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Travis Ladiges (order #5943115)

Credits

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System Reference Document, Copyright 2000, Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original
material by E. Gary Gygax and Dave Arneson.
Modern System Reference Document, Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles
Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook,
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Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson.
Advanced Players Manual, Copyright 2005, Green Ronin Publishing: Author Skip Williams.
Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble.
Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin Publishing; Author Steve Kenson.
DC Adventures Heros Handbook, Copyright 2010, Green Ronin Publishing; Author Steve Kenson.
Mutants & Masterminds Heros Handbook, Copyright 2011, Green Ronin Publishing; Author Steve Kenson.
Enemies of the State, volume one (rev. for MM3), Copyright 2011, Victory Role-Playing Games; Author Fran Vaughan.

Travis Ladiges (order #5943115)

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

profiles, tactics summaries and capers lists for every


entry. New skills, minions, bases and vehicles are
also included. There are also tips on bringing the
villains to your campaign city, sending your heroes
on a road trip, or a little of both.
EoS Volume 1 kicks things off with the first six
states to become America. Delaware, Pennsylvania,
New Jersey, Georgia, Connecticut and Massachusetts
have produced 12 villains, two sidekicks, three new
minions, three secret lairs and one stealth submarine.
There are also over a dozen new skills outlined. The
villains run the gamut from criminal mastermind to
mutant thug, serial killer to clueless rebel, master
thief to mad mystic. So pack your bags, hero. Theres
trouble in Jersey!

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.

Travis Ladiges (order #5943115)

GM TIPS
POWER LEVEL

hero or hero on a business trip could encounter a


The purpose of the villains is to provide a challenge local villain. Unless every major city in your world
to players. The worst villain is not one that is too is full of heroes it is also possible the players could
powerful. Comic books and movies are full of villains be contacted by politicians, law enforcement or other
the heroes are unable to defeat in a showdown at interests to help with a local problem. The players
high noon. Overcoming these villains through guile, may also hear about villains in the media or through
ingenuity and heroic effort is what makes for high their own sources.
Feel free to mix and match these techniques as
drama and fun. The villains here are built with that
needed for your campaign. Never let the villains
in mind.
The power level listed for each villain is based origin or location get in the way of a fun caper.
on their Attack / Damage level and their Defense /
Toughness level. The total cost of the villain may be Wanted?
more or less than what is typical for the power level. Do villains have a union? Who says they are villains?
Skills, advantages and powers were assigned based Just having a mask and powers doesnt make you
on the flavor of the villain and his/her/its ability to wanted by the law. The villains here may take on
challenge players. Feel free to raise or lower the the guise of vigilante, businessman, criminal or even
Attack, Defense or power ranks of villains to suit hero. When players encounter them the GM can
your needs. These ratings can be lowered or raised decide how bad they are wanted by authorities.
1) Suspected / Person of Interest. A cop or hero
between adventures as well. In the comics a villain
has a hunch; feeling or idea the suspect
may pose a fair fight for DCs Green Lantern one
committed a crime but has virtually no
month. The following month the same villain takes
evidence. There is not even enough to detain
on Lantern and the rest of the Justice League. Its
the suspect.
called artistic license, use it!
2) Detained / Wanted for Questioning. Law
enforcement has a reasonable suspicion to
LOCATION, LOCATION, LOCATION
believe the person has committed a crime.
Villains can come from anywhere. Enemies of the
They may detain the suspect against their
State features villains from all over the country.
will a reasonable period up to 48 hours and
There are three basic ways to incorporate the villains
question them or investigate further. The
into your campaign.
suspect must either be arrested or released.
1) Who turned on the magnet?
3) Arrested / Wanted. Police have probable
The campaign city is a magnet for criminal activity.
cause to arrest and charge a suspect. If an
The villains have either fled their home state or
officer has probable cause but cant locate
simply are looking for greener pastures and the
the suspect he will ask a judge to issue an
players must stop them.
arrest warrant. The suspect is officially
2) They were here all along!
wanted by police but has not been
The villains background is altered slightly so that it
convicted.
occurred in or around the campaign city.
4) Convicted / Fugitive / Wanted. The convict
3) Road Trip!
has been convicted of a crime and has
If you want your players to experience travel and
escaped. If captured they will go back to jail
adventure as well as garner a national reputation
or prison.
have them go to where the villains are. A vacationing

Travis Ladiges (order #5943115)

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)

Have I ever heard of this guy? It seems like players


are always asking that. The villains have a reputation
bonus based on the background of the character. The
Extradition?
villian will generally have a reputation of
A villain wanted in one state may or may not be PL+Presence.
subject to extradition. For example, police in New
When first meeting a villain, the player can make
York contact a villain wanted in Georgia. The a check to see if they have heard of the villain. Roll
Georgia warrant will say if Georgia is willing to d20 and add the characters INT bonus (if any). Add
extradite the subject. If Georgia is willing to arrange the total to the targets Reputation bonus. Apply this
to take the subject back to Georgia, police in New total to the chart below.
York will hold him. If not, the subject is released but
remains wanted in Georgia.
Total Result
Generally states will extradite people wanted for Under 25
Never heard of them
serious violent crimes. Minor crimes are almost never 25-30
Vaguely Familiar
extraditable. Fugitives are always returned to 31-39
Familiar
custody. Federal cases investigated by the FBI, DEA, 40+
Very Familiar
and ATF are always extraditable.
Vaguely Familiar The targets broadest reputation
In the world of superheroes the players may and their name are known. Examples: Diamond is
capture a villain and perform their own extradition some sort of thief. Almon Douglas is a crazy cult
by transporting the villain to the jurisdiction he is leader. Theo Hale is a wealthy CEO.
wanted in.
Familiar The targets name and general reputation
Rewards
is known. This may include a broad sense of their
A wanted subject may have a reward offered for their background and abilities. Examples: Diamond is a
capture. The most common rewards are offered by master jewel thief with super powers. Theo Hale is
bail bondsmen. A person is charged with a crime but a wealthy CEO of a huge shipping company with
skips bail before / during trial. The bail company worldwide operations.
stands to lose the bail if the suspect isnt caught. The Very Familiar The targets name, background and/
reward is typically a percentage of the bail.
or abilities are known in more detail. Examples:
Government agencies, companies, wealthy Diamond is a cunning and coy master jewel thief
individuals and other interests offer other rewards. with super powers including some sort of light
An insurance company might offer a reward for powers . Almon Douglas is a crazy, 300-year old
information leading to the arrest and conviction of cult leader that drives people insane and is trying to
an arsonist for example.
open a gateway to the Dark Ones.

Travis Ladiges (order #5943115)

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

The player(s) are part of a FBI or other agency


taskforce investigating paranormal criminals. They
respond to leads and requests from local police. They
also jump into action during crisis situations. Players
in a larger campaign may overtly or secretly belong
Lethal?
to the taskforce. An entire super team may be part of
It is entirely up to the GM and the players to decide the force.
if the campaign is more lethal or not. The GM can Wanderer
adjust villains to suit. It is important to note however The player(s) is a nomad, maybe wanted by police
that adjustments to the force used by certain villains themselves, that travels the road state to state and
will have a big impact on the character.
gets drawn into local problems. Obviously this is
Buzzard will need a new motivation if he isnt a better suited to a solo mysterious stranger style
serial killer, for example. Tory at the other extreme hero or duo. The player may also have a larger story
goes from being a light-hearted diversion to a serious arc as they try to clear their name, find their parents,
problem if she starts stabbing people with her sword. find their home or discover their own origin.

Travis Ladiges (order #5943115)

Capers and Adventure Hooks


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

Four-Color Capers

Jersey Devil has been terrorizing locals. Can he be


tracked to his lair?
Almon Douglas takes another wife. The young
womans family asks the hero to find her after she
tells them she will be gloriously sacrificed in two
days.

Diamond sneaks into a museum to steal a rare


Good Citizen is promoting church bombings. The
diamond the player was asked to guard.
hero must infiltrate a previously peaceful
Buzzard breaks into a chemical supply warehouse conservative group to find out why theyre suddenly
to steal supplies. Missed shots and knockback can violent.
lead to toxic spills.

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.

Travis Ladiges (order #5943115)

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

Travis Ladiges (order #5943115)

villain team as a fringe mercenary type but has no


use for extremist dogma. She would likely turn on a
villain bent on destroying the city she parties in.:
Good Citizen:
Good Citizen will rally mostly white males with
racist rhetoric. The Knights need money, weapons
and recruits to build their army. Good Citizens
rhetoric may lead to Knights taking it upon
themselves to commit hate crimes. Good Citizen may
target minority heroes or their friends. He may recruit
paranormal villains.
Theo Hale:
Hales minions murder witnesses, kill rivals, steal
weapon technology, smuggle illicit cargo, break
shipping laws, bomb competitors, bribe officials and
coerce judges. A hero interfering with Hale could
find herself threatened in several ways. Hale could
even hire or recruit a hero to deal with a rival such
as Captain Rapier while concealing his true
operations. Hale portrays himself as a legitimate
businessman at all times.
Captain Rapier:
Rapier targets illegal operations, especially
Hales and can be considered something of a vigilante
hero. However, her operatives often counter armed
goons with lethal force, Cutting the throats of thug
guards may be a bit too much for most heroes even
if they agree with Rapiers motives. Rapier can also
alert heroes to smuggling operations she is unable to
tackle on her own thus forcing a hero to work with a
rather brutal ally.
Tory:
Tory has no plan. Things catch her eye and she
acts. She might hijack a ship or truck carrying tea
and dump it in a body of water as payback. She
has printed up large stickers of the British flag she
will use to deface historical artifacts or buildings.
Shell spray Tory was here or other slogans on
the target. Tory may attempt to contact British
officials visiting America to pledge her loyalty or
request political asylum.
Almon Douglas:
Opening a gateway isnt easy. Douglas will
need to steal components, conduct rituals including
sacrifices and do other things before he can try his
big ritual. He may target a female hero to be his
latest wife or may kidnap the female loved one of a
male hero.

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-

Travis Ladiges (order #5943115)

impact touch attacks. It would affect projectiles or


weapons striking her however. A thrown spear or
swung sword could break on her skin for instance.
Jersey Devil:
Animal or imp, the Devil is a hit-and-run tactician
that avoids direct confrontation. It will screech at
foes when confronted using its Daze to stun them
while it escapes. It has avoided human capture for
centuries. Normal people are unable or unwilling to
chase the creature down.
If a superhero were to trap, capture or corner the
creature it will fight like any cornered animal or evilspawn would. The creature will fight to escape.
Should the creature have a successful encounter with
a hero it may become more confrontational with
humans since it fears them less.
Thermite:
Thermite is all about bringing fire down on her
foes. She will do as much damage as possible. She is
not concerned with being hurt as she considers herself
immortal. She is hotheaded and will almost always
take the offensive. She will only flee to avoid capture
if she is obviously in trouble. She is a fire projector,
not a controller. If wounded she can become
insubstantial and regenerate.
Collateral damage is not a big concern for her
but she likely wont seek out civilian targets. She
does have a soft spot for small children and would
never hurt the parent of a child in front of the child.
Xtra-B:
Xtra-B can use her sonic powers to blast foes
into unconsciousness. Her attack affects insubstantial
characters that can hear. She can also use her pitch
to vibrate objects until they shatter (Weaken:
Toughness). She seems to be protected by a sonic
field but it requires her to be humming or singing
and is not subtle. She suffers a penalty to audio stealth
checks equal to her force field power level. Xtra-B
knows this so she tends to be more direct than
stealthy.
Latishas body is very adaptive. It has gradually
adapted to her sonic abilities and while she still feels
the effects of drugs and poisons, her body keeps her
from dying (Ultimate Save). At the GMs discretion
she could begin to build immunity to a heros favorite
attack after repeated encounters. This could surprise
a hero who defeated her in previous battles.

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.

Travis Ladiges (order #5943115)

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..

VILLIANS USE TACICS?


This section explains the overall tactics a villain
uses in planning and committing crimes. It also
focuses on specific combat tactics the villain might
employ.
Remember, villains practice using the powers at
their disposal. Any villain can be fun and
challenging if sound and unusual tactics are used.
On the other hand a powerful villain can be easily
defeated if they use poor tactics. GMs should ask
themselves how they would run the character if it
was their personal character.
It is also good to remember that villians dont want
to go to prison. They are unlikely to fight a losing
battle. (Heroes do that.) Instead, they will try to
escape and may create obstacles to block pursuing
heroes by endangering civilians.

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.

Travis Ladiges (order #5943115)

EXPERTISE: HIGH SOCIETY


The character is familiar with the people, places and
customs of societys wealthy elite. The character
understands how to act, speak and interact with
proper etiquette.
Check: The character can recall people, places and
customs relating to high society. They understand.
which people, tennis clubs, schools and so on are in
and out of favor with the wealthy.
Check: High Society can, under the right circumstances, be used to give a circumstance bonus of +2
or +5 to Deception, Insight, or Investigate (Gather
Information) checks involving members of high society. The GM decides how much of a bonus based
on the circumstances and the players skill.

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

Check: A check may be made to locate targets, find


buyers or replace Gather Information rolls
concerning jewelry. May replace Streetwise or
Insight under certain jewelry-fencing conditions.
Skill v. skill: If a hero is attempting to use Streetwise,
Gather Info, or Investigation to anticipate a jewel
thiefs next move, rather it be stealing or fencing an
item, they should roll against the thiefs professional
roll. The better the thief, the harder they are to track.

EXPERTISE: SECURITY SYSTEMS

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

Travis Ladiges (order #5943115)

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)

Travis Ladiges (order #5943115)

SIDEKICKS / MINIONS / VEHICLES / BASES


Stats for sidekicks and minions are listed in the
Sidekicks & Minions pages immediately following
the villains. The final section of the book contains
stats and plans for any unique vehicles or bases.

14

DIAMOND

Master Thief Taking The Diamonds From


The Diamond State

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.

Travis Ladiges (order #5943115)

Travis Ladiges (order #5943115)

Alicia explored the secret rooms in the mansion


and was amazed. There was everything a cat burglar
would need and more. There were safe cracking
tools, disguises, make-up and plans for some of
Delawares richest estates.
For a sixteen year old Alicia had already lived a
charmed and adventurous life. She was an
accomplished gymnast, a black belt in martial arts,
a skydiver, BASE jumper and mountain climber. The
idea of becoming a thief and the adrenaline rush of
avoiding capture was too much to pass up.
Her father Merrick DeAngelo was reluctant at
first but had never been able to tell his only daughter
no. He agreed to train her but on his terms. She
trained for four years but in college she became truly
unique.

Her Physics tutor was a brilliant grad student


named Eric Faust. Alicia quickly learned of Erics
prism inventions. Eric had found a way to control
and direct light. At first Alicia planned on stealing
and selling the devices. She seduced Eric and stole
the prototypes. Alicia quickly realized that the
diamond-based devices could be even more valuable
to her as tools of the trade. She incorporated them
into her new Diamond persona, dropped out of college
and became a full-time thief.
Psych Profile:
Diamond is an adrenaline junkie who wants to be
known as the worlds greatest thief. The bigger the
risk, the more likely she is to go after the prize. She
is a flirt who will taunt a hero and smile as she
escapes.

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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)

ADVANTAGES: Defensive Roll 4, Improved


Defense, Evasion, Grabbing Finesse, Uncanny
Dodge, Ultimate Effort: Dodge Equipment / Vehicles 10, Inventor, Hide In Plain Sight, Benefit:
False Identities 3, Wealth 3 (Millionaire)

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

Light Blast +12


Unarmed +10

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

Travis Ladiges (order #5943115)

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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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

ADVANTAGES: Inventor, Move-by Attack,


Benefit: Doctor Cridentials, Close Attack 7

mother was diagnosed with cancer. Walter s mother


begged him to show mercy and end her suffering for
eight agonizing months. When Walters mother
finally passed he vowed to continue his plans of
joining the Air Force, becoming a doctor and helping
the sick.
Walter spent years becoming a doctor and was
assigned to the USAF Air Mobility Command at
Dover Air Force Base. Dover AFB is the entry point
and mortuary for American military personnel who
die overseas.
Serving as a glorified coroner and mortician,
Walter became more and more infatuated with the
inevitability of death. He also began studying the
methods of killing the government preferred not to
talk about, chemical and biological agents.
Dr. Walter Reece became one of the foremost
authorities on chemical and biological agents. He
began conducting experiments on terminally ill
patients without their consent. He developed several

Travis Ladiges (order #5943115)

INTELLECT AWARENESS

PRESENCE

OFFENSE:

Unarmed +10
Talons +10

Gas Pellets +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

SKILLS: Expertise Biochemical 8 (+13), Treatment 8 (+13), Intimidate 8 (+9), Perception 4


(+5), Investigate 4 (+9), Deception 8 (+9),
Ranged Combat Thrown 4 (+10), Technology 8
(+13)

toxins that he could use to perform mercy killings


on unsuspecting patients.
One day the body of a test pilot that died in a
fiery crash while testing an experimental winged
flight pack arrived. Walter was ordered to cut the
device off the pilot and destroy it. Instead he cleaned
it up and began using it. The USAF noticed large
quantities of chemical and biological agents missing
as well as a jet pack. By the time they tracked the
materials to Walter, he was gone. Buzzards identity
is known to the USAF but is classified.
Psych Profile:
Walter Reece has adopted the moniker Buzzard
and wears a costume and mask. He has completely
disassociated himself from the compassionate man
he was. He can sense illness and believes he is
performing mercy killings and considers himself
an angel of mercy.

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

Travis Ladiges (order #5943115)

Travis Ladiges (order #5943115)

Depressed he left Philadelphia and wandered


west until he came to Franklintown (pop. 532). He
found work there on a small private farm prepping
an area for a new barn. In the 1920s Franklintown
had many businesses including a coffin-building
factory. The factory closed in the 1950s and stood
where the new owner wanted to build a barn.
Stewart demolished the factory and began
excavating. One day he unearthed a small casket with
a broken lid. He looked inside and found a skeleton
in a civil war uniform. The skeleton was wearing a
silver ring. Stewart took the ring and put it on. He
then opened a tattered letter he found in the coffin.
The letter was addressed to the family of a fallen
solider. The skeleton was a man who had served in
the 209th Regiment of Pennsylvania Volunteers
during the Civil War. The letter ended with a note.
Your brother begs of you to bury him where nobody
will find his grave. The ring he wears is cursed and
must never be unearthed.

Stewart tried to pull the ring off in a panic but it


wouldnt budge. As his heart raced the ground started
to roll and shake. He wandered the countryside for
three days. Hungry, he tried to steal some food but
was confronted by a shotgun-totting farmer. The gun
discharged but the ground rose to protect Stewart.
Stunned, he finally saw the potential for his earth
controlling abilities.
Pennsylvanias The Quaker State motto
inspired Stewart to name his new persona Quaker, a
word play on earthquake, ignoring the religious
reference. As Quaker, Stewart has found a lucrative
(in his terms) career as a thief and thug-for-hire.
Psych Profile:
Stewart is a constant loser who feels the world
has dumped on him. He tends to be gullible but is
not surprised when he is betrayed. He relishes his
power and fancies himself as an enforcer style thug.

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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)

SKILLS: Expertise Heavy Equipment 8 (+8),


Intimidate 8 (+9), Perception 7 (+7),
Close Combat Unarmed 6 (+8),
Ranged Combat Earth Control 5 (+8)

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

Beware The Steel Woman From The Steel City

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.

Travis Ladiges (order #5943115)

21

Alloy

PL12

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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

Ally spent three years at the University of


Pittsburgh and the world was her oyster. Her premed boyfriend Carlton Case accompanied her home
to meet her folks the summer before her senior year.
One gorgeous July afternoon he proposed and she
said yes.
Bubbling with joy, Ally ran through the steel mill
to tell her blue-collar father his daughter was getting
married. They embraced on a catwalk and cried with
joy at how perfect life was. Ally turned to leave and
lost her balance. Her tear-filled eyes betrayed her as
she reached for the safety rail. Her father watched in
horror as she fell to her apparent death in a vat of
molten steel.
Ally was a mimic in more than just social terms.
Her cells adapted and bonded with the molten steel
at a molecular level. With the plant shut down
pending a safety review, nobody was there as she
emerged in molten form. She cooled and was solid
steel inside and out. She walked home and shocked
Carlton and her parents.
Youre more alloy than Ally, Carlton said with
disgust as he rejected his fianc. Allys life was ruined

Travis Ladiges (order #5943115)

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)

and in a bitter rage she picked up Carltons car and


threw it against a tree with him in it.
Youre not my daughter, her father yelled. My
daughter was tender and beautiful. Youre a
monster! Ally ran away sobbing tearlessly as her
steel tear ducts refused to cry.
Psych Profile:
Ally is a bitter, angry woman. She feels betrayed
by men, family, so-called friends, fate, destiny, any
god you mention, you name it. While she still has an
attractive female form she considers herself hideous
and unlovable. She has adopted the name Alloy and
hates her weak, soft former self.

Heaven has no rage like love


to hatred turned, Nor hell a fury
like a woman scorned
- William Congreve

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

Travis Ladiges (order #5943115)

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

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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)

ADVANTAGES: Favored Environment (woods


+2 attack or defense), Daze (Intimidate), Moveby Action, Evasion, Uncanny Dodge, Startle,
Track

Since Native Americans inhabited the forests of


south central New Jersey there have been tales of
strange winged creatures. Swedish settlers named the
area Drake Kill (Dragon River). These facts lend
credence to the less popular theory that the Jersey
Devil is a lost world species hidden away in the
isolated and desolate forest called Pine Barrens. The
species is a throwback to dinosaurs or perhaps the
remnants of the species dragon legends are based on.
The Jersey Devil is no animal others say. The most
popular explanation for the creature is the most
horrific. The story is that Mother Leads had 12 kids
and said if she had a 13th it would be the devils child.
On a stormy night in 1735 Leeds, reportedly a witch,
had child 13. The baby immediately turned into a
foul beast, killed the midwife and flew on bat wings
up the chimney. The creature is the unholy spawn of
devil and witch.
Over the centuries the Devil has been spotted many
times and often seems to rampage through the area
for short periods of time. It then may go for decades
without being seen. The clergy exorcised the creature
in 1740 and it disappeared for over a century. One
theory is that the creature can only spawn for short

Travis Ladiges (order #5943115)

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

SKILLS: Expertise Woodland Survival 10 (+9),


Acrobatics 3 (+9), Athletics 3 (+9), Intimidate
11 (+12), Perception 8 (+11), Stealth 5 (+11),
Close Combat Unarmed 4 (+10)

periods because of the lasting effects of the exorcism.


As time passes the holy binds may be weakening
and the creature can make mischief more often
Zoologists that believe the creature is an
endangered species theorize that it has a long
hibernation cycle and also keeps away from humans.
The Devils rampages may be a period while it
gathers materials before hibernating or reproducing.
Mischievous imp or ancient beast, the Jersey Devil
is capable of striking fear into the hearts of people
throughout southern New Jersey.
Psych Profile:
The Jersey Devil is either a troublemaking imp
terrorizing people simply for the fun of it, or it is a
creature that behaves like other wild animals. Either
way it avoids confrontations when threatened and
self-preservation is its primary focus. If it is an animal
its rampages are based on need not tomfoolery.

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

Travis Ladiges (order #5943115)

25

Thermite

PL10

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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

Heidi blacked out when her body was consumed


by fire. She awoke two days later in the hospital.
Garrett and Lorna Stintz had been trying for a child
for years. Lorna, a nurse at the Naval Station was
assigned to turn Heidi over to the state orphanage.
Instead, Heidi became Heidi Stintz.
As Heidi grew she quickly figured out that she
could not be burned by fire but that she could also
create and control it. She could burst into flames and
eventually learned to use her heat output to fly. Heidi
also came to blame the violent deaths of her
biological parents on the US ban on helium exports.
Her hatred for the US government has not subsided.
Heidi discovered that her body reconstituted itself
when she returned from her fire state. As long as she
can occasionally turn into fire, she appears to be a
woman of 27 years of age. Her adopted parents were
not so lucky. Ironically they burned to death in a
traffic accident in 1956. That brought about more
nightmares for Heidi.

Travis Ladiges (order #5943115)

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)

ADVANTAGES: All-out Attack, Power Attack

During the 60s and 70s Heidi became the rebel


against the government. She adopted the name
Thermite from thermite reaction some theorize
contributed to the Hindenburg disaster. She despises
the government and will rally to any cause against it.
Psych Profile:
Thermite suffers from severe emotional trauma.
She has nightmares about both sets of parents and
considers herself a jinx. She also has an irrational fear
that she could spontaneously combust and ignite a
lover or family member. As a result she avoids
building anything more than casual relationships. She
blames all of this on the US government. Every time
the US places an embargo or restriction on another
country it riles her and she claims they are playing
God.

Firey Form or Fire Form?


Most of the time Thermite is in solid form but covered n flames so she has a damage aura. When she
wants to regenerate she takes on her insubstantial
form of pure fire.

26

XTRA-B

Atlantas Newest Hip-Hop Singer Has The


Beat - With Something Extra

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

Travis Ladiges (order #5943115)

27

Xtra-B

PL10

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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

the straight and narrow but Latisha soon fell in with


the ugly side of Atlantas hip-hop and rap scene.
Latisha honestly loved music but she became a
drug addict and the victim of manipulative rap singers
by eighteen. The night Latishas grandmother died,
Latisha should have died as well. After using enough
drugs to easily overdose, she began singing in wild
abandon. Her voice boomed throughout the nightclub
she was in and people started collapsing in pain.
She sang that night until the walls of the club
started to collapse. Many of the patrons had already
been overcome by the power of her voice. Latisha
lost consciousness and woke up in an alley two days
later.
It has been a year since Latisha discovered her
powers and she has honed her abilities. She is no
longer a nave girl being preyed upon by music and
gang leaders. She has discovered she can use her
powers to commit crimes and make a good living

Travis Ladiges (order #5943115)

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

SKILLS: Expertise Singer [Pre] 4 (+7),


Streetwise 8 (+8), Insight 4 (+5), Perception 4
(+5), Ranged Combat Sonic Control 7 (+9)
ADVANTAGES: Ultimate Effort: Fortitude

doing it. Latisha has a limited music career she


continues to pursue so she created her Xtra-Beat
identity for her criminal exploits. She has a certain
fan following as a criminal because of her music
themes. Her fans further shortened her moniker and
refer to her as Xtra-B. Shes got the beat with
something extra.
Psych Profile:
Latisha enjoys a good party and spends much of
her money at nightclubs or using the recreational
drugs she has a limited immunity to. She loves music
and wants to succeed as a singer. She doesnt see
any harm in using her powers on people who get in
her way.

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

The Only Good Citizen Is A White 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

Travis Ladiges (order #5943115)

Name: Good Citizen


Identity: Jacob White (secret)
Age: 32
Ht:
6-1
Wt: 186
Born: Stone Mountain, Georgia
Ethnicity: White Hair: Blonde Eyes: Blue

Travis Ladiges (order #5943115)

into hatred. His own fear led him to hate and


ultimately murder his father.
Living with his uncle in rural Georgia he
discovered a new kind of hatred. Good white
Christian families were losing everything they
worked for to liberals, blacks, atheists, Jews,
feminists and gays. If something werent done
America would suffer the same fate Sodom had. The
survival of the nation depended on bold action to.
By age twenty-five, Jacob already was an
influential leader in local hate groups. He possessed
the natural ability to sense peoples fears and hatred.
He was able to use this understanding to rally and
control people.
Jacob calls himself the Good Citizen. It is
homage to a 1920s publication that taught racism
and white supremacy. He is raising an army to

crusade against the mongrel invaders and their


sympathizers. He created the Order of Crimson
Knights and began a campaign to rid America of all
that is impure.
Psych Profile:
Jacob White blames blacks, Jews, liberals,
atheists, gays and other non-white, non-Christian
people for all the nations problems. He hates
anybody that disagrees with him. He has no qualms
about using violence or even murder to terrorize his
enemies. He is a student of human emotion and uses
fear and hatred to motivate allies or intimidate
enemies with equally effectiveness. He considers
white lives more valuable than others but nonconforming whites are traitors. He is doing holy work
and his minions may need to be sacrificed for the
greater good.

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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)

SKILLS: Expertise Sociology 8 (+11), Deception 8 (+14), Insight 8 (+12), Intimidate 8


(+14), Perception 4 (+8), Persuasion 4 (+10),
Ranged Combat Guns 4 (+5)

ADVANTAGES: Daze 2 (Deception or Intimidate), Fearless, Fascinate, Startle, Taunt, Redirect,


Minions, Equipment: Padded suit Protection 4
Impervious, Close Combat 3 (+5)
DEFENSE:
DODGE:
PARRY;
WILL:

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

Travis Ladiges (order #5943115)

Name: Theophilus Hale


Identity: Theophilus Hale
Age: 43
Ht:
6-3
Wt: 200
Born: New Haven, Connecticut
Ethnicity: White Hair: Blonde / Gray Eyes: Blue

31

THEOPHILUS HALE PL8

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STRENGTH

STAMINA

AGILITY

DEXTERITY

FIGHTING

ADVANTAGES: Ultimate Effort: Will, Benefit:


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

DEFENSE:
DODGE:
PARRY;
WILL:

PRESENCE

OFFENSE:

SKILLS: Expertise Shipping / Smuggler 8


(+12), High Society 10 (+14), Streetwise 4 (+8),
Insight 8 (+12), Perception 4 (+8), Deception
10 (+14), Intimidate 10 (+14), Persuasion 10
(+14), Technology 4 (+8)

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

Eaton. Martin Hale produced a large quantity of local


goods and joined other colonists in placing these
goods on a ship bound for England in 1646. The
ship never arrived in Europe and the local economy
was crushed.
Martin Hale could never prove it but he
suspected Samuel Yates of collaborating with pirates
to take the ship. Yates was virtually the only local
producer not to place cargo on the ship and profited
from the loss of the vessel. Thus began the HaleYates feud.
By the time Sam Colt invented the revolver in
New Haven in 1836, Theophilus Hale X was a
wealthy shipping magnate. He bought large
quantities of the pistol and shipped them abroad. The
Hale weapons shipping industry was launched. By
World War II eighty percent of Hale Industrial
Shippings profits came from arms shipping legal
and otherwise.
The current Theophilus Hale carries on with his
familys 350-year tradition of shipping. He is a
multimillionaire that wields considerable influence
in every major American shipping city. He ships arms
from Europe as well but his newest enterprise
involves shipping arms from the former Soviet

Travis Ladiges (order #5943115)

military into the waiting hands of African warlords


or local criminal groups.
Hale employs an army of goons all over the
world to deal with threats to his operations. He has
aquired about a dozen suits of Soviet Vityaz (Knight)
battle armor from a former Spetsnaz (special forces)
general. He has hired super villains to deal with
superheroes getting too close to him. Theophilus
carries many a grudge including the original HaleYates feud. He recently ordered the murder of Hank
Yates. The murder led to the birth of the pirate
Captain Rapier (see her background for more details)
and reopened warfare between the families.
Psych Profile:
Theophilus Hale is a shrewd businessman and
meticulous schemer. He is bloodthirsty when
threatened and carries a grudge like few can. He
has no concern for anybody outside his family and
views outsiders as resources to be used. The
collection of money and power is his constant
motivator.

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.

Travis Ladiges (order #5943115)

33

CAPTAIN RAPIER

PL10

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STRENGTH

STAMINA

AGILITY

DEXTERITY

FIGHTING

ADVANTAGES: Defensive Attack, Assessment,


Defensive Roll 4, Daze (Deception), Equipment,
Evasion, Fascinate (Deception), Improved Critical (Sword 19-20), Improved Defense (+2), Improved Disarm, Improved Initiative, Inspire, Instant Up, Move-By, Power Attack, Quick Draw
(Draw), Takedown Attack, Taunt, Uncanny
Dodge, Weapon Bind, Well-Connected, Minions,
Sidekick Close Combat 6 (+14), Ranged Combat 9 (+14)

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

SKILLS: Expertise Navy / Pirate 12 (+12),


Survival: Water Bodies 8 (+8), Acrobatics 8
(+13), Athletics 7 (+10), Stealth 8 (+13), Perception 7 (+9), Deception 10 (+14), Intimidate
10 (+14)

EQUIPMENT: Sword (Damage 3 +STR), MP5X Experimental Machine Pistol (Blast 6


Multiattack, Subtle [silencer]), Stingray Stealth
Sub, Secret Base, Grappling Hook, C-4 Explosives, Night-vision goggles, Comm link

The Yates family continued for generations to


operate just outside the law for what they felt was
right. They conducted pirate raids against British
vessels during the American Revolution, transported
slaves as part of the 1860s Underground Railroad
and caused many a criminal or smuggler to
disappear at sea in areas as far south as the
Bermuda Triangle.
Henry Hank Yates was a student-athlete at
Yale University when he met Susan Collins. Susan
was a Lieutenant in the US Navy Naval Intelligence
Division. Susan had attended the Naval Academy
and was a rising star following in her father Captain
Frank Collins footsteps.
Collins and Yates fell in love and planned to
marry in a huge ceremony. Unfortunately, a
classmate of Yates was also in love with Collins,
Theo Hale, son of arms smuggler Theophilus Hale.
Theo was heartbroken. Theos father did what he
was best at; he eliminated the competition.
Hank and Susan had planned on a fun weekend
in Las Vegas. Soon they were drunk and married.
The next morning the newlyweds were ambushed

and Hank was killed in an apparent botched


robbery.
After the funeral a drunk Theo Hale
approached Susan and apologized for what my
father has done. Susan vowed revenge and
mentioned the encounter to the Yates family.
Susan Collins-Yates was let in on the Yates family
history and embraced it.
The legend is that Hank Yates had been a
member of Yales secret Skull and Bones Society
and that society members used their considerable
influence to help Susan begin her quest to bring
Hale to justice. The Yates family has 350 years
of experience and connections. Susan took on the
moniker Captain Rapier and has quickly become
the foremost pirate on the eastern seaboard.
Psych Profile:
Rapier has taken to her role with flare and
enthusiasm. She carries a burden to see Hale
brought to justice. She rarely lets this burden show.
She leads her crew and deals with the public with
a swashbucklers flair and bravado. She truly
cares for her crew as well as innocent parties.

Travis Ladiges (order #5943115)

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

Travis Ladiges (order #5943115)

35

TORY

PL10

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STRENGTH

STAMINA

AGILITY

DEXTERITY

FIGHTING

ADVANTAGES: Ambidexterity, Attractive, Defensive Roll 4, Improved Initiative, Evasion, Grab


Finesse, Daze (Deception), Taunt, Ulitimate Effort Dodge, Equipment Instant Up, Move-By,
Quick Draw (Draw), Takedown Attack, Taunt,
Uncanny Dodge, Weapon Bind, Close Combat 6
(+12), Ranged Combat 6 (+12)
EQUIPMENT: Sword (Damage 5 +STR)
Stun Pistol Ranged Affliction 8 Fort: Dazed,
Stunned, Incapacitated
Swinging (Swingline), Various spy Gear
(Night-vision, lock picks, etc...GMs Discretion)

Victorias parents returned to Boston before she


was born. Victoria was an American but embraced
her familys allegiance to Great Britain. In school,
she rebelled against the lessons of American History,
spelled in old English style and refused to use
Fahrenheit temperatures in science classes.
As a teen she fell in love with Shakespeare and
Ian Flemings British spy novels. She became a stage
actress and began training herself in martial arts and
espionage skills. She designed her redcoat disguise
and called herself Tory.
After committing several acts of vandalism on
various American Revolution historical sites, she
decided to audition to become a British spy. She
infiltrated the British Embassy in and after being
subdued by security using non-lethal energy pistols,
Tory announced she was ready to become a spy
fighting against revolutionary forces in America.
Once officials realized the forces she was referring
to were in fact Americans, the police were called.
Embassy security and Bellevue Hospital staff
deny that Tory smuggled an energy pistol passed
them. So, Tory is not wanted for possessing it. The
pistol clashed with her costume however, so she had
a theater prop master dress it up to look like a circa
1776 cap and ball pistol.

Travis Ladiges (order #5943115)

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

SKILLS: Expertise British / American History


12 (+12), Performer 4 (+8), Acrobatics 6 (+12),
Athletics 4 (+7), Stealth 4 (+10), Perception 7
(+7), Deception 10 (+14), Persuasion 4 (+8),
Sleight of Hand 5 (+11), Technology 4 (+4)

Tory has attacked various targets she links to the


Revolution. An attempt to steal the Liberty Bell was
aborted when Tory realized it wouldnt fit in her car.
Instead, she attacked a post office and destroyed
several hundred dollars worth of postage stamps. She
called a television station and took credit for the
attack saying, It shows the irony that colonists
protested the Stamp Act of 1765 but now willingly
buy stamps. When the reporter pointed out the
Stamp Act had nothing to do with postage stamps,
Tory replied, exactly and hung up.
Psych Profile:
Tory is a fun-loving, adventurous young woman.
But then that whole British Empire thing comes up.
An overzealous anglophile, she adores all things
British. She worships the royal family and prefers
English food, movies, television, rock music and
theater.
Tory is more enthusiastic than studious. She leaps
into action without any idea of how her actions will
bring about the re-establishment of the British
Empire. She considers people subjects of Britain
and doesnt want to hurt them.

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

Travis Ladiges (order #5943115)

Name: Almon Douglas


Age: 300+ Ht:
6-2
Born: Salem, Massachusetts
Ethnicity: White Hair: Gray

Wt: 178
Eyes: Red

Confuse is the power Mind Control with the flaw,


Uncontrolled. Douglas is not able to command his
foes.
Douglas Confuse victims roll on this chart. to
determine their actions at random.
1-4 Beserk (Attack nearest person full power)
4-8 Rampage (As Beserk but attack objects too)
9-13 Despair (Curl up in a ball and cry)
14-16 Flee at top speed
17-18 Mumble about the Dark Ones and drool
19-20 Go Native (Serve the Dark Ones and A.
Douglas as their prophet)

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Travis Ladiges (order #5943115)

path for the Dark Ones. In reality, if the Dark Ones


could open a gate to send Douglas through, they
could come through themselves. The gateway was
obviously opened from this side but it is unclear who
did so or why. Douglas ignores this logic and insists
he is the herald of the Dark Ones.
After 300 years in the abyss Douglas is no longer
a dabbling warlock. He is a powerful sorcerer with
incredible knowledge of the dimension he draws
power from. He has set about gathering followers
and wives for his new coven. His goal is to open a
gateway to the abyss and let the Dark Ones enter
this world.
Psych Profile:
In the glorious abyss I feasted on my own mind.
I could sense the liberating chaos nearby, shadows
kissing the fringes of my sanity and breaking my
bonds to it. I was no longer a slave to that master
called reality. I float free in the currents of chaos
and confusion and am unchained, Douglas is fond

How To: Confuse Effect

of explaining. In 1692 his sanity was dubious. After


300 years in the glorious abyss, as he likes to call
it, Almon Douglas is utterly insane. He worships
chaos as the only true freedom. He views himself as
the voice of his gods and thus anything he does is
justified.

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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)

ADVANTAGES: Fearless,Daze (Deception),


Fascinate, Minions, Ritualist, Trance

SKILLS: Expertise Arcane 11 (+16), Deception


8 (+11), Intimidate 8 (+11), Perception 4 (+10),
Unarmed Combat 8 (+8)

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

ALMON DOUGLAS PL10


37

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.

Travis Ladiges (order #5943115)

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

SKILLS: Acrobatics 8 (+11), Intimidate 12


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

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.

Travis Ladiges (order #5943115)

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

SKILLS: Deception 9 (+16/+20*), Persuasion


9 (+16/+20*), Technology 8 (+12), Expertise:
Streetwise 8 (+12), Insight 9 (+16), Investigate
9 (+16), Stealth 4 (+7), Perception 9 (+16)
Advantages: Attractive*, Assessment, Connected, Contacts, Daze (Deception), Fascinate
(Deception), Inspire, Taunt, Well-Informed
EQUIPMENT: Dagger (Damage 2), Pistol
(Ranged Damage 3)
POWERS: Mind-Reading 9 (Subtle, Alternate
Effects - Stun 9 [Perception Afflict 9, Will:
Daze, Stun], Memory Change [Affliction 4
Perception, Cumulative, Will: Daze, Stun,
Transform]).
Immunity 11 (Mental effects, aging)
Communication 1 (Telepathy), Mental Aware
Tactics:
Lady Whisper is the voice of Theophilus Hale
however she never speaks of illegal plans aloud. She
schemes with Hale telepathically to thwart the
enemys attempts at eavesdropping. She gives orders
for illegal activities telepathically as well so an
underling can never testify to such orders. She has
erased or altered the memories of many witnesses.
She may try to convince heroes to aid in illegal
operations by professing to be a victim. She can also
gather info about heroes to use against them. In
combat she will play the role of the innocent
bystander while using her mental powers. Lady
Whisper hides the fact she has paranormal abilities
and uses it to her advantage.

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.

Vityaz Armor PL8


STR 5
STA 3
AGL 0
DEX 0
FGT 6
INT 0
WIS 0
CHA 0
Damage

Dodge
Parry
Will
Fortitude
Toughness

6
6
2
8
10

Initiative
0
Close / Ranged
+6
+10 Blast, +10 Strike

SKILLS: Intimidate 8 (+8), Expertise: Solider


4 (+4), Perception 4 (+4)
FEATS: All-out Attack, Language English
(Russian)
POWERS: Protection 10 (Impervious),
Blast 10 (Alt Effect - Blast 6 Explosion)
Flight 5, Immunity 9 (Life Support), Super
Senses (Radio, Radar, Darkvision), Enhanced
STR +10, Strike 5 (STR+5 Unarmed Damage)

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

Travis Ladiges (order #5943115)

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

objects into Chaos Creatures, the size of the original


object.
Almon Douglas has wives and cult followers. Use
He can transform up to 12 tons but stats are prothe Thug stats found in the core rules. Douglas in- vided for larger creatures in case Douglas performs
sane followers change the Will save to +6. Douglas a ritual to transform larger objects like buildings.
has 4-8 wives and his cult may number a dozen or
Chaos Creatures are chaotic and will attack the
hundreds.
closest person to them. If attacked, Douglas can turn
Chaos Creatures
off the transform as a free action. Cultists know to
Douglas uses his Transform power to turn inanimate stay clear of the creatures.
Chaos Creatures - PL 8
Static Traits: Immune Fort & Will, Init: 0, Improved Grab and Hold, Extra Limbs
SIZE (example)
STR(damage) & Toughness Close Attack & Dodge/Parry
F (cellphone)
0
16
D (pistol)
2
14
T (rifle)
4
12
S (cape)
6
10
M (cycle)
8
8
L (car)
10
6
H (truck)
12
4
G (semi)
14
2
C (shop)*
16
0
*Requires ritual or
A (building)*
20
-4
extra effort over 12 tons

Travis Ladiges (order #5943115)

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

Theopholus Hales Offices


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

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

Captain Rapiers Under-Island Sub Base


Captain Rapier has an under sea base carved out of
the bottom of an island. It is cut out of bedrock under
one of the Thimble Island chain, possibly Yale-owned
Horse Island. It has desalination facilities for water
and a geothermal power supply. The underwater
access cave is sixty feet below the surface and is in
complete darkness. There is no other access. The base
uses submarine oxygen generators so no air needs to
be vented in from the surface.

Travis Ladiges (order #5943115)

Size Large, Toughness 15, Features: Communications, Computer, Concealed, Defense


System, Dock, Fire Prevention, Gym, Infirmary, Isolated, Laboratory, Living Space,
Power System, Security System, Water Supply,
Workshop
Security Guards (20) Use Solider Stats
Stingray commandos (10) see Minion section
Staff (20) cooks, techs etc use Bystander stats
Crew and commandos of Cutlass if in port

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

Travis Ladiges (order #5943115)

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

Travis Ladiges (order #5943115)