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Credits
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CONTENTS
Credits
Introduction
GM Tips
New Skills
The Villains
Diamond
Buzzard
Quaker
Alloy
Jersey Devil
2
3
4
11
13
14
16
18
20
22
Thermite
Xtra-B
Good Citizen
Theophilus Hale
Captain Rapier
Tory
Almon Douglas
Sidekicks
Minions
Bases / Vehicles
24
26
28
30
32
34
36
38
40
42
INTRODUCTION
What fun is it being a hero if there are no villains to
push you to your spandex-wearing limits? The world
(of superheroes) needs villains! But where do we find
these maniacal criminals? Delaware, of course! Not
just Delaware, mind you, but every state of the union
has spawned criminals and now super-criminals.
Enemies of the State is a state-by-state chronicle
of some of Americas most diabolical, cunning,
violent and psychopathic villains. The villains from
all 50 states will be presented by the order of
statehood. Enemies of the State (EoS) presents at
least two villains from every state and even more
bad guys from the larger states. From Delaware to
Hawaii EoS has them all.
Theres more to a great nemesis than a pile of
stats. EoS offers detailed backgrounds, psych
Writing:
Mr. Fran Vaughan
Art:
Charles Chuck Aguilar
Enemies of the State (volume 1) character book is copyright 2009, Victory Role-Playing Games (Victory RPG); Proprietor
Fran Vaughan. The stories and characters are copyright 2009, Victory RPG. Reproduction for anything other than personal use
(i.e. personal gaming enjoyment) requires express written consent. All rights reserved worldwide. Victory RPG and its logos are
trademarks of Fran Vaughan.
GM TIPS
POWER LEVEL
5
5) Ex-con. A person who has served his or her
sentence is a free person and cant be detained
any more than anybody else.
6) Parolee At Large. A person on parole who
violates their parole will have a parole hold
issued. They are wanted and will be sent back
to prison if captured.
7) 5150 Retainer / Criminally Insane. The
popular term 5150 comes from California.
It designates detaining a person that is
mentally disturbed enough to pose a threat
to themselves or others. They are detained
(not arrested) for mental health evaluation.
In the comics the insane are sent to asylums
for treatment.
The worse the crime and the higher profile it is, the
higher the reward. Law enforcement employees
cannot collect rewards. Heroes who collect rewards
may earn a reputation as a bounty hunter (good or
bad). Heroes that collect rewards and donate the
money to charity for example would earn a different
reputation.
Wealth
Villains obviously never need to worry about wealth.
The GM just gives them whatever they need to make
for a cool caper. The wealth described is to add flavor.
It indicates how well the villain is living.
REPUTATION (Expanded)
6
Reputation versus Reality and Popularity
A reputation may or may not be accurate or factual.
A hero can have a bad reputation while a villain may
have a Robin Hood style reputation. The GM should
always consider what the general public sees, hears
and reads about a character when determining their
reputation.
A high Reputation score does NOT equal
popularity. It is an indication of how many people
have heard of the person. What they think of the
person is another matter. A historical figure like Hitler
is a perfect example of a person with a very high
Reputation score but very low popularity.
Calculating Reputation
If the GM would like to calculate a Reputation for
other characters, including players, they can add the
characters power level to their Presence bonus.
When characters operate in the public eye and receive
media attention (good or bad) the score may go up a
point or two. Operating in back alleys, distant
galaxies, other dimensions or otherwise out of public
view for weeks will lower the score. The Benefit
advantage can be used to lower (Low Profile 2) or
raise (Well Known +2) a characters score.
Using Skills For Reputation Checks
Players may use an appropriate skill bonus in place
of their base INT when trying to recognize characters.
Some examples where a GM might allow this might
be, Arcane Lore (Almon Douglas), Knowledge:
Urban Legends (Jersey Devil), Knowledge: Zoology
(Jersey Devil), Profession: Sailor (Captain Rapier
or Profession: CEO (Theo Hale). In a group setting
this makes it more likely the character that should
recognize the villain actually does.
The
Hunter
Series
This type of series can be a complete campaign or a
side series for an on-going campaign. Either way the
series involves the players traveling the country
tracking and battling the villains.
Bounty Hunter
The player(s) is a bounty hunter tracking criminals
with bounties on their heads. They could also be hired
by the families of victims of the villains activities.
Bounty hunters will receive a mixed reaction from
police, media and other heroes. Players in a larger
campaign or on a super team that moonlight as
bounty hunters may take some heat over their side
job.
Taskforce
Four-Color Capers
Team Capers
Quaker is interrupted during a bank robbery and is Diamond joins the team and even goes on an
destroying buildings battling police.
adventure or two. When the moment is right she
steals a valuable item from them and the chase is on.
Alloy is rampaging through the offices of a cosmetics
company.
Alloy and Thermite meet up and go on an anarchycausing rampage.
Thermite firebombs a naval base on the anniversary
of the Hindenburg disaster.
Theo Hale hires Alloy, Thermite and Quaker to
guard a special shipment. Outgunned, Captain
Tory uses a holiday as an excuse to steal a Rapier tips off the heroes. Rapier then attacks the
revolutionary war artifact.
ship while the heroes deal with the villain trio.
Xtra-B holds a radio station staff hostage while they Almon Douglas performs a ritual to boost his power.
play her latest CD.
Instead, in sweeps over several blocks driving people
insane and turning cars (one per player) into huge
chaos creatures. Douglas will also attack responding
Investigative Capers
Diamond has stolen a rare diamond. Can the hero heroes.
track her down before she fences it?
Good Citizen has incited an anti-minority riot. XtraBuzzard has been mercy-killing cancer patients he B is leading a counter-riot. A race war is tearing the
meets through a patient services message board. Can downtown to shreds.
the hero track him or bait him?
Capers Summary By Villian
Lady Whisper (for Theo Hale) asks the hero to Diamond:
Diamonds favorite targets are high profile
protect a shipment. Captain Rapier attacks and if
jewelry. A superhero with a power ring or magic
captured reveals the cargo is an illegal weapon.
necklace would be an irresistible target. The long
Whisper denies knowledge of smuggling.
con would be to create her own superhero identity,
infiltrate a team and steal the item from an
unsuspecting hero.
8
Buzzard:
Buzzard has limited means of supporting himself.
He may commit thefts, join a villain team of even
perform mercy killings for the families of terminal
patients willing to pay. He may try to steal larger
volume s of bio agents to put into a water supply or
release as a gas with the idea it will only kill those
who are already weak.
Quaker:
Quaker is most known for thefts, robberies and
extortion activities when alone. He has also been
hired to commit various crimes either solo or as part
of a group.
Alloy:
Alloy is carving out a life in steel form. Shell work
as a mercenary or join a villain team in exchange
for things she wants. She also is bound to lose her
temper and attack cosmetic companies, gyms, diet
stores, or anything else beauty related.
Jersey Devil:
If a squirrel gathers nuts for winter nobody cares.
If the Jersey Devil gathers your dog for winter its
a whole other thing. The Jersey Devils capers seem
to involve flying over towns screeching at people,
looking in peoples windows scaring the false teeth
out of them, stealing chickens and so on. If it is doing
this on instinct or just to be ornery is up to the GM.
On a larger scale the creature could be an imp
needing mystical removal or last of its kind animal
needing protection. Tracking the beast could reveal
more of them or even a gateway to an evil dimension
or a lost world.
Thermite:
Heidi has an education and can support herself.
As Thermite she will gravitate to radical antigovernment groups. She may be involved in thefts
and other group resource building operations but she
will push for direct attacks on federal installations
and resources. She cares little about racial, political
or religious causes. Her only requirement is that she
gets to burn down the US government.
Xtra-B:
Xtra-B is a thief supporting a party habit and a
struggling music career. She has been known to
attack rival music labels or others who cause
problems for her Latisha persona. She could join a
Tactics
Diamond:
Diamond is a meticulous planner. She will gather
information about her target, scout the security at
the target, use disguises to gain access and invent
one-shot security countermeasures using her
knowledge of security systems. If she encounters
resistance she will use her light devices to escape.
Avoiding capture is her first priority.
Buzzard:
Buzzard has no desire to kill healthy individuals
but will not hesitate to injure or kill them to avoid
capture. He has Death Touch toxins he can
administer by touch through his talons. He also has
gas pellets for use at range. His costume provides
some protection but he prefers not being hit at all.
He will employ move-by attacks to avoid being hit.
Remember: Rank 1 Immunity (poison) and Life
Support DOES NOT protect from Buzzards poison. Rank 5 Immunity (poison damage) would.
He uses Inventor feat with Expertise: Biochemical
to create poisons, viruses, and antidotes. He crafted
performance enhancers and used them to raise his
abilities and immunities to their current levels.
Quaker:
Quaker will boast and taunt his foes to distract
them and then surprise them with his earth control
powers. He likes to create a dirt wall or foxhole to
stand behind or in during combat for cover. His
Defense and Toughness combo is slightly underpowered except for when his cover tactics are
employed. He will create a bunker of dirt, asphalt
and concrete if flying foes are a problem. He may
also attack then burrow.
In a team battle he will use his earthquake attack
to Trip a group of foes His Blast attack is indirect
since it is a fist, club or column of dirt shooting up to
hit a target.
Alloy:
Alloy lacks training or experience fighting but
makes up for it in bitter power, rage and a complete
disregard for collateral damage. Shell throw cars at
flying foes; knock a wall on a nimble dodger and so
on. Her unique Damage Aura represents the pain of
punching her steel skin and doesnt apply to non-
10
Good Citizen:
There is more to fear and hatred than running
away or burning buildings. Good Citizen can rally a
crowd of thralls to destroy a Hebrew Temple but he
can be subtler too. He can convince a security guard
he hates his boss enough to open a gate for example.
Emotion control is as effective as mind control.
Good Citizen will avoid direct confrontation with
heroes. He will use his abilities to subtly manipulate
them. It wouldnt take much to make a hero hate a
rioting crowd. When the hero cut loose on the crowd
his teammates would be forced to intervene. Likewise
he will detect and capitalize on rivalries between
heroes. This can cause heroes to refuse orders or even
waste action turns yelling at their allies about whats
been bothering them.
[GM note: Rolling a Will save and telling a
player they are out of control is fine. Another,
more entertaining way to simulate emotion
control is to roll the save in secret. When a player
fails, pull her aside and give her false information
that makes her act improperly. For example,
Super Gal fails her save. The GM pulls her aside
and says, Your partner Blue Bug looks like he is
mind controlled and he is attacking the crowd.
On her turn, Super Gal attacks Blue Bug. Chaos
ensues as both players insist the other is being
controlled.]
Theo Hale:
Hale will not physically engage foes. He will
plan operations to hurt, destroy and even murder his
opponents. The plan is passed on through several
layers before a triggerman receives it. A captured
goon could never finger Hale. Even a hired
paranormal will not receive orders from Hale. Hales
right-hand Lady Whisper is the only one who receives
orders from him. Hale has many friends in powerful
places. Heroes chasing Hale may be discouraged to
do so by politicians and law enforcement.
Captain Rapier:
The daughter of a submariner, Rapier uses her
stealthy sub to launch raids with surprise, cunning
and daring. She will use her well-trained forces to
quickly overwhelm and confuse a foe. They will use
the tactics of Navy SEALS to get in quickly and
disappear before resistance can be mounted.
Tory:
Torys primary asset is her unpredictability.
police thought for sure Tory would attack a reenactment of the Boston Tea Party. She never
showed. A British rock band was holding a concert
that night she just couldnt miss. Few in law
enforcement take her seriously. Most of her crimes
end up being minor acts of trespassing or vandalism
so she is released with a fine shortly after capture.
She uses her sword to fence with opponents but
ultimately will strike them with the pommel rather
than stab them. She uses a combination of her handfighting skills and her energy pistol to incapacitate
foes.
Almon Douglas:
Douglas will happily sacrifice his followers, his
wives, innocent bystanders or anyone else to protect
himself and his plans. In direct confrontation he will
sow confusion among opponents with confuse effects
and Will-draining spells. He will Transform devices
into Chaos Creatures or even capes, mailboxes etc.
If he can immobilize a foe, he will feed on their
will with his self-healing touch Weaken. He is
insane but uses sound tactics..
11
NEW SKILLS
Several of the villains have Expertise skills that the
GM may be unfamiliar with. A description of those
skills is included here for your convenience.
EXPERTISE: BIOCHEMICAL
The character understands how chemicals interact
with biological entities like humans. They are able
to use this knowledge to craft drugs, poisons, antidotes, anti-venom and medicines.
Check: May be used with the Inventor to create
drugs based on the drugs eventual rank. A drug can
be a direct effect chemical like Damage (poison) or
Dazzle (pepper spray). It can also be designed to
counter an effect such as Nullify (poison) or Nullify
(Nausea). A check can be made in place of Treatment to diagnose a person affected by a biochemical
agent. The difficulty is based on the rank of the
chemical being created per the inventing rules.
Skill v. Skill or Power: A biochemical power may
be revealed by a player with this skill.
EXPERTISE: HEAVY
EQUIPMENT OPERATOR
The player knows how to operate and maintain heavy
construction equipment such as backhoes, dozers,
cranes, pavers, loaders and scrapers.
Check: As with Vehicles or Technology (repair). Not
sufficient on its own to use the Inventor feat to build
new machines.
EXPERTISE: FORGERY
The character has the ability to create realistic replicas of various items. Additionally it requires access
to the object being forged or at least detailed visual
records to create a copy.
Check: May be used with the Inventor advantage
to create forgeries. Alternate identities are a Benefit,
so forging passports, ID and so on is a DC 11 check
(see Inventing). Interactive forgeries like a fake passkey to open a hotel room should be built based on
the skill or power it is most like. A hotel passkey
could be Technology (Security) +20 and would have
a cost of 10 so it has a DC 20 inventing requirement. Forgeries of art, jewelry and so on are built as
a device with the Deception skill. A fake painting
with Deception +20 for example would have a DC
20 inventing requirement.
Skill v. skill: Spotting a forgery is a Perception check
or an appropriate Expertise check A forgery like a
fake painting uses its own Deception skill not the
creators.
12
people in the food industry. Soliciting information
about crime from a butcher for example.
The character has a knowledge of history beyond Bonus Use: If allowed to prepare a meal the chef
the casual. This is an untrained skill by default in may give a bonus to their own or an allys Persuamost campaigns. Characters all have historical sion check. Can add a bonus to their own or an allys
knowledge based on their background. Ranks indi- Survival checks as they can identify food, make it
cate a character has more detailed knowledge about more palatable and store it for freshness. The bonus
a particular period, place or peoples. Examples given should be +2 DC 15 or +5 DC 20.
would include: Expertise: History (American), (Japa- Example: Captain Cutlery wants to convince the
nese), (Naval Warfare) or (Ancient Rome). The more mayor to okay his new base. He takes 10 to prespecific the focus, the more detailed the knowledge. pare a dinner. He has +10 Chef skill so his total is
For example knowledge of American History would +20. He gets a +5 to his Persuasion roll.
include highlights of the Revolution or WWII while
knowledge of WWII would be very detailed but have EXPERTISE: NAVAL OFFICER
no information about the American Revolution.
Check: Can be used as a check in place of Gather This skill enables a person to handle the operation
Information (subskill of Investigate) as appropriate. of a ship, its crew and its business functions. It inSkill v. Skill: Counters Deception checks relating cludes overseeing and coordinating ship functions,
to the area of study. May counter historical forger- managing and motivating the crew as well as making sure the ship has the food, ammo, storage, gear
ies.
or supplies needed to carry out its mission. This skill
can have other names such as Ship Captain or
EXPERTISE: JEWEL THIEF
The character understands the business side of Pirate Captain and have the same function.
stealing and fencing (selling) jewelry. The character Check: Can replace Gather Information or Experhas the ability to analyze risks, potential rewards and tise checks regarding naval matters. A naval officer
obstacles involved in their activities. This skill does can identify and assess other ships, potential ports,
not replace skills like Technology (Security) or potential hazards and make a check to see which
route is safest or fastest (DC 10).
Stealth.
EXPERTISE: HISTORY
The character has an understanding of various security systems and how they function. Security systems include everything from door locks, safes, car
alarms and motion sensors to retina scanners and
computer combination locks.
Check: A check can be made to assess the relative
type and difficulty level of a building or vehicles
security. Such activity is known as casing a target. This check works like the Assessment advanEXPERTISE: (MASTER) CHEF
tage in the core rules. The skill may replace TechThe character can prepare and present food of pro- nology (Security) for using the Inventor advantage
fessional quality. A chef with a +10 skill is consid- to build security-defeating devices. The devices could
ered a Master Chef since chefs can almost always provide a Technology (Security) bonus, a Nullify
take a Routine 10 in the kitchen.
power, a Dazzle or Concealment power to block senCheck: The chef can identify food and determine if sors for example.
it is safe to eat. May replace Persuasion when trying
to access dining establishments or dealing with
13
EXPERTISE: SHIPPING or
SMUGGLING
This skill involves the legitimate and illegitimate
business of moving cargo from place to place. It includes locating suppliers, buyers and transportation.
Characters understand getting through (or around)
customs, tracking (or disguising) manifests and
cargo.
Check: May be used in place of Expertise or Gather
Info checks regarding shipping issues.
Skill v. skill: Counters investigative skills when heroes are trying to uncover smuggling operations. Acts
as Deception (cargo) as well.
EXPERTISE: SOCIOLOGY
The character understands the issues, customs,
attitudes and feelings of various societies. A society
can be as broad as Western Civilization, Americans,
Catholics or as narrow as African-American males,
female police officers or cancer survivors. A student
of sociology understands what buttons to push (or
not to push) when dealing with others.
Check: The character may make a check to identify
a particular custom, issue or belief. Can be used in
place of Gather Information.
Skill v. Skill: May be used to add bonuses to counter
Deception, Persuasion or Disguise in place of
Insight. At the GMs discretion it may add a bonus
to Taunt or Distract maneuvers as a character uses
language sure to enrage a foe.
THE VILLAINS
The villains on the coming pages are presented as follows..
BACKGROUND
Details where the villain comes from and fleshes out
how they behave, operate and what motivates them.
The characters all have unique personalities based
on where they came from. The state the villain hails
from is featured prominently at the top of the page.
PSYCH PROFILE
The psych profile outlines the villains motivations
and attitudes regarding innocent civilians and lethal
force. The GM should keep this information in mind
when running the villain.
STAT BOX
The top stat boxes contain the basic abilities, saves
and combat scores for the character. The other boxes
list the skills, advantages, powers, equipment and
optional information for the villain.
Skills are listed by skill name followed by ranks and
total bonus. Several of the skills listed may be new
to the GM. Refer to the New Skills section for information regarding these skills.
Powers with complicated builds will have simplified notes explaining how they work so the GM
doesnt have to waste time translating a list of extras.
INFO BOX
This box outlined the personal information about the
villain. Note that the information can be changed or
adjusted to better fit the campaigns needs. (see GM
Tips regarding wanted status)
14
DIAMOND
Delaware
Name: Diamond
Identity: Alicia DeAngelo (secret)
Age: 23
Ht:
5-8
Wt: 105
Born: Greenville, Delaware
Ethnicity: White Hair: Red
Eyes: Green
Background:
Alicia DeAngelo was sixteen when she discovered her fathers
secret. The tuition for her private schools, the private gymnastics
lessons, the mansion, in fact the entire family fortune was the result of
criminal activity. Her father was a master thief.
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SKILLS: [Areas of Expertise: Jewel Thief 11 (+15), Security Systems 13 (+17), Forgery 4 (+8),
High Society 6 (+10),]
Acrobatics 4 (+12), Athletics 7 (+10), Close Combat unarmed 4 (+10), Investigation 4 (+8), Perception 7 (+10), Stealth 7 (+15), Deception 6 (+10), Sleight of Hand 8 (+16), Ranged Combat Light
Device 4 (+12), Technology 10 (+14), Vehicles 2 (+10)
POWERS:
Diamond Light Device : (Bracelet/Ring/Necklace Combo, Removable -1)
Light Control 8, (Sunlight, 16 pt. Array)
Alternate Effects:
- Dazzle 8 [Vision, Fort Save, impaired, disabled, unaware],
- Dazzle Burst 4 [Burst Area as Dazzle above]
- Weaken 8 [laser, Toughness, Objects Only],
- Light Blast 8 [Ranged Damage]
EQUIPMENT / VEHICLES:
Lock Release Gun, Lockpicks, Swingline [Swinging 1], Climbing Gear [Wall Crawl 1], Multitool,
plus 45 points worth of additional gear / vehicles
as needed for the task.
DEFENSE:
DODGE:
PARRY;
WILL:
12
12
3
FORTITUDE: 6
TOUGHNESS: 8/4*
*without Defensive Roll
Initiative +8
Ranged, Damage 8
Close, Damage 3
OFFENSE:
STRENGTH
STAMINA
AGILITY
DEXTERITY
FIGHTING
INTELLECT AWARENESS
Diamond
PRESENCE
PL10
15
16
BUZZARD
The Air Force Wants Him Stopped - Quietly
Delaware
Background:
Walter Reese was an only child of a
single mother who worked long hours as a
nurse just to keep their bills paid. At 18 his
Name: Buzzard
Identity: Walter Reese (Classified)
Age: 29
Ht:
6-4
Wt: 178
Born: Dover, Delaware
Ethnicity: White Hair: Black Eyes: Green
17
Buzzard
PL10
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2109876543210987654321098765432121098765432109876543210987654321
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2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
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2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
STRENGTH
STAMINA
AGILITY
DEXTERITY
FIGHTING
POWERS:
Super Sense 1 Detect Illness
Immunity 10 (Poison, Disease Damage effects)
Devices (All Removable -1)
Protection 3 (Kevlar suit)
Flight 5 (900ft Winged jet pack)
Strike 7 (Talon Gloves, STR-Based)
Poison Injectors, Linked to Strike Poison effect:
Weaken 7 (STA [Fortitude Save DC 17])
Poison Gas Pellets: Damage 5 (Fortitude Save
DC 15, Thrown, Cloud, Continuous, Fades, Contact Toxin need not be inhaled)
Super Senses (Goggles) Darkvision, AE - Telescopic Vision, Microscopic vision
INTELLECT AWARENESS
PRESENCE
OFFENSE:
Unarmed +10
Talons +10
DEFENSE:
DODGE:
PARRY;
WILL:
13
13
7
Initiative +6
Close, Damage 3
Close, Damage 10*
* plus Toxin injection
Thrown, see powers
FORTITUDE: 8
TOUGHNESS: 7 / 4*
*without kevlar suit
18
QUAKER
Seismic Supervillain Gives New Meaning To
The Quaker State
Pennsylvania
Background:
Stewart Jackson had been out of work for
months, his wife had left him and he was trying to
make his rent. Stewart, a heavy equipment operator,
had crossed a union picket line because he couldnt
afford to strike. After the strike he couldnt get work.
Name: Quaker
Identity:
Stewart Jackson (Public)
Age: 34
Ht:
6-0
Wt: 205
Born:
Philadelphia, Pennsylvania
Ethnicity: white
Hair:Brown Eyes: Brown
2109876543210987654321098765432121098765432109876543210987654321
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2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
ADVANTAGES: Daze (Intimidate)
POWERS:
Super Sense 1 Tremorsense, Darkvision
Enhanced Strength +7
Enhanced Stamina +6
Protection 3
Burrowing 5 (30ft)
Earth Control 12 (Move Object, Perception,
Limited to dirt/rocks) Alternate effects:
- Blast of Dirt Ranged Damage 12
- Shockwave: Burst Area Damage 12
- Eruption Ranged Burst Damage 8
- Bury Ranged Cumulative Affliction 8
(Dodge, hindered & vulnerable, defenseless &
immobile)
DEFENSE:
DODGE:
PARRY;
WILL:
8*
8*
2
Unarmed +8
Earth Blast +8
FORTITUDE: 13
TOUGHNESS: 12
*10 or 13 w/Cover
Initiative +1
Close, Damage 10
Ranged, Damage 12
OFFENSE:
STRENGTH
STAMINA
AGILITY
DEXTERITY
FIGHTING
10
INTELLECT AWARENESS
Quaker
PRESENCE
PL10
19
20
ALLOY
Pennsylvania
Name: Alloy
Identity: Allison Garman
Age: 22
Ht:
5-9
Wt: 745
Born: Pittsburgh, Pennsylvania
Ethnicity: White Hair: metal Eyes: metal
Background:
Allison Ally Garman was a
social mimic. She could fit it
instantly in any crowd. She was
smart, athletic and beautiful. She
graduated high school as Class
President, Cheer Captain and of
course Homecoming Queen.
21
Alloy
PL12
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
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2109876543210987654321098765432121098765432109876543210987654321
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2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
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2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
STRENGTH
STAMINA
AGILITY
DEXTERITY
FIGHTING
12
POWERS:
Alternate Form (Steel form, permanent)
Enhanced STR +12
Enhanced STA +6
Feature 1 (mass 600lbs)
Protection 6 Impervious 14
Damage Aura 8 (limited -2: Reflective, force)
Immunity 9 (Life Support)
Strike 3 (steel fists)
Leaping 10 (1 mile)
ADVANTAGES: All-out Attack, Diehard
INTELLECT AWARENESS
PRESENCE
OFFENSE:
Initiative +0
Close, Damage 15
Ranged, Damage 12
Unarmed +9
Throw +8
DEFENSE:
DODGE:
PARRY;
WILL:
6
8
1
FORTITUDE: 14
TOUGHNESS: 14*
*14 Impervious
SKILLS: Expertise Pop Culture 8 (+9), Athletics 3 (+15), Intimidate 8 (+12), Perception 4
(+5), Close Combat Unarmed 6 (+9), Ranged
Combat Thrown 7 (+8)
22
JERSEY DEVIL
The Fiend From Pine Barrens Is More Than Legend
Name: Jersey Devil
Age: ??
Ht:
5-9
Wt: 275
Born: Pine Barrens, New Jersey
Ethnicity: Devil or Beast
New Jersey
Background:
The tale of the Jersey Devil is a story based on
urban legend based on folklore based
on mythos. As such, there are many
theories as to its background.
These stories are more
possibilities
than
probabilities and the
truth will likely
remain as elusive as
the creature itself.
23
Jersey Devil
PL10
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
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2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
STRENGTH
STAMINA
AGILITY
DEXTERITY
FIGHTING
POWERS:
All Powers Innate
Protection 4
Senses 6 (Darkvision, Danger Sense, Tracking
Scent, Identify by Scent, Extended Hearing)
Strike 3 Claws or bite, STR based, Damage 3
Flight 6 (1,800ft. / 120mph)
INTELLECT AWARENESS
-1
PRESENCE
OFFENSE:
Unarmed +10
Claws / bite +10
DEFENSE:
DODGE:
PARRY;
WILL:
10
10
5
Initiative +6
Close, Damage 6
Close, Damage 10
FORTITUDE: 8
TOUGHNESS: 10
Just a legend?
During the week of January 16-23, 1909, the Jersey Devil was seen by over 1,000 people in various towns. Police shot at it in two towns but it
escaped.
24
THERMITE
From The Fires Of The Hindenburg Comes
A Woman With A Fire For Vengence
New Jersey
Background:
On May 6 th 1937
Heidi vonBurgen got her
first glimpse of New
Jersey. The six-year-old
girl peered out her
window at Naval Air
Station Lakehurst 650
feet below. Her trip with
her parents across the
Atlantic had been so
exciting. At 7:25 that
evening the mighty
airship burst into flames.
Fire tore through the
Hindenburg and Heidi
watched her parents burn
before her very eyes.
Name: Thermite
Identity: Heidi Stintz (Secret)
Age: Born 1931 Berlin Looks 27
Ht:
5-8
Wt: 113
Raised: Lakehurst NJ
Ethnicity: White Hair: Blonde Eyes: Blue
25
Thermite
PL10
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
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2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
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2109876543210987654321098765432121098765432109876543210987654321
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2109876543210987654321098765432121098765432109876543210987654321
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2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
STRENGTH
STAMINA
AGILITY
DEXTERITY
FIGHTING
POWERS:
Immunity 10 (Fire Effects)
Fire Aura 8 (Damage, Reaction)
Force Field 8
Flight 7 (1/2mile / 250mph)
Fire Control 11 (Fire Ranged Damage 11)
Alternate effects:
- Fire Burst: Ranged Burst Damage 7
- Nova Burst: Close Burst Area Damage 11
- Fire Trail: Ranged Line Area Damage 7
- Fire Funnel: Ranged Cone Area Damage 7
- Dazzle: Ranged Cumulative Affliction 11
(Fort, Vision: impaired, disabled, unaware)
- Melt: Ranged Weaken 11 TGH, objects only
Insubstantial 3 (Fire Form)
* Immunity 4 (Aging, poison, disease, cold)
* Regeneration 10 *only while insubstantial
INTELLECT AWARENESS
PRESENCE
OFFENSE:
Unarmed +0
Fire Blast +9
Fire Area
Dazzle Vision +9
Melt Objects +9
DEFENSE:
DODGE:
PARRY;
WILL:
Initiative +4
Close, Damage 0
Ranged, Damage 11
see powers list
Ranged, Fort Afflict. 11
Ranged, Weaken Tgh 11
10
10
3
FORTITUDE: 4
TOUGHNESS: 10/2*
*w/o Force Field
SKILLS: Expertise Master Chef 8 (+8), Intimidate 6 (+10), Perception 4 (+6), Investigate 4
(+4), Ranged Combat Fire Control 5 (+9)
26
XTRA-B
Georgia
Name: Xtra-B
Identity: Latisha Green
Age: 19
Ht:
5-8
Wt: 125
Born: Atlanta, Georgia
Ethnicity: Black Hair: Black Eyes: Brown
Background:
Latisha Green began singing in the
church choir at age nine. She had the
most amazing voice. By fourteen her
voice was nothing short of paranormal.
Her grandmother tried to keep her on
27
Xtra-B
PL10
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
2109876543210987654321098765432121098765432109876543210987654321
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2109876543210987654321098765432121098765432109876543210987654321
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STRENGTH
STAMINA
AGILITY
DEXTERITY
FIGHTING
POWERS:
Immunity 10 (Sonic Effects)
Super-senses Enhanced Hearing (Accurate, Extended, Ultra-hearing, Sonar)
Force Field 7 (Noticeable)
Flight 7 (1/2mile / 250mph, Noticeable)
Sonic Control 11 (Sonic Ranged, Damage 11,
Affects Insubstantial fully, Concentration)
Alternate effects:
- Sonic Burst: Area Burst Damage 11, Concentration, Affects Insubstantial fully
- Cone Area Damage 5, Linked to Cone Area
Affliction 5 (Hearing Impaired, Disabled, Debilitated), Concentration
- Ranged Affliction 11 (Hearing Impaired, Disabled, Debilitated), Concentration
- Shatter: Ranged Weaken 11 TGH, objects only
INTELLECT AWARENESS
PRESENCE
OFFENSE:
Initiative +2
Unarmed +0
Close, Damage 1
Sonic Blast +9
Ranged, Damage 11
Sonic Cone Area
Damage 5, Afflict 5
Dazzle Audio +9
Ranged, Fort Afflict. 11
Break Objects +9
Ranged, Weaken Tgh 11
DEFENSE:
DODGE:
PARRY;
WILL:
8
8
4
FORTITUDE: 10
TOUGHNESS: 12/ 5*
*w/o Force Field
SOUND FX
Due to the nature of her powers, people attempting Notice checks against her gain a (+5) bonus if
she is using her Force Field or Flight powers. Inventive heroes can use sonar to track her down.
28
GOOD CITIZEN
Georgia
Background:
Fear is our most primal of emotions and our most
powerful motivator. Control a persons fears
and you control the person. Jacob White
understands fear. He learned directly from his
abusive father
how fear could
be transformed
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Hate Field & Frenzy Boost
* Foes hearing Good Citizen are so enraged they
get sloppy with attacks on him, have teary vision etc.... May be countered by calm effects at
GMs discretion.
** Hate-filled allies are given +5 STR for that
round. Requires an action to boost allies.
POWERS:
Mind Reading 12 Emotions only
Hate Field* Audio Dependent +5 Dodge/Parry
Emotion Control 12 (Perception Ranged,
Subtle, Audio Dependent Cumlative Affliction,
Resisted by Will: Dazed, Compelled, Controlled)
Alternate effects:
- Emotion Control 9 (Perception Area, blocked
by audio cover / concealment)
- Frenzy Boost** Enhanced STR +5, Perception, Area, Selective, Others Only, Limited to
Hate)
Unarmed +5
Pistol +5
Sword +5
13/8
13/8
10
FORTITUDE: 3
TOUGHNESS: 7/ 3*
*w/o padded suit
Initiative +1
Close, Damage 1
Ranged, Damage 3
Close, Damage 5
OFFENSE:
STRENGTH
STAMINA
AGILITY
DEXTERITY
FIGHTING
INTELLECT AWARENESS
Good Citizen
PRESENCE
PL12
29
30
THEOPHILUS HALE
The Most Powerful Villains Hide In
Plain Sight Shrouded In Legitimacy
Connecticut
Background:
In 1638 the Hale family joined John Davenport
and London merchant Theophilus Eaton in founding
New Haven Connecticut. Martin and Elizabeth Hale
named their first son Theophilus in honor of Mister
31
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STRENGTH
STAMINA
AGILITY
DEXTERITY
FIGHTING
DEFENSE:
DODGE:
PARRY;
WILL:
PRESENCE
OFFENSE:
INTELLECT AWARENESS
Initiative +1
Close, Damage 2*
Ranged, Damage *
*or by weapon
Unarmed +8
Ranged +8
8
8
12
FORTITUDE: 8
TOUGHNESS: 4
POWERS: None
32
CAPTAIN RAPIER
Name: Captain Rapier
Identity:Susan Collins-Yates (secret)
Age: 26
Ht:
5-7
Wt: 109
Born: Hartford, Connecticut
Ethnicity: White Hair: Brown Eyes: Green
Connecticut
Background:
The Hale-Yates feud dates back
over 350 years. The New Haven
theocracy wasnt for
everyone. Sam Yates felt that
if the colony thrived the
theocracy would flourish.
The Yates family had fled
religious persecution in
England and the last thing
he wanted to see was a
colony run by a church,
even his own. In 1646
Yates conspired with
pirates to seize a crucial
shipment to England.
Fellow businessman
Martin Hale suspected
him of this and the HaleYates feud was born.
33
CAPTAIN RAPIER
PL10
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STRENGTH
STAMINA
AGILITY
DEXTERITY
FIGHTING
INTELLECT AWARENESS
PRESENCE
OFFENSE:
Initiative +9
Close, Damage 3
Ranged, Damage 6
Close, Damage 6
Unarmed +14
MP5x +14
Sword +14
DEFENSE:
DODGE:
PARRY;
WILL:
14
14
7
FORTITUDE: 7
TOUGHNESS: 6
34
TORY
An Insurgent In Boston? Trying To
Restore Power To The British?
Massachusetts
Background:
The world is full of
politically motivated terrorists
with clear goals and agendas.
Then theres Victoria PitneyHayes. Victoria is a descendant
of British Loyalists who fled
Boston for Canada after the
revolution in 1776. They
remained British at heart
for generations.
Name: Tory
Identity: Victoria Pitney-Hayes
Age: 21
Ht:
5-8
Wt: 115
Born: Boston Massachusetts
Ethnicity: White Hair:Blond Eyes: Blue
35
TORY
PL10
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STRENGTH
STAMINA
AGILITY
DEXTERITY
FIGHTING
INTELLECT AWARENESS
PRESENCE
OFFENSE:
Unarmed +12
Pistol +12
Sword +12
DEFENSE:
DODGE:
PARRY;
WILL:
Initiative +10
Close, Damage 3
Ranged, Afflict.8
Close, Damage 8
12
12
3
FORTITUDE: 7
TOUGHNESS: 8
36
ALMON DOUGLAS
Salem Cant Shake Its History Of
Cults And Magic
Massachusetts
Background:
Almon Douglas was a powerful
figure in Salem Massachusetts in the
late 1600s. He was only a minor force
as far as warlocks go but he has a
powerful personality and had created
a coven of witches with considerable
influence. Douglas and his followers
worshiped the ancient Dark Ones. Douglas
claimed to be the voice of the Dark Ones
and as such was entitled to many wives.
The coven engaged in mystic rituals,
orgies and human sacrifice. Douglas and his
followers fled Salem in 1692 during the
witch trials and established a commune in
the Massachusetts woodlands. In 1694 they
discovered an ancient set of standing stones
and Douglas began a series of rituals to open
a gateway to allow the Dark Ones to enter
this dimension. The final ritual called for the
sacrifice of six brides. Douglas only had
four brides at the time so he sent his followers
to kidnap two women from Salem.
As Douglas sacrificed each bride the gateway
widened. He was half finished when witch hunters
from Salem arrived. During the ensuing battle a man
from Salem attempted to free his wife before Douglas
could sacrifice her. The man knocked Douglas back
through the gate and the gate collapsed with Douglas
trapped in the Dark Ones dimension.
Almon Douglas spent 300 years adrift in the
dimension of the Dark Ones. He claims the Dark
Ones sent him back to this dimension to, prepare a
Wt: 178
Eyes: Red
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POWERS:
Confuse 4 (Aura, Affliction, Reaction, Touch)
Confuse 10 (Mental Aura, Innate, Reaction)
Immunity 30 (Will Save)*, 2 (aging, disease)
Super-Sense 12 (Thought Awareness [Mental],
Accurate, Counters Concealment and Obscure)
Protection 8 (Magic Glyphs burned into skin,
Impervious 5)
Magic (Preternatural / Chaos, Array)
Transform 15 (Physical [Objects into chaos
creatures], Perception, up to 12 tons)
Alternate Effects (Spells)
- Weaken 6 (Awareness, Will Save, Perception)
- Confuse 10 (Perception Ranged, Cumulative
Affliction, Resisted by Will, Uncontrolled.
Dazed, Compelled, Controlled)
- Weaken 8 (Awareness, Will, Close, Linked to
Regeneration 10)
DEFENSE:
DODGE:
PARRY;
WILL:
8
8
6*
FORTITUDE: 10
TOUGHNESS: 12
*Immune Will Saves
Initiative +1
Unarmed +8
Close, Damage 0
Confuse
Perception, Afflict 10
Weaken Awareness
Perception, Will save 6
Weaken Awareness +8 Close, Will save 8*
*+Regeneration 10
OFFENSE:
STRENGTH
STAMINA
AGILITY
DEXTERITY
FIGHTING
INTELLECT AWARENESS
PRESENCE
38
SIDEKICKS
Harpoon
(Captain Rapiers sidekick)
Background:
Horatio Feng was
orphaned at age eight and
placed in Norfolks foster
care system. The son of
Chinese immigrants
Horatio had no
idea
what
extended
family, if any,
he might have.
Horatio found his own family the Horatio family.
He spent his youth studying the exploits of Lord
Horatio Nelson of the British Navy as well as
characters like Horatio Hornblower and Hamlets
best friend Horatio.
Joining the US Navy at age 18 seemed to be in
following a Horatio tradition. Horatio took to Navy
training in remarkable ways. His skinny frame
bulked up and he developed in paranormal ways.
He soon found himself part of the elite US Navy
SEALS.
After years of distinguished service, Susan
Collins-Yates approached Horatio about an off-thebooks operation. Horatio soon retired from the Navy
and joined Captain Rapier as her First Officer /
Trainer / Operations Officer. He goes by the code
name Harpoon.
Psych Profile:
Like Shakespeares Hamlet, Captain Rapier is
haunted by ghosts and engaged in a blood feud.
Harpoon serves as the same best friend and sounding
board Horatio did for Hamlet. While Susan still
carries a torch for her dead husband, Harpoon
secretly loves her and is fiercely loyal to her. He runs
a tight ship but parties with the best of them in off
hours. He is a combat mentor for Susan and the rest
of the crew. Harpoon doesnt want to hurt innocent
civilians or superheroes that block his objectives.
However, he is a lethal weapon even unarmed.
Harpoon
STR 5
STA 6
AGL 3
DEX 3
FGT 8
INT 0
WIS 1
CHA 2
Damage
Dodge
Parry
Will
Fortitude
Toughness
PL9
9
9
7
9
9
Initiative
7
Close / Ranged
+10
+5 unarmed / +8 sword
+8 Gun
Tactics:
He will use stealth, surprise; sneak attacks and
booby-traps to incapacitate foes before they know
hes even there. He loves to fight in the water and
will retreat into it if things go badly.
Lady Whisper
(Theopholus Hales sidekick)
Background:
Nobody knows much about the woman known
as Lady Whisper. It is believed she was born in
Eastern Europe around 1903. She served as a spy
for the German government during both World Wars.
She seemed to stop aging in her late twenties and
has maintained her appearance ever since.
Near the end of WWII she was operating in the
New Haven area. She saw Germanys impending
fall and decided to seek new employment. An arms
dealer named Theophilus Hale caught her eye as the
perfect blend of wealth, power, legitimacy and
ruthlessness. Within two years she was his right-hand
and had the official title Sandra Fox, Vice President
of Operations in Hale Industries.
Every twenty-five years or so, Lady Whisper
kills her public identity and months later Hale hires
a new VP remarkably similar to the previous one.
Lady Whisper is currently working under the
concocted name of Linda Stahl. She is serving her
third generation of Theophilus Hale.
Psych Profile:
Lady Whisper is a powerful conniving seductress.
She is loyal to the Hale line in large part because it
keeps her wealthy doing the dirty deeds she enjoys.
She has no qualms about killing. She also sees herself
as mentor and bodyguard of the young Hale men,
grooming them to take over when their father dies.
She encourages
the young men
to marry wives
for breeding
purposes but
seems to play
the role of
mother / mentor
/ mistress herself
as she feels
necessary.
Lady Whisper
STR 0
STA 2
AGL 3
DEX 3
FGT 3
INT 4
WIS 7
CHA 7
Damage
Dodge
Parry
Will
Fortitude
Toughness
39
PL9
12
12
10
4
6
Initiative
7
Close / Ranged
+3
+0 unarmed
By effect see powers
40
MINIONS
The minions are listed by the name of the villain
they are associated with. Some villains may have
more than one type of minion.
Theophilus Hale
Hale runs a large shipping and smuggling operation.
Most of his minions are normal sailors, laborers and
thugs. Stats for these minions can be chosen from
the list in the core rules. Hale may also recruit other
villains like Alloy or Quaker to help him or even
unwitting heroes.
Vityaz Armor
Hale acquired several suits of powered armor from
a Spetsnaz (Russian Special Forces) Colonel. The
Vityaz (meaning Knight) battle armor is used by
Russian elite counter-terrorism units. Hale has reverse engineered and produced copies of the armor.
He has as many as two dozen of the suits guarding
his most critical operations worldwide. The men in
the armor call themselves the Vityaz or Hales
Vityaz (Hales Knights) and are extremely loyal to
him. Most of them are ex-Russian military so assume they all speak Russian and English. They will
speak Russian if enemies can hear their communications.
Dodge
Parry
Will
Fortitude
Toughness
6
6
2
8
10
Initiative
0
Close / Ranged
+6
+10 Blast, +10 Strike
Captain Rapier
Captain Rapier has two classes of minions. Her base
and sub are manned by sailors. Use the Soldier stats
in the core rules and change the profession to sailor.
Her elite raiding parties are made up of highly trained
soldiers and call themselves Stingrays. She has 1020 Stingrays in her employ at any given time. All
her minions are very loyal.
SKILLS: Athletics (+10), Perception (+10), Stealth
(+11), Expertise: Water Survival (+4), Expertise:
Sailor (+5), Vehicles (+7)
FEATS: Quick Draw, Equipment: Sword (STR+3
Damage), MP-5 Pistol (Blast 4 Multifire, Subtle [silencer]), Grappling Hook, C-4 Explosives, Night-vision goggles, Vest (+4), Comm link
Stingrays
STR 2
STA 2
AGL 3
DEX 3
FGT 6
INT 0
WIS 1
CHA 0
Damage
Dodge
Parry
Will
Fortitude
Toughness
PL 6
6
6
4
4
6/2
Initiative
3
Close / Ranged
+7
+2 unarmed / +5 sword
+4 MP-5 Pistol
41
Almon Douglas
42
bases / vehicles
Any of the villains can be holed up in any lair the
GM sees fit. They can also have any vehicles they
need to pull off a caper. Some of the more unique Use the Stately Manor statistics in the rules. Increase
bases and vehicles are listed here.
the Security Systems to DC 30.
Diamonds Mansion
Buzzards Roost
Size Tiny, Toughness 10, Features: Computer,
Buzzard has bought the top floor of an apartment
Concealed, Defense System (Stun 8 gas),
building and made it his lair. He enters through the
Laboratory, Living Space, Security System,
skylight. The doors and windows all have gas traps.
Workshop
Size Large, Toughness 12, Features: Communications, Computer, Concealed, Defense System,
Fire Prevention, Gym, Hanger, Infirmary, Laboratory, Living Space, Personnel, Power System,
Security System, Workshop
Security Guards (10) Use Police Officer Stats
Vityaz Armored Units (4) see Minions section
Staff (200) civilian businesspeople - Bystander stats
43
Captain Rapiers Submarine - The Cutlass
modified Virginia Class Nuclear Sub
Captain Rapiers submarine Cutlass is a specially
modified Virginia-class attack sub. Cutlass has
sacrificed some weapon storage space for the storage
of looted cargo.
Sensor Array
Cutlass has no periscope. She has two retractable
photonics masts that provide her control room with
sensor data via fiber optic cables.
Propulsion
Cutlass is a nuclear powered vessel using pump-jet
propulsion for quieter operations.
Weapons
Cutlass has 12 Vertical Launch System (VLS) cells
and four torpedo tubes. She can fire Mark-48
torpedoes, Harpoon missiles, Standard surface-to-air
missiles and UGM-109 Tactical Tomahawk missiles.
Captain Rapier has modified several of these
weapons for piracy operations as opposed to ship
sinking operations. Owing to targeting and reload
times, in game terms assume Cutlass can fire one
weapon per round.
Cutlass can fire as a Ranged attack or as a
Perception attack. The Perception attack requires a
laser-guided lock. The target must be painted by
Cutlass laser range finder or an operative using a
hand-held laser. Painting a target requires an Aim
maneuver the round before firing and must be
maintained until the missile hits.
Commandos
Cutlass can deploy nine combat swimmers at a time
through a special air lock.
Assume one round to enter
the lock, one to pressurize
Cutlass:
Strength 16 Size: Colossal
(7,700 tons, 377 feet long, 34 feet beam)
Speed: 5 Swimming
Defense: 2, Toughness: 13
Crew: 134, Range: unlimited except for food
Attack: +5
Weapons: Torpedo Blast 8 (explosion), Harpoon
Blast 10 (explosion)*, Tomahawk Blast 15
(explosion)*, SAM Blast 8 (explosion), Harpoon
Nullify 8 Electronics (EMP, Burst), Flare Change
Environment 10 (light), Harpoon Flash Dazzle 8
(vision, burst).
*limited Perception range available
Sensors
Radar, Sonar, UV vision, Inrared, extended vision
/ hearing, radio, Datalink, LDAR, all 360 degree.
Life Support 9, Immunity 10 (Electrical / EMP
attacks), Concealment (radar, sonar)
Features: Navigation, Security Systems, Medical
and on round three swimmers can move out of the
sub and act. Cutlass also carries a sixteen man minisub known as a Seal Delivery System.
Tactics
Using stealth to approach ships particularly at night,
she will deploy Stingray commandos to scale the
sides of the ship. Once the Stingrays are in position
Cutlass will fire a special Harpoon missile with an
EMP charge. This burst attack will knock out all
unshielded electronic devices This includes
propulsion, communications, lights and even player
devices failing the save versus Nullify. The Stingrays
will use night-vision to overpower the crew.
44