renewed with a new sense of purpose, and all-consuming hunger, he has once again invaded the surface world and has claimed Centennial Park as his personal domain. Setting impaled humans and super-humans about to denote his area of control, left unattended, Blackstalk and his minions could prove a threat every bit as deadly as the Z-Virus itself. Blackstalk


174 Gear Other than his costume, a modified version of reinforced clothing, the Defender has no need of any mundane equipment or gear. Background The hero known as the Defender has the unique power of being able to construct “walls” or simple barriers out of pure force. The composition of this “force” has eluded the world’s greatestminds. Regardless of what it is, the Defender has learned over the years on how to manipulate these force walls to create armor, platforms that allow him to walk into the air, and deadly missiles. During the collapse of civilization during Z-Day, the Defender was on the outskirts of Paradigm City, holding back the hordes of undead. While pushing his powers to their limits, the Defender proved equal to the challenge… that is, until someone blew the bridges. His subconscious must have created a force bubble around him, saving his life from the explosion, then shutting off when he lost consciousness completely. It was unfortunate that the Defender landed near the bisected body of a zombie, which crawled to him and began to gnaw through his footwear. The Defender awoke with multiple bites on his foot as well as other unprotected areas of his skin. Within hours, he was feverish and collapsed into a coma inside an army MASH unit. When he awoke, his hunger was nigh uncontrollable and he slaughtered the entire base. Now he moves about the City looking for new prey and eliminating other Super Z’s that he sees as competition. The Defender The Defender Beta Level Threat, Villain Z’d Origin: Super-Human; Archetype: Controller Personality Flaw: Lone Wolf Tagline: You’ve got nowhere to run! M 5 d8 (+2) Pace: 3 Areas P 8 d10 (+4) 15 Initiative: 3d10 Q 7 d10 (+3) 22 V 6 d8 (+3) 11 Avoidance: 18 C 6 d8 (+3) 15 Fortitude: 17 I 5 d8 (+2) 9 Discipline: 19 L 5 d8 (+2) 9 Stamina: - R 8 d10 (+4) 26 Wounds: 4 AR vs. Ballistic: 4 Melee: 4 Energy: 4 (16 vs. Force) Common Attacks Elemental/Energy Control (Force) +6 (d10) d8 (d10) Zombie Bite +3 (d10) d6 (d8) penetrating Powers Force Mastery: The Defender utilizes Elemental/Energy Control (Force) 12 to shape and utilize the force fields created though his Energy Sheath (Force) 8, Force Field 8, and Force Shield 8 powers which all share the linked power modification. His mastery over force is so complete that he has even mastered several emulated powers: Flight (which he does by riding force fields), Entangle, and Element/Energy Blast (commonly crushing people between walls of force) as well as the Energy Burst power maneuvers. Powers, Zombie As a Super Zombie, The Defender, possesses the following additional powers: Enhanced Attack (Melee, Bite) 3 (with the penetrating power modifier), Enhanced Sense (Hearing, Smell): 8 and Super Sense (Thermal Vision): 10, Enhanced Attribute (Might): 4 and Enhanced Attribute (Prowess): 4 (included in attributes). Advantages: Increased Burnout, Skill Focus (Ranged: Force Blast/Crush) Zombie Advantages: Cunning Zombie, Consumption of the Flesh, and Speed of the Damned Skills (Bonus/Passive) Academics {Law}: 2/16, Athletics: 2/16, Drive: 2/17, Firearms: 2/18, Local Knowledge: 4/18, Melee: 3/19, Perception: 2/16, Ranged {Force Bolts}: 6/22, Technology [Basic]: 1/15, Urban Survival: 1/15


175 Dr. Wraith Delta Level Threat, Villain Z’d Origin: Super-Human; Archetype: Controller Personality Flaw: Bloodthirsty Tagline: This is REALLY going to hurt! M 5 d8 (+3) Pace: 3 Areas P 6 d8 (+3) Initiative: 3d10 Q 3 d8 (+2) Burnout (Dis): 18 V 4 d8 (+3) Avoidance: 18 C 3 d8 (+2) Fortitude: 18 I 7 d10 (+3) Discipline: 18 L 6 d8 (+3) Stamina: - R 8 d10 (+4) Wounds: 3 AR vs. Ballistic: 2 Melee: 2 Energy: 2 Common Attacks Element/Energy Blast (Kinetic: Blast or Crush) +4 (d8) d8 (d10) Weapons with Move Object +4 (d10) <weapon damage> (d10) Zombie Bite +0 (d8) d4 (d8) penetrating Powers Mental Projection: Dr. Wraith possesses a unique form of telekinesis; by projecting his astral form he can move objects, create low grade force fields, and even a clairaudience like power. Dr. Wraith possesses Move Object 8 with the Emulated Powers of Flight, Force Field (Physical Only), Force Shield, Element/Energy Blast (Kinetic), Entangle. He also possesses Super-Sense (Remote Listen) 4 which allows him to listen in on places a number of areas away equal to his power’s passive modifier as a complex action. Powers, Zombie As a Super Zombie, Dr. Wraith, possesses the following additional powers: Enhanced Attack (Melee, Bite) 3 (with the penetrating power modifier), Enhanced Sense (Hearing, Smell): 8 and Super Sense (Thermal Vision): 10, Enhanced Attribute (Might): 4 and Enhanced Attribute (Prowess): 4 (included in attributes) Advantages: Increased Burnout Zombie Advantages: Cunning Zombie, Consumption of the Flesh, and Speed of the Damned Skills (Bonus/Passive) Academics {Psychology}: 3/18, Academics {Sociology}: 2/17, Athletics: 2/15, Drive: 1/15, Empathy: 1/15, Linguistics: 2/17, Local Knowledge: 1/16, Medicine: 4/19, Perception: 2/17, Ranged: 4/19, Science {Genetics}: 2/17, Science {Bio-Chemistry}: 4/19, Science {Biology}: 4/19, Technology [Basic]: 1/16 Technology [Medical Technology]: 4/19, Urban Survival: 1/15 Gear Dr. Wraith wears a suit of reinforced clothing and commonly carries a collection of surgical tools which he manipulates utilizing his Move Object power. Background Dr. Anton Czernasky chortled quietly to himself each time he thought of the accolades Sentinel and the Mayor of Paradigm City had showered upon him. Pretending to be a crime fighter was the perfect cover for his true goal: becoming the most prolific serial killer the world had ever known. Using his powers made it child’s play to carve up his victims, what the police and newspapers called “ritual killings”. Fools - they failed to see his true genius, his meticulous work in dissecting his subjects. He was up to 38 victims before Z-Day, and then it all became rather pointless. Himself a victim of a zombie attack and subsequent turning, Dr. Wraith now has a few new goals in mind: Pick off stragglers for food; monitor those Enclaves that have insufficient food supplies for winter survival and then hunt down those that have to be kicked out for the survival of the group; research the Z-Virus and hope to come up with a cure for the existing human populations, thus assuring a food supply. Test subjects will be needed, of course. Lots of them. Thus far he has herded together a few humans for experimentation and has been able to hold off the burning hunger within him, but how much longer he can resist is anyone’s guess. Dr. Wraith


176 Electrocity Beta Level Threat, Villain Z’d Origin: Super-Human; Archetype: Blaster Personality Flaws: Impatient Tagline: Shocking, isn’t it? M 6 d8 (+3) Pace: 3 Areas P 10 d10 (+4) Initiative: 3d10 Q 7 d10 (+3) Burnout (Fort): 18 V 5 d8 (+3) Avoidance: 22 C 3 d6 (+2) Fortitude: 18 I 6 d8 (+3) Discipline: 17 L 4 d6 (+2) Stamina: - R 5 d8 (+3) Wounds: 4 AR vs. (/With Energy Sheath) Ballistic: 0/4 Melee: 0/4 Energy: 0/4 (16 vs. Electrical) Common Attacks Element/Energy Blast (Electricity) +6 (d10) d10 (d10) Zombie Bite +2 d6 (d8) penetrating Powers Electrical Mastery: Electrocity possess the power to generate and manipulate electricity. The following powers all possess the Linked power modification. Element/Energy Blast 9, Element/Energy Manipulation 8, Energy Generation 9 Electrical Form: Electrocity also possesses the ability to change his body into pure electricity. All of the following powers possess both the Fatiguing, Linked, and Unpowered Form power modifications. When in electrical form he possesses both the Energy Sheath (Electricity) 8 and Invulnerability, Physical 8. Also while in his electrical form he gains Fly 6, and the ability to Teleport 8 himself through thick power cables (such as cables feeding a building or high tension power cables). Powers, Zombie As a Super Zombie, Electrocity possesses the following additional powers: Enhanced Attack (Melee, Bite) 3 (with the penetrating power modifier) Enhanced AttacEnhanced Sense (Hearing, Smell): 8 and Super Sense (Thermal Vision): 10, Enhanced Attribute (Might): 4 and Enhanced Attribute (Prowess): 4 (included in attributes). Advantages: Jack of All Trades, Skill Focus (Academics – American Football), Stealthy Zombie Advantages: Cunning Zombie, Consumption of the Flesh, and Speed of the Damned Skills (Bonus/Passive) Academics {American Football}: 3/17, Acrobatics: 3/18, Athletics: 3/18, Drive: 2, Empathy: 2/17, Firearms: 2/18, Larceny 2/16, Local Knowledge: 1/15, Melee: 2/18, Perception: 3/18, Ranged: 6/22, Stealth: 2/17, Technology [Basic]: 1/15, Urban Survival: 1/16 Gear None, though he has been known to collect and utilize gear he finds useful. Background The mutant hero Electrocity has been patrolling the streets of Paradigm City for almost a decade now. His remarkable ability to transform his body to an electrical current, as well as his complete mastery over electricity, has made him one of the City’s premier heroes as well as a well-respected ally of the Protectors. It is unfortunate that even the Man of Lightning must sometimes rest and when he does, he is as vulnerable as any mortal. It was while resting that he was attacked by neighbors infected with the Z-Virus and eventually turned into a Super Zombie. With his wide array of powers, Electrocity is even deadlier now that his morality has been scrubbed. While he has not been seen in the ruins of Paradigm City, it is feared that he’ll return to his home and with no one able to stop him, turn the remaining survivors into shambling undead. Electrocity


177 Flaming Fist Ultra Level Threat, Villain Z’d Origin: Super-Human; Archetype: Blaster Personality Flaw: Ruthless, Unlucky Tagline: Feel the burn M 5 d8 (+2) Pace: 3 Areas P 8 d10 (+4) Initiative: 3d10 Q 8 d10 (+4) Burnout (Dis): 24 V 6 d8 (+3) Avoidance: 18 C 8 d10 (+4) Fortitude: 17 I 6 d8 (+3) Discipline: 19 L 6 d8 (+3) Stamina: - R 8 d10 (+4) Wounds: 4 AR vs. Ballistic: 4 Melee: 4 Energy: 4 (16 vs. Force) Common Attacks Elemental/Energy Blast (Fire) +6 (d10) d12 (d10) +2 Zombie Bite d6 (d8) penetrating Powers Burning Fury: Jennifer has the inborn ability to control, produce, and manipulate fire. She possesses Elemental/Energy Blast (Fire) 14, Energy Sheath (Fire) 9, Fly 12, and a unique form of Force Field 9 which instead generates a personal plasma field that wards off attacks and damages them (Secondary Effect power modification at -2, deals passive power modifier in fire damage) which all share the Linked power modification. Jennifer’s mastery over her Energy Sheath grants her the following emulated powers: Energy Generation (Fire), Element/Energy Manipulation (Fire), and Enhanced Attack (Melee, Fire). Denton Combat Training: As a member of the Denton Dynasty, the Flaming Fist has received extensive self-defense training and possesses Celerity 4 with the All-Skill power modification. Powers, Zombie As a Super Zombie, the Flaming Fist, possesses the following additional powers: Enhanced Attack (Melee, Bite) 3 (with the penetrating power modifier), Enhanced Sense (Hearing, Smell): 8 and Super Sense (Thermal Vision): 10, Enhanced Attribute (Might): 4, and Enhanced Attribute (Prowess): 4 (included in attributes) Advantages: Daredevil, Hawkeye, Increased Burnout, Skill Focus (Acrobatics: Flight), Skill Focus (Ranged: Fire Blast), Weapon Master (Fire Blast) Zombie Advantages: Cunning Zombie, Consumption of the Flesh, and Speed of the Damned Skills (Bonus/Passive) Academics {Public Relations}: 3/18, Academics {Media Networking}: 3/18, Academics {Law}: 3/18, Athletics: 4/18, Acrobatics {Fight}: 6/22, Drive: 3/19, Empathy: 6/21, Firearms: 2/18, Influence: 3/19, Linguistics (speaks English, French, Spanish): 2/17, Local Knowledge: 4/19, Melee: 4/20, Perception: 6/21, Ranged {Fire Blast}: 8/24,Technology [Basic]: 3/18, Urban Survival: 1/16 Gear Other than her costume (which is a specialized form of reinforced clothing which is heat resistant) the Flaming Fist has no real need of gear or equipment. Background One of the last scions of the famed Denton Dynasty, the Flaming Fist’s powers manifested in her late teens. A beautiful young woman, Jennifer Denton began modeling as a way of offsetting the disappointment of not having manifested any powers like those of her famed parents. During a swimsuit shoot in frigid Norway, her body reacted to the cold and engulfed her in flames. Elated that she had finally inherited her birthright, young Jenny became the Flaming Fist, able to generate intense flames that she can form into fireballs or gouts of white-hot flames. Always cognizant of the paparazzi due to her career, Jennifer elected for a costume that left little to the imagination and flaunted her more mature body as she grew into womanhood. Needing little actual protection due to the heat aura she constantly generated, she had little to fear from bullets or the errant energy bolt. Unfortunately, when Z-Day hit, it didn’t protect her from the bites of a zombie that hurled himself from the rooftop as she flew by. Although she incinerated him, it was too late and the virus had already begun to spread through her bloodstream. That was when she discovered that her powers were to be the death of her. While cauterizing a recent wound has a very good chance of stopping the virus cold, her specific powers made her flesh immune to burning. Within hours, the Flaming Fist joined the ranks of the undead. Flaming Fist


178 Golden Ram Beta Level Threat, Villain Z’d Origin: Super-Human; Archetype: Heavy Personality Flaw: Darwinist, Megalomania Tagline: Try and stop this! M 15 d12+d4 (+6) Pace: 4 Areas (6 when charging) P 11 d12 (+5) Initiative: 3d10 Q 6 d8 (+3) Burnout (Fort): 23 V 14 d12 (+5) Avoidance: 20 C 3 d6 (+2) Fortitude: 23 I 6 d8 (+3) Discipline: 17 L 3 d6 (+2) Stamina: - R 6 d8 (+3) Wounds: 5 AR vs. Ballistic: 8 Melee: 8 Energy: 4 Common Attacks Unarmed +6 (d12) d8 (d12+d4) Charge Attack +6 (d12) d10 (d12+d6) Zombie Bite +5 (d12) d6 (d12+d4) penetrating Powers The Golden Ram possesses the following powers: Armor 7, Invulnerability 8 as well as Enhanced Attribute 7 (Might, Prowess, Vigor, included above), Enhanced Attack (Melee) 6 which has the Linked power modification. Interestingly when performing a charge attack the Golden Ram gains Speed (Running) 6, and increases his Enhanced Attack (Melee) by +2 which share the Limitation (on charge attacks only) power modification. Powers, Zombie As a Super Zombie, Golden Ram possesses the following additional powers: Enhanced Attack (Melee, Bite) 3 (with the penetrating attack power modifier), Enhanced Sense (Hearing, Smell): 8 and Super Sense (Thermal Vision): 10, Enhanced Attribute (Might): 4, and Enhanced Attribute (Prowess): 4 (these ranks have been added to the powers above and are included in stats). Advantages: Furious Rage, Quick, Skill Focus (Melee: Unarmed) Zombie Advantages: Cunning Zombie, Consumption of the Flesh, and Speed of the Damned Skills (Bonus/Passive) Acrobatics: 3/18, Athletics: 6/24, Drive: 2/18, Firearms: 3/20, Local Knowledge: 1/15, Medicine {EMT}: 2/16, Melee {Unarmed}: 5/21 , Outdoorsman: 2/16, Perception: 3/18, Technology [Basic]: 2/16, Urban Survival: 2/16 Gear The Golden Ram’s costume possesses a pair of steel horns; these horns grant a die bump to his Might die when performing a charge attack. Background Always considered a large boy, Darren Lasker was born to be a bully. From getting kids’ lunch money to eventually small time robbery, he had a rap sheet longer than some hardened criminals by the time he was fourteen. As an adult, Lasker found that his strength and endurance bordered on the super-human, and as long as he only fought normal police officers, he was right. It was when a superhero would show up that his vaunted powers paled in comparison. After his last stint in prison, Lasker took a large part of his ill-gotten gains and gave every penny to Prof. Gojkovik, who promised to increase his power a hundred fold. The Eternal Man was true to his word, giving Lasker augmented strength as well as assuring him that once he started moving he was an unstoppable force. He even gave Lasker a reinforced helmet to protect his head when he charged. Calling himself the Golden Ram, he went up against the best of the best – from Sentinel to Titan and held his own. Ironically, it was Titan, his archenemy that infected him with the Z-Virus. Who else could penetrate his nigh invulnerable skin than a man with a jaw of steel? Now a Super-Zombie, the Golden Ram’s luster has dulled a bit, but he’s no less deadly than he was in life. The Golden Ram


179 Judgment Ultra Level Threat, Villain Z’d Origin: Super-Human; Archetype: Brawler Personality Flaw: Patriot (Soviet Union), Ruthless Tagline: Your Judgment is upon you! M 19 d12+d6 (+7) Pace: 4 Areas P 17 d12+d4 (+7) Initiative: 4d10 Q 8 d10 (+4) Burnout (Fort): 24 V 13 d12 (+5) Avoidance: 24 C 6 d8 (+3) Fortitude: 24 I 12 d12 (+5) Discipline: 19 L 5 d8 (+3) Stamina: - R 8 d10 (+4) Wounds: 6 AR vs. Ballistic: 9 Melee: 9 Energy: 4 Common Attacks Hammer & Sickle +10 (d10) d8 (d12+d6) +2* Hammer and Sickle Ignore AR of 7 or below Zombie Bite: +9 (d10) d6 (d12+d6) penetrating Powers Enhanced Physiology: Judgment possesses enhanced physical attributes Enhanced Attribute (Might) 8, Enhanced Attribute (Prowess) 8, Enhanced Attribute (Vigor) 8, and Invulnerability 8 which all share the Linked power modifier. Judgment also constantly projects a personal kinetic field which grants him Armor 10 as well as Flight 4 and Enhanced Attack (Melee, Kinetic) 4 all of which share the Linked power modifier. Enhanced Combat Training: Judgment was trained by some of the finest combatants in the Soviet Union, granting him Celerity 2, and Enhanced Attack 2 with both his sickle and hammer Powers, Zombie As a Super Zombie, Judgment, possesses the following additional powers: Enhanced Attack (Melee, Bite) 3 (with the penetrating power modifier), Enhanced Sense (Hearing, Smell): 8 and Super Sense (Thermal Vision): 10, Enhanced Attribute (Might): 4, and Enhanced Attribute (Prowess): 4 (included in attributes) Advantages: Skill Focus (Melee: Hammer), Skill Focus (Melee: Sickle), Toughness, TwoWeapon Fighting, Unique Equipment: Hammer, Unique Equipment: Sickle. Zombie Advantages: Cunning Zombie, Consumption of the Flesh, and Speed of the Damned Disadvantage: Due to his unique physiology Judgment suffers significant damage from electrical attacks (Vulnerability, Energy (Electricity) and Incapacitating Weakness). Due to his modified physical condition (being Z’d) he is simply staggered when attacked with Electricity. Skills (Bonus/Passive) Academics {Olympic History}: 3/18, Acrobatics: 3/19, Athletics: 6/25, Drive: 2/18, Firearms: 3/22, Linguistics (Speaks Russian, German, and English): 2/17, Local Knowledge (Paradigm City): 1/16, Local Knowledge (Moscow): 4/19, Medicine {EMT}: 2/17, Melee {Hammer and Sickle}: 8/27, Outdoorsman: 2/17, Perception: 6/21, Technology [Basic]: 2/17, Urban Survival: 2/17 Gear Judgment only has his Hammer and Sickle, both of which are made from reinforced Titanium (MS 30/4 Hits). Background Heralded as the supreme hero of the Soviet Union, the Judgment of the People basked in the honor and glory showered upon him by his homeland and government. This proud man, the first of the Soviet Ultras, and arguably the most powerful, led the fight for Mother Russia from Moscow to the deserts of Afghanistan and even to the very doorstep of the capitalist dogs and their superhuman puppets. Imagine how painful it must have been for this patriot to see everything he believed in turn to dust and confronted with the paradigm that the way of life he fought and bled for was a lie. Is it any wonder why he attempted to assassinate Secretary General Gorbachev, only to be stopped by those he led - the Soviet Guard? Disgraced and branded a traitor, Judgment was stripped of his citizenship and exiled from Mother Russia in chains. He decided to take his battle directly to those responsible for his current state – America. There he regularly did battle with the likes of Sentinel and Titan, who became his most implacable foe. He eventually became infected by the undead speedster known as the Blue Bolt and later watched with glee as everything that was America disintegrated before his dead eyes. In an ironic turn, while running amok in the heart of Paradigm City’s financial district, Judgment made his lair in the offices of one of the most prestigious brokerage firm in the world. Judgment


180 Light Master Beta Level Threat, Villain Z’d Origin: Super-Human; Archetype: Blaster Personality Flaw: Bloodthirsty Tagline: I made this just for you! M 8 d10 (+4) Pace: 3 areas P 8 d10 (+4) Initiative: 3d10 Q 7 d10 (+3) Burnout (Fort): 24 V 6 d8 (+3) Avoidance: 18 C 5 d8 (+2) Fortitude: 19 I 6 d8 (+3) Discipline: 18 L 3 d6 (+2) Stamina: - R 8 d10 (+4) Wounds: 4 AR vs. Ballistic: 6 Melee: 3 Energy: 2 Common Attacks Force Blast +6 (d10) d8 (d10) Zombie Bite +3 d6 (d10) Penetrating Powers Force Crafting: Energy Generation (Force) 8 with the emulated power of Element/Energy Blast (commonly in the form of creating force weapons, particularly a force mini-gun) as well as Element/Energy Manipulation (Force) 8, both of which share the Linked power modifier. Any time Light Master utilizes his Element/Energy Manipulation (Force) power to create constructs, he also subconsciously utilizes the Illusion power at the same rank, giving the construct the correct appearance. Power Enhancement: Any time Light Master is within one area of Mirage, his Energy Generation and Element/Energy Manipulation powers gain 2 ranks, as if they were affected by the Limitation power modifier. Powers, Zombie As a Super Zombie, Light Master, possesses the following additional powers: Enhanced Attack (Melee, Bite) 3 (with the penetrating power modifier), Enhanced Sense (Hearing, Smell): 8 and Super Sense (Thermal Vision): 10, Enhanced Attribute (Might): 4, and Enhanced Attribute (Prowess): 4 (included in attributes) Advantages: Hunter, Increased Burnout, Martial Artist, Sharp Eyes, Skill Focus (Outdoorsman: Tracking), Skill Focus (Ranged: Force Blast) Zombie Advantages: Cunning Zombie, Consumption of the Flesh, and Speed of the Damned Skills (Bonus/Passive) Academics {Soccer}: 3/17, Acrobatics: 3/18, Athletics: 6/21, Drive: 2/17, Firearms: 3/18, Linguistics (Speaks the Queen’s English, Scottish): 1/15, Local Knowledge: 5/19, Medicine {EMT}: 2/16, Melee: 3/18, Outdoorsman {Tracking}: 2/16, Perception: 6/21, Ranged {Force Blast}: 5/19, Technology {Basic}: 2/16, Urban Survival: 2/16. Gear Light Master wears a specialized tactical combat suit the equivalent of reinforced clothing. He has been known to utilize military equipment when available. Light Master


181 Mirage Beta Level Threat, Villain Z’d Origin: Super-Human; Archetype: Controller Personality Flaw: Always a Sidekick Tagline: Your nightmares have come back to haunt you! M 8 d10 (+4) Pace: 3 Areas P 8 d10 (+4) Initiative: 3d10 Q 6 d8 (+3) Burnout (Dis): 23 V 6 d8 (+3) Avoidance: 18 C 5 d8 (+2) Fortitude: 19 I 7 d10 (+3) Discipline: 18 L 3 d6 (+2) Stamina: - R 8 d10 (+4) Wounds: 3 AR vs. Ballistic: 6 Melee: 3 Energy: 2 Common Attack Melee, Bite +5 (d10) d8 (d10) Powers Illusion: Mirage possesses the power of Illusion 12 allowing him to create very realistic illusions. Power Enhancement: Any time Mirage is within two areas of Light Master his illusions take on actual physical properties as if he also possessed Energy Generation (Force) 11, and Energy Manipulation (Force) 11. Powers, Zombie As a Super Zombie, Mirage, possesses the following additional powers: Enhanced Attack (Melee, Bite) 4 (with the penetrating power modifier), Enhanced Sense (Hearing, Smell): 8 and Super Sense (Thermal Vision): 10, Enhanced Attribute (Might): 4, and Enhanced Attribute (Prowess): 4 (included in attributes) Advantages: Increased Burnout, Martial Artist, Martial Artist: Expert, Sharp Eyes Zombie Advantages: Cunning Zombie, Consumption of the Flesh, and Speed of the Damned Skills (Bonus/Passive) Academics {Soccer}: 3/17, Acrobatics: 3/18, Athletics: 6/21, Drive: 2/17, Firearms: 3/18, Linguistics (Speaks the Queen’s English, Scottish): 1/15, Local Knowledge: 5/19, Medicine {EMT}: 2/16, Melee: 5/21, Outdoorsman {Tracking}: 2/16, Perception: 6/21, Technology {Basic}: 2/16, Urban Survival: 2/16. Gear Mirage wears a custom made cloak which acts as a suit of reinforced clothing. bACKGROUND Reid Thompson and Frank Addison grew up together in the city of Manchester in the United Kingdom, becoming closer than brothers as they matured from adolescence to adulthood. When the time came, they both enlisted in the British Army and were sent to fight in the Afghan War, serving with bravery and honor. It was while exploring an ancient fort in western Afghanistan that their unit stumbled across a strange artifact. The relic resembled a small egg made of an unearthly metal with a mercurial quality to it. When one of the soldiers went to fully unearth it, the relic let off a shrill scream before exploding. Of the six men in the unit, only Reid and Frank survived. Awakening in a hospital, the two slowly recovered and were honorably discharged. It was while they were convalescing at home that the two discovered that they had somehow acquired super-human abilities. Reid was able to manifest small constructs or solid light holograms as he would later conclude, merely by imagining it in his mind. When he approached Frank about his miraculous ability, his friend confided that he too was able to create things from his mind, but that they were more ethereal illusions than anything solid. When he went to demonstrate by creating an illusion of a dragon, he was astounded to discover that rather than a translucent, comical beast, this dragon looked solid, roared and even had a distinct odor. When Reid attempted to use his power, he found that rather than small sized constructs that he had to concentrate to maintain, he could now create elaborate solid holograms with the slightest of thoughts. After a bit of experimentation, they found that their abilities increased exponentially whenever they were in close proximity to one another. Thinking it fun, they both donned costumes and sought out crimes to thwart, but on their first outing, the reckless use of their powers caused considerable damage to nearby buildings and badly wounded several innocent bystanders. Horrified, Frank vowed never to use his powers again, while Reid took it all in stride and continued on without his partner. When Z-Day arrived, Reid and Frank were reactivated and sent, along with every other able-bodied man, to deal with the surging tide of the dead. Infected during the first week of battle, Reid died and reanimated as a Super Zombie. Repelled by the heavy firepower of the remaining British forces, the newly Z’d Light Master knew that to survive he’d need to have his powers amplified. Finding his old friend, Reid ambushed and infected Frank with the Z-Virus. Within hours, wracked by horrible fever and pain, Frank died and the Z’d version of Mirage awoke. Now, the deadly duo spread death and destruction across the world on their Flesh Tasting Tour, as Reid likes to call it. Mirage


182 Puppeteer Omega Level Threat, Villain Z’d Origin: Super-Human; Archetype: Controller Personality Flaw: Impatient, Ruthless Tagline: Dance Puppet, Dance! M 6 d8 (+3) Pace: 3 areas P 10 d10 (+4) Initiative: 2d10 Q 3 d6 (+2) Burnout (Dis): 29 V 6 d8 (+3) Avoidance: 24 C 8 d10 (+4) Fortitude: 18 I 20 d12+d6 (+8) Discipline: 24 L 8 d10 (+4) Stamina: - R 20 d12+d6 (+8) Wounds: 4 AR vs. Ballistic: 0 Melee: 0 Energy: 0 Attacks Force Blast +11 (d10) d10 (d12+d6) Mental Blast +11 (d10) d10 (d12+d6) Zombie Bite +0 (d10) d6 (d8) penetrating Powers The Puppet Master: Martin commands a virtual arsenal of psionic powers making him one of the most feared zombies on the planet. Martin possesses Move Object: 15, (for which he has mastered the emulated powers of Elemental/Energy Blast (Force), Entangle, Flight, Force Field (Physical), and Force Shield), Telepathy: 17, (for which Martin mastered the emulated powers of Elemental/Energy Blast (Mental Attack), Emotion Control, Force Field (vs. Metal Attacks), Super-Sense: Mental Detection and Influence the Masses power trick) Mind Control: 15, and Invulnerability (vs. Mental Attacks): 10 Powers, Zombie As a Super Zombie, Puppeteer, possesses the following additional powers: Enhanced Attack (Melee, Bite) 3 (with the penetrating power modifier), Enhanced Sense (Hearing, Smell): 8 and Super Sense (Thermal Vision): 10, Enhanced Attribute (Might): 4 and Enhanced Attribute (Prowess): 4 (included in attributes) Advantages: Increased Burnout, Quick, Skill Focus (Ranged: TK force Blast), Skill Focus (Ranged: Mental Blast), Uncanny Reaction, Wary Zombie Advantages: Cunning Zombie, Consumption of the Flesh, and Speed of the Damned Skills (Bonus/Passive) Academics {History}: 3/19, Athletics: 2/17, Drive: 1/15, Empathy: 6/26, Linguistics (speaks English and French): 2/18, Local Knowledge: 1/17, Perception: 8/28, Ranged {Mental Blast & Force Blast}: 10/26, Stealth: 7/23, Science [Chemistry]: 2/18, Technology [Basic]: 3/17, Urban Survival: 1/15 Gear Martin still wears the tattered rags of his school uniform and has no need for anything else. Background Eleven year old Martin was always odd. The teachers at school believed so and his classmates told him that he was weird. His only friend was a stuffed doll named Waldo who danced, did flips or twirled about whenever Martin felt down. If they would just have left him alone, everything would have turned out alright, but the bullies in school kept pushing, dogging his every step, until they caught him with his dolly! Mockingly, they ripped the doll part and shoved him hard to the ground. Something snapped inside Martin and he wished the bullies would stop – and they did. With tears still streaming, he made them beat each other senseless, forcing them to curl broken fists and pummel each other half-dead. Soon he was making adults do what he wanted – bow to him, defend him and even rob for him. It took the combined might of the Protectors to stop him and he ended up in Juvee. That’s where he was when Z-day came. Dozens of other young criminals became infected and were tearing the guards apart. When they came to his room, he tried to hold them off but the drugs they gave him made his powers too weak. That’s when he was infected, but why they didn’t devour him, he doesn’t know. A feverish wave and a bout of nausea knocked him out and when he awoke, he was one of them: a zombie. No, better than a mere zombie: a Super-Zombie. Puppeteer


183 Sebastian Beta Level Threat, Villain (Zombie) Origin: Super-Human; Archetype: Blaster Personality Flaw: Megalomaniac Tagline: You’re in my sights! M 9 d10 (+4) Pace: 4 Areas P 15 d12+d4 (+6) Initiative: 3d10 Q 7 d10 (+3) Burnout (Fort): 19 V 7 d10 (+3) Avoidance: 22 C 5 d8 (+3) Fortitude: 19 I 11 d12 (+4) Discipline: 17 L 11 d12 (+4) Stamina: - R 6 d6 (+2) Wounds: 4 AR vs. Ballistic: 5 Melee: 5 Energy: 2 Common Attacks Dart Gun +6 (d12+d4 d4 (d10) + Poison (see below) Zombie Bite: +6 (d12+d4) d6 (d10) penetrating Powers Ghost in the Machine: Sebastian possesses the ability of Enhanced Ability (Logic) 6 and Enhanced Ability (Insight) 6 which both share the Linked power modification. He also has several cybernetic implants which grant him Enhanced Attribute (Prowess) 5, SuperSense (Radar) 6, and Super-Sense (Night Vision) 6, Wireless 6, all of which share the External Power source (Burnout 15), Implant, and Linked power modifications. Lastly, he has sub-dermal plating granting him Armor: 4. Lastly, if he is ever killed, Sebastian is not automatically killed; instead his ghost leaps into a non-super hero zombie of his choice within 10 areas. Once this new form is possessed, Sebastian has its basic physical stats and but retains his own mental attributes. Also, if allowed to work in his workshop, it takes him about a week to install new cybernetic implants as well as his sub-dermal plating. Powers, Zombie As a Super Zombie, Sebastian possesses the following additional powers: Enhanced Attack (Melee, Bite) 3 (with the penetrating power modifier), Enhanced Sense (Hearing, Smell): 8 and Super Sense (Thermal Vision): 10, Enhanced Attribute (Might): 4 and Enhanced Attribute (Prowess): 4 (9 effective ranks with above powers) Advantages: Exceptional Scavenger, Gearhead, Hacker, Jury Rigging, Quick, Visionary Zombie Advantages: Cunning Zombie, Consumption of the Flesh, and Speed of the Damned Skills (Bonus/Passive) Academics (Mathematics): 3/19, Drive: 4/19, Engineering (Robotics): 7/22, Engineering (Weapon Systems): 7/22, Engineering (Computers): 7/22, Engineering (Programming): 6/21, Firearms: 6/24, Local Knowledge: 4/18, Medicine (Cybernetics): 6/21, Melee: 6/24, Linguistics (Speaks English, Spanish, German, Mandarin, and Japanese): 4/19, Perception: 6/22, Science (Bio-Chemistry): 6/21, Science (Chemistry): 6/21, Science (Physics): 6/21, Technology (Basic): 5/21, Technology (Cybernetics): 7/22, Technology (Programming): 5/21, Urban Survival: 5/21 Gear Sebastian possesses the following unique equipment. - Dart Gun: Sebastian created a unique air gun (d4 damage, 5 area range) which fires a neurotoxin, Poison 8 (no damage, crippling effect). This gun can hold a magazine of 6 such rounds. - Combat-Drones: These small spheres constantly hover around Sebastian (MS/Hits: 10/2 with an Avoidance: of 18, Discipline: of 18 (against Wireless power), and an effective Prowess and Quickness of 6. These unique devices are designed to work with the Wireless power, and while they cannot move farther away than their controller’s power range, their controller can issue a command (such as selecting a target) as a trivial action. These drones possess a Pace: (fly) of 3 and have built in energy blasters which deal d8 (Qu) fire damage. Sebastian also has a complete workshop which he has been able to keep secret. As long as he possesses this workshop, none of his equipment suffers any chance of failure. Background Sebastian was a Tech villain and assassin who hired himself out to the various crime syndicates. During his decade-long career, he had amassed a respectable success to failure ratio as well as a large bank account. As a professional, the existence of a superhuman that can fly and have bullet-proof skin changed the playing field too much. Making contact with Prof. Gojkovik, he paid a kingly sum to have his genetic code mutated with the Ultra-gene. Unfortunately, the gene therapy failed. It was only after Z-Day and his subsequent return as a Super-Zombie that Sebastian’s super-power manifested. The tech-assassin’s realized he had the ability to jump from one dead body to another, making him almost impossible to truly kill Sebastian


184 Sonic Boom Beta Level Threat, Villain Z’d Origin: Super-Human; Archetype: Blaster Personality Flaw: Nihilistic Tagline: Can’t hear me? Let me turn it up! M 9 d10 (+4) Pace: 3 P 11 d12 (+4) Initiative: 3d10 Q 6 d8 (+3) Burnout (Fort): 19 V 6 d8 (+3) Avoidance: 19 C 6 d8 (+3) Fortitude: 19 I 3 d8 (+2) Discipline: 17 L 4 d8 (+2) Stamina: - R 5 d8 (+2) Wounds: 4 AR vs. Ballistic: 2 Melee: 2 Energy: 2 Common Attacks Sonic Attack +6 (d10) d12 (d10) Unarmed Attacks (Sonic Fist) +7 (d10) d8 (d10) Zombie Bite +6 (d10) d6 (d10) Powers Sonic Boom possesses Elemental/Energy Blast (Sonic) 13, which has Enhanced Attack as an emulated power. He has also mastered the Energy Bust power trick. Powers, Zombie As a Super Zombie, Sonic Boom, has the following additional powers: Enhanced Attack (Melee: Bite) 3 (with the penetrating power modifier), Enhanced Sense (Hearing, Smell): 8 and Super Sense (Thermal Vision): 10, Enhanced Attribute (Might): 4 and Enhanced Attribute (Prowess): 4 (included in attributes) Advantages Earth to Sky, Leaf upon the Wind, Martial Artist, Martial Artist: Expert, Skill Focus (Ranged: Sonic Attack), Skill Focus (Melee: Unarmed), Zombie Advantages: Cunning Zombie, Consumption of the Flesh, and Speed of the Damned Skills (Bonus/Passive) Academics {Music Theory}: 3/17, Athletics: 4/19, Acrobatics: 4/19, Drive: 1/16, Empathy: 4/18, Firearms: 2/18, Larceny: 4/18, Linguistics (speaks English and German): 2/16, Local Knowledge: 3/17, Melee {Unarmed} : 6/22, Perception: 4/18, Science [Computer Sciences]: 2/16, Stealth: 2/17, Range {Sonic Attacks}: 5/21, Technology [Basic]: 1/15, Technology [Music Tech]: 2/16, Urban Survival: 1/15 Gear Sonic boom possesses only his old consume which is in fact a suit of reinforced clothing. Background Wayne Ockland, or the Ockman as he was known to his multitudes of fans, was the lead singer to a Heavy Metal band known as Ebola, because their music was so loud it would make your ears bleed. While technically true, as the huge amplifiers blasted out the music these rockers banged out, it was Wayne’s mutant ability that was behind the ear drum damage. Born a mutant with the ability to emit hypersonic waves from his vocal cords, Wayne could modulate these waves to cause everything from a bad headache, to unconsciousness to even death. His powers were even able to vibrate solid metal fast enough to cause it to shatter. Although not in need of need of money, Wayne was a bit of a thrill junkie and robbed jewelry stores and banks as the Super Villain Sonic Boom. It was during such a heist, that he ran into a group of homeless people in an alleyway blocking his escape route. Wanting to give his vocals a work out, he sent out a sonic shockwave to knock them out of his way. Moving through the downed men, one reached out and grabbed him by the ankle and pulled him down; tearing and biting at his flesh. Within seconds, the others were piling on top. Screaming in agony, Wayne’s voice ripped the zombies’ bodies apart. Limping back to his apartment, he succumbed to the infection and within hours rose as a Super Zombie. Sonic Boom


185 Stonehenge Beta Level Threat, Villain Z’d Origin: Super-Human; Archetype: Heavy Personality Flaw: Zealot, Ruthless Tagline: Time to ROCK! M 10/13 d10 (+4)/d12 (+5) Pace: 3 Areas P 9 d10 (+4) Initiative: 3d10 Q 5 d8 (+3) Burnout (Fort): 19/21 V 6/11 d8 (+3)/d12 (+4) Avoidance: 19 C 4 d8 (+2) Fortitude: 19/21 I 6 d8 (+3) Discipline: 17 L 5 d8 (+3) Stamina: - R 5 d8 (+3) Wounds: 3/4 AR vs. Ballistic: None/8 Melee: None/8 Energy: None/4 Common Attacks Stone Hammer +6 (d10) d10 (d12) Zombie Bite +5 (d10) d6 (d12) Powers Stonehenge possesses Element/Energy Manipulation (Earth/Stone) 11 with which he can emulate both the Entangle and Element/Energy Blast (Earth) powers at 5 ranks respectively. Stonehenge also has the ability to encase himself in solid stone; when so armored he gains Armor 8, Invulnerability (Physical) 8, Enhanced Attribute (Might) 8, Enhanced Attribute (Vigor) 8 all of which share the Linked, Limitation (Must have unfinished stone or earth within the same area), and Unarmed Form power modifications. Attributes while in armored form are shown above after the forward slash. Powers, Zombie As a Super Zombie, Stonehenge possesses the following additional powers: Enhanced Attack (Melee, Bite) 3 (with the penetrating power modifier), Enhanced Sense (Hearing, Smell): 8 and Super Sense (Thermal Vision): 10, Enhanced Attribute (Might): 4 and Enhanced Attribute (Prowess): 4 (included in attributes) Disadvantages: Vulnerabilities, Energy Weakness (Water): Power Negation & Physical Weakness Advantages: Increased Burnout, Wary, Skill Focus (Melee: Stone Weapons) Zombie Advantages: Cunning Zombie, Consumption of the Flesh, and Speed of the Damned Skills (Bonus/Passive) Academics {History}: 3/18, Athletics: 4/20, Animal Handling: 2/18, Drive: 2, Ranged: 5/21, Linguistics (Speaks English, Spanish, and German): 2/18, Local Knowledge: 1/17, Melee {Stone Weapons} 5/21, Perception: 3/18, Outdoorsman: 2/18, Science [Geology]: 2/18, Technology [Basic]: 4/20, Urban Survival: 3/18 Gear None, though commonly creates melee weapons out of stone and earth, with his favorite being a stone hammer (d10) or a giant stone maul, roughly the size of a light pole, which he wields with both hands (2d6). Background Ken Holden grew up with a fascination for geology, which was ironic given the mutant powers he manifested. Ken developed the ability to not only control an area of stone and soil, but to also mold them into any shape he desired. As he grew into adulthood, his control over the earth became so refined that he was able to create a caraPace: of stone about his body, as well as his signature sledge hammer. Calling himself Stonehenge, the newly minted hero made a name for himself, taking on the likes of the Golden Ram and Mister Murder. With the advent of Z-Day, Stonehenge did what he could to hold back the tide of undead, but to no avail. He eventually teamed up with other Heroes, including Liberty Torch to protect a small Enclave. During what he believed to be a mundane dispersal of zombies, something he felt very safe doing given his ability to withstand any bites or cuts due to his armor, he was shocked out of his complacency when the Wrecker, who had hidden himself amongst the group tore off his stone caraPace: and feasted on his living flesh. Now one of the Z’d, Stonehenge yearns to break into the Enclave he once served and dine on his former teammates. Stonehenge


186 Titan Ultra Level Threat, Villain Z’d Origin: Super-Human; Archetype: Heavy Personality Flaw: Ruthless Tagline: You’re nothing compared to me! M 20 d12+d6 (+8) Pace: 5 Areas/10 Leaping P 17 d12+d4 (+7) Initiative: 4d10 Q 10 d10 (+4) Burnout (Fort): 26 V 15 d12+d4 (+6) Avoidance: 22 C 6 d8 (+3) Fortitude: 26 I 6 d8 (+3) Discipline: 18 L 3 d8 (+2) Stamina: - R 6 d8 (+3) Wounds: 7 AR vs. Ballistic: 10 Melee: 10 Energy: 5 Common Attacks Punch +8 (d12+d4) d10 (d12+d6) Zombie Bite +7 (d12+d4) d6 (d12+d6) penetrating Powers Enhanced Physiology: Titan possesses enhanced physical attributes Enhanced Attribute (Might) 10, Enhanced Attribute (Prowess) 9, Enhanced Attribute (Vigor) 9 which all share the linked power modifier. Also, due to his increased muscle mass and thick skin Titan possesses Armor 9, Enhanced Attack (Melee) 9, and Invulnerability (Physical) 9 which also share the Linked power modifier. Specialized Training: Titan has been able to tap into his physical attributes, developing Surge (Leaping) as an emulated power under Enhanced Attribute (Might) as well as Celerity 4 and Enhanced Attribute (Quickness) 3 with the All-Skill power modifier. Powers, Zombie As a Super Zombie, Titan, possesses the following additional powers: Enhanced Attack (Melee: Bite) 3 (with the penetrating power modifier), Enhanced Sense (Hearing, Smell): 8 and Super Sense (Thermal Vision): 10, Enhanced Attribute (Might): 4 and Enhanced Attribute (Prowess): 4 (for effective ranks of 14, 13 respectively including the above). Advantages: Combat Intuition, Exploit Weakness, Skill Focus (Melee: Unarmed), Quick Zombie Advantages: Cunning Zombie, Consumption of the Flesh, and Speed of the Dammed Skills (Bonus/Passive) Academics {Law}: 2/16, Athletics: 7/27, Animal Handling: 2/16, Drive: 3/19, Empathy: 6/20, Firearms: 2/21, Perception: 7/21, Ranged: 4/23, Local Knowledge: 4/18, Melee {Unarmed}: 7/26, Outdoorsman: 2/16, Technology {Basic}: 1/15, Urban Survival: 3/17 Gear None. Background The Super Hero known as Titan exploded onto the scene by saving the entire city from the Terror Twins who threatened to unleash a miniature black hole in its heart. Titan arrived and in a combat that was televised throughout the world, managed to defeat the Twins and resist the pull of the singularity that had been triggered long enough to destroy the machine. During that battle, Titan’s mask was ripped off and his identity was exposed and televised. Yet rather than being concerned, Titan embraced this freedom and stated that wearing a mask was ridiculous anyway. From that day forth, Titan became a media darling, not only fighting the good fight, but making several lucrative endorsements, cameo appearances on TV and even starring in a movie about his life. Sadly, this perpetually smiling hero was struck down during the weeks following Z-Day. Confident that his bullet proof skin would withstand any bites or scratches from the undead, he was waylaid by Night Wolf, who fallen victim to the Z-Virus. During their fight, Titan was cut to ribbons by the Wolf ’s razor sharp claws and the beleaguered Hero had no choice but to rip his opponent’s head off. Titan was pronounced dead on the scene. It was only when he reanimated, that any hope of containing the plague evaporated. Titan made his lair in the City and fed to heal his wounds. He would return soon and no one was going to stop him from turning the City into his personal buffet. Titan


187 The VRMusketeer Delta Level Threat, Villain Z’d Origin: Super-Human; Archetype: Brawler Personality Flaw: Darwinist, Unlucky Tagline: En Garde! M 6 d8 (+3) Pace: 4 Areas P 12 d12 (+5) Initiative: 4d10 Q 11 d12 (+4) Burnout (Fort): 17 V 3 d6 (+2) Avoidance: 20 C 3 d6 (+2) Fortitude: 17 I 6 d8 (+3) Discipline: 16 L 10 d10 (+4) Stamina: - R 3 d6 (+2) Wounds: 3 AR vs. Ballistic: 2 Melee: 2 Energy: 2 Common Attacks Rapier +7(d12) d10 (d8) Rapier Ignores AR of 7 or below Zombie Bite +6 (d12) d6 (d8) Powers Insightful Invention: Sean is hyper-intelligent possessing the Enhanced Attribute (Logic) 5 which allowed him to create his nanocray combat computer as well as his Carbon Titanium alloy rapier. N.C.C.S.: One of his finest inventions, the Nano-Cray Combat System consists of a visor and a carbon steel alloy gauntlet which projects a heads up display and plugs directly into his cortex via a small collection of dermal signal transmitters along the back of his neck. This allows him to react with Super-Human speed as well as study and adapt studied combat styles. The N.C.C.S. grants Sean Adaptive Muscle Memory (Combat skills and talents only) 8, Celerity 7, Enhanced Attribute (Prowess) 8, Enhanced Attribute (Quickness) 8, and Enhanced Attack (Swords) 7 which all share the Conditional (System can only be used for 6 hours a day before requiring recharging from an active power supply or from its own solar recharge system), Linked, Removable Item (Only Sean can use the N.C.C.S.), and External Power Source (24 burnout) power modifiers. The attributes presented above reflect these powers already active. which Powers, Zombie: As a Super Zombie, Sean has the following additional powers: : Enhanced Attack (Melee, Bite) 3 (with the penetrating power modifier), Enhanced Sense (Hearing, Smell): 8 and Super Sense (Thermal Vision): 10, Enhanced Attribute (Might): 4 and Enhanced Attribute (Prowess): 4 (12 effective ranks with above powers) Advantages: (Advantages with a * are provided by his Adaptive Muscle Memory power; he may only use one of these advantages at a time. See the power for more information) Swift Blades*, Uncanny Reaction*, Unique Device (Rapier), Visionary, Weapon Master (Rapier)* Zombie Advantages: Cunning Zombie, Consumption of the Flesh, and Speed of the Damned Skills (Bonus/Passive) Academics {Applied Sciences}: 3/19, Drive: 1/17, Engineering [Computers]: 3/19, Engineering [Programming]: 3/19, Local Knowledge: 1/17, Melee {Rapier} 6/21, Science [Bio-Chemistry]: 2 Technology [Basic]: 1/17, Technology [Computer Systems]: 3/19, Urban Survival: 1/16 Gear Other than the N.C.C.S., Sean wields a carbon titanium alloy rapier which ignores armor of AR: 5 or less, and wears a costume consisting of reinforced clothing which affords him some protection. Background Sean Fellows grew up reading about the exploits of Superheroes wishing he could have powers. Unbeknownst to Sean, he was born with an active Ultra-Gene, but instead of granting him overt powers, he was gifted with a super-intellect. While at MIT, he made a series of engineering breakthroughs; he created a series of nano-computers, hat had the processing power of a Cray Super-Computer. He then linked them to a virtual HUD unit and linked it to a cyber-gauntlet and sword. During combat, the nano-Crays could identify every single possibility of attack and defense, and then send the correct maneuver to his weapon. Believing this would make him an unbeatable swordsman, he went out to test his theory just as Z-Day hit. Unfortunately, a sword can’t stop a swarm of hungry undead. He fell that night, only to rise again to plague mankind with his deadly equipment and insatiable hunger. The VRMusketeer


188 The Zombie King Omega Level Threat, Villain Z’d Origin: Super-Human; Archetype: Controller Personality Flaw: Megalomania Tagline: Bow down before the King! M 10 d10 (+4) Pace: 3 Areas P 10 d10 (+4) Initiative: 3d10 Q 6 d8 (+3) Burnout (Dis): 29 V 15 d12+d4 (+6) Avoidance: 20 C 10 d10 (+4) Fortitude: 22 I 10 d10 (+4) Discipline: 24 L 5 d8 (+3) Stamina: - R 20 d12+d6 (+8) Wounds: 6 AR vs. Ballistic: 10 Melee: 10 Energy: 5 Common Attack Mental Blast +11 (d10) d10 (d12+d6) Bone Claws +10 (d10) d10 (d10) Zombie Bite +10 (d10) d6 (d10) penetrating Powers Mental Powers: The Zombie King possesses the unique ability to use Mind Control: 20 upon not only common zombies but on superzombies and abominations as well. He later developed the emulated powers of Elemental/Energy Blast (Mental Attack, can be used on Zombies and non-Zombies alike), Super-Sense: Zombie Detection, and mastering the power trick Influence the Masses. His mind control power can be used against the living but only at 25% of the power’s ranks (his Elemental/Energy Blast (mental attack) is still at half the power’s highest rank when used against the living). Zombie King: Strangely the Z-Virus also strengthened his body beyond that of a normal zombie, increasing the Enhanced Attribute powers granted by his condition by 4 (for a total of 8 ranks) and granting him Enhanced Attribute (Vigor) 10, and Enhanced Attack (Melee, Bone Claws) 10. Armor: The Zombie King wears a unique suit of armor, which was taken off the body of a Z’d tech-hero. This suit grants the Zombie King Armor 10 as well as Invulnerability (vs. Physical): 8 Powers, Zombie As a Super Zombie, The Zombie King, has the following additional powers: Enhanced Attack (Melee, Bite) 3 (with the penetrating power modifier), Enhanced Sense (Hearing, Smell): 8 and Super Sense (Thermal Vision): 10, Enhanced Attribute (Might): 4 and Enhanced Attribute (Prowess): 4 (enhanced by powers above) Advantages: Combat Intuition, Eclectic Knowledge, Increased Burnout, Mind over Body, Stealthy, Wary, Waylay Zombie Advantages: Cunning Zombie, Consumption of the Flesh, and Speed of the Damned Skills (Bonus/Passive) Athletics: 10/26, Animal Handling: 2/18, Drive: 2/17, Empathy: 10/26, Firearms: 4/20, Influence: 6/22 Larceny 2/17, Local Knowledge: 5/20, Melee: 10/26, Outdoorsman: 2/18, Perception: 10/26, Ranged: 10/26, Stealth: 6/21, Technology [Basic]: 1/16, Urban Survival: 3/19 Gear Beyond his armor, the Zombie King has little use for additional equipment. Background It is ironic that one of the most powerful beings after Z-Day was originally one of its weakest. Terrance Argent was a low powered telepath that could mind control those with weaker wills. When Z-Day came, he fell prey to a lone zombie. Escaping from it, he soon died. When he awoke, he discovered that the Z-Virus had mutated his power so that he is the only known being that can mind control not just zombies, but Super Zombies as well. Donning a black body armor suit the Zombie King contemplates how best to use his powers in a bid for world domination. Zombie King


Hero’s persona: Tagline: PersonalitY FLAWS: resolve lOGIC Insight Charisma Vigor Quickness Prowess Score dIE pASS Might Avoidance fortitude discipline stamina wounds armor vs. Melee Ballistic Pace energy Initiative Real name: Power source - archetype: disadvantages: powers( power mods - exploits ) gear Attacks attack ( Bonus/Att/def) range damage (att-special) score die plot die burnout skills( bonus / pass ) talents Attacks attack ( Bonus/Att/def) range damage (att-special)


190 Actions.................................................................... 37 Advantages ............................................................. 44 Acquiring Advantages ................................... 44 Acrobatic ......................................................... 44 Animal Affinity .............................................. 44 Attractive.......................................................... 45 Blind-Fighting ................................................ 45 Burglar ............................................................. 45 Combat Intuition ........................................... 45 Cunning Opponent ....................................... 45 Daredevil ......................................................... 45 Defensive Stance ............................................ 46 Diehard ............................................................ 46 Earth to Sky .................................................... 46 Eclectic Knowledge ........................................ 46 Exceptional Scavenger ................................... 46 Exploit Weakness ........................................... 46 Fast Reload ...................................................... 46 Furious Rage ................................................... 46 Gearhead ......................................................... 46 Hacker ............................................................. 46 Hawkeye .......................................................... 47 Healing Hands ................................................ 47 Honeyed Tongue ............................................ 47 Horse Whisperer............................................. 47 Hunter ............................................................. 47 Investigator ..................................................... 47 I’ve Done Alright for Myself.......................... 47 Increased Burnout ......................................... 47 Jack of All Trades ........................................... 48 Jury Rigging .................................................... 48 Leaf upon the wind ........................................ 48 Leadership ....................................................... 48 Martial Artist .................................................. 48 Martial Artist, Expert .................................... 48 Martial Artist, Master .................................... 48 Mind over Body ............................................. 48 Night Owl ....................................................... 48 Owl Eyed ......................................................... 48 Political Maneuvering ................................... 48 Quick ............................................................... 48 Quick Draw ..................................................... 49 Rapid Draw ..................................................... 49 Seasoned Survivor .......................................... 49 Sharp Eyes ....................................................... 49 Skill Focus ....................................................... 49 Stealthy ............................................................ 49 Swift Blades ..................................................... 49 Toughness ....................................................... 50 Two-Weapon Fighting ................................... 50 Uncanny Reaction .......................................... 50 Unique Device................................................. 50 Vehicular Combat .......................................... 50 Visionary ......................................................... 50 Wary ................................................................. 50 Waylay ............................................................. 50 Weapon Master .............................................. 50 Wolf Pack Tactics ........................................... 50 Advancement ......................................................... 21 Archetypes ............................................................. 20 Blaster .............................................................. 20 Brawler............................................................. 20 Controller......................................................... 20 Infiltrator ......................................................... 20 Heavy................................................................ 20 Transporter ..................................................... 20 Areas........................................................................ 87 Armor ..................................................................... 78 Archaic/Makeshift Armor ............................ 78 Body Armor .................................................... 78 Shields............................................................... 79 Tactical ............................................................. 79 Armor Rating......................................................... 86 Attack Actions........................................................ 90 Basic Attack ..................................................... 90 Combat Maneuvers......................................... 90 Charge .............................................................. 91 Devastating Attack.......................................... 91 Disarm.............................................................. 91 Earth Strike...................................................... 91 Feint.................................................................. 91 Grab .................................................................. 91 Grappling ......................................................... 91 Guarded Attack ............................................... 92 Lure................................................................... 92 Shield ............................................................... 92 Shove................................................................. 92 Team Attack..................................................... 92 Total Defense................................................... 92 Trip.................................................................... 93 Attacking at Range ............................................... 86 Attributes................................................................ 28 Blocked Areas ........................................................ 88 Bonus Stacking, Skill Ranks and ......................... 36 Burnout Threshold ................................................ 30 Circumstances........................................................ 36 Clock, The............................................................... 84 Combat ................................................................... 84 Combat Characteristics.................................. 86 Combat Modifiers........................................... 86 Joining Combat............................................... 86 Contaminated Food and Water......................... 103 Cooperation ........................................................... 36 Concealment.......................................................... 87 Continuous Fire Damage .................................... 96 Cover....................................................................... 86 Defenses............................................................ 29, 86 Avoidance:........................................................ 29 Fortitude:.......................................................... 29 Discipline: ........................................................ 29 Derived Attributes................................................. 29 Devastating Attack ............................................... 98 Difficult Ground .................................................... 88 Difficulty Rating .................................................... 36 Disease ................................................................. 103 The Z-Virus ................................................... 104 Emulated Powers .................................................. 52 Encumbrance ....................................................... 104 Experience, Awarding......................................... 102 Falling.................................................................... 105 Firearms ................................................................. 93 Burst ................................................................. 93 Double Tap....................................................... 93 Full Auto .......................................................... 94 Headshot.......................................................... 94 Multiple Rounds and Armor/AR.................. 93 Single Shot ....................................................... 94 Flashbacks............................................................. 153 Gear......................................................................... 73 Accessories and Sights ................................... 79 Acquiring ......................................................... 74 Batteries ........................................................... 73 First Aid Kits ................................................... 79 Night Vision Goggles ..................................... 79 Starter Packs.................................................... 74 Government.................................................148, 150 Gritty..................................................................... 139 Healing and Death................................................. 97 Health...................................................................... 29 Stamina............................................................. 30 Wounds............................................................ 30 Hero Creation ........................................................ 17 Hunger and Thirst............................................... 105 Inadequate Space ................................................... 88 Initiative............................................................ 30, 84 Injury and Death ................................................... 95 Interruptible Actions............................................. 85 Issues..................................................................... 156 Knockback.............................................................. 95 Languages, starting................................................ 35 Law Enforcement................................................. 129 Legends and Artifacts......................................... 133 Light and Darkness............................................. 105 Limiting Conditions.............................................. 98 Blinded ............................................................. 98 Crippled ........................................................... 98 Deafened .......................................................... 98 Exhausted......................................................... 98 Helpless ............................................................ 98 Immobilized .................................................... 98 Outnumbered ................................................. 98 Prone................................................................. 98 Shaken .............................................................. 98 Staggered.......................................................... 98 Stunned ............................................................ 98 Line of Effect .......................................................... 87 Line of Sight ........................................................... 87 Massive Damage .................................................... 95 Massive Knockback............................................... 95 Mastering Emulated Powers ............................... 54 Master Values Table............................................... 31 Mental Attributes................................................... 28 Charisma.......................................................... 28 Insight............................................................... 29 Logic ................................................................. 29 Resolve.............................................................. 29 Movement Actions................................................ 90 Dropping to Prone.......................................... 90 Move ................................................................. 90 Stand Up........................................................... 90 Movement............................................................... 87 Burrow.............................................................. 88 Climb................................................................ 88 Fly...................................................................... 87 Swim ................................................................. 88 Pace................................................................... 30 Pace: and Movement ...................................... 87 Movement Restrictions......................................... 88 Not an Action......................................................... 94 Objects, Attacking and Destroying ................... 101 Objects, Lifting and Moving .............................. 101 Obstacles................................................................. 88 Other Actions......................................................... 94 Assist Ally ........................................................ 94 Delay................................................................. 94 Pick up an Object............................................ 94 Ready a Weapon or Shield............................. 94 Sheathe/Stow a Weapon................................. 94 Overland Travel ................................................... 106 Paradigm City ...................................................... 123 Passive Skill Values................................................ 36 Passive Values......................................................... 30 Personality Flaws................................................... 24 Always a Sidekick............................................ 24 Bloodthirsty ..................................................... 24 Craven .............................................................. 24 Darwinist ......................................................... 24 Greedy ............................................................. 24 Haunted by Nightmares................................. 25 The Hero’s Code .............................................. 25 Hero Worship.................................................. 25 Impatient.......................................................... 25 Lone Wolf......................................................... 25 Lying Eyes........................................................ 25 Megalomania ................................................... 25 Nihilistic........................................................... 25 Oblivious.......................................................... 25 Over Protective ............................................... 25 Patriot............................................................... 26 Poor Substitute ................................................ 26 Post-Traumatic Stress Disorder .................... 26 Revolutionary.................................................. 26 Ruthless............................................................ 26 Survivor’s Guilt................................................ 26 Unlucky ............................................................ 26 Unattractive ..................................................... 27 Villainous Past................................................. 27 Young Gun ...................................................... 27 Xenophobia...................................................... 27 Zealot................................................................ 27 Physical Attributes................................................. 28 Might ................................................................ 28 Prowess............................................................. 28 Quickness......................................................... 28 Vigor................................................................. 28 Plot Dice ............................................................... 102 Earning........................................................... 103 Spending ........................................................ 102 Push......................................................................... 85 Disadvantages ....................................................... 21 Mental Flaw (+2/+5/+10)............................. 21 Mentally Frail (+10)........................................ 21 Physical Flaw (+2/+5/+10)............................ 22 Physically Frail (+10)...................................... 22 Strange Appearance (+ variable)................... 22 Powers..................................................................... 51 Adoptive Muscle Memory ............................. 55 Armor............................................................... 55 Bestial Transformation................................... 55 Celerity............................................................. 56 Communicate with Animals......................... 56 Convert Matter................................................ 56 Darkness........................................................... 57 Duplicate.......................................................... 57 Dynamic Power............................................... 58 Elasticity .......................................................... 58 Element/Energy Blast..................................... 59 Element/Energy Manipulation...................... 59 Emotion Control............................................. 60 Energy Generation.......................................... 60 Energy Sheath.................................................. 61 Enhanced Attack ............................................ 61 Enhanced Attribute ........................................ 61 Enhanced Sense............................................... 61 Entangle............................................................ 62 Flight................................................................. 62 Force Field........................................................ 62 Force Shield ..................................................... 62 Growth ............................................................. 62 Heal................................................................... 62 Illusion.............................................................. 63 Incorporeal ...................................................... 63 Invisibility ........................................................ 63 Invulnerability ................................................ 64 Life Support ................................................... 64 Luck .................................................................. 65 Mimic ............................................................... 65 Mind Control................................................... 65 Move Object .................................................... 66 Nullify............................................................... 66 Poison............................................................... 66 Regeneration.................................................... 67 Resistance......................................................... 67 Shape Shift ...................................................... 67 Shrink ............................................................... 67 Sixth Sense ....................................................... 68 Speed................................................................. 68 Super-Sense...................................................... 68 Surge ................................................................ 69 Telepathy .......................................................... 69 Teleport ............................................................ 69 Tunnel............................................................... 69 Wall Crawl ....................................................... 69 Wireless............................................................ 69 Power Exploits ................................................. 52, 53 Power Modifications....................................... 52, 70 Accurate ........................................................... 70 All Skill............................................................. 70 Conditional...................................................... 70 Cybernetic Implant......................................... 70 External Power Source ................................... 70 Fatiguing .......................................................... 71 Limited Uses.................................................... 71 Limitation ........................................................ 71 Linked............................................................... 71 Penetrating....................................................... 71 Power Armor................................................... 71 Removable Item .............................................. 72 Secondary Effect.............................................. 72 Slow................................................................... 72 Trigger.............................................................. 72 Unpowered Form............................................ 72 Power Sources........................................................ 18 Super-Human.................................................. 18 Skill Hero ......................................................... 18 Tech Hero......................................................... 19 Power Sources and Effects.................................... 52 Power Tricks .......................................................... 53 Rest........................................................................ 105 Size, Creature ......................................................... 89 Skills........................................................................ 33 Academics........................................................ 38 Acrobatics........................................................ 39 Animal Handling ............................................ 39 Athletics ........................................................... 39 Drive ................................................................. 39 Empathy ........................................................... 39 Engineering...................................................... 39 Firearms........................................................... 40 Influence........................................................... 40 Larceny ............................................................. 40 Linguistics ....................................................... 42 Local Knowledge............................................. 42 Medicine........................................................... 42 Melee ................................................................ 43 Outdoorsman .................................................. 43 Perception........................................................ 43 Pilot................................................................... 43 Ranged.............................................................. 43 Scavenge........................................................... 43 Science.............................................................. 43 Stealth............................................................... 44 Technology....................................................... 44 Urban Survival ................................................ 44 Social Encounters.................................................. 37 Speed....................................................................... 30 Suffocation and Drowning ................................. 106 Supporting Characters........................................ 107 Surprise................................................................... 86 Tactical Edge ......................................................... 87 Taglines................................................................... 27 Threats .................................................................. 107 Trivial Tasks............................................................ 37 Vanquished............................................................. 96 Vehicles............................................................. 81, 99 Attacking a..................................................... 100 Attacking From ............................................... 99 Crashing......................................................... 100 Handling .......................................................... 82 Losing Control .............................................. 100 MS/Hits............................................................ 82 Pass.................................................................... 82 Size .................................................................... 82 Speed................................................................. 82 Weapons.................................................................. 75 Archaic Missile Weapons............................... 75 Grenades.......................................................... 77 Firearms........................................................... 75 Firearm Accessories........................................ 77 Firearm Sights ................................................ 79 Melee Weapons ............................................... 77 Other Modern Weapons ............................... 75 Tactical Gear.................................................... 77 Wounded ................................................................ 96 Zombies................................................................ 110 Abominations................................................ 113 Advantages..................................................... 110 Cannibalistic Zombie .................................. 110 Cleaver............................................................ 112 Cunning Zombie .......................................... 111 Deadheads ..................................................... 111 Known Species.............................................. 111 Ninja’Z............................................................ 113 Phasers ........................................................... 112 Super Z’s......................................................... 114 Typical Qualities ........................................... 110 Index


191 Thank You! FRESH MEAT LEVEL Kytte “KytteKatte” Burke Jay Little Miguel Angel Milian BYSTANDER LEVEL Phillip Bailey Ben Bonds Robert Carter Raymond A. Croteau Jack Emmert Jake Foster Greg Gershowitz Ola Hansson Steven Henderson Daniel Jackson Danny Keith Nathan Olmstead Philo Pharynx Josh Street Brett A Veasey Tim Walker Lester Ward David Wolf SIDEKICK LEVEL Steven Adams Lucas Amodio Majdi Badri P-A Beaulieu Michael Bentley Rev. Jim Best Jan Egil “Jedidiah Curzon”Bjune Matthew Blackwell Darryl & Lydia Joy Burgdorf Klarissa Carter Chip & Katie Joe Cirillo Mark Clark Jr Doyle Clemence Seth Corbett Darren Davis Jonathan “Buddha” Davis Christopher M. Day Kevin Donovan Matthew Edwards Kevin and Crystal Elmore Derrick D. Elsworth Tim Fiester Jarad Fennell Fletcher Stephanie Franklin Ronald Frye Peter Galehouse Geektropolis Matt Grix Ryan Hart Mirko “Cormac” Hess Bryan Allen Hickok Anthony Howell John Hughey Rick Hull Pete “Fantomas” Hurley Alexander J. Ingham Josh “Azord” Irwin Robert “Beastttt” Isenberg Nicholas Joseph James Artur Jeziorski Jacob W. Kalb John “Orastes” Kelbaugh Tony Kenealy John D. Kennedy Jeremy C. Kinser Tom Ladegard Gabe Garcia-Lavin Anthony Lawrence II Jason Leisemann Jordan Lennard Trevor “Frankenbeans” Lewis Jason Marks Matthew McFarland Michelle Lyons-McFarland Eric “Panda” Moeller Filthy Monkey Bruce Novakowski Dr. Adam Paris Chad Patterson Oliver Peltier Ryan “The Bastard” Percival Tom “The Buhda” Peterson III Thomas Prevendoski Michael Ramsey Devin Redd Adam Rice Andrew Ross Joseph Rossi David Rybacki David Sandell Eddie Santos Gerry Saracco Adem Sawyer Kanoan James Sherwod Burt Silva Toni M. Siragusa Daniel “Shinji” Smith Brian Spicer Austin Stanley William Stephenson Robert Strahan Walter R. Strapps Bill Stull Meg Taylor Dr. Peter Teismann Jeff Terrill Tim Michael J. Tolan Martin Vallance Cameron Verkaik Vicki & Will B-LISTER LEVEL Norbert Baer Ross Benford Derek Boobyer Franck Bouvot Matt Buechler Andrew Chang Travis Clarke DarkMoonINC Stephen Dewey Frank Gawryla Edward Grant Glen Green Amiel Kievit Janet Lovoy Andrea Martinelli Andrew Meltzer Patrice MERMOUD Nicholas Muehlenweg Murook Charlie Payne David Percy Shawn Polka Robert J Schwalb Chris Snyder Andy Terrill Peter Tidd Mike Wallace Matthew Wasiak Ray Wisneski BRICK & MORTAR STORES Adventure Game Store Game Board Imperial Outpost Games - Darren Johnson A-LISTER LEVEL John Bellando Moses Birmelin Justin S. Davis Pete Duchak Mark Edwards Josh and Lindsay Elliott Tony Garry Ashley & Michael Grenon Johnathan Koch Robert H. Mitchell Jr. David Morgans Craig “Makk” Orapello James Pabis, Jr. D. Stephen Raymond John M. Trivilino Bryce Undy Kristopher Volter Jeff Zitomer zurotzu James Zwiers DELTA THREAT LEVEL Jim Auwaerter Dr. Ryan Blackstock Conrad ‘Brains’ Earl Brett Easterbrook Rob “Lightning Rob” Enyart Matthew Flinn Steven “Da Man” Johnson Valerie Kost & James Hall Jeff Huston Adam Mann M. Sean Molley Anthony Nijssen Christian Nord David Notar Anthony (Inkwizita) Simpson Joe Thater John Tucker Mikhael Weitzel, Sr Sam Wong OMEGA THREAT LEVEL Shawn “King Zombie” Beatty THANK YOU!


192 The Master Values Table Both attributes and powers utilize the same chart; for example, an attribute or power of 8 would have a base die of d10 and a +4 Passive Modifier. Master Values Table 1-2 Attribute Scores and values Data Points Might Data Points Pace Data Points Score Base Die Passive Modifier Might Max Lift Max Lift Examples Throw Range Might Push/Drag Top MPH 0 - 0 - - 0 - - 1 d4 1 50 lbs. 1 100 lbs. 2 2 d6 1 75 lbs. 2 150 lbs. 4 3 d6 2 100 lbs. 3 200 lbs. 8 4 d8 2 150 lbs. Average Human 4 300 lbs. 10 5 d8 3 200 lbs. 5 400 lbs. 12 6 d8 3 300 lbs. Male Lion 6 600 lbs. 14 7 d10 3 400 lbs. 6 800 lbs. 16 8 d10 4 500 lbs. Motorcycle 7 1000 lbs. 18 9 d10 4 600 lbs. ATV 7 1200 lbs. 20 10 d10 4 700 lbs. 8 1400 lbs. 22 11 d12 4 800 lbs. 8 1600 lbs. 24 12 d12 5 900 lbs. 9 1800 lbs. 26 13 d12 5 1 ton. Average Car 9 2 ton. 50 14 d12 5 2 tons. Large Truck 10 4 tons. 100 15 +d4 6 4 tons. 10 8 tons. 175 16 +d4 6 6 tons. Subway Car 12 12 tons. 250 17 +d4 7 8 tons. Semi-Truck 12 16 tons. 350 18 +d4 7 10 tons. Train boxcar 13 20 tons. 450 19 +d6 7 13 tons. School Bus 13 26 tons. 550 20 +d6 8 16 tons. Stryker APC 14 32 tons. 650 21 +d6 8 32 tons. 14 62 tons. 750 22 +d6 8 64 tons. M1 Tank 15 128 tons. Mach 1 23 +d8 8 128 tons. Small Coastguard Cutter 16 256 tons. Mach 1.5 24 +d8 9 256 tons. Locomotive 17 512 tons. Mach 2 25 +d8 9 512 tons. 747 18 1,024 tons. Mach 2.5 26 +d8 9 1,024 tons. 19 2,048 tons. Mach 3 27 +d10 9 2,048 tons. Space Shuttle 20 4,096 tons. Mach 3.5 28 +d10 10 4,096 tons. Saturn V Rocket 21 8,192 tons. Mach 4 29 +d10 10 8,192 tons. Attack submarine 22 16,384 tons. Mach 8 30 +d10 10 16,384 tons. Polar class icebreaker 23 32,768 tons. Mach 16 31 +d12 10 32,768 tons. 24 65,536 tons. Mach 23 32 +d12 11 65,536 tons. Modern US Aircraft Carrier 25 131,072 tons. Mach 46 33 +d12 11 131,072 tons. 26 262,144 tons. Mach 92 34 +d12 11 262,144 tons. 27 524,288 tons. Mach 184 35 2d12+d4 11 524,288 tons. 28 1,048,576 tons. Mach 368 36+ * * x2 x2 x2 * Continue to add base die every increase at the same rate every 20 ranks beyond 35 and which increases in size each 4 ranks till it reaches d12, while the passive modifier increases by 1 every 4 ranks beyond 36. Appendix I: The Master Vaules Table


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