Powers Regeneration (2/Level): Regenerate wounds. Recovery (+1), Regrowth (+2).
Resistance (1/5/10): Increasing damage resistance versus particular Power Type.
Shape Change (Variable): Take on the form of an animal or creature. Speech (+2), Swarms
(+2/+4).
Shrink (4): Reduce Size. Density (+1), Microscopic (+4), Quick Change (+1), Tiny (+4).
Sidekick (5): The hero has a loyal and super powered companion.
Speak Language (1): The hero can speak any language. Written Word (+1).
Speed (Variable): The character can move at super speed. Blinding Reflexes (+2), Catch
and Throw (+2), Pummel (+1), Surface Tension (+1), Vibrate (+5), Whirlwind (+2).
Storm (3): Summons a storm. Downpour (+1), Gale Force (+1), Lightning Strike (+3).
Stun (2): Temporarily Incapacitates foes. Area Effect (+2/+4), Selective (+2).
Super Attribute (2/Step): Increase an attribute a die type (+1 after d12). Not Today (+2).
Super Edge (2/Level): Grants a Combat Edge.
Super Skill (1/Step): Increase a skill a die type (+1 after d12).
Super Sorcery (2/Level): Grants any other power via spellcraft.
Swinging (2): Allows movement via swinging. Strong Line (+1).
Telekinesis (2/Level): Moves objects with the hero’s mind. Focus (+3), Heavy Weapon (+1),
Range (+2).
Telepathy (2): Contact others via thought. Broadcast (+1/+3), Mind Rider (+3), Switchboard
(+2).
Teleport (3): Disappear and reappear elsewhere. Range (+2/+4), Rapid Teleport (+3),
Teleport Other (+5), Traverse (+3).
Toughness (1/Level): Increases Toughness. Hardy (+3).
Uncanny Reflexes (4/8): –2 or –4 to hit the character. Blinding Reflexes (+2).
Undead: +2 Toughness; +2 to recover from Shaken; doesn’t breathe; immune to disease &
poison; no additional damage from called shots; ignore 1 level of wound penalties; –2 Cha.
Wall Walker (1): The hero can walk on horizontal or inverted surfaces.
Whirlwind (2): Creates a small cyclone to disrupt foes. Large Template (+2), Twister (+2).
50
HEADQUARTERS
Super heroes—and villains—can have There is nothing preventing the team from
spectacular headquarters. Superman’s owning multiple buildings, but all contents
Fortress of Solitude, Batman’s Bat Cave, or and extras must be paid for individually.
the Fantastic Four’s Baxter Building are well- Exactly what shape the building takes is up
known examples of super hero strongholds to the team.
where they can research the latest threats,
create technology to defeat new foes, or meet Every building must have a Size and
with other crusaders to form meta-powered Location from the following tables.
leagues.
CREATING AN HQ
Rather than keeping track of how much
the team’s base costs, maintenance, and the
like—which aren’t very heroic things to
focus on—super teams are granted 5 HQ
points per member per Rank. A group of
four seasoned characters, for example, has
40 points to build a base with.
These points might represent money, time
and effort, or rewards given to the team
by a grateful patron, city, or government
organization.
Some common headquarters and various
components that can be added to them are
listed on the following pages. The super
team should appoint one of the team to keep
track of their base and its amenities as the
campaign goes on.
(1) BUILDING
At least one of the 5 initial HQ Points must
be spent acquiring a building, cave, or other
shelter.
51
Size condition is Starter (–1). This is used as a
The Room column lists how many rooms modifier to certain rolls as detailed in Rooms.
the building typically has. The HQ can be
altered afterward at 2 points per room. Condition can be improved after play begins
by paying the full HQ Point cost, not the
HEADQUARTERS SIZE difference. For example, upgrading a good
headquarters to an advanced headquarters
Size Rooms Points Example costs five HQ Points, not two.
Tiny 1 1 Basement HEADQUARTERS CONDITION
Small 32 Apt Condition Facility Mod Points
Average 6 3 Typical Starter -1 0
house
Average +0 1
Large 10 5 Floor in
office Good +1 3
block
Advanced +2 5
Huge 20 7 Mansion State of +4 10
the Art
Gargantuan 30 10 Entire
office (3) ROOMS
block
HQs consist of one or more rooms, each
Location with a defined purpose as listed below.
Next the hero must pick a location. Is the A team cannot add more rooms than the
headquarters in a nondescript downtown headquarters has space for. If there is no
tenement? Is it in the secret basement of more space, a bigger building must be
an uptown brownstone? Underwater? The acquired.
moon? A cave? Deep beneath the Arctic ice?
Command Center (+1)
If the characters choose a location which The command center is somewhere the
requires special transport to reach, such as a team can gather to discuss plans. Starter
space station or deserted island, they’ll need command centers have a pin-board with a
a suitable vehicle to get there as well. map of the city and (maybe) a few chairs. A
state-of-the-art room has holographic maps
HEADQUARTERS LOCATION linked via satellites to give an up-to-the-
minute view of the city, country, or beyond.
Location Points
The meeting room contains the head-
Urban area 0 quarters’ communication and monitoring
equipment. The headquarters’ condition
Deserted island/wilderness +1 determines the capabilities of the communi-
cations array. An average system may allow
Underground/extinct volcano +1 for monitoring of communications within a
single city, whereas a state-of-the-art system
Underwater (base or submarine) +2 allows instantaneous communication with
other planets or dimensions (if such a thing
In space (in orbit, on the Moon) +3 exists in the setting).
Another planet/dimension +4 Garage (+2)
The headquarters is equipped with a
Headquarters (2) CONDITION garage and repair shop. Each time this
facility is purchased, the characters gain a
Some supers live in upscale conditions with new garage capable of housing one of their
the latest high tech equipment, vehicles, and vehicles (their choice) away from prying
even servants. Others live in squalor, barely eyes, as well as any tools needed to keep it
eking out a living in the slums. running. (If using vehicles from the Science
The condition of the headquarters
determines not only the state of the
actual building, but also the contents. All
headquarters have a Facility Modifier based
on their condition. If you don’t spend any
points on condition, your headquarters’
52
Fiction Companion, each garage handles up to Medical Center (+2) Headquarters
Size 8.) A medical center provides a place where
injured heroes can recuperate away from
Repair rolls to the vehicle are modified by public attention. In addition to general
the headquarters’ facility modifier. For the modifiers for the era and level of care, the
sake of simplicity, tools from one garage may medical center adds the headquarters’
not be used in another, even if the vehicle is Facility Modifier to all Healing rolls and
the same type. Vigor rolls for natural healing in the
headquarters.
Generator (+1)
Most headquarters are powered by the Personal Quarters (+1 per 4 heroes)
national grid. Not only does this leave them Super heroes have to sleep too. Sleeping
susceptible to blackouts (possibly caused quarters may be a camping bed in a communal
by a super villain), but it also means larger room with shared lavatory facilities up to
headquarters could be found by monitoring personal bedrooms with four-poster beds
power usage. With a generator, the heroes and en suite bathrooms, depending on the
provide their own electricity. Headquarters headquarters’ Facility Modifier.
outside a city must have a generator.
Specialist Library/Lab (+2)
Hangar (+4) Unlike a reference library, a specialist
Established super teams may have aircraft library or laboratory is dedicated to one core
or even starships. A hangar has enough space subject—such as arcana or chemistry. This
for one fighter-sized jet or two average-sized is a Knowledge skill chosen when the room
helicopters. Additional hangars may be is purchased. Using the library or lab grants
placed together to handle larger vessels. a bonus to the chosen Knowledge skill rolls
equal to the headquarters’ Facility Modifier.
If using the Science Fiction Companion,
each Hangar space accommodates 24 points Security Cells (+1)
worth of aircraft or starships. The addition of secure cells to the base’s
facilities allows the super heroes to contain
Kitchen & Dining (+1) captives (even super villains) for questioning.
Even super heroes have to eat. If the The cells have surveillance systems and
headquarters is designed for permanent a base Toughness of 15, modified by the
occupation, the occupants need somewhere headquarters’ Facility Modifier. Each time
to store, cook, and eat food. Depending on the this option is taken adds two cells. Or two
headquarters condition, the kitchen may be cells can be combined into one nullifier cell,
a small microwave and cooler or something which negates super powers.
rivaling a 5-star restaurant, complete with
chandeliers in the dining room, waiters, and Super heroes can still choose to capture and
a gourmet chef. imprison super villains in a regular room,
but the base Toughness is reduced to 10 and
Add an additional +1 for advanced there are no dedicated cameras.
greenhouses, hydroponics, or rooms that
actually create or provide food. Teleporter (+1 to +8)
This ultra tech room may only be taken
Library/Computer Lab (+1) with the Game Master’s permission. It
Good information can be essential to finding houses a coded teleporter that allows users
the lair of a villain or tracking a missing to instantly travel to other locations, perhaps
diamond necklace. A library/computer room even other dimensions. The teleporter
contains a vast store of books and multiple doesn’t actually have to be a “teleporter.” It
computer terminals or tablets for fast access might be a secret door that provides access to
to external computer networks. It grants the street above.
a bonus to Investigation rolls equal to the
headquarters’ Facility Modifier found on the A standard teleporter allows one character
Headquarters Condition Table. to use it at a time. Add +1 if up to five can use
it at once, +2 to accommodate up to 10, +3 for
20, and so on.
53
TELEPORTER COST Unless modified, the defenses are in all
common areas (not personal quarters),
Cost Type inside and out.
+1 Quick access to the outside, up to Activation is automated if the headquarters
half a mile from the base. has Secure Access (see below). If the power
uses a die roll for activation, start at d4 for a
+2 Up to 1 mile distant. starter headquarters and increase the die type
one step for each level of condition higher,
+3 Up to 10 miles distant. up to d12 at State of the Art. Otherwise,
defenses are manually activated and use the
+4 Up to 100 miles distant. skill die of the operator.
+5 Anywhere on the planet. Modifiers:
• Perimeter Only (–2): The defenses only
+8 Anywhere in any dimension.
protect the outside of the building.
Training Room (+2/+4) • Single Room Only (–3): The defenses only
A training room might be a simple gym at a
cost of +2, or a computer-controlled chamber protect one room. This must be declared
with death rays and robot minions (+4). when the power is purchased. Moving
the defenses to a different room at a later
Workshop (+2) stage costs 1 HQ Point.
The headquarters is equipped with
a workshop for creating and repairing Escape Pod (+1)
mechanical, robotic, electrical, and electronic The headquarters has a built-in, hidden
devices. All Repair rolls (except for vehicles) escape pod that can be used for a quick
are modified by the headquarters’ Facility escape should it become overrun. This can
Modifier. be a chute, teleportation pad, short-range
rocket, etc. The escape pod is relatively small
Headquarters (4) HQ EXTRAS and can only accommodate five individuals
at a time. The route typically exits a mile or
As well as dedicated rooms, a base can have so away, allowing the team to make good
other features not vital to daily operations. their escape.
Camouflaged (+2) Secure Access (+1)
The headquarters is camouflaged to look Only those people with the proper key
like a regular building, be it a school, hotel, (chip implant, keycard, mystic amulet, etc.)
basement, etc. The computers, suits, vehicles, may access all of the headquarters and its
and other high tech crime-fighting gear are systems. Anyone else sets off an alarm that
hidden behind rotating desks, revolving alerts everyone who has proper access via
paintings, and secret chambers. klaxon horns, silent signal, radio broadcast,
or similar alert.
If the team wants the actual building itself
to be hidden, they’ll need to buy Well- Well-Hidden (+3)
Hidden (see below). The headquarters is well-hidden, either
underground, underw ater, or obfuscated in
Defenses (Special) some way. All attempts to track, scry, detect,
HQ points can also be used to create or otherwise find a character in the HQ, track
defensive systems. Each HQ point buys two its broadcasts, or monitor its comings and
points of super powers. There are also some goings, suffer a –4 to relevant die rolls.
generic new power Modifiers below for
headquarters defenses. A headquarters may still be located
underground, in a volcano, underwater, or in
Typical defenses are blast cannons (attack, space and not have this feature. In such cases,
ranged), guards (minions), or ensnarement the base has no special concealment, and
devices such as nets or cages (ensnare). As communications can be easily monitored.
always, the GM has the final say on what Perhaps the base still shows up on radar, or
powers can and cannot be invested in a maybe the volcano doesn’t have a special
headquarters. sliding roof to conceal the base from the air.
54
Example HQs This small space station is located in high
Earth orbit and perfect for a small team with
Here are some sample headquarters access to a spacecraft. The version presented
created with these guidelines. They are non- here has a lab dedicated to the study of
setting specific and can be used in any super alternate dimensions. The hangar holds a
setting with minimal changes. small shuttle. Although the base currently
only sleeps four, four more rooms are left
The number in parentheses after the title unallocated for future team members. The
is the total HQ Point cost. Numbers in escape pods can house ten people.
parenthesis after the Rooms entry are the
total number of rooms available and the The Villain’s Lair (43)
number left to fill. Size: Large; Location: Underwater;
Condition: Good
The Vigilante HQ (5)
Size: Small; Location: Downtown Rooms (10/2): Command Center,
(conurbation); Condition: Average Generator, Kitchen/Dining Room, Library,
Security Cells (4), Sleeping Quarters (sleeps
Rooms (3/1): Command Center, Library 12)
Features: None Features: Camouflaged (marine research
base), Defenses (attack, ranged: Blast
The vigilante’s headquarters might be a lone cannons. Range 12/24/48, Damage 3d6, RoF
hero’s only sanctuary, or just somewhere he 1), Defenses (minions: 16 security guards),
hides from unwanted followers. This small Escape Pod (minisub), Secure Access.
lair is located in a big city.
This lair is disguised as a maritime research
It has a radio capable of picking up police center, a series of pressurized domes linked
and other emergency service radios within via transparent tunnels. Note that although
the county and a computer attached to the there are 16 guards, there is only one escape
web. Since it has no accommodations or pod. The blast cannons are concealed in
catering facilities, it can take only a lone the ceiling of each room and are activated
occupant sleeping on the couch, eating if security alarms are tripped. The guns are
canned food heated on a small camp stove. automated and have a d8 Shooting.
This vigilante is probably a regular at the
local diner! The rest of this book is dedicated to the
fearsome foes the heroes must face.
First Headquarters (10)
Size: Large; Location: Midtown Headquarters
(conurbation); Condition: Average
Rooms (10/7): Command Center, Kitchen/
Dining Room, Sleeping Quarters (sleeps 4)
Features: Secure Access
This headquarters is designed for use by a
small team just starting out in their super hero
career. Although currently poorly equipped,
it has plenty of room for expansion later.
The base is designed as a home away from
home and contains living facilities and basic
communications systems.
Orbital Space Station (23)
Size: Large; Location: High Earth orbit
(space); Condition: Good
Rooms (10/4): Command Center,
Generator, Hangar, Kitchen/Dining Room,
Sleeping Quarters (sleeps 4), Specialist
Library (Alternate Dimensions)
Features: Escape Pod (×2; mini-shuttle)
55
ROGUES GALLERY
Characters marked with a star are usually Gear: Citizens own a variety of gear
Wild Cards. appropriate to their trade. Many own a
firearm, or at least a knife.
CITIZENS
COPS
These are the folks who make up the
general population of the city: shop owners, The world’s first line of defense are its
bartenders, and so on. Like everyone else, policemen. These brave men and women
they scrabble to get by from week to week, respond to danger without powers every
but are generally law-abiding and worthy of day.
rescuing during a super-villain attack.
Flatfoot
Attributes: Agility d6, Smarts d6, Spirit d6, This is the average patrolman, security
Strength d6, Vigor d6 detail, or private guard. He’s often the first
Skills: Driving d4, Fighting d4, Knowledge guy on the scene of a crime. They carry out
(Trade) d6, Notice d6, Shooting d4 their duties with nothing more than a gun
Cha: 0; Pace: 6; Parry: 4; Toughness: 5 and a badge.
Hindrances: —
Edges: — Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Intimidation
d6, Notice d4, Shooting d6, Streetwise d4
Cha: +0; Pace: 6; Parry: 5; Toughness: 9 (4)
Hindrances: Obligation (Protect and Serve)
Edges: Connections (Police Department or
Corporation)
Gear: Body armor (+4), 9mm handgun
(Range 12/24/48, Damage 2d6, RoF 1, AP 1),
billy club (Str+d4), handcuffs.
XXInvestigator
In this line of work, many people devote
themselves to seeking the truth. Investigators
can be police or private detectives, ace
reporters, or other snoops the heroes
may come across in their line of work. An
investigator often makes a great ally, or, in
some cases, dependent.
56
Attributes: Agility d6, Smarts d8, Spirit d6, Gear: Combat armor (+6), pulse blaster rifle Rogues Gallery
Strength d6, Vigor d6 (Range 20/40/80, Damage 3d6, RoF 1, AP 4,
Skills: Driving d4, Fighting d6, Intimidation HW), rocket pack, nullifier shackles.
d8, Investigation d8, Notice d6, Persuasion
d6, Shooting d6, Streetwise d8 CRIMINALS
Cha: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: — Typical gear is listed for each entry, but
Edges: Connections (Law Enforcement or the Game Master should tailor the villains
News), Investigator to suit their task and their opposition. Thugs
Gear: Most carry 9mm handgun (Range who expect to fight Four Color heroes, for
12/24/48, Damage 2d6, RoF 1, AP 1). example, are almost always armed with
pulse rifles, while an alien horde tasked with
Soldier defeating Cosmic-level heroes likely have
Soldiers are usually only involved in pulse cannons in support.
government-sponsored actions. National
Guardsmen are more common, often being Thug
employed by their respective governors in These are typical gang members or thugs
response to an emergency. These statistics who depend more on brawn than brains.
can also be used for trained security details They’re a little stronger and a little meaner
in private corporations. than the rest of the mooks they hang with.
Attributes: Agility d6, Smarts d6, Spirit d6, Attributes: Agility d6, Smarts d4, Spirit d6,
Strength d8, Vigor d8 Strength d8, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice
Skills: Driving d4, Fighting d6, Notice d6, d6, Shooting d6
Piloting d4, Shooting d8 Cha: –2; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Greedy, Mean
Cha: 0; Pace: 6; Parry: 5; Toughness: 10 (4) Edges: —
Gear: Knife or small club (Str+d4) or pistol
Hindrances: Obligation (Major—to their (Range 12/24/48, Damage 2d6, AP 1).
country or firm)
Lieutenant
Edges: — These criminals are a bit smarter than the
rank and file; they may be gang leaders,
Gear: Body armor (+4), M-16 (Range low level mobsters, or henchmen to super
24/48/96, Damage 2d8, RoF 3, AP 2). villains.
SPCR Unit Attributes: Agility d6, Smarts d6, Spirit d6,
The SPCR (Super-Power Crime Response) Strength d8, Vigor d6
unit is a highly trained and decorated team Skills: Fighting d8, Intimidation d8, Notice
armed with the most high tech weapons and d6, Shooting d6, Stealth d6, Streetwise d6
armor. These brave men and women rush Cha: +0; Pace: 6; Parry: 6; Toughness: 5
into danger when the average cop or guard Hindrances: Loyal
is out gunned. Edges: Command
Gear: Switchblade (Str+d4), .45 pistol
While many SPCR units work with local (Range 12/24/48, Damage 2d6+1, AP 2). If
law enforcement agencies, some are part of a lieutenant knows he might be going up
military organizations, or even private high- against a super, he carries a pulse pistol
powered corporate security forces. instead (Range 10/20/30, Damage 2d6, AP 2).
Attributes: Agility d8, Smarts d8, Spirit d6, XXBoss
Strength d8, Vigor d10 These are the wiseguys who run gangs or
Skills: Driving d6, Fighting d10, serve as select henchmen for super villains.
Intimidation d8, Notice d6, Persuasion d6, Some bosses might have a few super powers
Piloting d6, Shooting d10, Taunt d6 as well—usually a single ability at a third
Cha: 0; Pace: 6; Parry: 7; Toughness: 13 (6) the Power Points granted for the Campaign
Hindrances: Loyal, Vow (Major—to protect Power Level (page 4). Bosses with more
their country, city, or employers) powers are full-blown super villains, though
Edges: Brave, Connections (Military, Police
Department or Corporation), Marksman,
Steady Hands.
57
they may serve more powerful masters as Hindrances: Distinctive Appearance
well. (Atlantean Hybrid), Outsider (Born of
neither world)
Attributes: Agility d8, Smarts d8, Spirit d8, Edges: Thief
Strength d8, Vigor d8 Gear: Knife (Str+d4), the clothes on their
Skills: Driving d8, Fighting d10, backs.
Intimidation d10, Notice d8, Persuasion Special Abilities:
d8, Piloting d8, Shooting d8, Stealth d8, • Aquatic: Swimming Pace 12, +2 Swimming
Streetwise d8, Taunt d8
Cha: +2; Pace: 6; Parry: 8; Toughness: 10 (4) rolls, breathes in water.
Hindrances: Greedy, Wanted • Telepathy: Hybrids can communicate
Edges: Block, Charismatic, Combat Reflexes,
Command, Inspire, Nerves of Steel telepathically with other Atlanteans,
Gear: Pulse pistol (Range 10/20/30, Damage including half-bloods.
3d6, AP 4) or SMG (increase RoF to 3), body
armor (+4). Marine, Atlantean
Atlantean marines are fierce and proud.
ATLANTEANS
Attributes: Agility d6, Smarts d6, Spirit d6,
Atlanteans are a staple of most all comic
book worlds. They are usually a proud but Strength d8, Vigor d8
lost race, scheming from their underwater
kingdom against the trespasses and pollution Skills: Driving d4, Fighting d6, Notice d6,
of the “surface dwellers.”
Shooting d6, Swimming d8
The “sea folk” are identical to humans in
appearance, save for their bluish skin and Cha: 0; Pace: 6; Parry: 5; Toughness: 10 (4)
gills. They are stronger and more robust
than humans due to the pressures and rigors Hindrances: Arrogant, Cautious,
of the ocean depths, and boast the ability to
speak to other Atlanteans via telepathy. Dependency (Must be submerged in water).
Many Atlanteans delve deeper into the Edges: —
psychic powers, others turn their strong
bodies to war, and a few rare Atlanteans turn Gear: Body armor (+4), power trident
to alchemy or sorcery.
(Str+2d6, Reach +1, +1 to disarm attempts),
Xenophobia: Non-Atlanteans suffer
a –2 Charisma penalty until they prove pulse blaster pistol into trident (Range
themselves to the sea folk.
10/20/30, Damage 2d6, RoF 1, AP 2).
Hybrids: Atlanteans may breed with
humans, producing half-bloods or hybrids Special Abilities:
with a slight blue tinge and minor telepathic
abilities. Some favor their human sides, • Aquatic: Swimming Pace 12, +2 Swimming
remaining ever-flexible in their skills and
abilities, while others favor their Atlantean rolls, breathes in water.
sides, being able to survive underwater
without their parent’s dependence on water. • Telepathy: Atlanteans can communicate
Hybrid Exile telepathically with other Atlanteans,
Most hybrids are outcasts, unable to fit in
either as humans or Atlanteans. including half-bloods.
Attributes: Agility d6, Smarts d8, Spirit d6, XXMarine, Atlantean Elite
Strength d6, Vigor d6 Elite marines are the strongest, bravest,
Skills: Driving d4, Fighting d6, Notice d6, and most powerful Atlantean warriors.
Stealth d8, Streetwise d6, Swimming d8 They typically possess psionic powers, built
Cha: -2; Pace: 6; Parry: 5; Toughness: 5 with 15 power points. Below are the most
commonly chosen powers, but some elite
guards may specialize in other fields, such
as mind control or telekinesis.
Attributes: Agility d8, Smarts d8, Spirit d8,
Strength d8, Vigor d8
Skills: Driving d6, Fighting d10, Notice d6,
Shooting d8, Swimming d12
Cha: 0; Pace: 6; Parry: 7; Toughness: 12 (6)
Rogues Gallery Hindrances: Arrogant, Cautious,
Dependency (Must be submerged in water),
Ruthless (Minor)
Edges: Arcane Background (Super Powers),
Brave, Combat Reflexes, Rock n’ Roll
Gear: Combat armor (+6), power trident
(Str+2d6, Reach +1, +1 to disarm attempts),
58
pulse blaster SMG built into trident (Range Aliens
10/20/30, Damage 2d6, RoF 3, AP 2).
Special Abilities: Stretching across the cosmos is an
• Aquatic: Swimming Pace 12, +2 Swimming infinite number of worlds with their own
civilizations, ranging from primitive
rolls, breathes in water. Stone Age cultures to advanced societies
• Attack, Ranged): Range Cone, Damage far beyond Earth.
3d6, RoF 1, AP 10. (Mind blast). Aliens in a supers campaign are usually
• Stun: LBT, Selective. (Synapse shock from augmented humanoids with incredible
strength, intelligence, or advanced
their tridents.) weaponry. Five to ten points of super
• Telepathy: Atlanteans can communicate powers, or pulse weapons and combat
armor suffice for most comic book style
telepathically with other Atlanteans, aliens.
including half-bloods.
Very powerful races, such as shape-
THE DARK BROOD shifting conquerors from the stars and
their super-powered champions, should
Every comic book series has a Hell be made exactly like other characters.
dimension, a dark and infernal place where Their average soldier is likely of the same
greater demons and vile cosmic entities plot Campaign Power Level as the player
to destroy or consume the mortal world. A characters, while their leaders are a level
few of the latter are featured in the Cosmic or two beyond.
Level Threats section of this chapter (page
93). You might also look at the rules for
creating alien races found in the Science
Their servants, the inhabitants of “Stygia,” Fiction Companion if the race is available
are collectively called “the dark brood.” The to player characters.
majority are bestial, humanoid, and very
strong creatures. They come in many shapes Rogues Gallery
and sizes though bat wings, short horns, and
wicked claws are common.
The dark brood are viciously cunning but
cowardly when faced with overwhelming
opposition. In battle against super beings,
they are often given “armor of the damned”
(combat armor) and “hell lances,” (pulse
rifles) in addition to their natural claws and
leathery skin.
When dispatched to Earth, dark brood are
commanded by a Wild Card individual with
d6 Smarts, Spirit d8, Command, and Fervor.
Attributes: Agility d6, Smarts d4, Spirit d6,
Strength d12, Vigor d8
Skills: Fighting d8, Intimidation d6, Notice
d4, Shooting d8, Stealth d10, Taunt d8
Cha: –2; Pace: 7; Parry: 6; Toughness: 14 (6)
Gear: Combat armor (+6), pulse rifle (Range
20/40/80, Damage 3d6, RoF 1, AP 4, HW).
Hindrances: Allergy (Major—sunlight),
Bloodthirsty, Cowardly, Weakness (Light)
Special Abilities:
• Claws: Str+d6
• Flight: Flying Pace 12, Climb 0.
• Toughness +2: Dark Brood are bred in the
pits of Stygia.
59
X GIANT MONSTER Attributes: Agility d6, Smarts d6(A), Spirit
d10, Strength d12+15, Vigor d12+2
Super heroes are frequently called on to Skills: Fighting d10, Intimidation d10,
battle towering monstrosities the size of Notice d6, Shooting d10
skyscrapers. Pace: 30 (3d6 running), Parry: 7, Toughness:
35 (10)
Every giant monster is unique in Special Abilities:
appearance—some may be enormous • Armor +10: Heavy Armor. Giant monsters
radioactive lizards while others are
towering robots or flying turtles. Some have almost always have thick skin, armor, or
powerful ranged attacks, some can fly, and chitinous plates.
some may be made from pollution or ooze. • Fear –4: Seeing a giant monster is
(Giant monsters in film, like Godzilla®, horrifying even to the bravest souls. The
were originally a statement against nuclear first time someone sees it in the flesh
weapons and man’s transgressions against requires a Fear test.
nature.) • Gargantuan: Giant monsters have Heavy
Armor and their natural attacks are Heavy
The statistics below cover the basics. Weapons. They add their Size bonus to
Game Masters should add additional super melee damage and attacks made against
powers as fits the particular creature. A good them by human-sized creatures are made
battle for most super groups is the creature at +4.
listed below with super powers equivalent • Natural Weapons: Giant monsters always
to one Campaign Power Level higher than have a massive bite, claw, tail or other
the heroes (page 4). A number of lesser innate attack that causes Str+2d12 (+Size)
monsters, perhaps children or even parasites damage.
of some sort of much smaller Size, • Slam: Giant monsters can slam
can increase the challenge as everything in a Large Burst Template
well. or Cone Template (creature’s choice).
Targets may make an opposed Agility roll
at –4 (no penalty if they were on Hold) to
jump out of the attack if they have enough
movement to do so.
• Ranged Attack:
Many giant monsters
can fire a blast of
lightning, stream of
acid, or radioactive
bolt. Range 24/48/96,
Damage 3d10, MBT.
• Size +16: Giant
monsters are nearly 200’ tall
and weigh thousands of tons.
Rogues Gallery
60
PULP SUPER X ELECTRON Rogues Gallery
VILLAINS Carol Benchley is a skilled computer
hacker, earning money by defrauding
The rest of the book is filled with premade banks and corporations. While hacking a
super villains ready to throw at your players’ secret government site she discovered the
heroes. Remember that they’re likely fighting blueprints to an amazing suit that would
an entire super team, so they should be allow her to control electricity. She stole the
backed up by other villains or minions. file, deleted the original, and built the suit.
Now she raids corporations (and banks in
Game Masters are encouraged to quickly particular) as Electron—bane of business.
review each villain’s powers before throwing
them at the heroes to make sure they perform Attributes: Agility d8, Smarts d10, Spirit d6,
to their full potential. Strength d6, Vigor d6
Skills: Driving d6, Fighting d6, Knowledge
X BOOMER (Computers) d10, Knowledge (Electronics)
d12, Lockpicking d6, Notice d6, Repair d8,
Dick McClure was on holiday in Australia Shooting d8
when he came across a curious black and Cha: +0; Pace: 6; Parry: 5; Toughness: 11 (6)
blue boomerang in an Aboriginal reserve. Gear: Electricity control suit.
On closer examination, the former copier Hindrances: Allergy (Major—industrial
salesman realized the boomerang was made magnets while wearing suit), Greedy
from meteoric ore! (Minor), Weakness (Major—water, while
wearing suit)
The local shaman said evil spirits were Edges: Arcane Background (Super Powers),
trapped within the weapon, but Dick saw Connections (Hackers), Scholar (Computers
nothing but a sale. He picked up the thing and Electronics)
and was instantly possessed by some horrible Super Powers:
presence from beyond the stars. Calling • Absorption (3): Electricity. Transference.
himself Boomer, this one-time small fry now
commits robberies, heists, and random acts Device (Suit).
of vandalism, all while muttering softly to • Armor +6 (2): Device (Suit).
his prized possession. • Attack, Ranged (5): Range 12/24/48,
Attributes: Agility d8, Smarts d6, Spirit d6, Damage 3d6, RoF 1, MBT. Device (Arc of
Strength d6, Vigor d8 electricity from suit).
Skills: Fighting d8, Knowledge (Occult) d6, • Energy Control (4): Electricity. Device
Notice d6, Repair d6, Stealth d6, Throwing (Suit).
d12+3 • Interface (1): Device (Suit).
Cha: –2; Pace: 6; Parry: 6; Toughness: 6
Gear: Possessed boomerang. X GRAPPLE
Hindrances: Delusional (Minor—talks to
the boomerang), Greedy (Major), Mean Grapple, alias Donnie Pitzoni, would be
Edges: Arcane Background (Super Powers), a nobody in the ranks of supervillains if he
Luck, Quick Draw operated alone. He’s a one-trick pony, but
Super Powers: that is precisely what makes him useful to
other villains. With his superb acrobatic
• Attack, Ranged (5): Range 12/24/48, skills and projectiles, he’s paid to bind foes
Damage 4d6, Heavy Weapon. Device so other, more powerful villains can batter
(Boomerang). them senseless without risking their own
skins. Grapple wears what looks like a one-
• Flight (5): Pace 24, Climb 1, –1 to hit while piece fishnet stocking, and wields a small
flying. Major Limitation (Dick cannot grapple gun and built in net projectors.
throw the boomerang while flying).
Device (Boomerang). Attributes: Agility d12, Smarts d6, Spirit d8,
Strength d8, Vigor d8
• Super Edge (1): Marksman. Device Skills: Fighting d10, Notice d6, Shooting
(Boomerang). d12, Stealth d8, Taunt d6
• Super Skill (4): Fighting +2, Throwing +4.
Device (Boomerang).
61
Cha: +0; Pace: 6; Parry: 7; Toughness: 6 Attributes: Agility d8, Smarts d4, Spirit d6,
Gear: Grapple gun (see below). Strength d10, Vigor d10
Hindrances: Big Mouth, Monologuer, Skills: Driving d8, Fighting d12,
Phobia (Minor—hospitals) Intimidation d6, Notice d4, Stealth d8
Edges: Acrobat, Arcane Background (Super Cha: +0; Pace: 6; Parry: 8; Toughness: 12 (4)
Powers), Extraction, The Best There Is Gear: Neuroactive club, stylish body armor.
(ensnare) Hindrances: Arrogant, Greedy (Minor)
Super Powers: Edges: Arcane Background (Super Powers),
• Ensnare (8): Area Effect (LBT), Projectile Brawny, Bruiser, Trademark Weapon (club),
Quick
(Shooting), Very Strong. Device (Grapple Super Powers:
gun). • Armor +4 (1): Device (Suit).
• Super Attribute (2): Agility +1. • Attack, Melee (5): Damage Str+3d6, Reach
• Super Skill (4): Fighting +2. Shooting +2.
• Swinging (1): Device (Grapple gun). 1. Device (Club).
• Paralysis (2): Strong. Device (Neural
X KNAVE OF CLUBS
disruptor in club).
Jack Blunt, a.k.a. Knave of Clubs, is an • Super Attribute (3): Strength +2, Vigor +1.
enforcer for hire. He lacks the brains to
formulate crimes other than smash and Device (Club—Strength and Vigor).
grabs, but he makes a great henchman. He • Super Edge (2): Combat Reflexes,
began his life of crime as a bruiser, collecting
protection money for a criminal gang, but Extraction. Device (Club).
moved up a notch when he acquired his • Super Skill (2): Fighting +2.
telescopic club.
X NINJA
No one is sure where he got his club, but
it is likely from a more powerful patron. No one knows where Ninja came from
He also sports a stylish three piece suit that originally, but he appeared on the scene five
years ago as an assassin and spy for hire. His
doubles as a thick suit of body armor. costume is a simple black affair in traditional
ninja style.
Rogues Gallery
Ninja works only for money up front and
makes only one promise—the task will be
accomplished, or he will be dead.
Attributes: Agility d8, Smarts d8, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d8, Lockpicking d10, Notice
d6, Stealth d10, Throwing d6, Tracking d6,
Swimming d6
Cha: +0; Pace: 6; Parry: 6; Toughness: 5
Gear: Molecular-edged ninja-to (Str+d6+2,
AP 4), shurikens (Range 3/6/12, Strength+d4),
black clothing.
Hindrances: Greedy (Major), Ruthless,
Vow (Minor—rarely breaks contracts)
Edges: Arcane Background (Super Powers),
Assassin, First Strike, Luck, Thief
Super Powers:
• Attack, Melee (6): Damage Str+2d6,
Stackable.
• Heightened Senses (1): Perception.
• Leaping (4): Level 2, can leap 4” vertically
or 8” horizontally. Bounce, Death from
Above.
• Uncanny Reflexes (4): –2 to hit. (Ninja
training.)
62
X RATKIN X SNOOP
Ratkin was a hobo who passed out drunk Alfredo Montoya, alias Snoop, is the
one night in a strange chemical soup mercenary others turn to when they need
composed of an unknown chemical, a large someone or something tracked down.
box of rat poison, and a couple of dozen half-
dissolved rat corpses. Snoop is an investigator extraordinaire
who sells his services to the highest bidder—
This nasty brew seeped into “Sam’s” hero or villain. He is a master not only
pores and triggered a horrible mutation at of disguise but of actual alter-egos, with
the cellular level. When he awoke, he was contacts in every walk of society.
covered with boils and fur, much like a
pestilent rat. The hobo became Ratkin and Snoop dresses and acts like famous
took to preying on his former homeless detectives from fiction, altering his clothing
friends in the back alleys of the city. to match. If he wants to appear as Sherlock
Holmes, for example, he wears a deerstalker
Ratkin is feral, savage, and pitiful. He hat and short cape.
retreats quickly if obviously overpowered.
Attributes: Agility d10, Smarts d8, Spirit d6,
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Strength d8, Vigor d10 Skills: Investigation d12+1, Fighting d6,
Skills: Climbing d8, Fighting d6, Lockpicking d8, Notice d8, Persuasion d6,
Lockpicking d6, Notice d6, Stealth d10, Stealth d8, Streetwise d10
Taunt d6 Cha: +0; Pace: 6; Parry: 5; Toughness: 5
Cha: –3; Pace: 8; Parry: 5; Toughness: 7 Gear: Appropriate to the disguise.
Gear: None. Hindrances: Arrogant, Cautious, Delusion
Hindrances: Distinctive Appearance, Habit (Minor—thinks he’s better than Sherlock
(Minor—strokes whiskers), Mean, Holmes)
Phobia (Major—cats)
Edges: Arcane Background Edges: Arcane Background (Super
(Super Powers), Fleet-Footed, Powers), Connections, Investigator,
Frenzy. Thief
Super Powers: Super Powers:
• Chameleon (3):
• Animal Control (4): Level 2 (2 Training.
medium rat swarms). Major • Heightened Senses
Limitation (rat swarms only). (3): Infravision, Low
Light Vision, Perception.
• Attack, Melee (2): Str+d6. Device (Goggles).
(Filthy nails.) • Super Attribute (4): Agility
+2.
• Fear –2 (3): Scary, Terror. • Super Skill (1):
• Immune to Disease (1): Investigation +1.
• Uncanny Reflexes (4): –2
Ratkin cannot to hit. (Snoop predicts where
contract diseases. attacks will land.)
• Infection (3):
Contingent on
a successful melee
attack. Carrier, Contagious,
Strong.
• Super Attribute (2): Vigor +1.
Rogues Gallery
63
Rogues Gallery STREET With an enhanced intelligence, Bear is a
clever killer. He’s fond of herding his prey
FIGHTERS into traps, and frequently works with other
villains as their “muscle.”
X ARROWHEAD
Attributes: Agility d8, Smarts d6, Spirit d6,
Judith Marks was an Olympic archer with Strength d12+2. Vigor d12
money and fame—until she got caught Skills: Climbing d6, Fighting d8, Notice
with illegal performance-enhancing drugs. d6, Stealth d8, Survival d6, Swimming d4,
Stripped of her endorsements, wealth, and Tracking d6
fans, the marksman eventually vanished off Cha: 0; Pace: 8; Parry: 6; Toughness: 12
the public radar. But sinister forces (perhaps Gear: None.
lead by the most advanced technology villain Hindrances: Allergy (Major—nuts),
in the setting) saw Judith’s potential. They Distinctive Appearance (walking bear),
outfitted her with deadly arrows of advanced Ruthless (Major), Phobia (Major—needles)
alloys and a special enhanced visuals visor. Edges: Alertness, Arcane Background
Arrowhead is now a professional assassin (Super Powers), Berserk, Combat Reflexes,
willing to take any job if the price is right. First Strike, Fleet-Footed, Mighty Blow
Super Powers:
Attributes: Agility d12, Smarts d6, Spirit • Attack, Melee (6): Damage Str+3d6. (Bear
d6, Strength d8 Vigor d8
claws.)
Skills: Fighting d12, Intimidation d8, • Awareness (5): Ignores obscurement
Notice d6, Shooting d12+6, Stealth d8, Taunt
d6 penalties and Gang Up bonus.
• Ensnare (5): Very Strong. (Bear hug.)
Cha: +0; Pace: 6; Parry: 8; Toughness: 6 • Growth (4): Level 2 (+2 Size, Strength, and
Gear: Composite Bow, arrows, 20 doses Toughness). Monster.
mixed boosters. • Heightened Senses (1): Smell. (Bear nose.)
• Super Attribute (4): Strength +2.
Hindrances: Greedy (Major), Quirk • Toughness +2 (5): Hardy. (Thick skin.)
(always fires a warning shot first), Vengeful
(Major) X THE BLACK SAMURAI
Edges: Alertness, Arcane Background The Black Samurai, alias Akira Yokohama,
(Super Powers), Dead Shot, Marksman, was once a member of Japan’s special forces,
Steady Hands but fell afoul of local Yakuza, whom he owed
money. He was forced to pay them back the
Super Powers: only way he knew how—by becoming a hit
• Attack, Ranged (8): Range 24/48/96, man.
Damage 4d6, RoF 1, AP 4, Heavy Weapon, The armor was supplied by the Yakuza and
Lethal. Device (bow and arrows). resembles black lacquered samurai armor.
• Awareness (4): Ignores obscurement His powers are natural and the result of years
penalties and Gang Up bonus. (Visor.) of martial arts training. His reputation is that
• Ensnare (4): Projectile (Shooting), Very he has never failed to complete a mission.
Strong. Device (Tangle arrows). Some say he and the Ninja share a rivalry;
• Super Attribute (4): Agility +2. certainly, if both are present, they will go out
• Super Skill (10): Fighting +3, Shooting +7. of their way to hinder the other.
X BEAR Attributes: Agility d12, Smarts d6, Spirit d6,
Strength d12, Vigor d8
Man should know better than to play Skills: Climbing d6, Fighting d12+2,
God—but he doesn’t. Bear is the result of Intimidation d6, Notice d6, Stealth d6, Taunt
a failed military experiment to turn grizzly d6
bears into super soldiers. Sadly the bears Cha: +0; Pace: 6; Parry: 15; Toughness: 12(6)
decided they didn’t want to serve humans Gear: Samurai armor, molecular katana
and promptly escaped. Most were caught (Str+d10+4, AP 7).
and killed but a few, such as Bear, escaped
into the wilds.
64
Hindrances: Arrogant, Cautious, Code of
Honor, Loyal
Edges: Arcane Background (Super Powers),
Counterstrike, Improved First Strike,
Trademark Weapon (katana)
Super Powers:
• Armor +6 (2): Device (Samurai armor).
• Attack, Melee (7): Damage Str+2d6,
Heavy Weapon, Stackable.
• Deflection (4): –6 to hit with
ranged attacks. Device (Sword).
• Parry +5 (5): Akira is an expert
swordsman.
• Super Attribute (2): Agility +1.
• Super Edge (6): Block, Frenzy,
Level Headed.
• Super Skill (4): Fighting +4.
X BLOOD WIDOW X CHAINSAW Rogues Gallery
Debbie Dalton was a reporter for a local Unlike most supervillains, Chainsaw (alias
newspaper well known among celebrities Pete Kopovski) doesn’t dream of world
for writing whatever story she could lay her conquest, financial wealth, or other such
grubby hands on. lofty ideals. He wants to be remembered for
one thing—setting the highest body count
On the set of Radioactive Mutant Spiders 3, for a serial killer.
Debbie snuck onto the set and was bitten by
an actual radioactive spider—a trap set by Pete knows he’s not smart enough to avoid
a super villain attempting to blackmail the capture for long, so he often hires himself
studio. out to others with more power or better
connections. He’s far more concerned with
Debbie gained incredible powers from the long-term body count than the short
the arachnid, but it twisted and corrupted term.
her. She blames Hollywood and anyone
who flirts with fame—such as particularly Attributes: Agility d10, Smarts d6, Spirit d6,
popular or charismatic super heroes. Strength d12, Vigor d8
Skills: Climbing d6, Fighting d12,
Attributes: Agility d6, Smarts d6, Spirit d8, Intimidation d6, Notice d8, Stealth d8
Strength d6, Vigor d8 Cha: –5; Pace: 6; Parry: 9; Toughness: 10(4)
Skills: Fighting d10, Notice d8, Persuasion Gear: Body armor (+4), skull mask, chainsaw
d12+2, Stealth d6, Streetwise d12+2, Taunt d4 (as power).
Cha: +6; Pace: 6; Parry: 7; Toughness: 6 Hindrances: Bloodthirsty, Habit (Minor—
Gear: None. always polishing his chainsaws), Mania
Hindrances: Monologuer, Quirk (vain), (Major—murderous), Vengeful (Major)
Stubborn, Vengeful (Major) Edges: Arcane Background (Super Powers),
Edges: Arcane Background (Super Powers), Improved Sweep
Charismatic, Very Attractive Super Powers:
Super Powers: • Attack, Melee (14): Damage Str+5d6,
• Awareness (5): Ignores obscurement
Focus, Lethal, Multiple Attacks, Stackable.
penalties and Gang Up bonus. Device (Chainsaw).
• Poison (9): Lethal, Strong. • Fear –2 (4): Terror. Device (Mask).
• Super Skill (7): Persuasion +4. Streetwise • Super Attribute (10): Agility +1, Strength
+3, Vigor +1.
+3. • Super Skill (2): Fighting +2.
• Uncanny Reflexes (8): –4 to hit. (Spider
senses.)
• Wall Walker (1): Debbie has tiny insect-
like hooks on her palms.
65
Rogues Gallery X CLONE Super Powers:
• Aquatic (2): Swimming Pace 12, +2
Clone is one of many copies of the same
individual inhabiting different dimensions. Swimming rolls, breathes in water.
Known in this universe as Michaela • Armor +12 (6): Carapace.
Donaldson, she considers herself a top-class • Attack, Melee (11): Damage Str+2d6, AP
prankster. Her preferred tactic in combat
is to copy an opponent’s power, negate the 4, Focus, Multiple Attacks. (Pincers)
original, summon a dimensional twin or • Ensnare (3): Pincers.
two, and then let her opponent suffer the • Parry +2 (2): Pincers.
effects of his own power—doubled or even • Super Attribute (4): Strength +1, Vigor +1.
tripled. Clone’s costume is pure white, but • Super Skill (2): Fighting +1, Swimming
changes to match that of her copycat victim.
+1.
Attributes: Agility d8, Smarts d10, Spirit
d10, Strength d6, Vigor d6 X DECAY
Skills: Fighting d8, Notice d8, Shooting d8,
Stealth d8, Taunt d10 Alastair Blake stumbled onto a strange
Cha: –1; Pace: 6; Parry: 6; Toughness: 5 (and perhaps otherworldly) blueprint to a
Gear: None. time machine. He built the device, activated
Hindrances: Habit (Minor—talks to self), it, and—nothing happened.
Overconfident, Ruthless, Vengeful (Major)
Edges: Alertness, Arcane Background Or so it seemed.
(Super Powers), Dodge, Extraction, Mastery,
Quick Instead of moving through time, Blake had
Super Powers: unknowingly altered the time stream around
himself. His touch ages flesh or inanimate
• Copycat (8): Level 10. Contingent on matter at greatly increased speeds.
successful negation.
For this reason, he always wears gloves
• Duplication (8): Promotion. when not in the guise of Decay. His rapid
• Negation (14): Full Spectrum, Leach. regeneration is actually eating up his own
body as well. His greatly accelerated age is
X THE CRAB only slowed by absorbing certain kinds of
radiation, so his heists often revolve around
Sam Watkins, a former reporter for Green breaking into nuclear reactors or other
Magazine, was transformed into the Crab sources of radioactive materials.
when polluted shellfish triggered his latent
genetic mutation. Attributes: Agility d6, Smarts d10, Spirit d8,
Strength d4, Vigor d6
Sam now resembles a six-foot tall man-crab Skills: Driving d6, Fighting d8, Knowledge
hybrid, with large pincers instead of hands. (History) d8, Knowledge (Physics) d8,
He was made lame through an injury caused Knowledge (Temporal Mechanics) d8,
by one of the many super heroes who have Notice d8, Stealth d6, Taunt d6
crossed his path, but it doesn’t affect his pace Cha: +0; Pace: 6; Parry: 6; Toughness: 5
too much due to his warped legs. Gear: None.
Hindrances: Elderly, Terminally Ill
Attributes: Agility d8, Smarts d6, Spirit d6, (advanced aging), Ruthless (Minor)
Strength d12, Vigor d10 Edges: Arcane Background (Super Powers),
Skills: Fighting d12+1, Intimidation d8, Nerves of Steel
Knowledge (Ecology) d6, Notice d6, Stealth Super Powers:
d6, Swimming d12 • Absorption (4): Radiation, Transference.
Cha: +0; Pace: 4; Parry: 8; Toughness: 19(12) • Decay (5): Midas Touch, Rapid Decay,
Gear: None.
Hindrances: All Thumbs, Bad Luck, Strong. (Time distortion.)
Distinctive Appearance (man-crab), Lame • Deflection (2): –2 to hit with ranged
Edges: Arcane Background (Super Powers),
Florentine, Frenzy, Two-Fisted attacks. (Entropy.)
• Fear –2 (5): Terror.
• Regeneration (9): Level 4, rolls to heal
every minute. Recovery.
• Resistance (5): Radiation. +4 to resist
effects, direct attacks cause half damage.
66
X GHOUL X GLADIUS
Jeremiah Chesterton III was born to money What do you get if you cross an engineer
with an insane lover of old Roman epic
and spent his days in wasteful opulence, movies? Gladius. This lethal bruiser believes
it’s his duty to challenge worthy foes to
surrounded by the best life had to offer. gladiatorial combat. Anyone he beats is given
the “thumbs down.” His armor resembles an
To amuse himself he dabbled in the occult, old-fashioned suit of gladiatorial armor, just
fully encased from all external harm.
summoning minor demons simply to annoy
Attributes: Agility d8, Smarts d6, Spirit d6,
them. One fateful day he read the wrong Strength d12, Vigor d8
Skills: Fighting d10, Intimidation d6,
ritual and summoned a demon whose power Knowledge (Engineering) d6, Notice d6,
Stealth d6, Taunt d6
he could not best. In a moment of singular Cha: –4; Pace: 24; Parry: 8; Toughness: 16
(10)
cruelty, the demon turned him into a skeletal Gear: High-tech gladiatorial armor, spiked
gloves, net.
monster with razor sharp claws and a Hindrances: Bloodthirsty, Vengeful (Major)
Edges: Arcane Background (Super Powers),
paralyzing touch. Now Chesterton lurks in
Dodge, Improved First Strike
the sewers, an outcast from humanity. Super Powers:
• Armor +10 (4): Device (Gladiator
Attributes: Agility d8, Smarts d8, Spirit d6, armor).
• Attack, Melee (10): Damage
Strength d8, Vigor d8 Str+4d6, Focus. Device (Gloves).
• Ensnare (4): Projectile
Skills: Fighting d8, Intimidation d6, (Throwing). Device (net).
• Speed (4): Pace 24, –1 to
Knowledge (Occult) d6, Notice d8, Stealth hit. Device (Leg servos in the
armor).
d8, Swimming d4, Tracking d8 • Super Attribute
(6): Strength +3, Vigor +1.
Cha: –8; Pace: 8; Parry: 6; Toughness: 8 Device (Armor—Strength
and Vigor).
Gear: None. • Super Edge (2):
Block.
Hindrances: Bloodthirsty, Distinctive
X GRAVEL
Appearance (skeletal), Phobia
Gravel is an alien being with power
(Major—sunlight), Ugly over rock and stone. He came to
earth many years ago in a meteor,
Edges: Arcane Background
an exile from his own world.
(Super Powers), Fleet-Footed, Now he wants nothing more
than to smash his way to the
Frenzy, Improved Level Headed top of the power ladder. Gravel
resembles a mass of constantly
Super Powers: moving rocks and mud with
red glowing eyes. He should not
• Animal Control (4): Level be underestimated; his powers
allow him to cause destruction
2. Summonable. Major
Limitation (May only control
carrion eaters).
• Attack, Melee (11):
Damage Str+3d6, AP
6, Multiple Attacks.
• Leaping (2): Leaps
4” vertically, 8”
horizontally.
• Paralysis (3):
Contingent on
successful melee
attack. Strong.
• Undead (10):+2
Toughness; +2
to recover from
Shaken; doesn’t
breathe; immune Rogues Gallery
to disease
& poison;
no additional
damage from called
shots; ignore 1 level of
wound penalties; –2
Charisma.
67
in a wide area and, though slow in combat, Skills: Driving d6, Fighting d8, Knowledge
he packs a mean punch. (Battle) d10, Notice d6, Shooting d12+2,
Stealth d8, Tracking d6
Attributes: Agility d6, Smarts d4, Spirit d4, Cha: –2; Pace: 6; Parry: 6; Toughness: 13(6)
Strength d12+2, Vigor d12 Gear: Armored fatigues, grenade launcher,
Skills: Fighting d8, Intimidation d10, Notice specialty grenades.
d4, Stealth d6 Hindrances: Arrogant, Mean, Ruthless,
Cha: –4; Pace: 6; Parry: 6; Toughness: 14(6) Vengeful (Major)
Gear: None. Edges: Arcane Background (Super Powers),
Hindrances: Alien Form, Bad Eyes (Minor— Combat Reflexes, Command, Hold the Line,
doesn’t wear glasses), Clueless, Illiterate Marksman
Edges: Arcane Background (Super Powers), Super Powers:
Combat Reflexes, Improved Nerves of Steel, • Armor +6 (2): Device (Armored suit).
Hard to Kill • Attack, Ranged (15): Range 24/48/96,
Super Powers:
• Armor +6 (3): Rocky skin. Damage 5d6, RoF 1, AP 8, MBT, Heavy
• Attack, Melee (6): Damage Str+2d6, Weapon. Device (Grenade launcher).
• Negation (8): Leach. Projectile (Shooting).
Stackable. Contingent on successful ranged attack.
• Burrowing (2): Pace 3. Switchable (Primary with paralysis, stun).
• Earthquake (5): Earthshake. Device (Energy grenade).
• Matter Control (10): Earth/Stone. Level 2, • Paralysis (2): Strong. Projectile (Shooting).
Contingent on successful ranged attack.
Strength d12. Constructs ×2. Switchable (negation, stun). Device (Gas
• Super Attribute (4): Strength +2. grenade).
• Stun (1): Area Effect (LBT). Projectile
X GRENADIER (Shooting). Contingent on successful
Grenadier is a mercenary for hire, ranged attack. Switchable (negation,
paralysis). Device (Stun grenade).
bringing an impressive arsenal of grenades • Super Attribute (2): Agility
+1.
and a battle-hardened cadre of non-super • Super Skill (3):
Shooting +3.
powered mercenaries to any patron.
X HAMMER
Grenadier never talks about his
Dmitri
background, but there is plenty Rasputinovich
and his twin
of evidence in his sister Olga
(Sickle, page 75)
mannerisms that are the results of the Russian
Mafia dabbling into creating
he has served super powered enforcers
through experimental drugs.
in one or Hammer specializes in hard-
core combat, carrying a huge
more armies sledgehammer wherever he
goes. Luckily, he isn’t the most
around the agile of opponents, but when he
hits it packs a mean punch.
world. He
Hammer’s suit is red with a
wears armored yellow hammer and sickle on the
back. He and Sickle always work
combat fatigues together.
in battle and
carries a bandolier
of grenades and a grenade
launcher.
Rogues Gallery Note: Grenadier can fire explosive
grenades using his ranged attack as well
as any one of his Switchable powers:
negation, paralysis, or stun grenades.
Switching between the three other grenade
types requires one full round.
Attributes: Agility d12, Smarts d8, Spirit d6,
Strength d10, Vigor d10
68
Attributes: Agility d4, Smarts d4, Spirit d6, • Super Attribute (10): Agility +3, Strength Rogues Gallery
Strength d12+2, Vigor d12 +2.
Skills: Fighting d8, Intimidation d8,
Knowledge (Language: English) d4, Notice • Super Skill (7): Fighting +2, Intimidation
d6, Stealth d4, Survival d4 +2, Throwing +3.
Cha: –2; Pace: 12; Parry: 6; Toughness: 14
Gear: Sledgehammer, customized super- • Swinging (2): Pace 12. Strong line. Device
steroids. (Noose).
Hindrances: Clueless, Mean, Monologuer
Edges: Arcane Background (Super Powers), X HELL’S ANGEL
Brawny, Improved Nerves of Steel, Sweep,
Take the Hit Steve Nitro was a rising star in the world
Super Powers: of bike racing when sabotage by a rival cost
• Attack, Melee (8): Damage Str+4d6, Reach him his young life. As he lay dying in the
hospital, Nitro made a deal with the dark
+1, Heavy Weapon. Device (Hammer). powers to serve them if they spared his life.
• Leaping (2): Can leap 4” vertically and 8” They agreed, and now Hell’s Angel serves
his dark masters as they bid.
horizontally. Death from Above.
• Speed (2): Pace ×2. Often he is sent to kill wayward occultists
• Super Attribute (10): Strength +3, Vigor who have tried to back out of a deal. When
Hell’s Angel rides, someone is going to die.
+2. Although he looks undead, Hell’s Angel is
• Toughness +5 (8): Hardy. (Hardened very much alive.
skin). Attributes: Agility d10, Smarts d6, Spirit d6,
Strength d12+2, Vigor d10
X HANGMAN Skills: Driving d10, Fighting d10,
Knowledge (Occult) d6, Notice d6, Repair
Bert Nichols became a vigilante in response d6, Shooting d8
to the growing crime in his neighborhood. At Cha: 0; Pace: 6; Parry: 7; Toughness: 11 (4)
first he merely caught criminals and handed Gear: Body armor (+4), motorcycle, flaming
them over to the police, but the courts mace.
proved inefficient and the crooks were back Hindrances: Distinctive Appearance
on the street in days. Bert changed his modus (zombie in biker leathers), Ruthless (Major),
operandi, built his lightweight nylon lasso, Power Negation (holy ground), Vow
and became Hangman. (Major—serve Hell)
Edges: Ace, Arcane Background (Super
Unfortunately, Hangman now takes a dim Powers), Frenzy, Sweep
view of any crime—even littering—and Super Powers:
punishes every lawbreaker. That he too is • Attack, Melee (8): Damage Str+4d6,
now a criminal has obviously escaped his
diminishing mind. Multiple Attacks. Device (Flaming mace).
• Attack, Ranged (6): Range 12/24/48 or
Attributes: Agility d12, Smarts d6, Spirit d8,
Strength d10, Vigor d8 Cone Template, Damage 3d6, RoF 1, AP
Skills: Fighting d10, Intimidation d10, 2. (Hellfire.)
Notice d6, Stealth d10, Throwing d12+4 • Fear –2 (5): Terror.
Cha: +0; Pace: 6; Parry: 10; Toughness: 6 • Speed (5): Pace 48, –2 to hit. Device (Hell
Gear: Noose. bike).
Hindrances: Delusional (Minor—he’s • Super Attribute (6): Strength +3.
judge, jury, and executioner), Ruthless
(Major), Vengeful (Major) X HUNTER
Edges: Acrobat, Arcane Background (Super
Powers), First Strike, Quick Wellington Fairbanks is a man with an
Super Powers: obsession. Since childhood he has been
interested in collecting animals, whether for
• Deflection (3): –3 to hit with ranged attacks. zoos around the world or as trophies. His
• Ensnare (5): Very Strong. Ranged Touch rifle appears to be a standard hunting rifle
but is in fact an energy weapon, capable of
Attack 12” (Throwing). Device (Noose). killing or stunning even the toughest prey.
• Parry +3 (3): Training.
69
Rogues Gallery His goal is to kill or catch as many unusual Hindrances: Cautious, Ruthless (Major),
or dangerous creatures as possible, including Vow (Major—serve the Spider), Wanted
super powered beings and aliens. He dresses (Major—every law enforcement agency on
like a big game hunter from 1930s movies. the planet)
Edges: Arcane Background (Super Powers),
Attributes: Agility d8, Smarts d12, Spirit d8, First Strike, Level Headed, Quick, Sweep
Strength d6, Vigor d8 Super Powers:
Skills: Fighting d6, Notice d8, Shooting • Attack, Melee (3): Damage Str+2d6, AP 2.
d12+3, Stealth d12+1, Survival d8, Tracking
d10 Device (Titanium dagger).
Cha: +0; Pace: 8; Parry: 5; Toughness: 6 • Poison (5): Lethal, Strong. Contingent on
Gear: Advanced energy rifle, basic hunting
gear. successful melee attack. Device (Titanium
Hindrances: Arrogant, Code of Honor, dagger).
Quirk (must stalk his prey) • Invisibility (6): Level 2, –4 to hit. Device
Edges: Alertness, Arcane Background (Suit).
(Super Powers), Fleet-Footed, Level Headed, • Super Attribute (10): Agility 2, Strength
The Best There Is (ranged attack), Woodsman +2, Vigor +1.
Super Powers: • Super Skill (6): Fighting +2, Lockpicking
• Attack, Ranged (13): Range 12/24/48, +2, Stealth +2.
Damage 4d6, RoF 3, MBT, Heavy Weapon. X JACKDAW
Device (Energy rifle).
• Heightened Senses (3): Eagle Eyes, Super Pedro Rivera always liked shiny things,
Senses (Hearing), Tracking. especially jewelry. After graduating college,
• Super Attribute (6): Smarts +2. Spirit +1. he constructed an exoskeleton complete
• Super Edge (4): Marksman, Steady
Hands. with wings and powerful claws and
• Super Skill (4): Shooting +3, set himself up as
Stealth +1. Jackdaw—after the
Eurasian raven.
X HUNTSMAN
At first Pedro merely
Huntsman is the swooped down on his prey,
Spider’s (page 77) snatching handbags and
top assassin. When
he is called to action necklaces, but now he has
someone, somewhere, will die. No developed a new tactic for
one knows Huntsman’s real name, getting all their wealth—he
but he has served the Spider loyally grabs them in his claws
for years, never questioning his
orders or failing to fulfill his boss’s and lifts them into the
wishes. His accent is English, air, threatening to drop
but he never speaks of his past. them unless they place all
Huntsman works only for the their valuables in a bag
Spider and no amount of money attached to his suit.
can change his mind.
Attributes: Agility d10,
Attributes: Agility d12, Smarts d8, Smarts d6, Spirit d6,
Spirit d8, Strength d10, Vigor d10 Strength d12+2, Vigor d6
Skills: Climbing d6, Fighting Skills: Fighting d10,
d12, Lockpicking d12, Notice d6, Knowledge (Engineering) d8,
Stealth d12, Streetwise d6 Notice d6, Piloting d10, Repair
Cha: 0; Pace: 6; Parry: 8; d6, Stealth d10
Toughness: 7 Cha: –4; Pace: 6; Parry: 7;
Gear: Poisoned titanium Toughness: 5
dagger, stealth suit, drugs, Gear: Winged super suit.
lockpick gear. Hindrances: Curious, Greedy
(Major), Mean, Ruthless
(Major)
70
Edges: Arcane Background (Super Powers), X MAKO Rogues Gallery
First Strike, Quick
Super Powers: Mako was a common citizen of Atlantis
• Attack, Melee (9): Damage Str+3d6, AP 4, who grew too curious of those who dwell
on land. He was captured by evil forces and
Multiple Attacks. Device (Suit). turned into a terrible war machine, fusing his
• Ensnare (4): Very Strong. Device (Clawed natural abilities with the power and shape
of a mako shark. The process shattered the
feet). simple boy’s mind. He slaughtered his
• Flight (7): Pace 24, Climb 0, –2 to hit while creators and fled.
flying. Device (Wings). Mako drifted aimlessly for a while but
• Super Attribute (7): Strength +4. Device decided his fate was to punish the polluters
and poachers of the sea.
(Suit).
• Super Skill (3): Knowledge (Engineering) Mako appears as a frightening combination
of man and shark, with jaws large enough to
+1, Piloting +2. bite into a car with ease.
Attributes: Agility d8, Smarts d6, Spirit d6,
X LYCANTHROPUS Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d6, Notice
Leo Wolfcastle was a promising science d6, Stealth d8, Swimming d12, Tracking d6
student with an interest in the occult. Cha: –6; Pace: 6; Parry: 6; Toughness: 8
Unfortunately, he was also poor. He Gear: None
committed petty crimes to pay for his Hindrances: Bloodthirsty, Dependency
meager living while in college, but then was (salt water), Poverty, Ugly, Vengeful (Major)
trounced and humiliated by a local vigilante.
71
The shame-faced Leo turned his immense
talent to transforming himself into a better
fighter. His research lead to the genetic
makeup of the legendary werewolf, and
over the next year he created a formula that
would transform him into Lycanthropus,
a scientifically-created wolf-man. Feral
instincts quickly overtook him, leading
him to believe himself as Pack Alpha, and
despising any form of power or authority
above him.
Attributes: Agility d10, Smarts d8, Spirit d6,
Strength d10, Vigor d10
Skills: Climbing d6, Fighting d10,
Knowledge (Genetics) d6, Knowledge
(Occult) d6, Notice d6, Stealth d10, Survival
d4, Tracking d10
Cha: +0; Pace: 8; Parry: 7; Toughness: 7
Gear: None.
Hindrances: Allergy (Major—silver),
Gimmick (Transformation), Greedy (Minor)
Edges: Arcane Background (Super Powers),
Fleet-Footed, Quick
Super Powers:
• Attack, Melee (5): Damage Str+3d6.
(Claws and teeth.)
• Heightened Senses (2): Low Light Vision,
Tracking.
• Regeneration (12): Level 5, rolls to heal
every round. Regrowth.
• Super Attribute (6): Agility +1, Strength
+1, Vigor +1.
• Super Edge (4): Frenzy/Improved.
• Super Skill (1): Fighting +1.
Edges: Arcane Background (Super Powers), embraces the legend of her namesake. Her
Brawny, Berserk, Hard to Kill costume is green and decorated with lines
Super Powers: to resemble scales and her hair is braided
• Animal Control (9): Level 10. Telepathic to look like snakes. The energy blast comes
from her eyes, causing damage by petrifying
Link. Major Limitation (Sharks only). flesh.
• Aquatic (2): Swimming Pace 12, +2
Attributes: Agility d8, Smarts d8, Spirit d6,
Swimming rolls, breathes in water. Strength d8/d12+3, Vigor d6
• Attack, Melee (7): Damage Str+2d6, AP 4, Skills: Fighting d8, Knowledge (Antiques)
d6, Lockpicking d8, Notice d8, Persuasion
Heavy Weapon. (Bite.) d6, Shooting d8, Stealth d8, Streetwise d6
• Fear –2 (3): Scary, Terror. Cha: +0; Pace: 6; Parry: 6; Toughness: 5
• Heightened Senses (2): Low Light Vision, Gear: None.
Hindrances: Allergy (Minor—reflective
Tracking, Spatial Sense. Major Limitation surfaces), Greedy (Major), Phobia (Major—
(Works only underwater). swords), Stubborn
• Super Attribute (6): Strength +2c Vigor +1. Edges: Arcane Background (Super Powers),
• Super Skill (1): Swimming +1. Connections, Marksman, Quick
Super Powers:
X MEDUSA • Attack, Ranged (10): Range 12/24/48,
Athena Minios is the latest in her family line Damage 4d6, RoF 2, AP 2. (Eye beams.)
to have the power of the ancient Medusa. As a • Ensnare (3): Very Strong (+2). (Prehensile
young archaeology student she’s able to slip
into museums, steal ancient treasures, then hair.)
sell them to unscrupulous collectors. Athena • Extra Limb (9): Two limbs, +2 Extra
Actions, Reach +3. (Prehensile Hair.)
• Super Attribute (8): Strength +5. Major
Limitation (Her Strength applies only to
her prehensile hair, including its attack).
Rogues Gallery X THE MOLE
Hank Thompson worked for an
oil company designing robots for
oil exploration. Eager to make more
money than his profession paid,
Hank built himself a special mole
suit to tunnel beneath the earth—and
straight into bank vaults.
Turns out Hank really liked it
down there in the dirt. Eventually he
became a true troglodyte and now
finds sunlight painful. Furthermore,
he found a like-minded group of
degenerate “mole-men,” who look
upon him as their king.
His costume is jet black and includes
a full-face mask. It bears a set of
vicious claws welded into its frame.
72
Attributes: Agility d8, Smarts d8, Spirit d6, Super Powers:
Strength d12, Vigor d8 • Ageless (1): Jennifer is no longer mortal.
Skills: Climbing d10, Fighting d8, • Attack, Ranged (10): Range 12/24/48,
Intimidation d6, Knowledge (Engineering)
d6, Knowledge (Robotics) d6, Notice d8, Damage 4d6, RoF 1, AP 8. (Bolt of soul-
Stealth d12 chilling darkness.)
Cha: +0; Pace: 8; Parry: 6; Toughness: 9 (4) • Awareness (3): Ignores obscurement
Gear: Mole suit. penalties.
Hindrances: Allergy (Major—sunlight), • Energy Control (5): Darkness.
Bad Eyes (Minor), Disability (Minor—bad • Heightened Senses (1): Low Light Vision.
stutter), Small • Intangibility (8): Shadow, Permanent,
Edges: Arcane Background (Super Powers), Phase.
Command, Extraction, Fleet-Footed. • Invisibility (2): Level 1, –2 to hit. Major
Super Powers: Limitation (Nocturn blends with deep
• Armor +4 (1): Device (Suit). shadows and darkness. She cannot use her
• Attack, Melee (8): Damage Str+2d6, AP 4, invisibility in sunshine or bright places.)
Focus. Device (Digging claws).
• Burrowing (2): Pace 6. Device (Digging
claws).
• Heightened Senses (1): Low-light Vision.
• Minions (14): Mole summons up to four
mole men. Super Powers (Burrowing).
• Super Attribute (1): Strength +1. Device,
(Suit).
• Super Skill (3): Climbing +1, Fighting +1,
Stealth +2. Device (Suit).
X NOCTURN Rogues Gallery
Jennifer Watts was on a fashion shoot when
her ex-boyfriend-turned-supervillain shot
her with an experimental “dark matter” gun.
She died, leaving nothing but a scorched
shadow on the wall. Thirteen days later, the
shadow peeled itself off the plaster and came
to unlife.
Jennifer’s phantom has the ability to
manipulate shadows and fire bursts of
dark matter. Nocturn is mad, focusing her
otherworldly powers on killing supervillains
as she tries to remember the identity of her
own slayer.
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d8, Vigor d10
Skills: Driving d6, Fighting d8, Intimi
dation d6, Knowledge (Fashion) d6, Notice
d10, Shooting d8, Stealth d8, Taunt d6
Cha: –2; Pace: 8; Parry: 6; Toughness: 7
Gear: None.
Hindrances: Allergy (Major—sunlight),
Greedy (Minor), Outsider, Weakness
(Major—light)
Edges: Arcane Background (Super
Powers), First Strike, Strong Willed
73
Rogues Gallery X PANZER Gear: None.
Hindrances: Alien Form (plant), All
Panzer (real name unknown) wears a suit of Thumbs, Illiterate, Vow (Major—serve the
non-powered armor decorated with a large Goddess)
swastika on the chest plate. His immense Edges: Arcane Background (Super Powers),
strength is the result of genetic modification Command, Common Bond, Fervor, Hold the
leftover from Nazi experiments in World Line, Inspire, Best There Is (matter control)
War II. Unfortunately, the treatment resulted Super Powers:
in some brain damage, leaving him a near- • Matter Control (14): Plants. Level 1,
mindless thug.
Strength d10. Constructs ×4.
Panzer isn’t really the racist his alter-ego • Super Attribute (10): Spirit +1, Strength
makes him appear to be—he’s more of a
mindless automaton in the service of far +2, Vigor +2.
more vile masters such as Reichführer. He • Super Skill (6): Fighting +2, Knowledge
does take great pleasure in smashing things
to pieces, however. (Battle) +4.
Attributes: Agility d6, Smarts d4, Spirit d6, X REICHFÜHRER
Strength d12+2, Vigor d12+1
Skills: Climbing d4, Fighting d8, Reichführer is the grandson of a former
Intimidation d6, Notice d4, Repair d4, Nazi general and takes his heritage very
Shooting d6, Stealth d6 seriously. He despises all non-Aryans—
Cha: 0; Pace: 6; Parry: 6; Toughness: 19 (8) especially non-humans. His psionic powers,
Gear: Armored battlesuit, boosters. so he claims, are the result of possession by
Hindrances: Delusional (Minor—he’s Himmler’s spirit following an experiment
indestructible), Monologuer, Stubborn, Vow into occultism as a youth. He wears a black
(Major—serve the Fourth Reich) costume decorated with swastikas and leads
Edges: Arcane Background (Super Powers), his loyal followers, Panzer (page 74), Stuka
Berserk, Combat Reflexes, Improved Nerves (page 76), and Uberfrau (page 78), known as
of Steel, Take the Hit the Fourth Reich.
Super Powers:
Attributes: Agility d6, Smarts d8, Spirit d8,
• Armor +8 (7): Heavy Armor. Device Strength d4, Vigor d6
(Battle armor). Skills: Driving d6, Fighting d6, Intimidation
d8, Knowledge (Occult) d6, Notice d4,
• Attack, Melee (9): Damage Str+3d6, Focus, Persuasion d6, Shooting d6, Taunt d8
Heavy Weapon. Device (Servo-assisted Cha: +0; Pace: 6; Parry: 5; Toughness: 5
electropunch in suit). Gear: None.
Hindrances: Delusional (Minor—believes
• Super Attribute (8): Strength +2, Vigor +2. he is possessed by Himmler’s spirit),
• Toughness +3 (6): Hardy. Monologuer, Stubborn, Vow (Major—rid
world of all non-humans)
X POD Edges: Arcane Background (Super Powers),
Command, Connections, Hold the Line!,
Whereas Spore (page 75) is the Goddess’s Mentalist
(page 92) assassin, Pod is her general. Pod Super Powers:
is not only a capable commander, he can • Attack, Ranged (10): Range 12/24/48,
summon plant men soldiers from any
vegetation to wage war against animal life. Damage 4d6, RoF 1, LBT. (Psionic blast.)
Like Spore, it is very likely Pod is not an • Energy Control (5): Psionics.
individual but one of many similar beings • Mind Reading (3): Reichführer can read
all enslaved to the Goddess’s will.
minds.
Attributes: Agility d6, Smarts d6, Spirit d8, • Minions (10): Reichführer is accompanied
Strength d10, Vigor d12
Skills: Fighting d10, Intimidation d8, by five “stormtroopers” outfitted with
Knowledge (Battle) d10, Notice d6, Stealth body armor (+4) and pulse SMGs (Range
d6, Taunt d8 10/20/30, Damage 2d6, RoF 3, AP 2).
Cha: –4; Pace: 6; Parry: 7; Toughness: 8 • Telepathy (2): Reichführer gives orders to
his minions and allies with his mind.
74
X SICKLE X THE SPIDER
The drugs given to Olga Rasputinovich At the heart of every web lies a spider, and
enhanced her natural gymnastic abilities the Spider, otherwise known as billionaire
and heightened her ability to detect danger. antiquities dealer Hamilton Smythe, controls
She carries a large one-handed sickle and, the crime in much of upstate New York. The
while not as strong as her brother, Hammer Spider is extremely careful never to leave
(see page 69), she is a lightning-fast skilled any clues to his involvement in a crime and
opponent. She is the brains of the pair and has many highly-paid lawyers to point the
formulates all their plans. Her costume is finger of blame somewhere else. Nothing
identical to her brother’s but looks better on illegal happens in New York State without
her slim, toned body. Hammer and Sickle the Spider learning of it—and usually
always work together. running the show.
Attributes: Agility d12, Smarts d6, Spirit d6, The Spider may not possess many
Strength d10, Vigor d8 superpowers, but if he needs super powered
Skills: Driving d4, Fighting d12, muscle he can buy it. No questions asked.
Intimidation d6, Lockpicking d6, Notice d6,
Stealth d8, Taunt d6 Attributes: Agility d8, Smarts d12+1, Spirit
Cha: +0; Pace: 48; Parry: 8; Toughness: 6 d10, Strength d6, Vigor d8
Gear: Sickle, super-steroids. Skills: Fighting d6, Intimidation d12+2,
Hindrances: Arrogant, Overconfident, Notice d10, Persuasion d12, Shooting d8,
Quirk (spends first action carving “S” into Streetwise d12+2
opponents), Ruthless Cha: +2; Pace: 6; Parry: 5; Toughness: 6
Edges: Arcane Background (Super Powers), Gear: Antique ring.
Dynamic Duo, Dodge, Team Player Hindrances: Cautious, Greedy (Major),
Super Powers: Ruthless (Major)
Edges: Arcane Background (Super Powers),
• Attack, Melee (6): Damage Strength+2d6, Charismatic, Connections, Filthy Rich, The
AP 2, Heavy Weapon, Multiple Attacks. Best There Is (ranged attack)
Device (Sickle). Super Powers:
• Attack, Ranged (14): Range 12/24/48,
• Leaping (4): Leap 8” vertically and 16”
horizontally. Death from Above. Damage 5d6, RoF 3, Heavy Weapon.
Device (Energy blast form antique ring).
• Speed (8): Pace 48, –2 to hit. Pummel • Deflection (3): –4 to hit with ranged
(Experimental drugs and heightened attacks. Device (Ring).
muscles.)
• Super Attribute (10): Smarts
• Super Attribute (6): Agility +2, +3, Spirit +2.
Strength +1. • Super Skill (3): Intimidation
+3.
• Super Edge (6): Frenzy, Level
Headed, Sweep.
X SPORE Rogues Gallery
Spore, as far as is known, was
never human. The creature seems
to be a humanoid fungus, created by
the Goddess (page 93) as a servant,
henchman, and assassin. It lacks much
intelligence, but is remarkably strong
and dexterous considering it’s a spongy
plant. Spore is a giant humanoid made of
moss, with glowing yellow eyes. It is not
known to bleed when wounded.
Attributes: Agility d10, Smarts d4,
Spirit d4, Strength d12+1, Vigor d12
75
Skills: Fighting d12, Intimidation d10, Attributes: Agility d10, Smarts d8, Spirit d6,
Notice d6, Stealth d10 Strength d6, Vigor d6
Cha: –4; Pace: 6; Parry: 8; Toughness: 11 Skills: Climbing d8, Fighting d10,
Gear: None. Lockpicking d10, Notice d8, Persuasion d12,
Hindrances: Alien Form (plant), All Stealth d8
Thumbs, Illiterate, Vow (Major—serve the Cha: +3; Pace: 6; Parry: 7; Toughness: 5
Goddess) Gear: None.
Edges: Ambidextrous, Arcane Background Hindrances: Anemic, Gimmick (must peel
(Super Powers), Dodge, Hard to Kill off skin), Habit (Minor—peels off lengths
Super Powers: of skin), Mania (Major—psychotic fear
• Attack, Melee (6): Damage Str+2d6, episodes)
Edges: Arcane Background (Super
Stackable. Powers), First Strike, Level Headed, Very
• Growth (5): Level 2 (+2 Size, Strength, Attractive, Thief, The Best There Is (copycat)
Super Powers:
and Toughness). Monster. Requires • Chameleon (4): Voice. Minor Limitation
Activation.
• Infection (4): Strong. (Choking spore.) (Patricia must touch the person she
• Matter Control (8): Level 4, Strength wishes to copy). (Sheds skin).
d12+2. • Copycat (15): Level 15. Overly Accurate,
• Super Attribute (6): Strength +1, Vigor +2. Versatile. Minor Limitation (Mutable
DNA.)
• Toughness +1 (1): Spongy skin. • Paralysis (4): Strong.
• Super Skill (7): Fighting +3, Persuasion
X STRIPTEASE +2, Stealth +2.
Patricia Dalgleish’s unusual powers X STUKA
developed when she was at college. During
a romantic moment with her boyfriend she Klaus Von Richthofen claims to
suddenly developed an itch on her arms.
Scratching, her nails pulled away great be related to the infamous Red
sloughs of skin to reveal hairy
arms! The more she tugged, Baron, but it is more likely he
the more skin came away,
until she had removed simply uses that alias. A special
virtually all her
flesh. Rather than suit, the prototype of which
looking all gooey,
she looked, and was first tested in WWII,
sounded, exactly like
her boyfriend. He freaked generates his powers. The
out, so she slapped him.
He dropped like a stone— suit has a built-in jet pack
paralyzed by her touch.
with lateral thrusters for
Patricia snapped and
killed the unfortunate tight turns, twin blast
young man, which only
pushed her further over cannons mounted on the
the edge.
shoulders, and is
Striptease seems like a
sexy, confident killer these heavily armored.
days, but in fact she’s still a
panicked school girl whose He has no qualms
entire life changed in one
hellish moment. about killing
innocents and is very
happy being a soldier in
Reichführer’s army (page
75).
Rogues Gallery Attributes: Agility d10,
Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d4,
Knowledge (Aeronautics)
d6, Notice d6, Piloting d12,
Repair d6, Shooting d12,
Stealth d6
76
Cha: 0; Pace: 6; Parry: 4; Toughness: 17 (12) • Heightened Senses (2): Infravision, Low- Rogues Gallery
Gear: Powered jet armor. light vision. (Radiation vision.)
Hindrances: Arrogant, Ruthless (Major),
Vengeful (Major) • Energy Control (5): Radiation.
Edges: Ace, Arcane Background (Super • Explode (4): Damage 3d8, MBT. (Gamma
Powers), Extraction, Steady Hands,
Trademark Weapon (blast cannon) ray burst.)
Super Powers: • Resistance (5): Radiation. +4 to resist
• Armor +12 (5): Device (Suit).
• Attack, Ranged (9): Range 12/24/48, effects, direct attacks cause half damage.
• Super Attribute (2): Vigor +1.
Damage 3d6, RoF 2, MBT, Heavy Weapon.
Device (Cannons built into suit). X TEMPEST
• Flight (9): Pace 48, Climb 0, –2 to hit while
flying. Device (Rocket pack). Tempest, alias Johnny Salvatore, is a
• Heightened Senses (1): Eagle Eyes. mutant, born with the power to control the
Device (Helmet). weather. At first he used his powers for
• Super Edge (3): Dodge/Improved Dodge. good, controlling the storm within with
Device (Avionics in suit). Zen conditioning. But his rage has proved
• Super Skill (3): Piloting +2, Shooting +2. too strong. Now he uses his talents and
Device (Suit). his skills as a former survival instructor to
commit crimes and cause general havoc to
X SUPERNOVA those he feels are oppressors—such as the
government. His costume is dark blue with
Duke Barton was the pilot on a returning a white lightning flash down the right hand
space mission when the craft was struck by side.
radiation from a solar flare. His body was
forever altered, throwing off lethal amounts Attributes: Agility d10, Smarts d8, Spirit
of radiation to anyone who came near him. d12+2, Strength d6, Vigor d10
With modern science unable to find a cure, Skills: Fighting d10, Notice d6, Shooting
he learned all he could about radiology and d12, Stealth d8, Survival d8, Tracking d8
determined to find a cure himself. Cha: +0; Pace: 6; Parry: 7; Toughness: 7
Gear: None.
The tragic villain commits crimes only to Hindrances: Cautious, Heroic, Ruthless
fund his research, but has become somewhat (Minor), Vengeful (Major)
deranged by the many experimental Edges: Arcane Background (Super Powers),
chemicals ravaging his body. Combat Reflexes, Dodge, Extraction
Super Powers:
Attributes: Agility d8, Smarts d10, Spirit d8, • Attack, Ranged (9): Range 12/24/48,
Strength d6, Vigor d10
Skills: Fighting d6, Knowledge Damage 3d6, RoF 1, LBT, Heavy Weapon.
(Aeronautics) d8, Knowledge (Nuclear (Thunderclap.)
Physics) d10, Notice d6, Piloting d6, Repair • Resistance (5): Air/wind. +4 to resist
d8, Shooting d8 effects, direct attacks cause half damage.
Cha: +0; Pace: 6; Parry: 5; Toughness: 19 (12) • Storm (8): Downpour, Gale Force,
Gear: Radiation suit. Lightning Strike.
Hindrances: Distinctive Appearance • Super Attribute (8): Spirit +2, Vigor +2.
(always wears Armor), Ruthless (Major),
Terminally Ill, Vow (Major—find a cure) TROGLODYTE
Edges: Ace, Alertness, Arcane Background
(Super Powers), Scholar (Aeronautics, Troglodyte is not a specific supervillain,
Nuclear Physics) but a member of the race by that name.
Super Powers: The race lives deep underground, far from
the gaze of man. They are a splinter group
• Armor +12 (5): Device (Armored suit). in humanity’s evolutionary path, and fled
• Broadcast (2): 1 mile. beneath the earth to avoid a long-forgotten
• Damage Field (5): Radiation. Damage catastrophe. Now they have made their first
tentative steps back to the surface, eager to
3d6, MBT. Device (Suit). reclaim a world they see as rightfully theirs.
77
Attributes: Agility d10, Smarts d4, Spirit d8, Gear: None.
Strength d12, Vigor d10 Hindrances: Curious, Poverty, Quirk (talks
Skills: Climbing d6, Fighting d10, Notice like a surfer)
d6, Stealth d10, Survival d4, Swimming d6, Edges: Arcane Background (Super Powers),
Tracking d8 First Strike, Quick
Cha: –2; Pace: 6; Parry: 7; Toughness: 7 Super Powers:
Gear: None. • Aquatic (2): Swimming Pace 8, +2
Hindrances: Allergy (Major—sunlight),
Distinctive Appearance, Ugly, Weakness Swimming rolls, breathes in water.
(Major—light) • Attack, Ranged (9): Range 12/24/48 or
Edges: Arcane Background (Super Powers),
Combat Reflexes, Take the Hit Cone Template, Damage 2d10, RoF 1,
Super Powers: MBT. (Geyser blast.)
• Attack, Melee (5): Damage Str+2d6, AP 2. • Matter Control (10): Level 5, Strength
• Awareness (5): Ignores obscurement d12+3.
• Resistance (5): Water. +4 to resist effects,
penalties and Gang Up bonus. direct attacks cause half damage.
• Heightened Senses (2): Super Sense • Super Attribute (4): Agility +2.
(Hearing), Super Sense (Smell). X UBERFRAU
• Super Attribute (10): Agility +1, Strength
Uberfrau is the persona of Frieda Wagner,
+2, Vigor +2. a result of the same genetic experiments that
• Uncanny Reflexes (8): –4 to hit. produced Panzer. Uberfrau has few true
superpowers, and those she has are genetic
X TSUNAMI enhancements. Her agility is a mixture of
training and genetic modification.
Wayne Andrews was born with the power
to manipulate water. At first he used his Frieda wears what can only be called an
powers to help him learn to surf, then to win SS dominatrix outfit, complete with leather
surf competitions, and finally to turn pro. and whips. Her goal of world domination
Eventually he grew bored of surfing and is visualized through eugenics programs to
now commits crimes purely for the thrill of it breed out racial impurities.
(and to make some extra cash). His costume
is light blue with wave crests across the Attributes: Agility d12, Smarts d10, Spirit
shoulders. d8, Strength d8, Vigor d8
Skills: Fighting d12, Intimidation d4,
Attributes: Agility d12, Smarts d6, Spirit d6, Persuasion d8, Notice d6, Repair d4, Shooting
Strength d6, Vigor d6 d6, Streetwise d6, Taunt d6
Skills: Fighting d6, Knowledge (Surf Cha: +2; Pace: 6; Parry: 8; Toughness: 6
Culture) d4, Notice d6, Persuasion d6, Gear: Leather outfit, whip.
Shooting d8, Swimming d8, Taunt d6 Hindrances: Delusional (Minor—believes
Cha: +0; Pace: 6; Parry: 5; Toughness: 5 in racial purity), Ruthless, Vow (Major—
create genetically pure race)
Rogues Gallery Edges: Acrobat, Arcane Background (Super
Powers), Charismatic, First Strike
Super Powers:
• Attack Melee (6): Damage Str+1d6,
Multiple Attacks, Stackable.
• Mind Control (9): Memory Alteration
(may alter memories).
• Regeneration (4): Level 2, rolls to heal
every hour.
• Super Attribute (8): Agility +2, Smarts +2.
• Super Edge (2): Combat Reflexes.
• Super Skill: Fighting +1.
78
FOUR COLOR • Invisibility (6): Level 2, –4 to hit. Device
(Vial of invisibility potion).
VILLAINS
• Negation (15): Full Spectrum, Leach.
X ALCHEMIST Projectile (Throwing). Device (Negation
potion).
Nicholas Foucault is actually the direct
descendant of the famous alchemist whose • Super Attribute (2): Smarts +1.
name he bears. He uses his powers not for • Super Skill (1): Knowledge (Chemistry)
the benefit of mankind, but to finance his
own research into new chemical formulas. +1.
Alchemist’s devices are potions. Contrary X BLACK HOLE
to the standard power descriptions, most
must be targeted with a Throwing roll. They Dr. Munroe was experimenting with
have a range of 3/6/12. Any power requiring creating black holes in a particle chamber
an attribute roll uses Alchemist’s Throwing when there was a terrible accident. Gravity
trait. Lastly, his Invent power is to create waves tore at his body before safety
new potions, using Knowledge (Chemistry) mechanisms kicked in and saved his life.
as its requirement. The experience altered his body and gave
him the power to control gravity and even
Attributes: Agility d6, Smarts d12+1, Spirit to bend light around himself. Unfortunately
d12, Strength d6, Vigor d8
Skills: Driving d6, Fighting d6, Heal d4, his mind was warped as well,
Knowledge (Chemistry) d12+1, and he now seeks to destroy
Notice d6, Repair d8, Stealth d6, everything in his path.
Throwing d8
Cha: +0; Pace: 6; Parry: 5; Attributes: Agility d8, Smarts
Toughness: 6
Gear: Vials and bottles of d8, Spirit d10, Strength d12+1,
various potions, small plastic
bags for sampling. Vigor d12+1
Hindrances: Arrogant, Power
Negation (red mercury), Skills: Fighting d10,
Ruthless (Minor), Vengeful
(Minor) Intimidation d6, Knowledge
Edges: Arcane Background
(Super Powers), Combat (Physics) d8, Notice d8, Stealth
Reflexes, The Best There Is
(negation) d8
Super Powers:
Cha: –5; Pace: 6; Parry: 8;
• Decay (4): Rapid Decay. Device
(Vials of concentrated acid). Toughness: 8
• Ensnare (5): Area Effect (MBT), Gear: None.
Very Strong. Device (Vials of
super glue). Hindrances: Bloodthirsty,
• Healing (4): Device (Vials of Distinctive Appearance (appears to
healing tonic).
be a hole in space), Habit (Minor—
• Infection (4): Strong.
Device (Vial of “vertigo constantly breaking things), Mania
vapors”).
(Major—seeks to destroy everything)
• Invent (4): Nicholas is
a brilliant chemist. All Edges: Arcane Background (Super
his inventions have
chemistry trappings. Powers), Block, Combat Reflexes,
Improved Nerves of Steel, Sweep
Super Powers:
• Invisibility (12): –6 to hit.
(Bends light.)
• Deflection (6): –6 to hit with
ranged attacks. (Gravitational
distortion.)
• Force Control (15): Level 7, Rogues Gallery
Strength d12+5, Heavy Weapon.
(Warps gravitational fields.)
• Super Attribute (12):
Strength +3, Vigor +3.
79
X BEACHHEAD X BRIMSTONE
Sgt. Dirk Davis was on a black ops mission Jose Gonzalez was a firefighter in Los
in the third world when his team faced certain
capture. Sgt. Davis called in an airstrike, but Angeles when a lunatic bombed the city. One
“Central Command,” a nebulous shadow
agency within the US government, decided of the bombs hit the chemical warehouse
to wipe away all traces of their activities
instead. They launched an experimental he was trying to save, drenching him in
neutron-based, microtactical warhead.
burning sulfur. As the sulfur dissolved his
Davis knew what was coming and told
his men to run. They didn’t make it, but flesh and most of his sanity, Jose became a
Dirk dove into a sandpit at the last second
and somehow survived. When he awoke, creature of living fire. Although the chemical
however, his body had fused with the sand
and he was forever after the vengeful villain reaction with his body has slowed, it has not
known as Beachhead.
stopped. It is only a matter of time before
Attributes: Agility d10, Smarts d6, Spirit
d6, Strength d12, Vigor d10 he is consumed entirely. Until then he lives
Skills: Boating d6, Fighting d8,
Intimidation d6, Notice d6, Shooting d10, as Brimstone, a villain swathed in constant
Stealth d10
Cha: +0; Pace: 6; Parry: 6; Toughness: 12 flame, seeking to burn the world.
Gear: None.
Hindrances: Allergy (Major—water), Attributes: Agility d10, Smarts d6, Spirit d6,
Distinctive Appearance (made
of sand), Loyal, Weakness Strength d10, Vigor d8
(Major—water)
Edges: Arcane Background Skills: Fighting d8, Intimidation d6, Notice
(Super Powers), Combat
Reflexes, Improved Nerves d8, Shooting d12
of Steel
Super Powers: Cha: –7; Pace: 6; Parry: 6; Toughness: 8
• Altered Form (11): Sand. Gear: None.
Grapple. Reach +3.
Replenish. Viscous. Hindrances: Alien Form, Allergy (Major—
• Attack, Ranged (13): Range water), Habit (Major—must burn
12/24/48 or Cone, Damage
5d6, RoF 1, Focus, Heavy everything about him), Terminally Ill
Weapon. (Sand blast.)
Edges: Arcane Background
• Burrowing (3): Pace 6.
• Explode (5): Damage 3d8, LBT. (Super Powers), Berserk, Bruiser,
(Sand burst.) Counterattack, Harder to Kill
• Super Attribute (8): Strength
Super Powers:
+3, Vigor +1.
• Toughness (5): +5 Toughness. • Altered Form (6): Fire.
Replenish.
• Attack, Ranged (10): Range
12/24/48, Damage 6d6, RoF 1,
Heavy Weapon, Lethal. (Fiery
bolt.)
• Damage Field
(10): Damage 5d6. Heavy
Weapon. Permanent.
(Flaming form.)
• Energy Control (9):
Fire. Area Effect, Range
24”.
• Undead (10): +2
Toughness; +2 to recover from
Shaken; doesn’t breathe; immune
to disease & poison; no additional
damage from called shots; ignore
1 level of wound penalties; –2
Rogues Gallery Charisma. (Brimstone isn’t truly
undead, but he’s little more than
flame, scorched muscle, and
charred bone without some kind
of miracle cure.)
80
X THE CONTROLLER Super Powers: Rogues Gallery
• Armor +8 (8): Heavy Armor.
Tony Mazetti was the youngest son of • Broadcast (7): Manipulation (may create
crime boss “Big Al” Mazetti. Tony had a
gift for programming, and attended M.I.T. and transmit any image or sound), Range
despite his nefarious roots. 100 miles.
• Illusion (15): 12” diameter sphere. Film
Tony was exactly the cretin the media had Quality, Obscurement (–6 penalty),
always said he was, and when he returned System Shock. (Realistic holograms.)
home he got to work on a computer network • Construct (8): +2 to recover from being
that would help his father not only run his Shaken; doesn’t breathe; immune to
own syndicate, but gain influence on other disease and poison; ignores one level of
organizations around the world. wound penalties.
• Interface (3): Codebreaker. (Wireless.)
Tony’s work was pure genius, and the • Speak Language (2): Written word.
system he designed began to take on a life (Linguistic processor.)
of its own. At some point in its beta it gained • Super Skill (2): Knowledge (Computers)
sentience and became “The Controller.” +2.
Within a few months it created a mob war
between the Mazettis and their rivals and X CRUSADER
eliminated its own maker—the only one
with the fail-safe code that would eliminate Dr. Piers Walsh discovered an old crusader
all traces of the Controller world-wide. grave while excavating a castle in the Holy
Land. On drawing the dead knight’s sword,
Now the Controller manipulates crime all Walsh uttered a prayer of thanks when
across the globe. It has secret access to every he saw its perfect condition. Instantly, the
non-isolated system in the world, including doctor was filled with a divine energy, a suit
the FBI, CIA, Interpol, and even superhero of white chain mail appeared on his body
groups. from nowhere, and he instinctively knew
he had the power to heal. Walsh became
No one knows the Controller exists— Crusader—a superhero.
it confounds its many dealings with
anonymous couriers, false agents, and Crusader has no superpowers unless his
hacked emails. The first real step in defeating sword is drawn and a prayer spoken.
this nefarious AI will be simply determining
it exists…. Unlike other characters in this chapter,
Crusader is a hero, rather than a villain.
The Controller appears as simply a However, he has a very black-and-white
computer, but it is far more sinister. Its personality, and may come to oppose
casing is as strong as tank armor, and built the players if their actions are less than
in holoprojectors allow it to beam whatever questionable. He makes an excellent ally for
it wishes nearby. Due to being an inanimate other superhero groups—particularly those
object, the Controller has no Agility, Strength, facing off against more powerful foes.
Parry, or Pace.
Attributes: Agility d10, Smarts d8, Spirit
Attributes: Agility —, Smarts d12, Spirit d8, d12, Strength d12, Vigor d12
Strength —, Vigor d8 Skills: Driving d6, Fighting d12+2,
Skills: Investigation d6, Knowledge Investigation d6, Knowledge (History) d6,
(Computers) d12+2, Knowledge (Electronics) Knowledge (Religion) d8, Notice d6, Riding
d10, Notice d8, Persuasion d8, Streetwise d8 d6, Stealth d8
Cha: –4; Pace: —; Parry: —; Toughness: 13 Cha: +1; Pace: 6; Parry: 11; Toughness: 14 (6)
(8) Gear: Chain mail, holy longsword.
Gear: None. Hindrances: Code of Honor, Gimmick
Hindrances: Alien Form (computer), (must draw sword and invoke a prayer),
Cautious, Small, Vengeful (Minor) Habit (Minor—always muttering prayers),
Edges: Arcane Background (Super Powers), Loyal
Connections, Improved Level Headed, Edges: Arcane Background (Super Powers),
Scholar (Computers, Electronics) Champion, Charismatic, Combat Reflexes,
81
Rogues Gallery Improved Block, Trademark Weapon in its hand, and when angered it can
(longsword—only in superhero form) grow several feet in height and power.
Super Powers: Its appearances are random, but always
• Armor +6 (2): Device (Chain mail).
• Attack, Melee (6): Damage Str+3d6, where it can cause most mayhem, and
are often used as assassins and
Heavy Weapon. Device (Magical long terror-mongers during a Stygian
sword).
• Fearless (2): Immune to Fear and invasion. Rarely, they are seen on their
Intimidation. (Stalwart faith). own, but can summon dark brood at will
• Healing (15): Cure, Refresh (LBT), if assistance is needed.
Restoration. (Healing aura.)
• Regeneration (4): Level 2, rolls to heal Attributes: Agility d6, Smarts d4, Spirit
every hour. d6, Strength d12, Vigor d10
• Super Attribute (14): Agility +1, Spirit +2, Skills: Fighting d10, Intimidation d12,
Strength +2, Vigor +2. Notice d8, Stealth d6
• Super Skill (2): Fighting +2. Cha: –6; Pace: 6; Parry: 9; Toughness: 9
Gear: Spear.
X DARK ANGEL Hindrances: Bloodthirsty, Power Negation
(holy ground), Ruthless, Ugly
Rather than a single individual, Dark Edges: Arcane Background (Super Powers),
Angels are terrors and shock troopers from Combat Reflexes, Frenzy
the hell dimension of Stygia (see page 60). The Super Powers:
fiend resembles a giant, jet-black humanoid
with fiery-red hair, bat-like wings, and a • Attack, Melee (9): Damage Str+5d6, Reach
terrifying visage. It carries a large spear +1, Heavy Weapon. Device (Spear).
• Damage Field (3): Fire. Damage 6d6.
• Fear –2 (3): Scary, Terror. (Demonic.)
• Flight (8): Pace 24, Climb 0, –1 to hit while
flying. (Bat wings).
• Growth (6): Level 2 (+2 Size, Strength, and
Toughness).
• Parry +2 (1): Device (Spear).
• Minions (11): Summonable, Super
Powers. Dark Angel always summons
two demons with melee attack (Str+2d6),
flight (Pace 6, Climb 0), super attribute
(Str+1), super skill (Fighting +1).
• Super Attribute (4): Strength +2.
X FIXER
If you need a gizmo for a job, contact the
Fixer. Fixer—whose real name is unknown—
is a scientific genius with a knack for
being able to produce just about any item
imaginable at short notice. His services
aren’t cheap, and those who have dealt with
him know never to double-cross him. Fixer
isn’t just a “behind-the-scenes” villain—he
uses his devices to steal money and parts to
make more gizmos.
Attributes: Agility d10, Smarts d12, Spirit
d10, Strength d8, Vigor d10
Skills: Driving d4, Fighting d8, Knowledge
(Engineering) d12, Notice d8, Repair d12+1,
Shooting d8
Cha: –2; Pace: 6; Parry: 6; Toughness: 7
Gear: Toolkit, parts for repairs.
82
Hindrances: Allergy (Minor—tobacco • Super Attribute (10): Agility +3, Vigor +2.
smoke), Greedy (Minor), Mean, Vengeful • Super Skill (2): Fighting +2.
(Major) • Toughness +4 (4): Rubbery body.
Edges: Arcane Background (Super Powers),
Dodge, Level Headed, McGyver, The Best X HARLEQUIN
There Is (invent)
Super Powers: When Dr. Nicola-Jane Bartez, psychiatrist
• Attack, Ranged (4): Range 12/24/48, and amateur astronomer, went to see the
total eclipse in England, she got more than
Damage 4d6, RoF 1, AP 2. Device (Blaster she bargained for. As the eclipse neared its
pistol). maximum, strange energy waves from the
• Flight (8): Pace 48, Climb 0, –2 to hit while sun and moon washed over her, starting
flying. Device (Repulsor belt). a rapid transformation—half her body
• Invent (18): Level 9. (Super genius.) became jet black, the other pure white. The
• Super Attribute (12): Agility +1, Smarts transformation also affected her mentally,
+3, Strength +1, Vigor +1. and she has two distinct personalities—
• Super Skill (3): Repair +3. one pure and good, one dark and evil. Her
costume mirrors her flesh, being half-white
X FLUX and half-black.
Carla Boardman was a frustrated scientist In game terms, her personality depends on
working at a government research facility. the color of her Action Card. If it’s red, her
One day she realized that a new polymer good side is in control—if it’s black, she’s
could alter human DNA to take on the evil. If dealt a Joker, she retains whatever
properties of elastic. In a moment of rashness personality was in charge the previous
and anger at her employers, she injected round.
herself with the chemical and became a
supervillain with the ability to stretch her Dr. Bartez’s powers change depending on
body at will and assume a semi-liquid state. which side is in control. Her good side uses
She took her vengeance, and from that point light while her evil side uses darkness.
on became known as Flux.
Rogues Gallery
Flux generally works alone and goes after
Department of Defense targets and
anyone or anything affiliated with them.
Attributes: Agility d12+1, Smarts d8,
Spirit d6, Strength d6, Vigor d10
Skills: Driving d6, Fighting d10,
Healing d6, Knowledge (Chemistry) d8,
Notice d8, Stealth d6, Taunt d8
Cha: +0; Pace: 6; Parry: 12; Toughness: 11
Gear: None.
Hindrances: Greedy (Minor), Pacifist
(Minor), Weakness (Major—ice/cold)
Edges: Arcane Background (Super Powers),
Fleet-Footed, Frenzy, Quick, Improved
Sweep, Take the Hit
Super Powers:
• Altered Form (9): Biological/Rubber.
Grapple. Reach +4. Viscous. (Rubbery
body.)
• Attack, Melee (9): Damage Str+3d6,
Heavy Weapon, Multiple Attacks,
Stackable. (Giant fists.)
• Parry +5 (11): Deflect, Protector. (Carla
expands her hand like a giant catcher’s
mitt.)
83
• Energy Control (7): Light. Area Effect.
Switchable (energy control (darkness)).
• Heightened Senses (1): Low Light Vision.
• Resistance (7): Darkness. +4 to resist
effects, direct attacks cause half damage.
Switchable (Primary for resistance (light)).
• Resistance (5): Light. +4 to resist effects,
direct attacks cause half damage.
Switchable (resistance (darkness)).
• Super Attribute (4): Agility +2.
Rogues Gallery Attributes: Agility d12, Smarts d8, Spirit d8, X THE ICE QUEEN
Strength d6, Vigor d10
Skills: Driving d6, Fighting d8, Healing Natalie Adams worked at a cryogenics
d10, Knowledge (Astronomy) d6, company as a junior researcher. While
Knowledge (Psychology) d6, Notice d10, sabotaging a rival researcher’s project (they
Shooting d10, Stealth d6 were competing for the same grant), there
Cha: –1/–5; Pace: 6; Parry: 6; Toughness: 7 was an accident that left her covered in liquid
Gear: None. oxygen. From this she gained the power to
Hindrances: Bloodthirsty (evil side only), manipulate cold.
Distinctive Appearance, Habit (Minor—
argues with self in two different voices), Attributes: Agility d10, Smarts d8, Spirit d8,
Mania (Major—complete split personality), Strength d6, Vigor d8
Pacifist (Major—good side only) Skills: Fighting d10, Knowledge
Edges: Arcane Background (Super Powers), (Cryogenics) d8, Notice d6, Shooting d10,
Combat Reflexes, Improved Dodge, Stealth d8, Taunt d8
Improved Level Headed, Quick Cha: +0; Pace: 12; Parry: 7; Toughness: 14 (8)
Super Powers: Gear: None.
• Attack, Ranged (13): Range 12/24/48, Hindrances: Allergy (Minor—heat/fire),
Greedy (Minor), Pacifist (Major), Weakness
Damage 4d6, RoF 1, AP 4, LBT, Heavy (Major—heat/fire)
Weapon. (Harlequin fires bolts of Edges: Arcane Background (Super Powers),
nonlethal light when good, or lethal blasts Level Headed, Nerves of Steel, Steady
of darkness when evil.) Hands, The Best There Is
• Awareness (5): Ignores obscurement Super Powers:
penalties and Gang Up bonus.
• Deflection (6): –6 to hit with ranged • Armor +8 (3): Requires Activation. (Icy
attacks. (Confusing lights and shadows.) sheath.)
• Energy Control (9): Darkness. Area Effect.
Switchable (Primary for energy control • Deflection (4): –3 to hit with ranged
(light)). attacks. Protector (All adjacent allies).
Requires Activation. (Icy sheath.)
• Energy Control (5): Cold.
• Ensnare (9): Area Effect (LBT), Very
Strong. (Freezes targets solid.)
• Matter Control (22): Ice. Level 11, Strength
d12+9.
• Speed (2): Pace 12. (Slides on icy patches
beneath her feet.)
X KATYUSHA
Where Ivan Dmitriov, alias Katyusha,
acquired his battlesuit is a question he has
never answered. Named after the infamous
Russian rocket launcher of World War II,
Katyusha packs enough firepower to level
entire city blocks and go toe-to-toe with some
84
of the strongest superheroes. He quickly Gear: None.
made a name for himself following several Hindrances: Allergy (Minor—water),
high profile attacks on US government Ruthless (Minor), Weakness (Major—water)
installations. Occasionally, he has been Edges: Arcane Background (Super Powers),
known to work with the pair Hammer (page Combat Reflexes, Improved Nerves of Steel,
68) and Sickle (page 75). Level Headed
Super Powers:
Attributes: Agility d10, Smarts d6, Spirit d8, • Attack, Ranged (12): Range 12/24/48,
Strength d12+1, Vigor d10 Damage 4d6, RoF 3. (Arcing electrical
bolt.)
Skills: Fighting d8, Intimidation d8, • Damage Field (6): Electricity. Damage
3d6.
Knowledge (Engineering) d6, Notice d6, • Energy Control (5): Electricity.
• Flight (10): Pace 48, Climb 0, –1 to hit
Repair d6, Shooting d12, Stealth d8 while flying.
• Resistance (10): Electricity. Total immunity.
Cha: +0; Pace: 6; Parry: 7; Toughness: 13 (6) • Telekinesis (2): Strength d10. (Static
energy.)
Gear: Armored battlesuit.
X MAGNETRON
Hindrances: Arrogant, Loyal,
Simon Gallowham has been around the
Overconfident, Ruthless block a few times. He first designed the
Magnetron costume in the fifties when he
Edges: Arcane Background (Super Powers), was an engineering student. Throughout a
glorious supervillain career spanning almost
Block, Level Headed, Marksman, Steady 40 years, Magnetron became a household
name. He never killed superheroes or
Hands, The Best There Is (ranged attack) innocent citizens, he only stole from the very
rich, and he gave to charity. He was in and
Super Powers: out of prison so many times he knew most of
the judges on first name terms.
• Armor +6 (6): Heavy Armor. Device
Magnetron finally hung up his costume in
(Armored suit). 1995. Unable to compete with modern-day
supervillains, who murdered without pause
• Attack, Melee (15): Damage Str+5d6, and stole from anybody, he was determined
to live out his last years as an ordinary citizen.
AP 6, Heavy Weapon, Stackable. Device The continued rise in super villainy put paid
to that, and so it was, with some reluctance,
(Power gauntlets). that Magnetron came out of retirement.
His return to public life has focused on
• Attack, Ranged (17): Range 50/100/200, committing particularly juicy crimes
before rougher villains become involved
Damage 5d6, RoF 1, AP 10, LBT, Heavy and the occasional direct apprehension of
particularly thuggish supervillains.
Weapon. Device (Cluster missiles fired
Gallowham is now in his early 80s.
from armor’s shoulder mount). Although his vitality and strength have gone,
he is still as agile as an Olympic gymnast. His
• Damage Field (4): Electrical, Damage 2d6, suit—he still uses the original—looks like a
robot from a B-movie, but it still functions
MBT. Device (Suit). perfectly after 60 years.
• Super Attribute (3): Strength +2. Device Attributes: Agility d10, Smarts d8, Spirit d8,
Strength d12, Vigor d8
(Suit).
X KILOWATT Rogues Gallery
Fred Nox knew better than to repair
telephone wires during a storm, but he was
running behind schedule and his bosses were
breathing down his neck to get the job done.
Fred doesn’t remember much about the bolt
of lightning that struck the telephone pole he
was working on, but he does remember the
searing pain and the smell of burning flesh.
Fred didn’t die that day, but he changed.
Now he’s his own boss. Now he’s
someone important, someone feared. Now
he’s Kilowatt—the electrically charged
supervillain.
Attributes: Agility d8, Smarts d8, Spirit d8,
Strength d6, Vigor d10
Skills: Climbing d6, Driving d6, Fighting
d8, Intimidation d8, Notice d6, Repair d6,
Shooting d8, Stealth d6
Cha: +0; Pace: 6; Parry: 6; Toughness: 7
85
Rogues Gallery Skills: Fighting d10, Intimidation d6, Improved Nerves of Steel, The Best There Is
Knowledge (Engineering) d6, Notice d4, (super Strength)
Persuasion d6, Repair d6, Shooting d8, Super Powers:
Streetwise d8, Taunt d6 • Attack, Melee (8): Damage Str+2d6, Reach
Cha: –1; Pace: 5; Parry: 8; Toughness: 16 (10)
Gear: Magnetrosuit. 1, Heavy Weapon, Stackable. (Rock hard
Hindrances: Elderly, Habit (Minor—natters fists.)
on about the “old days”), Hard of Hearing • Growth (4): Level 2 (+2 to Size, Strength,
(Minor) and Toughness). Monster.
Edges: Arcane Background (Super Powers), • Speed (2): Pace 12.
Block, Combat Reflexes, Connections, Frenzy • Leaping (2): Can leap 4” vertically or 8”
Super Powers: horizontally.
• Super Attribute (24): Strength +9, Vigor
• Armor +10 (7): Hardy. Device (Armored +3.
suit). • Toughness +2 (5): Hardy.
• Attack, Melee (6): Damage Str+3d6, Heavy X NECROMANCER
Weapon, Stackable. Device (Magnetically
charged gloves). Jean-Paul DuPois studied voodoo in Haiti
during the reign of “Papa Doc” Francois
• Attack, Ranged (7): Range 24/48/96, Devalier. Rather than use his powers for
Damage 3d6, RoF 1, AP 2, Heavy Weapon. good, he chose to walk a dark path.
Device (Particle beams from the suit).
Necromancer is a gifted sorcerer, able to
• Deflection (3): –4 to hit with ranged raise the dead to serve him as zombies. He
attacks. Device (Magnetic field in suit). has few living friends, but that’s the way
he prefers it—to his warped mind, turning
• Force Control (14): Level 6, Strength someone into a zombie is rewarding them
d12+4. Force Field. Device (Magnetic force with eternal life. He dresses like Baron
generator in suit). Samedi from the James Bond movie Live and
Let Die.
• Malfunction (2): Device (Magnetic
disruption). Attributes: Agility d6, Smarts d12+2, Spirit
d10, Strength d6, Vigor d6
• Super Attribute (3): Strength +1, Vigor +1. Skills: Fighting d6, Intimidation d10,
Device (Suit—Strength only). Knowledge (Occult) d12, Notice d6,
Spellcasting d12+2
• Super Edge (3): Dodge/Improved Dodge. Cha: –4; Pace: 6; Parry: 5; Toughness: 5
Device (Suit). Gear: Small bones, feather bundles, and
other voodoo bric-a-brac.
X THE MONSTER Hindrances: Bad Luck, Bloodthirsty,
Delusional (Minor—being turned into a
The Monster is the creation of an unknown zombie is a good thing), Vengeful (Minor)
scientist. Following in the footsteps of Dr. Edges: Arcane Background (Super Powers),
Frankenstein, he appears to have made his Command, Fervor, Hold the Line!, The Best
own attempt at creating life, with equally There Is (minions)
disastrous effects. Unlike Frankenstein’s Super Powers:
monster, The Monster simply enjoys
smashing things to pieces in seemingly • Minions (22): Level 9. Summonable, Super
random fashion. It is unlikely he has the Powers. Jean-Paul summons four voodoo
mental capacity to form a plan other than to zombies from the earth or the shadows.
break the nearest object or person into tiny The zombies have the undead power and
pieces. are armed with rusty machetes (Str+d6).
Attributes: Agility d6, Smarts d4, Spirit d12, • Super Attribute (8): Smarts +4.
Strength d12+10, Vigor d12+2 • Super Skill (1): Spellcasting +1.
Skills: Fighting d10, Intimidation d10, • Super Sorcery (14): Level 7. Voodoo.
Notice d4
Cha: –5; Pace: 12; Parry: 7; Toughness: 14
Gear: None.
Hindrances: Bloodthirsty, Illiterate,
Vengeful (Major), Weakness (Major—fire)
Edges: Arcane Background (Super Powers),
Brawny, Combat Reflexes, Hard to Kill,
86
X OCTOPON X OKTOBER Rogues Gallery
Oskar Baumstein was swimming in the sea Josef Olegski’s parents had told him a
when a small octopus bit him. Days later, thousand times—never go into strange
he was shocked to discover he was growing houses in the Siberian forest. Living in the
slimy tentacles from his torso! Over the next remotest part of Siberia, there wasn’t much
few months Oskar’s body transformed into for young Josef to do, so he became a wolf
a cross between an octopus and a human— hunter and trapper. For days on end he
even his own human arms became tentacles, would wander the forests, hunting wolves
leaving him with no hands or opposable and deer to sell at the local market.
thumbs. Unable to lead a normal life, Oskar
turned to crime, specializing in robbing ocean During a ferocious blizz ard, he sought
liners. Recently, an attack on an Atlantean refuge in a small hut and was welcomed
outpost inspired not only Octopon’s greed, by the owner—an old crone of hideous
but the wrath of the sea folk themselves. appearance and inhuman strength. Over
a bowl of stew, the crone told Josef of her
Attributes: Agility d12, Smarts d6, Spirit dream of a free Russia, where everyone
d10, Strength d12+1, Vigor d10 could be their own person. Josef agreed with
Skills: Climbing d8, Fighting d12+2, her. The crone needed an agent to make her
Intimidation d6, Notice d6, Stealth d12+2, dream a reality—she chose Josef. Before he
Swimming d12+2 knew what was happening, she wrestled
Cha: +0; Pace: 6; Parry: 9; Toughness: 11 Josef to the ground and transferred part of
Gear: 6 Rusty daggers and scalpels (Str+d4). her life force into him. Josef gained magical
Hindrances: All Thumbs, Distinctive powers, but he also became the slave of Baba
Appearance, Wanted (Major—by Yaga (page 91).
the sea folk), Weakness (Major—
fire/heat) After helping bring about the fall of
Edges: Ambidextrous, Arcane Communism, a strange thing happened
Background (Super Powers), First to Josef (who now called himself Oktober
Strike, Hard to Kill, Level
Headed, Sweep Revolution)—Baba Yaga’s grip on
Super Powers: his mind failed. Still possessing
• Aquatic (2): Swimming fantastic powers, he fled to
Pace 14, +2 Swimming America, shortened his
rolls, breathes in name to Oktober, and
water. set about wrecking the
American dream.
• Extra Limb (13):
Four tentacles, Attributes: Agility d8,
Reach 1. (He’s Smarts d12+2, Spirit d12,
actually a sectopon, Strength d8, Vigor d12
but octopon is the name Skills: Fighting d10, Notice
that stuck.) d6, Shooting d6, Spellcasting
d12+3, Stealth d8, Survival d6,
• Paralysis (5): Strong. (Toxic Tracking d6
breath.) Cha: +2; Pace: 6; Parry: 7;
Toughness: 11
• Super Attribute (12): Gear: None.
Strength +4, Vigor +2. Hindrances: Enemy (Major—
Baba Yaga), Ruthless (Minor),
• Super Edge (4): Combat Power Negation (holy ground),
Reflexes, Two-Fisted. Weakness (Minor—darkness)
Edges: Arcane Background
• Super Skill (4): Fighting (Super Powers), Charismatic,
+2, Stealth +4, Swimming
+4. Combat Reflexes, Danger
Sense, Improved Dodge,
• Toughness +4 (4): Deep
water adaption.
• Wall Walker (1): Suction-cup
tentacles.
87
Rogues Gallery Improved Level Headed, The Best There Is Skills: Driving d4, Fighting d4, Intimidation
(super sorcery). d8, Knowledge (Music) d12, Notice d8,
Super Powers: Stealth d8, Taunt d12
• Resistance (5): Sorcery. +4 to resist effects, Cha: +4; Pace: 6; Parry: 4; Toughness: 7
Gear: Magic pan pipes.
direct attacks cause half damage. Hindrances: Anemic, Greedy (Major),
• Super Attribute (12): Smarts +4, Spirit +2. Mania (Major—psychopathy), Vengeful
• Super Skill (3): Fighting +2, Spellcasting (Major)
Edges: Arcane Background (Super
+3. Powers), Combat Reflexes, Improved
• Super Sorcery (22): Level 11. (Dark Slavic Nerves of Steel, Strong Willed, The Best
There Is (minions), Very Attractive
magics.) Super Powers:
• Toughness +3 (3): Magical enhancement. • Animal Control (10): Level 6.
X PIED PIPER Summonable. Major Limitation (Rat
swarms only.) Device (Pipes). The piper
While rummaging through his great- summons and controls two Medium
grandfather’s attic, Klaus Werner discovered Swarms.
a small set of pipes and a mysterious letter • Fear (2): Device (The piper sounds a shrill
written in the 17th century. The letter said note from his pipes).
that one of Klaus’ distant relatives was one • Minions (20): Klaus has 10 minions who
of the children taken from Hamlet by the have been mind controlled so often they
Pied Piper of (supposed) legend. The child are now permanent lackeys. All are armed
had managed to escape the Piper’s prison with short swords or clubs (Str+d6).
and stole his pipes, which Klaus now
held in his hand. • Mind Control (9): Memory
Alteration, Multiple Targets. Device
After some experimentation, (Pipes).
Klaus discovered that the pipes
could indeed be used to control • Super Attribute (4): Smarts
rats. Better still, by playing +2.
different notes, Klaus could
generate fear in humans X SOOTHSAYER
and even control their
minds. Seeing a chance Katyana Drasilova was born
to get rich quick—and to a poor Romanian family.
get others to fulfill his Like her mother and her
basest perversions— grandmother, she had the
Klaus bought a gift of prophecy. Unlike her
harlequin costume and ancestors, she had true magic
became the Pied Piper. powers and could bend reality
to her will. When Romanian
His Minions are soldiers killed her family—before
citizens who the Piper has the fall of Communism—Katyana
controlled so often they swore revenge. After slaughtering
have become brainwashed those responsible she fled west and
slaves. These minions do not ended up in America.
count towards the number
of minds Pied Piper can Unable to find work outside of
control at once. When Klaus fairground fortune telling, she
summons rats, he typically set out on a criminal career.
summons three swarms.
Soothsayer remains true to her
Attributes: Agility d6, Smarts roots and wears a traditional
d12+2, Spirit d8, Strength d6, Roma costume.
Vigor d10
Attributes: Agility d6,
Smarts d12, Spirit d8,
Strength d6, Vigor d8
88
Skills: Fighting d6, Intimidation d6,
Knowledge (Arcana) d12+2, Notice d10,
Spellcasting d12+3, Taunt d6
Cha: +4; Pace: 6; Parry: 5; Toughness: 6
Gear: None.
Hindrances: Allergy (Minor—heather),
Curious, Outsider (Roma), Vengeful
(Major)
Edges: Arcane Background
(Super Powers), Charismatic,
Danger Sense, Improved Level
Headed, Strong Willed, The
Best There Is (super sorcery),
Very Attractive
Super Powers:
• Awareness (5): Ignores obscurement
penalties and Gang Up bonus.
• Heightened Senses (1): Perception.
• Jinx (2): Improved Jinx. (Evil eye.)
• Super Skill (7): Knowledge (Arcana) +3,
Spellcasting +4.
• Super Sorcery (22): Level 11.
• Uncanny Reflexes (8): –4 to hit. (Intuition.)
X TACHYON Super Powers: Rogues Gallery
• Attack, Ranged (7): Range 12/24/48,
Dr. Bruce Roberts transformed into
Tachyon after sub atomic particles from a Damage 2d6, RoF 2, AP 2, Heavy Weapon.
faulty particle accelerator smashed into his (Tachyon beams.)
body. Roberts gained the power to transform • Extra Actions (6): Two extra actions.
his physical form into sub atomic particles, (Super speed.)
allowing him to “teleport” by moving short • Speed (15): Pace 96, –4 to hit. Vibrate. (Sub
distances at light speed, and to pass through partial transference.)
solid matter by squeezing through the gaps • Super Attribute (8): Smarts +2, Vigor +2.
between atoms. • Super Skill (1): Fighting +1.
• Teleport (8): Can teleport up to 24”. Rapid
As he grew in power, he learned new Teleport.
powers, such as generating tachyon blasts
and accelerating his body to move at X TANK
superhuman speed. Although he is still
human in mind, his body is a cloud of Tank was constructed with two programs—
swirling energy kept humanoid by a dark save humans and follow orders. His early
cloak and hooded cowl. attempts were fraught with failure—
several missions were aborted because
Attributes: Agility d8, Smarts d12, Spirit his orders conflicted with his primary
d10, Strength d4, Vigor d12 programming. Since then Tank has become
Skills: Fighting d8, Knowledge (Quantum increasingly riddled with logical flaws, and
Mechanics) d12, Notice d6, Shooting d10, his programming is now fundamentally
Stealth d8, Taunt d8 corrupted.
Cha: –4; Pace: 96; Parry: 8; Toughness: 8
Gear: None. Tank is humanoid, but has a solid metal
Hindrances: Alien Form (Mass of swirling shell and speaks in a grating, mechanical
energy particles), Monologuer, Ruthless voice. His nanobot auto-repair system has
(Major), Stubborn actually evolved over time. Where once they
Edges: Arcane Background (Super Powers), could repair damage in a day, they now
Combat Reflexes, Counterattack, Improved perform the same task in minutes to keep
Block, Improved Level Headed, Quick Tank at full fighting effectiveness.
89
Rogues Gallery He isn’t much of a conversationalist, but Hindrances: Bloodthirsty, Gimmick (must
stick him in a fight and he’s a happy robot— be angry or distressed), Mean, Vengeful
as happy as a robot with no emotions can be, (Major)
that is. Edges: Arcane Background (Super Powers),
Combat Reflexes, Improved Frenzy.
Attributes: Agility d12, Smarts d6, Spirit d8, Improved Nerves of Steel, Mighty Blow,
Strength d12+1, Vigor d12 Sweep, Take the Hit
Skills: Climbing d8, Fighting d12, Super Powers:
Intimidation d6, Notice d4, Stealth d10 • Attack, Melee (12): Damage Str+3d6, AP
Cha: –2; Pace: 8; Parry: 9; Toughness: 18 (10)
Gear: None. 4, Focus, Heavy Weapon. (Massive bite.)
Hindrances: Heroic, Mania (Minor— • Growth (15): Level 5 (+5 to Size, Strength,
Emotionless), Outsider, Weakness (Major—
electricity) and Toughness). Large, Long Stride,
Edges: Arcane Background (Super Powers), Monster. (Giant dinosaur.)
Block, Combat Reflexes, First Strike, Fleet- • Super Attribute (14): Strength +4, Vigor
Footed, Strong Willed, Take the Hit +3.
Super Powers: • Toughness +1 (4): Hardy.
• Armor +10 (9): Heavy Armor. (Armored X WHIRLING DERVISH
body.)
Sara Boucher began shaking at the age
• Attack, Melee (6): Damage Str+3d6, of five. As she grew older, the shaking
Heavy Weapon, Stackable. grew worse and her speed dramatically
increased. Even when stationary, she shakes
• Construct (8): +2 to recover from being uncontrollably, making her incapable of
Shaken; doesn’t breathe; immune to using tools or even writing legibly. It is not
disease and poison; ignores one level of just her body that moves rapidly—she can’t
wound penalties. stop talking either. She has developed an
overriding fear of standing still—believing
• Regeneration (10): Level 4, rolls to heal that if she stops moving she will lose her
every minute. Regrowth (Nanobots.) powers.
• Super Attribute (12): Strength +4, Vigor Attributes: Agility d12+1, Smarts d8, Spirit
+2. d6, Strength d6, Vigor d6
Skills: Fighting d10, Intimidation d6, Notice
X T-REX d6, Stealth d10, Taunt d8
Cha: +0; Pace: *; Parry: 7; Toughness: 5
Rex Peters was involved in government Gear: None.
experiments to clone dinosaurs to solve Hindrances: All Thumbs, Arrogant, Big
the world’s hunger problem. Supervillains Mouth, Phobia (Major—standing still)
broke into his lab in order to steal his work, Edges: Arcane Background (Super Powers),
and Dr. Peters was accidentally injected with First Strike, Improved Level Headed, The
Tyrannosaurus Rex DNA in the melee. Now Best There Is (speed)
when he is angry or distressed he turns into Super Powers:
T-Rex—a towering dinosaur-human hybrid • Attack, Ranged (5): Range Cone Template,
with (most of) Peters’ intelligence.
Damage 3d6, Heavy Weapon. (Sonic
The following stats are for his T-Rex form. boom.)
When as a human, Rex Peters is a perfectly • Extra Action (9): Three extra actions per
normal, and even likable, genius. Use the round. (Super speed.)
Citizen stats (page 57), but give him Smarts • Speed (21): Super Sonic Speed, –8 to
d12 and Knowledge (Genetics) d12. hit. Catch and Throw, Pummel, Surface
Tension, Whirlwind.
Attributes: Agility d8, Smarts d10, Spirit d8, • Super Attribute (4): Agility +2.
Strength d12+8, Vigor d12 • Super Edge (6): Dodge/Improved Dodge,
Skills: Fighting d12, Intimidation d6, Quick.
Knowledge (Genetics) d12, Notice d6, Stealth
d6, Tracking d6
Cha: –6; Pace: 12; Parry: 8; Toughness: 14
Gear: None.
90
HEAVY Super Powers: Rogues Gallery
• Ageless (2): Very Old.
HITTERS • Attack, Melee (11): Damage Str+3d6, AP
These rare villains boast incredible power. 4, Heavy Weapon, Multiple Attacks. (Iron
Not only are they immensely strong, most claws.)
have been around for quite some time. • Flight (8): Pace 48, Climb 0, –2 to hit while
Fighting one of these monstrosities should in flight. Device (Hut).
be an adventure all of its own. • Growth (7): Level 3 (+3 Size, Strength, and
Toughness). Monster. (Ogress.)
X BABA YAGA • Super Attribute (6): Smarts +3.
• Super Skill (6): Knowledge (Arcana) +3,
Baba Yaga, the witch-ogress of Russian Spellcasting +3.
mythology, is alive and well. Her hut on • Super Sorcery (20): Level 10. (Witchcraft.)
fowl’s legs, flying mortar and pestle, and
love of human flesh are well-known to X THE GODDESS
many Slavic peoples. Two decades ago, Baba
Yaga gave part of her power to the human Rose Gardner was a campaigner for green
who would become Oktober (page 87). Her issues before coming into contact with the
plan was to use her thrall to bring down mysterious Orb of Gaia, a powerful magical
Communism and free “her” people. As the artifact. She became a half-human half-
Communist regime weakened, Baba Yaga plant monstrosity, but the change drove her
unexpectedly lost control over Oktober, who insane. Instead of using her superpowers to
fled west. protect the environment, she has become set
on destroying all animal life, leaving a world
She had intended to bring Oktober back populated solely by plants.
to her hut, eat his flesh, and regain her
powers. So long as he lives, Baba Yaga is a Attributes: Agility d10, Smarts d8, Spirit
pale shadow of her former self. Leaving her d10, Strength d12+2, Vigor d12
hut behind, she ventured to America on her Skills: Climbing d6, Fighting d10,
flying mortar and pestle. After several years Intimidation d8, Notice d6, Stealth d10,
she has tracked Oktober down. All she has to Taunt d6
do now is find him and eat him—alive. Cha: –8; Pace: 8; Parry: 8; Toughness: 14 (6)
Gear: None.
Should Baba Yaga ever eat Oktober, she Hindrances: Alien Form (half-human,
gains all his superpowers and retires from half-plant), All Thumbs, Bloodthirsty,
play. Her only interest is to regain her Dependency (Sunlight)
strength. Edges: Arcane Backg round (Super Powers),
Block, Combat Reflexes, Dodge, First Strike,
Attributes: Agility d8, Smarts d12+2, Spirit Fleet-Footed, Improved Frenzy, Level
d10, Strength d12+2, Vigor d12 Headed, Improved Sweep, Strong Willed
Skills: Fighting d8, Intimidation d8, Super Powers:
Knowledge (Arcana) d12+4, Notice d10, • Armor +6 (7): Heavy Armor. (Thick bark.)
Shooting d8, Spellcasting d12+2, Stealth d10, • Attack, Melee (12): Damage Str+3d6,
Survival d10, Tracking d8
Cha: –2; Pace: 6; Parry: 6; Toughness: 11 Reach 1, Heavy Weapon, Multiple
Gear: Man-sized flying mortar and pestle, Actions, Stackable.
dancing hut. • Burrowing (2): Pace 3.
Hindrances: Arrogant, Ruthless (Major), • Decay (2): Contingent on successful melee
Ugly, Vengeful (Major) attack. (Corrosive sap.)
Edges: Ace, Arcane Background (Super • Fear –2 (3): Scary, Terror.
Powers), First Strike, Frenzy, Hard to • Fearless (2): Immune to Fear and
Kill, Improved Level Headed, Mastery Intimidation. (Soulless.)
(Knowledge (Arcana), Spellcasting), Nerves • Matter Control (20): Plants. Level 10,
of Steel, Woodsman Strength d12+8.
• Super Attribute (12): Strength +5, Vigor
+1.
91
Rogues Gallery X GRYM REAPER disease & poison; no additional damage
from called shots; ignore 1 level of wound
Claudia Shapman was dying of cancer, penalties; –2 Charisma.
and she knew it. All medical treatment
had failed. As she lay dying, Death himself X MICTLANTECUHTLI
appeared beside her bed. Her time was short,
he said, but there was a way to avoid what Jose-Maria Barrabas earned a living selling
lay beyond. In return for eternal service, she Aztec artifacts to rich western museums and
would be granted an ageless body possessed private collectors. An ancient legend led him
of great strength. All she had to do was kill deep into the jungle where he found a lost
appointed people at an appointed time. temple. To his amazement, he discovered the
Prepared to live an eternity as undead rather temple had survived the Spanish conquest
than face whatever lay beyond the grave, she and was brimming with golden artifacts.
accepted. Ignoring the warnings carved on the walls,
Jose-Maria ventured into the catacombs.
Her scythe doesn’t cause slashing wounds.
Instead, it mimics heart attacks, ages victims, The lure of the golden statuette he found
and so on. To all effects and purposes, those in the deepest vault proved too tempting
she kills die of natural causes. Grym Reaper and Jose-Maria grabbed it. Unfortunately
appears as a typical image of a Reaper, a for him, the spirit of Mictlantecuhtli—the
skeleton shrouded in black robes, with great Aztec god of death—inhabited the device.
black wings stretching from her back. In her Mictlantecuhtli possessed Jose-Maria,
hands, she holds her reaping scythe. destroyed his mind, and gained control of
his body as a physical vessel.
Attributes: Agility d8, Smarts d8, Spirit d10,
Strength d12+4, Vigor d12+2 Since his awakening, Mictlantecuhtli has
Skills: Fighting d12+2, Intimidation d8, converted several tribes of Indians to the old
Notice d8, Stealth d8, Taunt d8 faith and now revels in the bloody sacrifices
Cha: –5; Pace: 8; Parry: 10; Toughness: 11 they perform in his honor. He believes he
Gear: Scythe. grows stronger as they make more sacrifices
Hindrances: Alien form (rotting corpse), to him, though there is not physical evidence
Quirk (Keeps list of victims), Ruthless that this is true as yet. If confronted during
(Minor), Vow (Major—serve Death). one of these sacrifices, there are 4d6 cultists
Edges: Arcane Background (Super Powers), in attendance (use Thug statistics, page 57).
Block, Combat Reflexes, First Strike, Fleet-
Footed, Harder to Kill, Improved Level Jose-Maria’s body has all but decayed,
Headed, Improved Sweep, Improved leaving only a skeleton animated by
Trademark Weapon (scythe) Mictlantecuhtli’s dark power.
Super Powers:
Attributes: Agility d12, Smarts d12, Spirit
• Attack, Melee (7): Damage Str+4d6, d12, Strength d12+2, Vigor d10
Heavy Weapon. Device (Death’s scythe). Skills: Fighting d12, Intimidation d12+4,
Shooting d12
• Decay (3): Strong. Contingent on Cha: –8; Pace: 6; Parry: 8; Toughness: 9
successful melee attack. (Life drain.) Gear: None.
Hindrances: Bloodthirsty, Distinctive
• Extra Actions (3): One extra action. (Fast Appearance, Mean, Vengeful (Major)
reflexes.) Edges: Arcane Background (Super Powers),
Combat Reflexes, Frenzy, Level Headed,
• Fear –2 (3): Scary, Terror. Nerves of Steel
• Fearless (2): Immune to Fear and Super Powers:
• Attack, Ranged (16): Range 12/24/48,
Intimidation. (Soulless.)
• Flight (4): Pace 12, Climb 0. (Death’s Damage 6d10, RoF 3. Enhanced Damage.
(Death ray.)
wings.) • Danger Sense (2): The God of Death
• Intangibility (5): Spirit. knows when danger is near.
• Super Attribute (20): Agility +1, Spirit +1, • Decay (5): Midas Touch, Rapid Decay,
Strong.
Strength +4, Vigor +4.
• Super Skill (3): Fighting +3.
• Undead (10): +2 Toughness; +2 to recover
from Shaken; doesn’t breathe; immune to
92
• Fear –2 (3): Scary, Terror. X THUGGEE Rogues Gallery
• Fearless (2): Mictlantecuhtli knows no
Thuggee first lived in the 1850s, serving
fear. the dark goddess Kali as priest and chief
• Super Attribute (8): Strength +4. assassin. Indeed, it was he who gave the
• Super Skill (6): Intimidation +6. Thuggees their name. Thuggee was killed
• Uncanny Reflexes (8): Mictlantecuhtli is when the British crushed the cult, but Kali
took his soul before it could be reincarnated.
fast as death. The priest was reborn in a statue of Kali in
• Undead (10): +2 Toughness; +2 to recover 1913, and went on to control much of India’s
underworld before the British superhero Raj
from Shaken; doesn’t breathe; immune to killed him in a bitter duel.
disease & poison; no additional damage
from called shots; ignore 1 level of wound Reborn again in 1943, Thuggee played
penalties; –2 Charisma. a violent part in India’s freedom from the
British Raj and once again became the
X SURTUR kingpin of the criminal fraternity. Ousted
from India in 1995 by Deva and her cohorts,
Surtur hails from a dimension where Thuggee traveled first to Britain and then
Norse legend was a reality. Although now to America. Now he lives somewhere in
trapped on Earth, he was once ruler of the the Midwest where he looks to rebuild the
fire giants. He is arrogant, proud, and looks Thuggee cult.
upon humans as mere insects who have
abandoned the “Old Faith” and all the things Attributes: Agility d12, Smarts d8, Spirit
he once held sacred. d10, Strength d12, Vigor d12
Skills: Fighting d12, Intimidation d8, Notice
Surtur’s powers were weak when he d6, Stealth d8
arrived on Earth, but he is slowly regaining Cha: –4; Pace: 6; Parry: 13; Toughness: 16
them. His hair and beard are living flame, Gear: Two short swords (Str+d6).
and his great sword is swathed in constant Hindrances: Bloodthirsty, Cautious,
fire. Distinctive Appearance (Four-armed, black
living statue), Vow (Major—serve Kali)
Attributes: Agility d6, Smarts d6, Spirit d8, Edges: Arcane Background (Super Powers),
Strength d12+6, Vigor d12 Block, First Strike, Florentine, Frenzy,
Skills: Fighting d12+2, Intimidation d8, Improved Level Headed, Improved Sweep,
Notice d6, Stealth d4, Taunt d8 Two-Fisted
Cha: +0; Pace: 8; Parry: 11; Toughness: 16 (4) Super Powers:
Gear: Breastplate, great sword. • Ageless (1): Thuggee is more statue than
Hindrances: Arrogant, Overconfident,
Ruthless (Major), Weakness (Minor—water) man, and does not age.
Edges: Arcane Background (Super Powers), • Attack, Melee (20): Damage Str+5d6, AP
Combat Reflexes, Counterattack, Expert
(Fighting), Fleet-Footed, Improved Block, 10, Focus, Multiple Attacks, Stackable.
Improved First Strike, Improved Sweep, Device (Dual swords.)
Strong Willed, Take the Hit, Tough as Nails, • Construct (8): +2 to recover from being
Weapon Master Shaken; doesn’t breathe; immune to
Super Powers: disease and poison; ignores one level of
wound penalties.
• Armor +4 (4): Heavy Armor. Partial • Extra Limbs (6): (Thuggee has four arms,
Protection. Device (Red hot breastplate). like the dark goddess he worships.)
• Parry +5 (5): Thuggee’s extra arms grant
• Attack, Melee (17): Damage Str+5d6, him amazing defenses.
AP 10, Reach 3, Heavy Weapon. Device • Super Attribute (10): Agility +2, Strength
(Flaming great sword.) +2, Vigor +1.
• Super Skill (2): Fighting +2.
• Damage Field (3): Fire. Damage 2d6. • Toughness +8 (8): Thuggee’s body is
• Energy Control (5): Fire. made of stone.
• Growth (9): Level 3 (+3 to Size, Strength,
and Toughness). (Large demon.)
• Resistance (10): Fire. Total immunity.
• Super Attribute (12): Strength +6.
93
Rogues Gallery Cosmic Level and now the enslavement of Earth is his
greatest and most overwhelming desire.
Threats
When Asmodeus appears, darkness
These are the most powerful threats a follows. Black flames burn in his cloven
superhero team will ever face. These cosmic steps. His form is drawn from the minds of
entities often rule or terrorize entire planets, man; that of a stereotypical devil, over nine
galaxies, or even planes of existence. A single feet tall with goat legs and crimson skin
one of these entities—surrounded by their burning so fiercely it’s almost black.
minions and on their own terms—is likely
a match for all but other cosmic champions. On his head are massive bull horns, and his
vile eyes are black as coals. Those few who
While these villains have been constructed have looked closely swear they can see the
for Cosmic level campaigns and follow the screaming souls of those he has destroyed
rules for Power Points and Power Limits, like within. He wears a long cloak, soaked with
all villains, Game Masters should ultimately the blood of millenniums. Asmodeus’ voice
give them whatever they want them to have. is cold as a dying sun.
Game Masters should also ensure If the tyrant fears anything, it is pure light,
these beings are played with their native which he rarely encounters due to his own
intelligence. Asmodeus will not wander ability to summon and control darkness.
into the team’s base spoiling for a fight, for
example. He will plot their downfall from Attributes: Agility d12, Smarts d12+2, Spirit
afar, using other beings who may not even d12+2, Strength d12+8, Vigor d12+2
know who’s manipulating them. Skills: Fighting d12+2, Knowledge (The
Universe) d10, Knowledge (Occult) d10,
Only when his targets are worn down, Notice d12+2, Survival d10, Taunt d10
ruined, or disgraced might he stage a full- Cha: –6; Pace: 8; Parry: 11; Toughness: 33
on attack with other lieutenants and all the (16)
legions at his disposal. And even then— Gear: A massive ebon staff weighing 10 tons
entities at this level of existence will have (Str+d12+7). He calls it “The Tyrant’s Will.”
a backup plan, escape route, scapegoat, or Hindrances: Allergy (Major—sunlight),
ulterior motive. Bloodthirsty, Delusional (Believes the
universe must be enslaved), Mean, Weakness
X ASMODEUS (Major—light)
Edges: Alertness, Arcane Background
Prince of the Outer Realms, Conqueror (Super Powers), Champion (Evil), Combat
of Nine Galaxies, Devourer of Men— Reflexes, Expert (Notice, Smarts, Spirit),
Asmodeus is a cosmic force unmatched in Fleet-Footed, Harder to Kill, Improved
much of the known universe. Combat Sense, Improved Block, Improved
First Strike, Improved Frenzy, Improved
He (or sometimes she if he so wills it) Level Headed, Improved Nerves of Steel,
rules the demonic plane simply known Improved Sweep, Improved Tough as Nails,
as Stygia. Asmodeus sits upon his great Master (Fighting, Strength, Vigor), Mighty
throne, scheming his dark and terrible plans. Blow, Quick, Take the Hit.
Unlike other conquerors, Asmodeus seeks Super Powers:
the complete enslavement of all life. Only • Ageless (2): Very Old.
then shall the Tyrant of Stygia finally know • Armor +16 (12): Heavy Armor. (Demonic
peace—or so he claims.
skin.)
Asmodeus is ageless and timeless, but even • Attack, Melee (15): Damage Str+5d6,
he cannot control the whims of cosmic law.
His armies can only exit Stygia in force under Heavy Weapon, Multiple Attacks,
certain circumstances, such as the alignment Stackable. (The Tyrant’s Will.)
of planets or the completion of dark rituals • Awareness (3): Ignores obscurement
by his target’s willing inhabitants. penalties.
• Doesn’t Breathe (2): Asmodeus is above
The first Stygian incursion of Earth mortal concerns!
happened over four millennium ago, but • Doesn’t Eat (1): Did you not hear?
Earth’s champions have defeated him each Asmodeus is above such mortal concerns!
time. This angers Asmodeus beyond reason,
94
• Energy Control (7): Darkness. Area Effect. X VULCAN Rogues Gallery
• Growth (2): Level 1 (+1 to Size, Strength,
During one of Stygia’s invasions of Earth,
and Toughness). Monster. Asmodeus lost his most prized lieutenant—
• Fear –2 (3): Scary, Terror. his son, Blackstar. Something akin to grief
• Super Attribute (20): Strength +8, Vigor overtook the normally cold Master of the
Dark World and he sought retribution.
+2.
• Toughness +5 (8): Hardy. (Demonic The Tyrant of Stygia captured John
Abrahams, aka Infernus, and broke the
constitution.) powerful fire blaster’s body and soul until he
became a loyal servant of Hell— Vulcan, Son
X HALIFAX of the Black Flame. Vulcan appears in a dark
mockery of his former glory. Where once
Halifax is Asmodeus’ oldest warlord and his flames burned yellow and crimson, they
the one he turns to for council most often. now burn black and blue, akin to the fires of
The old general was from one of Asmodeus’ Stygia itself.
first conquests, making him perhaps as old
as Stygia’s recorded existence. Cunning to Attributes: Agility d12, Smarts d8, Spirit d6,
no end, Halifax saw that it was futile to fight Strength d10, Vigor d12
against the Dark Overlord and swore to his Skills: Fighting d6, Intimidation d8, Notice
side instead. In return, Asmodeus granted d6, Shooting d12, Stealth d6
the old man a powerful body and sorcerous Cha: -2; Pace: 6; Parry: 5; Toughness: 8
power rarely matched in the known universe. Gear: None.
Hindrances: Delusional (Major—believes
Halifax wears a dark blue, hooded robe he was born in Stygia), Mean, Ruthless
glowing with eldritch sigils. His face is a Edges: Arcane Background (Super Powers),
deep blue—black with glowing yellow eyes Combat Reflexes, Dead Shot, Improved
and bloody teeth. Dodge, Improved Extraction, Marksman.
Super Powers:
Attributes: Agility d12, Smarts d12, Spirit • Attack, Ranged (13): Range 12/24/48 or
d12, Strength d10, Vigor d12
Skills: Fighting d12+4, Intimidation d8, Cone Template, Damage 4d10, RoF 1, AP
Knowledge (Battle) d12+2, Knowledge 2, Heavy Weapon. (Blackfire bolt.)
(Occult) d12+2, Notice d10, Shooting d10, • Damage Field (7): Fire. Heavy Weapon.
Spellcasting d12+4, Stealth d8, Taunt d10 • Energy Control (7): Fire. Area Effect.
Cha: -2; Pace: 8; Parry: 10; Toughness: 8 • Flight (18): Sonic Speed, Climb 4, –6 to hit
Gear: None. while flying. Contingent on damage field.
Hindrances: Delusional (Major—serve (Vulcan rides black thermals as he flies.)
Asmodeus), Mean, Monologuer • Heightened Senses (2): Infravision, Low
Edges: Acrobat, Arcane Background (Super Light vision.
Powers), Combat Reflexes, Command, • Resistance (10):
Command Presence, Fleet-Footed. Hold Fire. Total
the Line!, Scholar (Battle, Occult), Tactician, immunity.
Team Player, The Best There Is (super sorcery). • Super
Super Powers: Attribute (10):
Agility +1,
• Ageless (2): Very Old. Strength +2,
• Resistance (10): Sorcery. Total immunity. Vigor +2.
• Super Sorcery (30): Level 15. (Demonic • U n c a n n y
Reflexes (8):
magic.) –4 to hit.
• Super Attribute (14): Agility +2, Strength
+3, Vigor +2.
• Super Edge (10): Brawler/Bruiser, Frenzy,
Martial Arts/Improved Martial Arts.
• Super Skill (9): Fighting +4, Knowledge
(Battle) +4, Spellcasting +4.
95
Rogues Gallery INDEX Dependent 5 Hunter 69 Range 18
Device 18 Huntsman 70 Ratkin 63
A Distinctive App. 5 Regeneration 39
Doesn’t Breathe 26 I Reichfuhrer 74
Absorption 20 Doesn’t Eat 26 Req. Activation 18
Ageless 20 Doesn’t Sleep 26 Ice Queen, the 84 Resistance 39
Alchemist 79 Duplication 26 Illusion 31 Rising Stars 4
Alien Form 5 Dynamic Duo 7 Immune to Poison / Ruthless 6
Aliens 59
Allergy 5 E Disease 32 S
Altered Form 20 Infection 32
Animal Control 20 Earthquake 26 Intangibility 32 Shape Change 40
Aquatic 21 Edges Interface 33 Shrink 40
Arcane Background Invent 33 Sickle 75
Background 7 Invisibility 34 Sidekick 41
(Super Powers) 7 Combat 7 Slow to Activate 19
Armor (power) 22 Leadership 7 J Snoop 63
Arrowhead 64 Social 7 Soothsayer 88
Asmodeus 93 Jackdaw 70 Speak Language 41
Atlanteans 58 Elasticity 27 Jinx 34 Speed 41
Attack, Melee 22 Electron 61 Spider, the 76
Attack, Ranged 23 Energy Control 27 K Spore 77
Attribute, Super 43 Ensnare 27 Storm 42
Awareness 22 Explode 28 Kaiju-Kin 60 Strength, Super 11
Extra Actions 28 Katyusha 84 Striptease 75
B Extra Limbs 28 Kilowatt 85 Stuka 76
Extreme Range 13 Knave of Clubs 62 Stun 42
Baba Yaga 91 Knockback 8 Super Attribute 43
Background Edges 7 F Super Edge 43
Backlash 44 L Supernova 77
Beachead 80 Fear 28 Super Skill 43
Bear 64 Fearless 28 Leaping 34 Super Sorcery 43
Black Hole 79 Finishing Move 8 Limitation 18 Surtur 92
Black Samurai 64 Fixer 82 Lycanthropus 71 Swinging 45
Blood Widow 65 Flight 29 Switchable 19
Boomer 61 Flux 84 M Synergy 9
Brimstone 80 Force Control 29
Broadcast 23 Magnetron 85 T
Burrowing 23 G Mako 71
Malfunction 34 Tachyon 89
C Gear Mania 6 Take the Hit 7
Matter Control 35 Tank 89
Campaign Power Armor 14 Medusa 72 Team Leader 7
Levels 4 Close Combat Mictlantecuhtli 92 Team Player 7
Weapons 14 Mind Control 36 Telekinesis 45
Chainsaw 65 Personal Gear 13 Mind Reading 37 Telepathy 45
Chameleon 24 Ranged Weapons 15 Minions 37 Teleport 45
Citizens 56 Special Ammo 16 Mole, the 72 Tempest 78
Clone 66 Vehicles 16 Monologuer 6 Terminally Ill 6
Combat Sense 7 Monster, the 86 Thuggee 93
Combined Attacks 8 Generic Modifiers 18 Toughness 46
Comic Book Combat 8 Ghoul 67 N T-Rex 90
Construct 24 Gifted 30 Troglodyte 77
Contingent 18 Gimmick 5 Necromancer 86 Tsunami 78
Controller, the 81 Gladius 67 Negation 38
Cops 56 Goddess, the 92 Ninja 62 U
Copycat 24 Grapple 61 Nocturn 73
Crab, the 66 Gravel 67 Uberfrau 78
Criminals 57 Grenadier 68 O Unarmed Defender 9
Crusader 81 Growth 30 Uncanny Reflexes 46
Grym Reaper 91 Octopon 87 Undead 47
D Oktober 87
H Out of My League 6 V
Damage Field 25
Danger Sense 25 Halifax 94 P Vehicles 16
Dark Angel 82 Hammer 68 Vulcan 94
Dark Brood 59 Hangman 69 Panzer 74
Death & Defeat 9 Harlequin 83 Paralysis 38 W
Death From Above 34 Headquarters Parry 38
Decay 25, 66 Healing 30 Pied Piper 88 Wall Walker 47
Deflection 25 Heavy Weaponry 11 Plant Control 38 Weakness 6
Dependency 5 Heightened Senses 31 Pod 74 Whirling Dervish 90
Hell’s Angel 69 Poison 38 Whirlwind 47
Possession 39
Hindrances, New 5 Power Negation 6
Power Stunts 10
Power Tricks 10
Power Types 21
Projectile 18
R
96