M&M Bettter Mousetrap

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Author, Design, Additional Graphics: Steven


Trustrum
Cover & Illustrations: Eric Lofgren
Additional Writing and Design: A.J. Gibson
Original Second Edition Playtesters: A.J. Gibson,
Dominique Sumner, Engelous, Jason Wright,
Fables, R. Michael Dukes, Dave P Hummel.
Third Edition Playtesters & Proofreaders:
Psistrike, Emily Brumfield, bwgustaf

http://www.misfit-studios.com
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Product Identity
The following items are hereby identified as Product Identity, as defined in the Open Gaming License version 1.0a, Section 1(e), and
are not Open Content. All trademarks, registered trademarks, proper names (characters, artifacts, places, etc.), artwork and trade dress,
with the exception of stock art used under permission or license.
Hero points, villain points, and power points are Product Identity of Green Ronin Publishing, used with permission. Gamemaster’s
Guide is copyright and Product Identity of Green Ronin Publishing and is used with permission

Declaration of Open Game Content


All text directly pertaining to game mechanics and statistics is declared Open Game Content, meaning the archetype, character and
creature statistics blocks, as well as the “Powers” sections of each archetype. The remaining content, including all character, item, or-
ganization, etc. descriptions, along with all items subject to the definition of Product Identity (see previous), are the property of Misfit
Studios™ and cannot be used without written permission, with the exception of clip stock used under permission or license.
Super-Powered by M&M and its associated logo are Trademarks of Green Ronin Publishing and are used under the provisions of the
Super-Powered by M&M Trademark License (see www.mutantsandmasterminds.com/licensing for details.)
Requires the Mutants & Mastermind’s Hero’s Handbook by Green Ronin Publishing for Use.
Copyright 2014, Misfit Studios. Some art Copyright 2007, Eric Lofgren & Misfit Studios. All Rights Reserved.

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Table of Contents

Introduction 4 New Complications 82 Security Systems and Traps 169


Content Summary 5 Hot Pursuit & Vehicle Deathtraps 179
Combat Optional Rules 88
Metahuman Threat Scale 6
Exceptional Extra Effort 103
Chapter 7: The Many
Chapter 1: Skills 7 Faces of Evil 184
Chapter 5: Evil Organizations, Step-by-Step 184
Making a Better Bad Guy 105 Crowds and Mobs 196
New Villain Archetypes 121
Chapter 2: Advantages 34
Rank and File 142
Minion Advantages 45
Chapter 8: Headquarters 203
Organization Advantages 49
Headquarters Traits 203
Chapter 6: Gadgets and Gear 150 Headquarters Power Effect Features 227
Poisons and Drugs 150 Sample Headquarters (Revised) 233
Chapter 3: Powers 51
Melee Weapons 152
New Power Effects 51
Ranged Weapons 153
New Power Builds 52
Grenades and Explosives 156 Chapter 9: Evil to the Utmost 236
New Extras 60
Firearm Ammunition 156 CORE 236
New Flaws 66
Armor 158 Masters Inc 264
Missiles 160 Solo Villains 270
Vehicle Features 162
Chapter 4: Rules 80
Constructs 164
Keeping Track of Amounts 80 Weapons of Mass Destruction Appendix: Original Format
Optional Rule: Radiation & Super-Weapons 166
Exposure Effects 80
Headquarters Design 289
A Good Defense―

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Introduction

Gamemasters of the super-hero genre of- them into your campaign world. A Game-
ten spend plenty of time rounding out their master tired of hearing his players complain
villains’ rough edges, filling in gaps that about how his villains lack imagination or
could otherwise easily be overlooked or re- trap them in a viciously monotonous cycle of
fined on the fly if only they had a basis upon fighting the same sort of conflict again and
which to define such shortcuts. This is why again, against villains that seem stripped di-
the core book already includes a variety of rectly from the comic books, will find plen-
gear and brief game statistic capsules for ty of helpful suggestions and information in
a variety of non-player characters (NPCs), Better Mousetrap. This is a resource intend-
creatures, and other opponents. These are ed to give Gamemasters a leg up when it
all meant to be time savers. In this regard, comes to designing their villains to stand out
Better Mousetrap will not disappoint. while also providing players a reason to fear
Within Better Mousetrap, you’ll find a what the Gamemaster will throw at them.
wide selection of items that may be added However, we haven’t just fixed the erra-
to just about any location to beef up securi- ta and updated to the third edition rules—
ty, slow intruders, or add a taste of lethali- we’ve made things better. Add the sort
ty. Also provided are tools of the villainous of new advantages, powers, extras,
gadgeteer and the trap master’s hazards. and flaws that customers of our
And what would an evil mastermind be previous products have come
without his army of minions? to expect, coupled with new
This work also contains expanded in- art from Eric Lofgren, and
formation on constructing master villains, you’ve got the ultimate vil-
evil organizations, and how to incorporate lain’s cookbook in Better
Mousetrap. It has now
What is a "Metahuman"? updated and revised
Throughout this work, you will see the word for the latest version
"metahuman" used. This is a catch-all term for of the rules, and to
an augmented being—be it human, alien, or represent the feedback
whatever—who have abilities, technology, and of you, the customer.
power beyond that of ordinary people. Enjoy, and go be naughty!

Introduction 4
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Content Summary Chapter Seven: The


Many Faces of Evil
Appendix: Original Format
Headquarters Design
Chapter One: Skills New rules on building organizations, This appendix contains the new head-
and how to take a crowd of non-player char- quarters information in the original format
Better Mousetrap begins with Expanded
acters, such as minions and creatures, and used in the core rules for those who prefer
and detailed instances of the Expertise skill.
unify them into a single group entity with the latter to the new headquarters rules pre-
game mechanics of its own. sented in Better Mousetrap.
Chapter Two: Advantages
The second chapter contains new and ap- Chapter Eight: Headquarters
pended advantages. Two new categories of
More detailed―and vastly expanded―
advantages are also presented: minion and
rules for building headquarters. Includes
organization advantages.
new features, flaws, and
extras intended for head-
Chapter Three: Powers
quarters.
This chapter is filled with new extras,
flaws, and power builds. Chapter Nine:
Evil to the
Chapter Four: Rules Utmost
Here is where you’ll find new and up- Using the rules and
dated or expanded complications, combat suggestions found in
rules, and the like. other chapters, here
you’ll find two ex-
Chapter Five:
amples of villainous
Making a Better Bad Guy organization, CORE
This chapter contains suggestions on how and Masters Inc., fol-
Gamemasters may build memorable vil- lowed by various in-
lains, and provides some villain and minion dividual villains for
archetypes you can employ in your games. use in your game.

Chapter Six:
Gadgets and Gear
Information on new weapons, armor,
ammunition types, deathtraps, and plenty
of other treats to flesh out a well-equipped
villain’s bag of tricks.

Introduction 5
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Metahuman Threat Scale dard law-enforcement personnel (including ordinary


tactical response units.) This is the most common
Omega: Omega-level threats are the greatest threat
known because they can affect things on a cosmic
To make using the accompanying creatures
easier, a threat scale is used throughout this work. metahuman threat level in most societies, and usual- scale, be it by eradicating entire intergalactic civiliza-
Each character will be assigned a threat level from ly represents the apex of threats whose abilities are tions or putting the very fabric and stability of reality
this scale, providing players and Gamemasters alike based entirely on knowledge and training rather than at risk. This threat level is the broadest in its scope,
an idea of how characters and appropriate orga- metahuman powers. allowing for a variety of actual ability potencies.
nizations should perceive the creature, regardless Such a threat can rarely be held for long within Restraining such threats requires a legendary act
of actual PL. The assigned threat level takes into standard containment facilities, usually requiring spe- by beings of lesser threat levels, or an intervention
account more than the immediate threat posed be- cially prepared conditions for long-term confinement. of another Omega being/artifact/power. Generally
cause it also considers goals, ideals, behavior, state speaking, though, Omega-level threats are considered
of mind, and so on. Delta: Extremely dangerous, and only to be ap-
unstoppable forces of nature/the cosmos/whatever.
proached in force and with extreme care, Delta-lev-
If desired, this metahuman threat scale (MTS) can They are better tricked, negotiated with, or avoided al-
el threats have the capability of causing considerable
be incorporated into your game as the system actually together than directly opposed, as undertaking the lat-
damage. They represent a significant, immediate
used to assess metahuman threats, in much the same ter can easily result in the dangers meant to be avoided.
threat to life and public resources/services. Delta-lev-
way as the government uses a color system to indicate el threats are best handled by other metahumans of Containing such beings requires the power of a
states of national security awareness and preparedness. comparable (individual or combined) power, or by sun, act of god, or similarly extraordinary expendi-
Alpha: Of minimal danger, an Alpha-level threat is specially trained response units and/or the military. ture of cosmic power or influence, feats usually only
relatively low-powered and/or modestly trained. Such available to other Omega-level beings or incredibly ad-
Such a threat cannot be held within standard con- vanced civilizations.
metahumans offer little more threat than a common
tainment facilities, requiring specially prepared condi-
non-metahuman street thug. A typical law-enforce- “-A” Notation: When added to a threat level, this
tions for long-term confinement.
ment response should be sufficient to deal with the notation indicates the threat is arcane/magical in
threat in most instances. Epsilon: Entire nations, continents, and possibly even nature.
Such a threat can be restrained within standard whole planets are at risk from Epsilon-level threats.
“-E” Notation: When added to a threat level, this no-
containment facilities. Possessing abilities and/or influence to shatter civili-
tation indicates the threat is extraterrestrial (alien)
zations, nations devote vast resources into anticipating
Beta: Beta-level threats possess sufficient metahu- in nature.
and countering such beings before their machinations
man abilities and/or training to pose a risk to a typical or rampages cause irreparable damage to a planet’s so- “-D” Notation: When added to a threat level, this
law-enforcement response. Tactical response units are cial order, political stability, and/or physical well-being. notation indicates the threat is extradimensional
likely the best way of dealing with such a threat, just (from another plane of existence) in nature.
to be safe. Such a threat cannot be held within standard con-
tainment facilities, requiring specially prepared, of- “-P” Notation: When added to a threat level, this no-
Such a threat can often be restrained within stan- tation indicates the threat is psychic in nature.
ten-unique conditions for long-term confinement.
dard containment facilities, or those that have under-
In the most extreme cases, practical containment is “-T” Notation: When added to a threat level, this no-
gone a minimum of alteration.
impossible and more extreme (permanent?) solutions tation indicates the threat is Terran (from Earth),
Gamma: Threats of this level are an exceptional dan- must be found. but not human in nature.
ger to society, and are not easily dealt with by stan-

Introduction 6
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Chapter 1
Skills
The skills presented in the Su-
per-Powered by M&M rules are Expertise and Technology
far more streamlined than those Although some areas of Expertise, such as
of previous editions, compress- Electronics and Mechanics, cover the general
ing many previous skills into new, understanding of the respective body of knowl-
edge, including how to design such devices, they
more focused talents. For exam-
do not cover any physical processes of main-
ple, Expertise has come to repre-
taining, building, or inventing. This is addressed
sent much of what was previously
by the Technology skill. However, if the Gam-
otherwise addressed by multiple,
emaster wants to promote a greater relationship
separate skills. Many gamers may between the two, an appropriate Expertise skill
still want some of these details may be allowed before a relevant Technology
fleshed out in order to better un- skill check. Every degree of success with the for-
derstand what their characters are mer grants a +2 bonus to the latter’s skill check.
capable of, however. As such, this
section explains some specific in-
A listing of “Type” indicates a particular
stances of what falls under the
area of knowledge or focus must be selected
umbrella of the Expertise skill.
for that Expertise skill.
The following are some addi-
tional areas of Expertise to aid in For Expertise: Instrument, the character
character building, although this must choose a specific instrument, such as
expanded list is not exhaustive. the guitar, allowing the skill to be written
When appropriate, alternatives as Expertise: Guitar. For Expertise: Lore, one
to using Intellect are indicated, could select a particular location, such as
as are potential instances of un- Expertise: Toronto, indicating knowledge
skilled Expertise use. of the city of Toronto.
Each provided variation of Exper-
tise is also accompanied by a table of
example skill check DC benchmarks
appropriate to the skill’s use.

Chapter 1: Skills 7
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Ancient Weaponry (Intellect) DC Example Archaeology (Intellect)
Knowledge of the historical significance, Basic behavioral reinforcement tech- The use of historical architecture, bio-
craftsmanship, development, and construc- 10 logical remnants, and other artifacts pre-
niques.
tion and maintenance techniques, practi- Recognizing an animal that has been served within the environment in order to
cal application, and characteristics of axes, 15 understand better humanity’s history are
trained to attack based on its behavior.
polearms, bows, crossbows, swords, and so Estimating which training techniques addressed by this realm of expertise. Exca-
on. This does not equate to training in their 20 work best on a rare animal the character vation and artifact analysis techniques are
actual use. has never previously encountered. also addressed by Expertise: Archaeology.
DC Example Creating a behavioral program that will DC Example
Knowing how and why a particular train an animal to perform an extremely Identifying the overall object a large
10 25 difficult task, such as getting a cat to 10
weapon was developed. pottery fragment came from.
Understanding harm can by caused to use and then flush a toilet rather than Recognizing a carefully crafted fake
resorting to a litter box. 15
15 the weapon by firing an unloaded bow historical artifact.
or crossbow. Reading strata layers to identify how old
Anthropology (Intellect) 20
Recognizing the differences between an archaeological dig site is.
20 how two outwardly appearing similar This scientific field is the overall study of Recognizing a small fraction of an
spearheads were forged. mankind―its nature, history, physical and artifact is out of place in the region it is
25
Being able to identify the national social development, future direction, defin- found in despite a close resemblance to
origins of a decorative, millennia-old ing characteristics, and so on. Within this local relics.
25
sword that was only in use for a few field, there are experts who focus on specific
decades. aspects of humanity, such as how its societ- Astronomy (Intellect; Unskilled)
ies are organized or its biological evolution.
Animal Handling (Awareness; Unskilled) The study and specialized physics of ce-
The understanding and use of techniques DC Example lestial phenomena, including planets, cos-
for training and taking care of creatures with Naming the more recent predecessors mic radiation, solar systems, comets, and
10 much more, touching upon their nature, or-
an animal Intellect (typically –2 or lower) by of Homo Sapiens.
utilizing predetermined stimuli in order to Being able to identify skulls from the igins, and even the beginning and evolution
elicit a conditioned response. Although this 15 species of known hominids via exam- of the universe at large.
may be attempted unskilled, Gamemasters ination. There are many amateur astronomers
should increase the DCs for anything but Extrapolating a reasonably accurate futurist who pursue the shallow end of this disci-
the most rudimentary of response, such as 20 model of likely human evolution to come pline, but the more advanced principles,
teaching a cat to use a litterbox, and more based upon current metahuman trends. theories, and depths of understanding re-
difficult tasks, such as training a dog to at- Identifying the region a femur bone lated to Expertise: Astronomy are beyond
tack on command, should only be allowed 25 came from based on incredibly sparse, their ability to make unskilled checks to
as a trained use of the skill. trace evidence. undertake.

Chapter 1: Skills 8
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DC Example tion. This includes creating machines that DC Example
Predicting solar flare trends using longi- have characteristics found in living crea- Taxonomically classifying a plant based off
10 tures or the melding of machines and the 20
tudinal data on the subject. extremely limited or damaged samples.
Determining the impact of a sizeable biological. Dissect an unknown plant in order to
15 rogue celestial body passing through the Related skills, such as Biology, Medicine, 25 identify extremely mutated aspects of
solar system. Mechanics, and Electronics have clear uses its structure.
Examining stellar sensory information that can help in specific, appropriate areas
20 to identify what classification a stellar of this skill’s use.
Brainwashing (Intellect, Presence)
body light years away is. DC Example
Using alien star charts found within This skill covers the use of manipulation
Explaining how observing animals can techniques that can include psychological,
25 a crashed spacecraft to trace its point 10 improve machine design to someone
of origin. emotional, and/or behavioral coercion, as
uninitiated in bionics.
well as physiological methods that degrade
Finding a problem preventing a bionic endurance and sleep, rendering the subject
Biology (Intellect) 15 limb from properly responding to the
susceptible to suggestion and alteration.
This expertise includes knowledge and commands of the flesh it is attached to.
the study of living organisms, including Designing a submarine that is propelled Presence is appropriate to Expertise: Brain-
their classification, evolution, propagation, 20 using the same principles that allow a washing uses that involve appealing
function, etc. from the cell on up. shark to swim so quickly. to or manipulating the subject by using
Transplanting a human brain into reasoning and argument to brainwash,
DC Example
a bionic body that will respond to usually once the subject’s willpower has
Taxonomically classifying a well-known
10 25 the mind’s commands as though it otherwise been broken down.
biological species.
were attached to a flesh and blood Intellect is appropriate for deliberate and
Dissect an unknown organism in order
15 nervous system.
to identify its basic physiology. calculated techniques of a more methodi-
Taxonomically classifying an organism cal, formulated nature that do not require
20 Botany (Intellect) the brainwasher build a rapport with his
based off limited or damaged samples.
Dissect an unknown organism in order Although related to biology, Expertise: subject. Intellect is also appropriate when
25 to identify extremely mutated aspects Botany focuses on flora. It covers the clas- devising brainwashing methods.
of its physiology. sification, evolution, propagation, function,
etc. of plants. DC Example
Bionics (Intellect) Recognizing techniques such as a
DC Example
This area of expertise is an umbrella for a 10 low-protein diet to increase a subject’s
number of sub-disciplines that together rep- Taxonomically classifying a well-known psychological malleability.
10
resent the understanding of biology in the plant. Recognizing that a subject’s memories
Dissect an unknown plant in order to 15
design and implementation of mechanics 15 and/or personality have been altered.
and electronics, separately and in combina- identify its basic structure.

Chapter 1: Skills 9
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DC Example
Recognizing signs of someone having
20 undergone “Manchurian Candidate”
programming.
Knowing how to program someone to
25
become a “Manchurian Candidate.”
The use of brainwashing on a subject
should never come down to a simple matter
of a single die roll. It should be a gradual
process representing the need to first break
down the subject’s will and then rebuild it
the desired fashion. Graded, opposed skill
checks against the subject’s Will are used
to represent this process, using cumulative,
consecutive degrees of success until the de-
sired result is achieved. This means graded
degrees of success from consecutive Exper-
tise: Brainwashing skill checks compound.
Each desired effect Expertise: Brainwash-
ing checks attempt to achieve applies differ-
ent modifiers to the brainwasher’s roll, and
requires the brainwasher achieve a specified
degree of success in order to obtain the in-
tended result. If the required degrees of suc- the brainwasher’s part) reduces the brain- of the subject’s Will resistance checks for the
cess on the skill check are not obtained on washer’s cumulatively achieved successes session, as indicated in Brainwashing Sub-
the first Expertise: Brainwashing attempt, by one. If this reduces the brainwasher’s ject Malleability.
the next attempt to add additional success- obtained successes up to that point to 0, all
es through another skill check requires an brainwashing progress previously obtained Brainwashing Subject Malleability
amount of time equal to the effect’s normal will be negated. Subject’s Inclination Will Modifier
action, plus one rank on the Measurements Hostile +5
Expertise: Brainwashing does not work on
Table. If that still does not get the job done, Unfavorable +3
a subject with an Intellect of –4 or –5, nor does
increase the required action by yet another Indifferent ―
it work on creatures immune to Will Effects.
rank, and so on. Favorable −5
What the subject’s attitude towards the
Every graded degree of success on the Helpful −3
brainwasher is shall apply a modifier to all
subject’s part (or graded degree of failure on

Chapter 1: Skills 10
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Special Weakness Break Will would be a minor alteration. The subject
Having recently undergone brainwash- Expertise Modifier: None would still believe they are themselves, but
ing weakens the subject’s mind to external the brainwashing would have changed this
Successes Required: Five
influence. A subject that has successfully part of who they are.
been brainwashed within the past 24 hours Action: 1 day for subjects with a total Will
resistance bonus of +5 or less, 2 days for A major alteration is the act of entirely rec-
suffers a −4 penalty to Will resistance checks reating the subject’s identity and combines ele-
against mind-affecting/mental effects, in- a resistance bonus of +6 to +12, 4 days for
a resistance bonus of +13 to +25, and an ments of the Alter Loyalty and Tailor Memory
cluding further brainwashing sessions. This
additional rank of time on the Measure- brainwashing effects. This means you do not
penalty is reduced to −2 if brainwashing oc-
ments Table per +10 range beyond +25 have to additionally make checks for either of
curred in the past three days. Beyond that
the latter two effects if the subject’s entire sense
timeframe, no penalties are applied. Breaking the subject’s willpower so their
of self is being altered, unless the brainwasher
mind and memories becomes pliable and
Flashbacks susceptible to suggestion and reconstruc- wants to go back into the subject’s identity af-
Anytime someone who has been brain- tion is the first step of brainwashing. This terward and make some minor changes to their
washed is placed under greater than normal can involve any number of techniques, in- initial identity programming.
mental stress they roll a Will check (DC 15.) cluding torture. Subjects who have undergone a major
Failure means they are struck by a sudden Once the subject’s will is broken, addition- alteration to their identity no longer be-
flash of traumatic memories resulting from al Expertise: Brainwashing checks are need- lieve themselves to be who they truly are.
the brainwashing process. A flashback can ed to induce a desired result from the subject. Instead, they are programmed with a new
also occur if the subject is otherwise required identity―a new name, a new personal his-
to make a Will resistance check. Barely suc- Alter Identity tory, and new memories. They will forget
ceeding at such a resistance check―rolling Expertise Modifier: –2 for minor; –5 for their true identity and believe their pro-
only one degree of success―will allow some major gramming, accepting themselves as this
of the brainwashing process to leak through new person. This means questions about the
from the subject’s subconscious and mani- Successes Required: One for minor; five for validity of their programmed identity will
fest as a flashback. major
read as true during any lie detection test be-
Flashbacks can manifest in a number of Action: 1 day for a minor alteration; 1 week cause the subject’s belief in their program-
for a major alteration
ways. It can be a brief look at a memory of ming will be total.
when and/or where the brainwashing oc- The subject’s identity, including its sense
curred, a shadow of a real memory if they of personal and social identity, is changed.
Alter Loyalty
have been programmed with a new iden- Minor changes involve keeping the core
tity, and so on. The Gamemaster decides identity intact but changing one aspect of Expertise Modifier: None
what is appropriate. that persona. Making someone who is nor- Successes Required: Two per rank of atti-
mally very tight-lipped unable to keep their tude shifted
mouth shut about secrets, for example, Action: 4 hours

Chapter 1: Skills 11
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Through coaxing, convincing, and ma- decide some long-term psychological effects that matters is their programming once they
nipulation, the subject’s attitude (see Per- remain such as flashbacks of the experience, have been “turned on.”
suasion in the core rules) can be shifted post-traumatic stress disorder, and so on.
Apply an additional –2 penalty, increase
negatively or positively one rank regard-
the action by one rank of time on the Mea-
ing something. This attitude change can Manchurian Programming
surements Table, and two more degrees of
be towards just about anything, including Expertise Modifier: +5 helpful, +3 favorable, success are needed if the subject is to forget
positively towards new loyalties (the brain- +0 indifferent, –3 unfavorable, –5 hostile performing the programmed action once it
washer’s masters, for example) or negative-
Successes Required: Five is complete.
ly regarding existing loyalties (such as the
subject’s teammates.) Action: 16 hours if the subject’s attitude to- Tailor Memory
wards the programming is helpful, 1 day
This change in attitude will seem normal
if favorable, 2 days if indifferent, 4 days if Expertise Modifier: Varies (see following)
and natural to the subject. They will find
unfavorable, or 1 week if hostile Successes Required: Two per memory
ways to explain the change, attributing it
to carefully reconsidering the situation or This brainwashing effect involves pro- Action: 8 hours per memory
the like. gramming the subject to undertake a certain
You insert a memory of your choosing
course of action upon receiving a specific
into the subject’s mind, leaving the rest of
Deprogramming code word, phrase, or symbol. The difficul-
the mind and identity largely intact. Start-
Expertise Modifier: –5 ty of such programming depends on how
ing at 30 seconds, this memory can be up
receptive the subject is to the outcome, us-
Successes Required: Five to one rank on the Measurements Table in
ing Persuasion’s attitude scale as a measure-
length per 2 ranks of Expertise: Brainwash-
Action: 8 hours if the subject’s attitude to- ment. If it is something the subject would
ing the brainwasher possesses.
wards the programming is helpful, 16 normally ardently oppose (hostile), the pro-
hours if favorable, 1 day if indifferent, 2 cess is much more difficult than program- The brainwasher chooses when the event
days if unfavorable, or 4 days if hostile ming a course of action the subject may oth- occurred within the past two months; each
step further into the past on the Measure-
Removing all aspects of deprogramming erwise be willing to do (helpful.)
ments Table imposes a –2 penalty to the
is done in one concentrated effort. First, the Someone who has undergone Man-
skill check.
deprogramming requires the subject’s will churian programming will work with all
be broken again (see previous Break Will their will and ability to complete their pro- Among other things, this brainwashing
effect.) Once that is done, a combination of grammed task once they have been activat- effect is frequently used to erase the sub-
techniques are used to return the subject’s ed. They will do so as best suits who they ject’s memory of the brainwashing process.
mind to its previous state. are―sneaky people will try subterfuge It is not necessary if the subject’s entire iden-
If the required degrees of success are first, whereas muscle men will be inclined tity is replaced via the Alter Identity brain-
achieved, the subject is no longer under the in- towards violence, for example―but ul- washing effect.
fluence of any previous brainwashing. How- timately they will pull out all stops to get The memory is best kept general in its na-
ever, depending on how traumatic the expe- the job done, even to the point of harming ture to increase the chance of meshing with
rience may have been, the Gamemaster may themselves or people they care about. All the subject’s natural memories. Impose a –1

Chapter 1: Skills 12
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to –4 penalty to the skill check, at the Gam- the subject’s mind, it is not without risks. If Chemistry (Intellect)
emaster’s discretion, for trying to implant a the Expertise: Brainwashing check fails, the Expertise: Chemistry is the science of how
memory that is out of context with the nat- subject is immediately allowed a Will resis- types of matter exist, are formed, change, in-
ural memories or for a memory that is espe- tance check (DC 25), reducing the DC by 5 teract with each other, react to environmen-
cially complex or specific. A memory of the per degree of failure made during the check tal changes, etc.
subject in a city he’s never been to would be to strengthen the programming. If the sub-
DC Example
a significant problem, for instance. ject succeeds, the brainwashing effect that
Properly measure common chemicals
A memory that can’t possibly be true, was to be strengthened unravels and is no 10
for a desired, simple reaction.
such as the subject having committed sui- longer applied to the subject. Identify a common chemical compound
cide, causes the check to automatically fail. 15
Strengthen programming checks are using rudimentary means.
A failed check on the brainwasher’s part made separately for each brainwashing ef- Creating an explosive compound from
means the subject will recognize the memo- fect to be bolstered in this fashion. 20
common household chemicals, such as
ry as false upon “remembering” it. products found in a kitchen, bathroom,
and garage.
Strengthen Programming Examining a mysterious chemical resi-
Business (Intellect; Unskilled) 25 due to identify the component chemi-
Expertise Modifier: Varies (see following)
This variation of Expertise covers the cals that created it.
Successes Required: One per +2 Will bonus principles of not only running a business,
Action: Varies (see following) but also of the strategies, theories, and Computers (Intellect)
methodologies of employee management, Use, repair, and maintenance of comput-
Once someone has been brainwashed, it
financing, strategies, marketing, and so on. ers are addressed by the Technology skill,
is possible to strengthen the hold the pro-
The unskilled use of Expertise: Business al- but Expertise: Computers covers theories
cess has on their mind. Doing so requires
additional Expertise: Brainwashing skill lows for the basics of these elements, but not of computer programming and hardware
checks using the modifiers applies to the advanced aspects that stretch beyond the development, coding principles and tech-
brainwashing effect being strengthened. purview of a small business. niques, knowledge of computer operation
The time required is 2 ranks of time lower DC Example
technologies in general, and so on.
on the Measurements Table than was orig- Devise a simple marketing strategy for DC Example
inally required of the brainwashing effect 10
an established product line. 10 Identifying a simple driver error.
that is to be strengthened.
15 Preparing a thorough business plan. Custom installing multiple operating
Every degree of success rolled to strength- 15
Create a marketing strategy for a prod- systems on a single computer.
en a brainwashing effect grants the subject a 20 uct line already suffering heavy losses Troubleshooting commonly available
+2 bonus to Will when resisting someone’s 20
against competing products. software for an error.
attempt to undo that particular effect. Define a longitudinal strategy for infil- Writing a complex program intended
Because attempting to strengthen exist- 25 trating and taking over a strong compet- 25 to undertake a sophisticated task or the
ing brainwashing requires delving back into itor. like.

Chapter 1: Skills 13
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Criminal (Intellect; Unskilled) DC Example DC Example
Criminal culture, the operation of specif- Predicting how a city’s officials will Recognizing a decryption key when
10
ic criminal techniques and methods, and ex- react to rapid crime trend changes. presented with it, despite it being con-
20
amining, critiquing, and planning criminal Determining the people a criminal is cealed within a book or similar means
activities are all addressed by this skill. The 15 likely to associate with based on exam- of obfuscation.
process of actually carrying out a crime will ination of a psychological profile. Devising a computer cipher that uses
likely require the use of another skill, pow- Examining a series of ritually slain 25 twice as many bits as is currently com-
er, or ability, and should be role-played. 20 murder victims in order to create an mon on the market.
DC Example
accurate psychological profile.
Knowing the best part of town to find Identifying likely neighborhoods a high- Current Events (Awareness; Unskilled)

10 information regarding a well-known ly specialized criminal came from based The study and awareness of current hap-
25
criminal or type of crime. on his MO (method of operation) and penings in society, such as present and re-
targets. cent events of social, cultural, artistic, and
Finding the weaknesses in a jewelry
Cryptography (Intellect) historical significance.
store security system schematic with
15
regards to how it can be defeated by Knowledge of how to secure informa- DC Example
burglars. tion, devices, and the like from unapproved Knowing when a popular entertainment
10
Knowing a fence who can handle an viewing, or access or use, respectively, as act is coming to town.
20
incredibly rare and “hot” stolen item. well as how to try and penetrate the efforts Being able to recite the entire discogra-
Recognizing the MO (Method of of others to do the same. phy and year of production for a popu-
25 Operation) of an obscure criminal who 15 lar prolific band that has been together
Expertise: Cryptography is profoundly
primarily operates in a distant country. for several decades and has recently
rooted in mathematics and symbol recog-
staged a comeback tour.
nition. Modern cryptography mainly relies
Reciting from memory a timeline and
upon mathematics and computer systems
locations of terrorist events related to a
Criminology (Intellect) with regards to both encryption and decryp-
particular organization that has recently
Drawing from other areas of Expertise tion methodology. This means attempting 20
become of particular interest, including
in a more focused manner than comes from modern cryptography without the proper which individuals were believed to be
possessing those areas of Expertise on their tools can leave one at an extreme disadvan- responsible, spanning several decades.
own, Criminology uses elements of anthro- tage against adversaries who do have access Predicting the important domestic so-
pology, psychology, and sociology. It does to such means. 25 cial ripples a little-known, under-report-
so in a specialized format and framing that DC Example ed foreign news event will likely carry.
applies principles of the latter to better un-
10 Decrypting a simple substitution cipher.
derstand crime. This includes causes, sta- Dancing (Agility, Intellect; Unskilled)
Identifying the most likely form a spe-
tistics, trends, types, effects, and social and 15 Use Agility for performing dance techniques.
cific code’s decryption key would take.
legal reactions to crime.

Chapter 1: Skills 14
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Demolitions (Intellect)
Although the actual process of under-
taking demolitions uses the Technology
skill, this area of Expertise covers the prac-
tical and theoretical sciences involved with
demolitions, including relevant principles
of metallurgy, physics, and engineering as
they relate to blowing things up. Also in-
cluded is knowledge of technologies, chem-
icals, and so on used in demolition, and how
they are obtained.
DC Example
Examine a large blast site to determine
10
the point of origin.
Based on a specialized, desired demoli-
15 tion effect, determine the best type of
explosive for the job and why.
Design a shaped demolitions charge
intended to cut through a specific struc-
20
ture in a specific way without damaging
anything around the target area.
Setting explosives in a building so that
it appears to be caused by a natural
25
disaster or accident rather than an act
of demolitions.
Use Intellect to represent knowledge of DC Example
dance history, practical instruction, and to Impressing the crowd at a dance club Electronics (Intellect; Unskilled)
choreograph a dance routine (although Pres- 10 with your moves enough for people to This area of Expertise is used to figure
ence may also do in some cases of the latter.) clear you some space and watch. out, understand, or design electronic de-
Dancing checks may be attempted un- Outlining the development and history vices, and working or theoretical principles
skilled, although extremely difficult maneu- 15 of a specific form of dance, as well as thereof. Expertise: Electronics skill checks
explaining its current relevance. may be attempted unskilled, but only for
vers should have higher than usual DCs at
20 Choreographing an entire musical show. rudimentary activities such as stripping or
best, or be disallowed at worst, under such
Trying out for a world-class ballet com- splicing a few wires. Anything much more
circumstances. 25 complicated than this requires a Trained
pany.
skill check.

Chapter 1: Skills 15
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DC Example isms, as well as knowledge of what places degree of ability is not sufficient for modern
Tracking down an electrical short in a the environment at risk of harm. Unskilled code-breaking.
10 simple device’s circuit board based on uses of this skill are likely going to be limit-
DC Example
its design specs. ed to aspects of environmentalism confined
to what is generally considered common Deciphering a coded conversation with
Planning the wiring of a house’s elec- 10 another agent in order to discern the
15 knowledge, such as information commonly
tronics and power. real message.
found on the news, special interest web sites
Examining a custom-made electronic and the like, making these skill checks more Identifying a pattern of behavior in a
20 device in order to determine who man- vulnerable to misinformation, rumor, and business that strongly suggests it is a
ufactured it. 15
so on than would those of a character with front for covert, intelligence-gathering
Designing a better low-light, image-en- ranks in this skill. operations.
25 hancing system for military pilots that Knowing how to contact a foreign op-
DC Example
provides brighter, clearer vision. 20 erative working undercover in the city in
Understanding the impact on local wild-
Engineering (Intellect) 10 order to broker a deal.
life removing all wetlands will pose.
This skill represents an understanding Designing a flow of false intelligence
Explaining the long-term damage to a
of scientific and economic theories and intended to cause enemy agents hidden
local economy caused by pursuing the
principles as they relate to structural de- throughout government agencies at all
15 short-term goals of sacrificing envi- 25
sign and construction techniques, pro- levels of operation to reveal themselves
ronmental conservation in the name of
cesses, and the like. It can be used while when they intercept and pass along the
unrestricted industrial progress.
designing structures, discussing design information to their controllers.
Evaluating a city’s civil engineering plans
theory, or for examining a structure for Forensics (Intellect)
20 for the upcoming decade in order to
weaknesses and strengths.
devise an environmental impact report. Using numerous scientific disciplines
DC Example Devising a preservation program to related to discerning facts about criminal
Designing a safe, stable building foun- preserve and increase the population events and scenes. This discipline includes
10 25 utilizing physical clues to determine the
dation in a durable, solid environment. of a nearly extinct species without any
Finding weaknesses in another engineer’s remaining natural habitat. cause and tools of a victim’s death or iden-
15 tifying a location of an attack’s origin based
detailed office building schematics.
Espionage (Intellect) on indicators such as biological remnants on
Designing a building capable of resist-
20
ing earthquake damage. Training in operational techniques and an object, angle of entry into the body, etc.
25 Designing an underwater structure. tactics for obtaining confidential informa- Expertise: Forensics can also be used as
tion, covertly passing along secrets, devis- the basis for utilizing other areas of expertise
Environmentalism (Intellect; Unskilled) ing and enacting infiltration strategies, con- to better effect, such as using Profession: Ac-
Knowledge of social, scientific, and his- ducting counterintelligence, and conducting countant to know how to trace a crime sus-
torical events, processes, and theories as other aspects of clandestine tradecraft are pect’s finances to determine their location
they relate to improving and preserving the all addressed by this skill. The rudiments during a crime, to see if they made any out of
environment and its relationship to organ- of cryptography are also included, but the character payments recently, and so on.

Chapter 1: Skills 16
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DC Example DC Example DC Example
Identifying an attacker’s likely position 10 Forging someone’s signature. Collating and analyzing previous perfor-
10 during a murder by examining the vic- Falsifying photo identification imple- 20 mance data and the like to calculate the
tim’s blood splatter patterns. menting rudimentary authentication odds of a given horse winning a race.
15
Unraveling a web of creative account- methods, such as watermarks and dis- 25 Counting cards.
ing, such as numerous foreign and tinctive inks.
15 domestic bank accounts owned by front Duplicating polymer monetary bills Genetics (Intellect)
companies that are being used to laun- with forgery-proof measures, such as An aspect of biology, Expertise: Genetics
der money. 20
electronic scan bars built below their focuses on how the genes of living organ-
Identifying a likely murder weapon surface. isms work—their structure, modification
20 based upon highly unusual wound Forging a full body scan, biometric through procreation and artificial means,
markings on the victim. security identification signature for a and so on. This discipline is the root of ge-
25
Sifting for forensic evidence through specific person currently approved by netic modification and manipulation, a
an area littered with refuse and other the system. common aspect of the super-hero genre.
25 environmental elements that are chang-
ing, degrading, or otherwise drastically Gambling (Intellect, Presence; Unskilled) DC Example
interfering with their examination. Rules, history, and the culture of games Identifying a species by examining its
10
Forgery (Dexterity, Intellect; Unskilled) of chance and similar gambling means are DNA.
all addressed by this skill. Performing a genetic test on a person to
Knowledge of techniques required to 15
match them to a DNA sample.
imitate documents, handwriting, currency, Intellect is used when strategizing and calcu-
Mutating a virus at the genetic level so
and the like. Forgery checks and the like lating odds or the like.
20 it only affects organisms with a specific
may be attempted unskilled, but should not Presence is used while participating in a
genetic marker.
be allowed for more complex and involved gambling event wherein you try to in- 25 Splicing alien and human DNA.
undertakings. fluence another player’s decisions or
Intellect is used to design automated means perceptions, or if you attempt to create
of undertaking a forgery, understanding a falsehood for other players to perceive Geology (Intellect)

forgery prevention methods, and recog- in such a way not addressed by anoth- Geology is the study of a planet’s
er skill, such as Insight, Perception, or physical, earthen components (rocks,
nizing forgeries.
Persuasion. minerals, soil, tectonic plates, etc.) in the
Dexterity is applied to checks involving present and past. This skill can be used to
DC Example
hands-on forgery attempts, such as etch- examine the development of these com-
Knowing when not to accept additional
ing currency plates or imitating some- 10 ponents, their future changes, and effects
cards while playing Blackjack.
one’s signature. on the environment.
Understanding the rules of a somewhat
15
obscure variation of Poker.

Chapter 1: Skills 17
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DC Example ety, law creation and enforcement, dealing Guns (Intellect)
10 Identify a rock strata sample. with foreign dignitaries, public relations, Knowledge of the historical significance,
Building a soil erosion model for a spe- economic management, and so on within a craftsmanship, development and construc-
15 government framework, be it on a munic- tion techniques, practical application, main-
cific region.
Use accompanying mineral isotopes to ipal, regional, national, planetary, or even tenance techniques, and characteristics of
20 galactic scale. pistols, submachine guns, rifles, and other
date a fossil.
Employ geological information to Use of this skill does not guarantee wise firearms. This does not equate to training in
25 predict an upcoming earthquake on the governing or the creation of policies that their actual use.
other side of the planet. will work best in a given situation―it is no DC Example
Geography (Intellect) replacement for judgment or experience. Ex- Identify a non-standard bullet caliber by
10
This skill covers the study of the earth, its pertise: Governing represents the knowledge eye.
composition and lands, and its relationship and theory necessary to evaluate a given sit- Field strip, clean, and reassemble an
to the people and creatures that live upon it. uation in order to arrive at a number of con- 15
automatic rifle.
DC Example
clusions, not all of which are ideal. Recite all the specs for a well-known,
10 Deciphering a topographic map. 20 prolific firearm manufacturer for each
Estimating how long something has DC Example gun in its product line.
been buried based on the layers of Understanding the intricacies of royal Custom designing a new part for a fire-
15 strata found above it by comparing 10 lineage and how they relate to one’s 25 arm that radically improves its capabili-
to similar features in the surrounding own claims to the throne. ties in some way.
geography. Arriving at a way to smooth things over
after one of your ambassadors acciden- History (Intellect; Unskilled)
Determining the location of lost ruins 15
using an ancient map based on soil ero- tally insults a neutral foreign power you The research, collection, and analysis of
20 are trying to woo into becoming an ally. facts concerning past events, including an-
sion and other geographic factors that
have altered the landscape over time. Notice suspicious signs of people alyzing how specific past events have af-
Devising a detailed map of the history manipulating government resources fected the present. Widely known historical
20
of environmental changes upon the that could indicate an impending coupe events can be touched on with an unskilled
25 attempt. check, but in-depth analysis, little-known
landscape wrought by humanity since
the beginning of recorded history. Balancing the needs and attention facts, discerning common misconceptions
of a dozen quarrelling political fac- from the truth, and the like require the char-
Governing (Awareness)
tions of relatively equal power, all of acter possess ranks in the skill.
Expertise in the theory, policies, and 25 which want to force their own agenda
DC Example
practice of administrating and running a on your rule by trickery, violence, or
government body. This broad skill covers blackmail, all while keeping the gov- Knowing key figures in a well-known
the machinations that come with political ernment functioning. 10 historical event, such as who opposed
maneuvering, the needs of a stable soci- Napoleon at the Battle of Waterloo.

Chapter 1: Skills 18
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DC Example success until the desired effect is
Understanding how a historical area of achieved. This means graded de-
technological development has contin- grees of success from consecutive
15 Expertise: Hypnosis skill checks
ued to impact society from then until
the modern era. compound within each attempt
Examining a period in history and to achieve the desired result.
20 sifting through its events to find clues Each desired effect Exper-
that can help solve a mystery. tise: Hypnosis is employed to
Trace and argue for the impact on achieve applies different modi-
modern society of an obscure, seem- fiers to the hypnotist’s roll and
ingly nondescript person centuries ago requires the hypnotist achieve
25 a specified degree of success in
by tracing the subject’s genealogy and
following what his many descendants order to achieve the intended
have done since. result. If the required degrees
of success on the skill check are
Hypnosis (Intellect, Presence) not obtained on the first Exper-
Hypnosis is the process of putting some- tise: Hypnosis attempt, the next
one in an awakened mental state wherein attempt to add additional suc-
the subject’s focus, relaxation, and sus- cesses requires an amount of
ceptibility to suggestion are markedly de- time equal to the effect’s normal
creased at the expense of significantly re- action, plus one rank of time on
duced peripheral awareness. Aside from the Measurements Table. If that
its value as a source of entertainment, Ex- still does not get the job done,
pertise: Hypnosis can also be used in aid increase the required time by yet
of interrogation, to break someone else’s another rank, and so on.
hold on the subject’s mind, to explore sup- Every graded degree of suc-
pressed memories, and much more with cess on the subject’s part (or
regards to both the conscious and subcon- degree of failure on the hyp-
scious aspects of the mind. notist’s part) reduces the hyp-
Using hypnosis on a subject should never notist’s cumulatively achieved
come down to a simple matter of a single die successes by one. If this reduces
roll. It should be a gradual process represent- the hypnotist’s obtained suc-
ing the need to bypass the subject’s will and cesses up to that point to 0, all
natural inclinations. Graded, opposed skill hypnosis progress previously
checks are used to represent this process, obtained for the desired effect
using cumulative, consecutive degrees of will be negated.

Chapter 1: Skills 19
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A subject must first be placed in a hypnotic everything unless directed otherwise with Using a rhythmic object (e.g., a swaying pen-
state before any other effects may be at- the suppress session effect. dulum) as a focus to aid in the process grants
tempted. a +2 bonus to Expertise: Hypnosis checks to
Special Weakness initiate a hypnotic state. Doing so requires the
Expertise: Hypnosis does not work on a
subject retain eye contact with this focus at all
subject with an Intellect of –4 or –5, nor does Having recently undergone hypnosis times. This bonus is not applied to subsequent
it work on creatures immune to Will Effects. weakens the subject’s mind to external in- checks to elicit a desired result from the subject.
Just how open the subject is to the hyp- fluence. A subject that has successfully been At the Gamemaster’s discretion, other foci may
nosis process will apply a modifier to all of placed in a hypnotic state within the past be used, such as a rhythmic voice or particular-
the Subject’s Will resistance checks for the 24 hours suffers a −4 penalty to Will resis- ly soothing type of music.
session, as indicated in Hypnosis Subject tance checks against mind-affecting/mental
effects, including further hypnosis sessions. Once a hypnotic state is achieved, addi-
Malleability.
This penalty is reduced to −2 if hypnosis oc- tional Expertise: Hypnosis checks are needed
Hypnosis Subject Malleability curred in the past three days. Beyond that to induce the desired result from the subject.
Subject’s Inclination Will Modifier timeframe, no penalties are applied.
Entirely willing −5 Acquire Information
Initiate Hypnotic State Expertise Modifier: None
Favorable −3
Reluctant +3 Expertise Modifier: None
Successes Required: One per question
Unwilling +5 Successes Required: Two
Action: As long as is needed to both ask
A hypnotist can bring a hypnotized sub- Action: 1 minute for subjects with a total and answer the question―typically one
ject back to an ordinary state of awareness Will resistance bonus of +5 or less, 4 min- round combined
at any time as a move action. Similarly, any utes for a resistance bonus of +6 to +12,
This effect entails asking the subject to
event that can normally break someone’s 15 minutes for a resistance bonus of +13
reveal information consciously or uncon-
concentration inflicted on a subject while in to +25, and an additional rank of time on
sciously held within his memory. Examples
a hypnotic state requires a Will resistance the Measurements Table per +10 range
include the truth of a particular matter, a
check (DC 15.) Failure results in the subject beyond +25
pass phrase, lock combination, or location
being brought out of the hypnotic state. The To initiate a hypnotic state, the subject of the desired item.
subject may also attempt to bring himself must have a calm mind. If their mind is
out of the hypnotic state by making another agitated or fully aware and/or unwilling, Delusion
Will resistance check against the initial initi- hypnosis simply will not work without first Expertise Modifier: Minor delusion +0 to
ate hypnotic state Expertise: Hypnosis check. artificially calming it through drugs, sleep +2; major delusion: –1 to –4
However, this resistance check suffers a –4 deprivation, or the like. If the relaxed state
penalty because a hypnotized mind is more exists for the entire stretch of time needed Successes Required: One for minor delu-
easily manipulated. to induce a hypnotic state, the hypnotist sion; Two or more for major delusion
The subject is entirely aware of what’s go- may attempt the required graded Expertise: Action: Typically a round to build the delu-
ing on while hypnotized and will remember Hypnosis check. sion, although some minor delusions are

Chapter 1: Skills 20
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only a standard action while more com- Action: This requires as many rounds to natural process of the mind defending it-
plex, major delusions will take longer bring about as the subject’s existing skill self against trauma—may be retrieved by
Hypnosis for the sake of entertainment bonus or twice as many rounds as the ex- a hypnotist. By employing Expertise: Hyp-
involves inducing hallucinations and/or de- isting Will resistance bonus, respectively notism, it is possible to seek out the “foot-
lusions, such as making the subject believe Hypnotism can be used to instill confi- prints” of such memories and revive them
they are a chicken or existing within a false dence and clarity of mind that temporarily into active memory.
situation. A minor delusion requires very enhances one’s capacity to perform. If the memory was suppressed by some-
little in the way of convincing the subject. one else’s active manipulation, the hypno-
The hypnotist can choose to provide ei-
The delusion likely has a great deal of basis tist makes an opposed check against the
ther a temporary +2 bonus to the subject’s
in reality, but merely alters how the subject former’s power or skill check result initially
Will resistance modifier or a +2 bonus to a
perceives and interacts with the false exis- used to suppress the memory. Otherwise,
skill of the hypnotist’s choosing (the sub-
tence created for them. the check is opposed by the subject’s Will.
ject must have at least one rank in the skill.)
Making the subject believe they are This bonus does not come into effect until If a memory is large or complex, the
talking with someone they know, regardless after the subject is released from the hyp- Gamemaster may wish to break it down
of that false person’s behavior, would be an notic state. It lasts 1 round afterward, plus into components, each of which requires
example of a minor delusion. A major delu- a time equal to one additional rank on the obtaining separate degrees of success, with
sion involves grand changes to the subject’s Measurements Table per degree of success failure leaving holes in the memory.
perception of their ordinary reality. Mak- for the Expertise: Hypnosis check used to
ing an ordinary, Average Joe believe he was induce the result. Suggestion
talking with a potent and powerful demi- Expertise Modifier: –1 or –2
Separate Expertise: Hypnotism checks
god (an entity he’s highly unlikely to ever
may be rolled to instill both the skill (or Successes Required: One
encounter otherwise) or that he is breathing
multiple skills) and resistance modifiers in
underwater while visiting a merman king Action: One round if the suggestion is to
the subject, allowing them to be in effect si-
would both be examples of major delusions. occur while the subject is in a hypnotic
multaneously. However, doing so imposes
state. A post-hypnotic suggestion re-
The effect of a delusion depends on any a cumulative −4 penalty to the skill check
quires 5 minutes to prepare.
number of circumstances and should be left to per additional bonus (be it Will modifier or
the Gamemaster to determine. The hypnotist skill) beyond the first instilled bonus. You influence the actions of the subject
can spend a standard action to end the delu- by suggesting a course of action (limited to
sion whenever he wants; otherwise, it can last Restore Suppressed Memory a sentence or two.) The suggestion must be
as long as the subject remains hypnotized. Expertise Modifier: None worded in such a manner as to make the ac-
tivity sound reasonable. Asking the subject
Successes Required: One per memory
to do something obviously harmful auto-
Instill Bonus
Action: 1 minute per memory matically negates the attempt.
Expertise Modifier: None, or a cumulative
–4 (see following) A memory that has been artificially sup- The suggested course of activity can con-
pressed by means of an external source— tinue for as long as the subject is kept in a
Successes Required: One per bonus such as mind manipulation or through the hypnotic state. If the suggested activity can

Chapter 1: Skills 21
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be completed in a shorter time, the sugges- Successes Required: Two per memory to be You insert a memory of your choosing into
tive state ends when the subject finishes suppressed the subject’s mind. Starting at 30 seconds, this
what it was asked to do. If the suggestion memory can be up to one rank on the Mea-
Action: 1 minute per check
is not completed before the hypnotic state surements Table in length per 2 ranks of Ex-
expires, the activity is not performed. A memory can be artificially suppressed pertise: Hypnosis. The hypnotist chooses when
by burying it deep in the subject’s subcon- the event occurred within the past week; each
It is also possible to install a post-hypnotic step further into the past on the Measurements
scious, leaving them unaware of its associ-
suggestion that will occur once the hypnot- Table imposes a –2 penalty to the skill check.
ated events. If a memory is long or complex,
ic state ends, although it may be resisted in
the Gamemaster may wish to break it down The memory is best kept general in its na-
the same fashion as a normal hypnotic sug-
into components, each of which requires a ture to increase the chance of meshing with
gestion. A post-hypnotic suggestion can be
separate degree of success. Failure leaves the subject’s natural memories. Impose a –1
activated at a given time or under specific
the subject confused by the resulting incom- to –4 penalty to the skill check, at the Gam-
circumstances (such as with a code word,
plete portions or “flashes” of the memory emaster’s discretion, for trying to implant a
specific condition or place, etc.), and will
still active in his mind. memory that is out of context with the nat-
normally end once activated.
ural memories or one that is especially com-
Programming the subject so the post-hyp- Suppress Session plicated or precise. A memory of the subject
notic suggestion will occur more than once Expertise Modifier: –5 in a city he’s never been to would be a major
requires an additional degree of success per problem, for instance.
Successes Required: One per session result/
instance of doubling the amount (two de- A memory that can’t possibly be true,
memory to be suppressed
grees for twice, three degrees for four times, such as the subject having committed sui-
or four degrees for eight times.) Five degrees Action: One standard action per result/ cide, causes the check to fail automatically.
of success mean the post-hypnotic sugges- memory to be suppressed.
tion will occur whenever activated, without A failed check on the hypnotist’s part
A subject normally remembers every- means the subject will recognize the mem-
limit, for the full duration of the suggestion. thing that happened during a hypnotic state ory as false upon awakening.
The post-hypnotic suggestion will disap- once brought back to full awareness. The
pear on its own after as many weeks as the hypnotist may choose to suppress part or all
hypnotist has Expertise: Hypnosis ranks if of the session. The longer and more difficult Undo Mind-Affecting Ability
the maximum amount of times it may be ac- the subject’s hypnotic state, however, and Expertise Modifier: –5
tivated is not reached first. If five degrees of the more memories from the session that are Successes Required: Two
success were achieved while implanting the to be suppressed, the more difficult it will
post-hypnotic suggestion. However, there is be for the hypnotist to succeed. Action: One round, plus one rank up the
no limit to how long its effects will last if not Measurements Table per point of the
somehow removed. Tailor Memory mind-affecting ability’s DC above 15
Expertise Modifier: Varies (see following) Be the effect caused by a spell, psionic pow-
Suppress Memory er, hypnosis, or something else entirely, Exper-
Successes Required: Two per memory
Expertise Modifier: –3 tise: Hypnosis can be used to remove a mental
Action: 1 minute per memory effect currently operating upon the subject.

Chapter 1: Skills 22
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A hypnotist may attempt to remove the Journalism (Intellect; Unskilled) DC Example
effects of Mind Control power currently af- Researching, analysis, and reporting on Knowing simple, commonly used laws,
fecting the hypnotized subject. current events are addressed by Expertise: 10
such as traffic laws.
If applicable, instead of being opposed Journalism. This skill is complimented and Devising a legal strategy for a client in a
enhanced by other skills, such as Expertise: 15
by the subject’s Will, the Expertise: Hypno- rudimentary criminal or civil case.
sis check is opposed by the result of what- Writer and Investigation, allowing the jour- Designing an ironclad contract that is
ever power or effect was employed against nalist to become more adept in an aspect of 20 (virtually?) free of loopholes or weak-
the subject. journalism that has far more reaching po- nesses to exploit.
tential on its own. Knowledge of an obscure, centuries-old
A subject who is influenced by a Mind Con- DC Example legal precedent that can throw a mon-
trol effect achieved with an effect roll result 25
Writing a human interest story intend- key wrench in seemingly otherwise cut-
of 22 would require an Expertise: Hypnosis ed to elicit an emotional response, but and-dry legal proceedings.
check (DC 22) to undo. 10
does not require much in the way of
research or examination of data.
Instrument (Type; Dexterity)
Writing an investigative story where the Law Enforcement (Intellect)
Training in the proper playing and mainte- information is all out in the public but
nance of a particular type of instrument. This Knowledge of enforcement policies, tech-
15 the connections have not yet been made
skill may be taken multiple times with each niques, and strategies designed to reveal,
between the facts and the appropriate
instance applying to a different instrument. capture, and (when necessary) punish some-
conclusion arrived at.
How specific the type of instrument must be one who has broken the law. This knowledge
is up to the Gamemaster. Some may rule Ex- Writing a piece that has a reasonable
20 chance of changing public opinion on a includes deterrent and prevention methods
pertise: Wind Instrument is appropriate while intended to impede the breaking of laws in
others may require the character be as specific highly polarized topic.
Writing a detailed, prize winning story the first place.
as to use Expertise: Flute, for example.
on deep-rooted government corrup- Operating in foreign jurisdictions will
DC Example 25
tion, citing all manner of corroborating impose penalties to any skill checks with the
The ability to tune and clean the speci- sources and whistle-blowers.
10 penalty worsening the more alien the legal
fied instrument.
Law (Intellect) system the skill check is being made for is.
15 Performing a typical piece of music.
Performing an extremely complex piece Understanding of the legal system and DC Example
20 the process of litigation are addressed by Planning an adequate police presence at
of music. 10
Performing a piece of music written this skill. a city-wide parade.
for multiple instruments using only one Operating in foreign jurisdictions will im- Plotting a secure transport route
25 instrument while making the results pose penalties to any skill checks with the pen- through a city that will provide the saf-
15
sound as it was intended to be per- alty worsening the more alien the legal system est path to transport a prisoner between
formed that way. is that the skill check is being made for. the jail and courthouse.

Chapter 1: Skills 23
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DC Example Magic (Intellect) used unskilled, but is limited to rudimenta-
Designing a strategy for using under- This covers magic, astrology, numerol- ry, common elements of the discipline.
cover police officers to penetrate the ogy, and similar topics. Aside from rituals DC Example
20 and other arcane processes and methodol-
local underworld en masse in order to 10 Calculating some simple geometry.
uncover a super-villain plot. ogies, Expertise: Magic represents a history
of the arcane arts, the culture surrounding 15 Calculating pi to a dozen or so digits.
Devising a plan for optimal dispersal of Undertaking a game theory calculation
riot police when a super-villain releas- it, and the people renowned (or despised)
for its use. 20 to aid in determining weaknesses in a
25 es a virus that causes the entire city’s military strategy.
civilian population to become violent, This skill does not address stage magic
Designing a new approach to under-
raging maniacs. and arts of mundane illusion, such as sleight
25 standing a field of experimental mathe-
of hand.
Lore (Type; Intellect) matics.
This skill represents knowledge of the facts, DC Example
traditions, values, rumors, stereotypes, norms Being able to differentiate between real
Mechanics (Intellect; Unskilled)
and the like of a given body of knowledge. A 10 magic and stage magic during a perfor-
mance supposedly using the latter. This skill is used to figure out, under-
particular ethnicity, nation, sub-culture, loca-
stand, or design mechanical devices, and
tion, or social group (e.g., aristocracy) are all Identifying a somewhat simple (so far as
working or theoretical principles thereof.
excellent examples of an area of Lore, as are 15 such things go) arcane ritual being cast Technology is used for actual construction,
more general areas of knowledge, such as by an opponent. repairs, and the like. Use Intellect for the
pop culture or religion in general. Unskilled Delving into the history of a rare magi- thought process behind the design
checks may be allowed for facts and the like 20 cal artifact in order to figure out how to
concerning an area of Lore that are considered use it correctly. Expertise: Mechanics skill checks may
a part of common knowledge. be attempted unskilled, but only for rudi-
Casting a 10 point arcane ritual using
25 mentary activities such as designing a ru-
DC Example what you find in an arcane library.
dimentary device out of pre-built, easily
Knowing where to find a decent restau- Mathematics (Intellect, Unskilled) understood parts. Anything much more
10
rant using Lore for a particular city. complicated than this requires a trained
The systematic process of using patterns
Knowing the proper ritual and routine to to arrive at spatial or quantitative results, be skill check.
15 greet nobility in a small, obscure country they factual or theoretical in nature, includ-
using Lore: Aristocracy. DC Example
ing how they are structured and change.
Using Lore: Pop Culture to recite in 10 Knowing how to change a car’s oil.
Addition, subtraction, multiplication, and
20 order the twenty most popular songs of division are the most common forms math- Devising a temporary fix to keep a
a given year over four decades ago. ematics takes in practical terms. However, machine working long enough to get it
15
Understanding the details of a now-for- this Expertise consists of far more and is rel- someplace where proper repairs may be
bidden exorcism rite that has long since evant, in one form or another, to many oth- made.
25
been suppressed and struck from all er areas of Expertise, such as Science, Medi- Designing a stock model car from
20
official records using Lore: Religion. cine, and even Visual Arts. This skill may be scratch.

Chapter 1: Skills 24
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DC Example healing procedures. The Treatment skill DC Example
Planning the repair of extensive combat is still required to undertake the practical, Knowing the metahuman’s most often
25 hands-on aspects of medicine. 10
damage in a nearly destroyed mecha. used powers.
DC Example Being able to name the metahuman’s
15
Identifying the best medication for a frequent associates or teammates.
10
person to take for a common ailment. Knowing where the metahuman oper-
20
Designing an effective, individualized ates.
15 dietary and exercise plan to improve Understanding of the metahuman’s
health and impact weight loss. 25 favored tactics, objectives, and method-
Researching a patient’s vast family ology.
history, cross-referencing their various Meteorology (Intellect)
20
medical details, to predict concerns with
Crossing over and drawing from several
the current patient.
scientific fields, such as physics and chem-
Examining a longitudinal study’s results istry, meteorology is the study of the atmo-
of thousands of patients in order to sphere. Most notably, meteorology pertains
25 determine a pattern of correlation indi- to weather and how various environmental
cating the rise of a previously unknown factors, man-made and natural, affect them
disease. in both immediate and longitudinal terms.
Metahuman (Intellect; Unskilled) DC Example
The study and understanding of beings Making a general weather prediction
possessing metahuman (super) abilities, cov- 10 based on observation of current atmo-
ering said abilities, known personal informa- spheric conditions.
tion regarding individuals in that communi- 15 Creating a weeklong weather forecast.
ty, and aspects of metahuman sub-culture.
Predicting an atmospheric disturbance,
20
Unless a metahuman’s true identity is a such as a cyclone, well ahead of time.
matter of public knowledge, knowing his real Creating an accurate model of contin-
name and other details of his real life should ued ramifications of global warming,
never be revealed as a mere matter of an Ex- 25
Medicine (Intellect) using constantly shifting environmental
pertise roll. The same goes for other elements variables.
The practice and study of healing and of the character’s nature that are not publicly
health. This area of Expertise includes un- known, such as the secret origins of how they Military (Intellect)
derstanding and being able to expand upon got their powers, or an unknown vulnerabili- Knowledge of military procedures,
preventative health measures, appropri- ty or deadly allergy. Such confidential infor-
policies, organization and hierarchy, lo-
ate methodologies for maintaining proper mation should only be revealed through the
gistics, methodology, basic strategic tech-
health, and knowledge of corrective and course of the game’s events and role-playing.
niques, roles, tasks, history, and the like

Chapter 1: Skills 25
T.o.C. Prev Chap Prev Page Next Page Next Chap
are addressed by this area of Expertise. DC Example DC Example
This skill also covers having to interact Knowing Odin is the Norse pantheon’s Recognizing arcane designs carved into
with military organizations appropriately 10
patriarch. the floor as part of a magical ritual and
using their respective chain of command 20
Understanding the differences between being able to identify the type of super-
and inherent bureaucracy. the Greek and Roman pantheons, natural creature it was used to summon.
DC Example including the different names for the Identifying the secret society that
15
various gods in each version of the buried a tomb deep under a modern
Knowing the proper etiquette in a given
10 similar mythologies, and how they were city hundreds of years ago, and what
situation while among officers. 25
worshipped. it was meant to contain, based on
Identifying the best sort of military Preparing the proper protocol to meet the unique symbols of a lost tongue
unit, from the appropriate branch of 20 a specific god who has decided to walk chiseled in its walls.
15
the Armed Forces, for a particular mis- the mortal world as a hero.
sion based on provided parameters. Preparing a detailed analysis comparing
Preparing a detailed chain of command and calculating similarities between all
Oceanography (Intellect)
and sustainable logistics plan for a long- gods of similar purposes from all cul-
term, joint operation overseas between 25 The study and application of science and
20 tures spanning all known human history
several units from different branches of environmentalism as they pertain to oceans.
in order to pursue a theory of a shared
the military that may be at cross-pur- heritage between them. Numerous other scientific disciplines cross
poses with each other. over with oceanography because the latter
Spotting a foreign commando dressed Occult (Intellect)
involves itself with what lives in the oceans,
in plain clothes based on behavior, how how man-made chemicals alter its ecosys-
Although science is sometimes used to
25 he carries himself, grooming, and the tems, how its currents flow and shift, the
study the occult, this area of Expertise con-
like, and being able to identify the unit effects of landmasses and tectonic plates on
cerns itself with that which is to be found
he likely belongs to. the ocean environment, and so on.
outside the realms of science as is currently
understood. The occult involves the para- DC Example
normal and supernatural, as well as those 10 Identifying a common ocean-based fish.
Mythology (Intellect; Unskilled)
organizations, secret societies, cults, and Predicting the effects on its respective
The study and understanding of myths, other practitioners involved with them.
15 region if an ocean species becoming
folklore, and legends, usually surround-
DC Example extinct.
ing gods, epic heroes, supernatural beings,
origin stories, and the like. In addition to Recognizing arcane designs carved into Building weather projection models
10 20 based on unexplained changes in the
knowledge of these tales, this Expertise can the floor as part of a magical ritual.
help better understand how mythology and Knowing what sort of minerals or plant ocean currents.
actual history may sometimes overlap, es- is supposed to be able to act as wards Examining a water sample and, based
15 25 on the pollutants in it, identifying the
pecially in a world of super-beings and gods against a specific type of paranormal
who walk among men. entity. likely region of the world it is from.

Chapter 1: Skills 26
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Physics (Intellect) DC Example required tasks, and also imparts related
The science of how energy, matter, and Poisoning someone’s drink in a way that knowledge. It does not, however, cover ar-
force function in relation to the rest of the 15 will not easily show up during a medical eas already represented by other skills even
universe and its natural phenomenon. Phys- if they cross over at some level. However, at
exam.
ics is at the root of many other scientific dis- their discretion, the Gamemaster may permit
Identifying by sight and scent venom rudimentary understanding of that other skill
ciplines that operate under a tighter focus 20 upon the tip of a wooden blowgun dart
on a particular area. under some conditions. In such instances, the
found at a crime scene. Gamemaster may require the character pos-
DC Example Creating a new toxin to poison alien sess those other skills in order to take an Ex-
Figuring out the amount of friction be- 25 invaders with a physiology that is not pertise skill related to a given profession.
tween two objects that collide based on entirely understood.
10 Expertise: Scientist would allow the charac-
the distance travelled from their starting
points. Politics (Intellect) ter to make a living as a scientist and im-
Predicting the trajectory of a projectile Knowledge of how a government oper- part understanding of proper laboratory
15 weapon based on its inclination, shape, ates, including the functions, relationships, and scientific procedures. Yet another skill,
and speed. and behaviors of its component parts. such as Expertise: Genetics, would be re-
quired to splice DNA. In this case, the Gam-
Using a crashed alien spacecraft’s DC Example emaster also declares the character cannot
translated logbooks, mechanical perfor- Knowing the basic principles and posi-
10 be of this profession unless they also pos-
20 mance details, and remaining fuel in its tions of a government political party. sess Expertise: Science or a similar skill.
tanks to calculate how far it travelled Examining a politically-oriented speech
before impact. The ability applied to a given profession
15 to determine if it is likely to appeal to
Calculating the probability of surviving will vary far more than is typical of other as-
the intended audience. pects of Expertise, depending on the Gam-
25 versus being torn apart by a rift torn in Deciphering a bill being considered to emaster’s judgment, as well as whether or
space to an alternate reality. 20 determine the likely practical ramifica- not the skill may be used unskilled.
Poisons (Intellect)
tions if it was made into a law.
Determining the likely political reper- Presence is an ability that may be suitable
This field of Expertise includes the use, for Expertise: Comedian, which may be
cussions within the native government
making of, and origins of substances that used unskilled. Anyone can try to be funny
and voting public, along with the poten-
cause some manner of (usually detrimental 25 and, arguably, timing and knowing how to
and dangerous) disruption or the like in a tial responses of foreign governments,
for a head of state undertaking a partic- play to one’s audience are the most critical
living thing. This skill also covers antidotes elements of comedy.
and decontamination practices while han- ularly complicated course of action.
dling poisons. Expertise: Soldier represents the training
Profession and discipline of a professional soldier, as
DC Example (Type; Ability Varies; Conditionally Unskilled) well as their mandate and responsibilities.
Knowing how best to safely poison rats This broad Expertise skill represents the The version of Expertise is best served by In-
10
infesting one’s home. ability to perform a particular profession’s tellect and cannot be used unskilled.

Chapter 1: Skills 27
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Example professions include Accountant, DC Example The use of psychology on a subject as a
Actor (Unskilled), Assassin, Astronaut, Com- Identifying the tricks a typical fraudu- means of treatment should never come down
bat Instructor, Comedian (Unskilled), Crim- 10 lent psychic is using to claim they talk to a simple matter of a single die roll. It should
inal Profiler, Diver, Educator (Unskilled), to the dead. be a gradual process. Graded, opposed skill
Recalling the name of a famous checks are used to represent this process, us-
Fashion Designer (Unskilled), Federal Agent,
15 psychic who operated in the city ing cumulative, consecutive degrees of suc-
Hunter (unskilled), Lawyer, Mercenary (Un- cess until the desired result is achieved.
over a century ago.
skilled), Miner (Unskilled), Policeman, Radio
Identifying a paranormal item as being
Host (Unskilled), Pharmacist, Physician, Sail- Quantum Mechanics (Intellect)
20 psychic rather than mystical in nature by
or, Soldier, Stage Magician (Unskilled) Trainer watching how it functions. Also known as quantum physics, this
(Unskilled), Writer (Unskilled) Understanding the purpose of an area of study concerns itself with the phys-
DC Example ancient, esoteric psychic device found ics of energy and matter within the quantum
25 realm. It is the foundation of atomic theory
Sewing some stitches into a deep cut deep beneath the Earth’s surface, aban-
10 doned many millennia ago by aliens. and similar scientific theories of atomic and
(physician)
sub-atomic relationships.
Writing a well-received role-playing Psychology (Intellect)
15
game supplement (writer) By applying scientific principles and DC Example
Teaching a bear to walk around on top methodology to the study of the mind, this Being able to explain how a laser beam
20 10
of an inflated ball (trainer) Expertise deals with understanding why is created and sustained.
Taking a wide variety of seemingly and how people—as individuals and collec- Understanding how multiple universes
unrelated crimes spanning two de- tively—behave and think as they do. Psy- 15 can occupy the same space at a quan-
cades and five continents, and find- chology is also used to treat mental disor- tum level.
25 ing common implied behavioral and ders using this knowledge. Using quantum interference to use the
psychological links that indicate they DC Example heat generated by firing a particle beam
20
were perpetrated by the same person Examining a criminal suspect to determine pistol back into energy to refill its fuel
(criminal profiler) 10 cell.
if they are legally sane and able to stand trial.
Analyzing someone’s reaction to some- Proofing the math for a quantum com-
25
15 thing you say to determine if they are puter design.
Psychic (Intellect) hiding anything in their response.
Predicting a villain’s likely next move Religion (Intellect; Unskilled)
Covering all lore and study of psychic
phenomenon, this specialty may be used
20 using a psychological profile and based Study of organized spiritual systems of
on a clue purposefully left behind. faith and belief that collectively define cul-
in place of Expertise: Magic in conjunction
Striving to understand, and subsequent- tural aspects ranging from morality and be-
with the Artificer advantage to design and ly treat, the thought process of the
25 havior to the origins of existence. Expertise:
construct temporary devices of a psychic in- world’s most dangerous, psychopathic Religion is primarily considered with the
stead of mystic nature. super-villain. rituals, policies, and practices of the orga-

Chapter 1: Skills 28
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nizations built around these belief systems DC Example DC Example
and not just what those beliefs represent. Hunting through a massive, ancient, Knowing how to repair the synapse-em-
There is some overlap with mythology, es- alien library with no organization sys- 25 ulating circuits in an artificially intelli-
pecially in a world where super-heroes ex- 25
tem to find a single line of text relevant gent android’s brain-like CPU.
ist, and ancient gods walk among mortals. to solving the current problem.
Science (Intellect; Unskilled)
DC Example
Riding (Agility; Unskilled) Although there are many specialized Ex-
Knowing why people of the Jewish
10 Expertise: Riding indicates skill and pertise skills focusing on particular aspects
faith do not eat pork.
knowledge of how to ride an animal, such of science, this skill covers the fundamen-
Being able to imitate a religion’s basic tals of all but the most highly specialized
as a horse.
15 behaviors so as to pass a cursory in- fields. This allows the character to make
spection as one of its members. See Chapter 4 (pg 88) guidelines and skill checks for most science-related tasks
Using a little-known religious law to rules for doing so, including relevant DCs. but, usually, with higher DCs than would
20 free someone sentenced to death as a Essentially, it is employed in a similar fash- be required of someone with a more refined
heretic in a theocracy ion as the Vehicles skill, save it applies to Expertise skill focusing on that particular
Being able to translate the meaning using a mount. field of scientific endeavor.
behind the ritual death dance of the lost
25 Robotics (Intellect)
DC Example
Tonga people on the Island of Mon-
Safely mixing two chemicals together to
sters. The design and practical theories of ro- 10
determine what they are.
bot constructs are addressed by this area
15 Identifying a plant based on its leaves
of Expertise. Such knowledge ranges from
Research (Awareness; Unskilled) Teaching the basics of quantum me-
the physical components to the software 20
The process of seeking data on a given running the machine, including those that chanics in a high-school course.
subject by distilling fact and meaning from have a degree of artificial intelligence or are Properly dissecting and cataloguing an
25
the source material such as books, Internet otherwise able to perform decision-making alien life form’s rudimentary physiology.
websites, and the like. There is often overlap functions.
Security (Intellect)
with aspects of the Investigation skill.
DC Example Understanding of security measures,
DC Example
Designing a cat-sized robot that will ranging from how to set-up a manned pe-
Sifting through recent news articles to 10 vacuum the floor using motion detec- rimeter to the operation of sophisticated an-
10 learn a politician’s stance on particular tors and spatial awareness software. ti-infiltration devices, are addressed by this
issues. Designing a robot vehicle that can drive skill. This expertise represents familiarity
Doing a background check on a politi- with the technology, people, and techniques
15 15 itself using programmed parameters
cian in order to dig up some dirt. of securing locations, objects, and people
and destinations.
Looking through history to find refer- against their penetration, theft or destruc-
20 Designing a combat-capable, humanoid tion, or kidnapping or assassination thereof,
ences to an immortal metahuman. 20
robot bodyguard. respectively.

Chapter 1: Skills 29
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DC Example
Choosing an optimum, commercial
10
home security system.
Recognizing someone who is fairly well-
15
known in the field of private security.
Determining the likely location of a
security system’s controls within a facil-
20
ity based solely on familiarity with the
system model.
Devising a manned and automated secu-
rity cordon for a large location that has
25
dozens of possible, difficult to defend
entry points and similar weaknesses.
Singing (Presence; Unskilled)
The measure of one’s talent for singing, as
well as a trained or inherent understanding
of singing techniques, styles, and practices.
DC Example
10 Singing a typical nursery rhyme.
15 Singing a typical pop song.
Providing an award winning singing
20
performance.
Singing an incredibly complex opera
DC Example Stage Magic (Intellect, Dexterity)
25 with long sustained, rapidly ranging
notes and the like. Analyzing demographic information to Also known as illusion, stage magic in-
10 provide regional crime statistics. volves using distraction, sleight of hand,
Sociology (Intellect) Examining modern society and relating and other forms of trickery and shenani-
Using various forms of study, observa- 15 it to historical demographic trends to gans in order to create the appearance of
tion, and analysis, this skill covers the study illustrate changes to racist perceptions. performing arcane or preternatural acts.
of society through the various relationships 20 Applying social theory to predict global
conflict trends in the near future. Dexterityis used for acts of physical presti-
of its component elements and the people
Conducting a social survey of an alien digitation, eye-hand coordination, or the
that comprise them. These factors include
race in order to construct a detailed like not addressed by Sleight of Hand.
demographics, religion, contemporary cul- 25 social profile outlining everything from
ture, social status and stratification, the law, customs to behavior to a detailed look Intellectis employed while designing, fig-
and criminality, among others. at their anomies. uring out, or otherwise being engaged in

Chapter 1: Skills 30
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stage magic in a manner other than hands- DC Example DC Example
on. The latter is also used to figure out Knowing a black market fence in the Using superior numbers and terrain to plan
how to work sleight of hand into an act. 10
25 city who is likely to be able to sell a sto- how to ambush a squad of enemy soldiers.
DC Example len experimental time distortion device. Preparing a counterattack from a pre-
15
Discerning how three interlocked, solid pared position surrounded by the enemy.
10 Survival (Awareness)
rings can be pulled apart. Devising a way to sneak supplies
Keeping track of a card’s position in a This skill represents training and knowl- 20 through an enemy blockade to allies
15 edge of how to keep yourself and others safe entrapped within the cordon.
shuffling deck.
and fed in the wild. How to build a shelter Planning the deployment of an inferior
Figuring out how a professional illu-
and otherwise protect oneself from the ele- number of spacecraft to attack a gal-
20 sionist is able to levitate random audi- 25
ments, and how to discern poisonous plants axy-spanning empire of vastly superior
ence members during his show.
from those that are edible or have medicinal military strength.
Designing a trick that will make an
properties are the sort of thing Expertise:
25 entire city seem to disappear in front of
Survival addresses. Temporal Mechanics (Intellect)
a live audience.
DC Example This skill covers the confusing and com-
Streetwise (Awareness; Unskilled) 10 Providing food and water for one person. plex study of how physics relates to time,
Understanding and awareness of urban especially time travel. This includes the the-
Build a shelter or otherwise fortifying
culture, especially unorthodox and youth- oretical (or real, depending upon what is
15 yourself against the weather and other
ful aspects, also known as “underground” possible in your game) means of travelling
hazardous climate conditions.
or fringe cultures rooted in the city streets, through time, the ramifications of operating
Provide food and water for a small in a time not your own, such as the creation
including appropriate lingo and behaviors. 20
group (2 to 5) of people. of paradoxes, and the existence and creation
Drug, dance and music clubs, and homeless
Provide food and water for a small of alternate histories.
cultures of the city are all addressed by this
25 group (2 to 5) of people in an environ-
area of Expertise, as is knowing how to access DC Example
the information grapevine that exists among ment that barely sustains native life.
Understanding the dangers of your
urban criminal elements, such as prostitutes, 10
actions should you travel to the past.
drug dealers, and black marketers. Tactics (Intellect)
Postulating the moment in time when
Tactics covers the philosophy, planning, 15
DC Example events changed, creating an alternate history.
policies, strategies, and techniques for fac- Recognizing sufficient subtle differenc-
Know the best places in the city to ing an opponent within the context of the
10 es to realize you have travelled to an
attend illegal dance parties. 20
resources, environment, and other appli- alternate history before seeing anything
Guessing a likely place to find someone cable conditions available. Most often, this
15 obviously different.
selling illicit street narcotics. skill is utilized in a military capacity to plan Mathematically devising a theory of how
Seeing the signs of homeless teenagers how best to defeat one’s foe, but it can also time travel is possible, should a machine
20 working together to conduct a neighbor- 25
be employed in other areas, such as busi- be created to allow the situation outlined
hood crime wave of extortion and robbery. ness or politics. by the math to become a reality.

Chapter 1: Skills 31
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Theology & Philosophy Torture (Intellect; Unskilled) the subject’s Will are used to represent the
(Awareness, Intellect; Unskilled) Torture is the application of extreme psy- progressive cracking of someone’s resolve,
Studying religion and divinity from a chological, emotional, and/or physical stress using cumulative, consecutive degrees of
position of critical reason rather than faith, (including pain) as a form of severe punish- success to represent the process until the
along with a similar examination of knowl- ment or a means to extract information from subject cracks. This means graded degrees
edge, thought, existence, time, relationships the subject. Torture can be brutally random of success from consecutive Expertise: Tor-
between humanity and reality, morality, or extremely calculating in how it is imple- ture skill checks compound.
and the like are addressed by this skill. mented, depending upon the desired goal, Every graded degree of success on the
This includes their history, policies, nature, timeframe to achieve those results, and the subject’s part (or graded degree of failure
and implications, respectively, in the broad torturer’s skill. on the torturer’s part) reduces the torturer’s
terms required for critical analysis. Aside from employing this skill to con- cumulatively achieved successes by one. If
There is some inevitable overlap with Ex- duct actual torture, it is also used to create this reduces the torturer’s obtained success-
pertise: Mythology and Expertise: Religion, or analyze torture techniques. This includes es up to that point to 0, all torture progress
especially in a world where super-heroes someone else’s torture methods in order previously obtained will be negated.
exist and ancient gods walk among mortals. to determine what the torture intended to Degrees of
However, this skill is driven less by fact and achieve, how long it lasted, the degree of Success
Results

more by questions. harm it likely inflicted, and similar details.


Insignificant break. Minimal infor-
DC Example 1 mation, such as name, rank, and
Use Intellect while reasoning through a rele- serial number are provided.
Recognizing the physical and mental
vant analysis. 10
signs of trauma caused by torture. Minor break. Information of
Employ Awareness when trying to recall a Being able to differentiate scars from minor importance that has a low
relevant fact or theory. 2
physical torture from those obtained in risk of compromising anything or
15
other ways, such as from an accident or anyone will be revealed.
DC Example in combat. Major break. Information of impor-
Comprehending the orthodox dogma Assessing someone in order to ascer- 3 tance that may compromise some-
10 thing or someone will be revealed.
of a specific organized religion. tain the best torture techniques for
20
Presenting a rational argument regard- breaking them, based on their perceived Severe break. Although the sub-
15 ing the nature of predetermination and strengths and weaknesses. ject will impart much of what is
4
probability on the nature of choice. Devising a new, effective means of tor- asked, they will withhold the most
25
Unraveling the clues to a puzzle that are ture unlike any previously seen. vital, important details.
20 Broken. The subject will impart
left in a long series of Zen prose. 5
The use of torture should never come
Charting a theoretical history of man- anything desired.
down to a simple matter of a single die roll.
kind that speculates what would have It should be a gradual process represent- You can continue to extract ad-
25 +1 ditional information of the sort
happened differently if Christianity had ing the need to break down the subject’s
never developed as a religion. will. Graded, opposed skill checks against obtained from a Broken result.

Chapter 1: Skills 32
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Traps (Intellect) DC Example es, however, utilize exobiology as a practical
Knowing how to design, construct, bait, Recognizing the underlying, unifying moral discipline that serves a very real function,
prepare, and conceal traps. In the case of 20 of an entire series of post-modern art col- and has the opportunity to use actual spec-
highly advanced traps, the Technology skill laborated upon by different artists. imens to pursue knowledge.
may be required for construction purposes. 25 Painting a masterpiece. DC Example
DC Example Writing (Intellect; Unskilled) Identifying a creature’s cellular structure as
10
10 Building a simple deadfall trap out of logs.
The ability to communicate textually in a one alien to how life evolved on Earth.
Building a poisoned needle trap into a manner that is true to the appropriate gram- Using a live alien specimen to develop likely
15 matical style, the chosen medium, and the 15 theories regarding the creature’s native
doorknob.
desired context. It also includes the ability
Devising a trap tailored to a particular habitat.
20 to communicate a message or story in such Constructing theories on likely evolution
target’s powers.
25 a way as to engage the reader. Expertise:
Designing an intricate, city-wide deathtrap. scenarios for extraterrestrial life forms
20
Writing encompasses creative writing, both given a model of an alien environment
prose and poetry, as well as more practical radically different from any on Earth.
Visual Arts (Dexterity, Intellect; Unskilled) writing purposes, such as those of a technical Devising a package to be shot into space
Knowledge of art forms that are mainly or journalistic nature. It also accounts for the that can communicate mankind’s intentions,
visual in nature. This body of knowledge process of analyzing someone else’s writing 25 physiology, aspirations, history, and desire
includes understanding the various visual for meaning, influences, and the like. for peaceful contact in a way that can uni-
disciplines and schools of thought, including versally be understood.
DC Example
the principles and techniques that combine 10 Writing a clear, concise memo.
to create visual art. Practical forms of visual Zoology (Intellect)
Analyzing a poem in order to extract the
art, such as graphic design and the aesthetics 15 A variation of biology specifically con-
real meaning hidden beyond the literal.
of architecture are included. Documenting the life of a mediocre person cerned with animals. Instinctual and learned
20 in a way that makes them seem incredibly behaviors, habitations, evolution, classifica-
This skill may be used to identify forged tion, physiology, and the like are all con-
intriguing.
art using opposed skill checks against the cerns of this discipline.
Writing a work of immense, culture-span-
forger’s Expertise: Forgery skill. 25
ning literature. DC Example
Dexterity is used to create a work of visual art. Xenobiology (Intellect) Identifying an animal’s most likely native
10
InItellect is reserved for analyzing and study- habitat by examining it.
This is the study of the behavior, physi-
ing it. ology, evolution, distribution, habitat, and Producing a reasonable hypothesis of an
origins of living creature alien to Earth: ex- 15 animal’s evolutionary path based on its
DC Example current physiology and behavior.
Identifying Renaissance influences in a traterrestrials. In games where aliens do not
10 exist, this is a skill of theory and guesswork Identifying natural, if abnormal, cellular
modern painting. 20
mutation in an animal.
Creating a new logo that represents the
by extrapolating conditions based on obser-
15 vations made within the scientific constraints Classifying a beast that has been heavily
client company’s products and identity 25
of Earth. Games that make use of alien rac- mutated by a criminal mastermind.

Chapter 1: Skills 33
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Chapter 2
Advantages
The following new advan- you require half the usual amount of Leads
tages are listed by name, type, (round up) required to perform a pursuer or
ranks (if applicable), and a de- target maneuver.
scription detailing their benefits Expertise: Riding may be substituted for
and function. the Vehicles skill while riding a mount, or
Some of the “new” advantages are Acrobatics for individual, personal move-
second edition feats that did not make ment powers
the cut into the third edition rules, for one
Avoidance
reason or another. However, there is value in
Combat, Ranked [2]
many of these feats becoming advantages―
following some alterations You enjoy a +2 circumstance bonus to
and tweaking to make them Dodge checks to avoid a grab or similar
more appropriate for the ensnaring effect. If you have 2 ranks in
third edition. this advantage, your circumstance bonus
increases to +5.
Ace
Skill, Ranked Banter Skill, Ranked
You gain benefits Make a Deception check as a free action
to Vehicle skill checks
every round this advantage is employed.
with a particular mod-
This is resisted by your targeted foe’s Will,
el/type of vehicle per
or opposed by their Deception or Sense Mo-
rank in this advantage.
tive (whichever is best.) Success means you
A new vehicle type
gain a circumstance bonus of (Presence +
must be selected with
Banter ranks) to your Dodge or Parry (as ap-
each new rank.
propriate) against that opponent. You only
When in a selected benefit from this bonus while your oppo-
vehicle, you reduce nent is able to hear you and you keep up the
the chance of encoun- witty (read: annoying) repartee.
tering an obstacle by
2 (see Hot Pursuit & Vehi- Banter also takes away from your full
cle Combat Optional Rules, pg 88.) Also, attention, however, imposing a –2 circum-

Chapter 2: Advantages 34
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Combat Advantages
Advantage Effect
Avoidance Circumstance bonus to avoid grab and ensnaring effects.
Improved Throw Choose if opponent uses Acrobatics or Athletics to oppose your trip attack.
Moment of Weakness * Select an appropriate action you may undertake as though you had prepared a ready action.
Monkeywrencher * Circumstance bonus to Damage versus mechanisms and electronics, and disabling or sabotaging may take less time.
Ranged Hold Make attack check to pin targets with ranged weapons.
Reliable Attack * The selected attack type is no longer subject to critical misses.
Sneak Attack Gain a circumstance bonus to a surprise attack’s Damage rank equal to your attack’s degree of success.
* These Advantages are ranked

Fortune Advantages
Advantage Effect
Enduring Inventions * Grants more scenes for inventions when a hero point is spent.
Enduring Psi-Rituals * Grants more scenes for psi-rituals when a hero point is spent.
Enduring Rituals * Grants more scenes for rituals when a hero point is spent.
Extra Extra Add an extra to a power effect.
Second Wind Removes the dying condition and replaces it with staggered.
Taskmaster * Inspire minions to gain a +2 circumstance bonus to some defense or resistance checks.
* These Advantages are ranked

General Advantages
Advantage Effect
Commander Sending simple commands to one’s minions is a free action.
In the Wings The character need not wait until between adventures to replace minions or call upon more followers.
Micro-Architect * Reduce the required Space of headquarters features by 1.
Minion Addendum * You may spend ranks on gaining additional minions or followers instead of spending more points on a single minion.
Organization * Acquire 15 points per rank to spend on an organization.
Rise to the Occasion * Increases a specified PL limitation.
Trademark * +1 bonus per rank to succeed at Trademark maneuver.
* These Advantages are ranked

Chapter 2: Advantages 35
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Skill Advantages
Advantage Effect

Ace * Halve Leads needed for vehicle maneuvers and reduce the chance of encountering an obstacle.
Banter * Use a steady stream of annoying chatter to frustrate your opponent into losing accuracy.
Connected, Revised * Choose factions within society with which to gain a circumstance bonus to Persuasion checks.
Contacts, Revised * Choose factions within society with which to gain a circumstance bonus to Investigation checks.
Ear to the Ground * Halve the usual time for Connected’s Persuasion checks and Contact’s Investigation checks.
Gambler * Circumstance bonus on Insight and Persuasion checks while gambling.
Gifted Craftsman * May construct inventions faster.
Gifted Inventor * May design inventions faster.
Invention Expertise * Reduce the cost of devices built with the specified effect by 5 points per rank.
Master Trap-Maker * Gain traps in situations where you have a chance to prepare in advance.
Mesmerist Halve the ranks of Time needed to perform an Expertise: Hypnosis effect.
Muscle Up Climb with one hand without penalty.
Poisoner * Gain a circumstance bonus to create poison, to poison-related power checks, and to resistance checks versus poison.
Psi-Artificer Use Expertise: Psychic and Technology to create temporary magical devices.
Psi-Ritual Expertise * Reduce the cost of psi-rituals researched with the specified effect by 5 points per rank.
Psi-Ritualist You can create and manifest psychic rituals.
Rapid Builder * Reduce time to build items related to the selected skill.
Ritual Expertise * Reduce the cost of rituals researched with the specified effect by 5 points per rank.
Skill Adept * The minimum you can roll with the selected skill, before modifiers, is (5 + ranks.)
Specialization * Gain a circumstance bonus on a particular aspect or area of a skill.
Strongarm Use Strength instead of Presence while coercing.
Trainer * Teach animals to perform special tricks.
Wire Fighter Defending yourself while climbing is less prohibitive.
* These Advantages are ranked

Chapter 2: Advantages 36
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stance penalty on your attack, skill, and The first rank you select for this advan- ter’s concept. You gain a +5 circumstance
power checks while in use. However, you tage will indicate your primary connected bonus to Investigation checks within your
can become a natural at annoying your tar- faction with all others being secondary. primary faction and 2 for secondary fac-
get by spending a second rank in Barter to tions. This bonus cannot increase your
remove these penalties. (Annotate as “No You could have Connected 3 (P: Crim- total effective skill rank higher than the
Penalties.”) A rank spent in this way cannot inal; S: Military, Police.) These distinc- campaign’s PL limit.
be used to obtain a Dodge or Parry modifier. tions can be as broad or as narrow as
the Gamemaster feels is appropriate to You may later switch which faction is
Your total Dodge or Parry bonus is limit- your primary faction, but doing so requires
the character’s concept.
ed by the campaign’s PL. purchasing a rank in Contacts without ac-
You gain a +5 circumstance bonus to Per- quiring a new faction for it.
Commander General suasion checks within your primary faction
Commanding a minion or similar fol- and 2 for secondary factions. This bonus Ear to the Ground
lower counts as a free action provided there cannot increase your total effective skill Skill, Ranked
is a means to communicate the command, rank higher than the campaign’s PL limit.
You are exceptionally competent at
and the command is both brief and simple. You may later switch which faction is working your connections and contacts, al-
Only one such command may be issued per your primary faction, but doing so requires lowing you to halve the time required of
round. Any additional commands require purchasing a rank in Connected without ac- Connected’s Persuasion checks and Con-
the usual amount of time to communicate quiring a new faction for it. tact’s Investigation checks.
the desired message.
Contacts, Revised If using the revised Connected and Con-
Connected, Revised Skill, Ranked tact advantage rules presented in this chap-
Skill, Ranked This advantage works as described in the ter, Ear to the Ground becomes a ranked ad-
This advantage works as described in the core rules but, optionally, a Gamemaster may vantage. You must purchase a rank for every
core rules but, optionally, a Gamemaster may want to refine its use to be more precise. In- faction you wish Ear to the Ground’s benefits
want to refine its use to be more precise. In- stead of generally applying to the charac- to apply to.
stead of generally applying to the character’s ter’s contact in all aspects of life, you must
connection in all aspects of life, you must choose a particular faction of society to have Enduring Inventions
choose a particular faction of society to have active contacts with. Every rank allows you Fortune, Ranked
active connections with. Every rank allows to choose a different faction of society. You may employ an invention you con-
you to choose a different faction of society. The first rank will indicate your primary struct for as many additional scenes while
By fractioning Connected in this manner, faction with all others being secondary. spending a hero point as this advantage’s
an element of realism is added, preventing ranks, plus one. This is instead of the usu-
characters from drawing on inappropriate You could have Contacts 2 (P: Federal al one additional scene gained from a hero
help with the constant need for Gamemas- Government; S: Legal.) These distinctions point used for this purpose. The Gamemas-
ter fiat. This revision also helps further de- can be as broad or as narrow as the Gam- ter reserves the right to cut this short if the
fine the character’s concept. emaster feels is appropriate to the charac- story’s progress demands it.

Chapter 2: Advantages 37
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Having three months of in-game time in- You are limited to no more ranks in Gifted Inventor
stantly pass by in real time as the heroes heal this advantage than half the game’s PL Skill, Ranked
from their most recent scene would be a good (rounded down.) Every rank of this advantage allows you
reason for the Gamemaster to rule the inven- to reduce by 1 rank of Time on the Measure-
tion no longer worked, even if this advantage
Extra Extra Fortune ments Table the amount of time needed for
would otherwise allow it to.
Spending a hero point temporarily be- an invention’s design check. This is done
You are limited to no more ranks in this stows you with an additional flat 1 point or without suffering the usual –5 circumstance
advantage than half the game’s PL (round- +1 cost per rank extra to a power effect of penalty to the Technology check.
ed down.) your choice. Increase the flat point value or Improved Throw Combat
+1 cost per rank value by one per addition-
Enduring Psi-Rituals You’re skilled at throwing opponents
Fortune, Ranked
al hero point spent, in which case you may
split your ranks among various extras, but off-balance. When making a trip attack (nor-
You may employ a psi-ritual for as not across different power effects. The addi- mally or using a power), choose for your
many additional scenes while spending a tional extra(s) lasts until the end of the scene opponent whether they must use Acrobatics
hero point as this advantage’s ranks, plus or until the effect’s duration expires, which- or Athletics to oppose you.
one. This is instead of the usual one ad- ever comes first.
In the Wings General
ditional scene gained from a hero point
used for this purpose. The Gamemaster Gambler Skill, Ranked [2] Once per session, replace lost minions
reserves the right to cut this short if the and/or followers of the same type in a time-
You are exceptionally talented at reading frame equal to the rank of time on the Mea-
story’s progress demands it, as per the En- and playing off people when there is some-
during Inventions advantage. surements Table equal to the minion’s rank
thing at stake, giving you a +2 circumstance
on the Amounts Table (pg 80) plus their PL.
You are limited to no more ranks in bonus on Insight and Persuasion checks
this advantage than half the game’s PL against subjects you are gambling with. If Replacing 10 (amounts rank –1) PL 3 thugs
you take a second rank, you increase this
(rounded down.) could be done within 30 seconds (–1 + 3
bonus to +5. This bonus does not provide
Enduring Rituals bonuses to checks made that have nothing equals a Time rank of 2.)
Fortune, Ranked to do with the gambling at hand. Invention Expertise
You may employ a ritual for as many ad- Skill, Ranked
Gifted Craftsman
ditional scenes while spending a hero point Skill, Ranked Select an effect you can duplicate or rep-
as this advantage’s ranks, plus one. This is resent with a device. Reduce by 5 points
instead of the usual one additional scene Every rank of this advantage allows you
per rank the total cost (not cost per rank) of
gained from a hero point used for this pur- to reduce by 1 rank of Time on the Measure- powers using that effect as part of a device,
pose. The Gamemaster reserves the right ments Table the amount needed for an in- with a minimum total cost of 1 point. Addi-
to cut this short if the story’s progress de- vention’s construction check without suffer- tional ranks allow you to apply this advan-
mands it, as per the Enduring Inventions ing the usual –5 circumstance penalty to the tage to another effect or further reduce the
advantage. Technology check. point cost of the selected effect.

Chapter 2: Advantages 38
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Although any combination of
extras and flaws may be applied
to this effect when building such
a device, this advantage’s benefits
do not apply if the power is built
as part of a multi-effect power, is
linked to, or has an Alternate Effect
that does not also benefit from this
advantage. If Invention Expertise
applies to all relevant effects, use
the highest applicable advantage
rank and ignore the rest.

A character with Invention Ex-


pertise 3 (Affliction) and Inven-
tion Expertise (Weaken) builds
a device with a power com-
prised of Ranged Affliction 8 and
Ranged Weaken Strength 4. This
would normally cost 24 points.
Thanks to the Invention Exper-
tise 3 Affliction, however, it costs
9 points; the Invention Expertise
(Weaken) effect is not applied.
Use the adjusted point cost in-
stead of the normal point cost for
the sake of determining device’s
design or the invention check.
You may not have more ranks
in this advantage than half the
game’s PL.
Master Trap-Maker
Skill, Ranked
If you have the opportunity to
prepare for an encounter, you can
fill an area with traps. For every
rank of this advantage, you may

Chapter 2: Advantages 39
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fill the area with 10 points worth of traps, Making the area safe again by removing starting the amount at two (rank –4) on the
distributed as desired. The trap-layer then the traps requires half this time. Amounts Table (pg 80.)
makes an Expertise: Traps check.
With Minion 6, you can have a single
When someone enters the trapped area, Mesmerist Skill
90-point minion, two 60-point minions,
they must make a Dodge resistance check The time needed to induce a hypnotic eight 30-point minions, and so forth.
every time they move across the ground state or perform a hypnotic activity to some-
(or through the air if any of the traps affect one already in such a state, as per the Ex-
airborne targets.) This is against a DC equal pertise: Hypnosis skill, is reduced to half the
Moment of Weakness
to the trap-layer’s Expertise: Traps check re- Combat, Ranked
usual ranks (rounded up) to a minimum of
sult, +1 per rank of speed the subject is mov- 0 ranks of Time (6 seconds.) Select one of the following action types or
ing at through the area beyond a speed of maneuvers per advantage rank:
0. If the resistance check fails, a randomly
Micro-Architect
determined appropriate trap goes off. Aid, defend, demoralize, disarm, feint, grab,
General, Ranked
No more Dodge resistance checks need recover, stand, trick, or trip.
Any headquarters feature that requires
be made (taking for granted the traps do not more than 1 Space reduces the Space it re- When an opponent attempts such an ac-
automatically reset. In such cases, Dodge tion against someone other than yourself
quires by 1 per rank of this advantage, to a
checks gain a +5 circumstance bonus be- minimum of 1 Space (which is why this ad- within your range of perception, you may
cause the trap’s location has been revealed) vantage doesn’t apply to anything already simultaneously perform an appropriate ac-
once the total amount of traps set in the area tion against that enemy (meaning an action
using 0 or 1 Space.) Similarly, no headquar-
have been activated. The trap-layer does the circumstances allow for) as though you
ters feature can have its required Space re-
not need to make this resistance check (un- duced by more than half its usual amount had previously readied an action to do so.
less an opponent makes a point of forcibly via this advantage. This means your action takes part outside
subjecting the trap-layer to one of his own
traps, at the Gamemaster’s approval.) Al- Each rank of this advantage beyond the the usual initiative order as though you had
lies who were pointedly made aware of the first requires you have 2 cumulative ranks taken a ready action.
traps’ locations make their resistance checks of Expertise: Engineering. You cannot utilize this advantage if you
with a +5 bonus. do not have sufficient remaining actions to
Micro-Architect 3 would require a mini- perform your desired maneuver.
Preparing an area in this manner requires mum of Expertise: Engineering 6.
as much Time on the Measurements Table
as the equivalent Volume rank. Monkeywrencher
Minion Addendum Combat, Ranked
General, Ranked
Filling a 1,000 cubic foot area (rank 10) If you choose to attack a mechanical or
would take 2 hours. The amount of time Every two ranks of this advantage be- electrical device or piece of equipment, such
may be reduced by imposing a –5 penalty yond the ranks needed to create the char- as a suit of power armor, a rifle, or a similar
to the Expertise: Traps check per time rank acter increases your total number of min- item, you gain a +2 circumstance bonus to
reduction (minimum rank of 0; 6 seconds.) ions of that particular type by one rank, your Damage. With a second rank, your cir-

Chapter 2: Advantages 40
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cumstance bonus is +5. As a rule of thumb, equipment, etc. involved that prevents the as one uses Expertise: Magic to create
this bonus only applies to mechanisms that latter from knowing who they really work magical inventions.
have moving parts, require electrical power, for. This makes the personnel only loyal to
or are fueled by a chemical reaction. the organization and not the characters con- Psi-Ritual Expertise
Skill, Ranked
tributing the necessary points.
You can also spend ranks to allow you
Select an effect you can duplicate or rep-
to disable or sabotage such items using the Multiple characters may contribute
resent with a psi-ritual. Reduce by 5 points
Technology skill faster. Doing so requires ranks from the Organization advantage
per rank the total cost (not cost per rank) of
one less rank of Time than is normal on the to jointly construct an organization, but
Measurements Table per rank of this ad- withdrawing from the organization may powers used during a psi-ritual, with a min-
vantage spent on this purpose (this means be handled in one of several ways. At the imum total cost of 1 point. Additional ranks
excluding the one or two ranks spent on the most severe end of the spectrum, the char- allow you to apply this advantage to anoth-
Damage circumstance bonus.) This includes acter loses the advantage but does not get er effect or further reduce the point cost of
when making a routine check, to a mini- back the expended points. Optionally, the the selected effect.
mum of a single action. Gamemaster may return expended points Although any combination of extras and
immediately after leaving the organiza- flaws may be applied to this effect when
Muscle Up Skill tion, after completing an important mis- using an appropriate psi-ritual, this advan-
You can make Athletics checks for climb- sion or story element to earn them back, or tage’s benefits do not apply if the psi-ritu-
the next time character rewards are dished al is built as part of a multi-effect power,
ing with only one hand without incurring a
out. Regardless, the organization retains is linked to, or has an Alternate Effect that
penalty or slowing down, leaving the other
the points but will not gain future support does not also benefit from this advantage.
hand free.
from the withdrawn character.
If Psi-Ritual Expertise applies to all relevant
Note: Someone without this advantage
Poisoner Skill, Ranked [2] effects, use the highest applicable advantage
suffers a –5 penalty while climbing with one
rank and ignore the rest.
hand, if the Gamemaster rules circumstanc- At one rank, you gain a +2 circumstance
es permit it at all. bonus to skill checks for making poisons A character with Psi-Ritual Expertise 3 (Af-
and to any power checks involving powers fliction) and Psi-Ritual Expertise (Weaken)
Organization General, Ranked
with a poison descriptor. You also gain a +1 prepares a psi-ritual with a power com-
Your character has directly contributed bonus to resistance checks versus poison. prised of Ranged Affliction 8 and Ranged
resources to building an organization (pg With 2 ranks, the circumstance bonus to Weaken Strength 4. This would normally
184), granting the organization (rank x 15) skill checks is +5 and you benefit from a +2 cost 24 points. Thanks to the Psi-Ritual
points for its use via this advantage. This bonus to resistance checks against poison. Expertise 3 Affliction, however, it costs 9
advantage is only for designing the organi- points; the Psi-Ritual Expertise (Weaken)
zation itself. Personnel, headquarters, and effect is not applied.
Psi-Artificer Skill
equipment must be purchased separately
using the appropriate advantages unless You can use the Expertise: Psychic Use the adjusted point cost instead of the
there is a layer of obfuscation or hierar- and Technology skills to create tempo- normal point cost for the sake of determin-
chy between the character and the people, rary psychic devices in the same fashion ing device’s design or the invention check.

Chapter 2: Advantages 41
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You may not have more ranks in this ad- Devices are not affected by this advan- Ritual Expertise
vantage than half the game’s PL. tage; see the Gifted Inventor and Gifted Skill, Ranked
Craftsmen advantages. Select an effect you can duplicate or rep-
Psi-Ritualist Skill
Reliable Attack resent with a ritual. Reduce by 5 points per
You can use the Expertise: Psychic skill to rank the total cost (not cost per rank) of
Combat, Ranked
create and manifest psychic (psi) rituals in powers used during a ritual, with a mini-
the same way as arcane rituals are created Apply each rank of this advantage to
mum total cost of 1 point. Additional ranks
and cast using Expertise: Magic. a separate, narrow or broad type of attack
allow you to apply this advantage to anoth-
(unarmed, ranged, a particular power, etc.),
Ranged Hold Combat er effect or further reduce the point cost of
as per the Gamemaster’s discretion. (For
the selected effect.
You can use a ranged weapon (or similar particularly broad types, the Gamemaster
ranged attack) to pin an opponent to a near- may require two ranks rather than one.) The Although any combination of extras
by, suitable surface (e.g., wall, tree) within 5 selected attack type is no longer subject to a and flaws may be applied to this effect
feet behind or beside the target. critical miss on a natural 1. when using an appropriate ritual, this ad-
vantage’s benefits do not apply if the ritu-
Make a standard attack roll against the Rise to the Occasion al is built as part of a multi-effect power,
target. If your attack succeeds, the target General, Ranked
is linked to, or has an Alternate Effect that
makes a Dodge resistance check against You increase a single PL maximum lim- does not also benefit from this advantage.
your attack roll result. Failure leaves the tar- it by an amount equal to this advantage’s If Ritual Expertise applies to all relevant
get immobile in that location. ranks. You must purchase this advantage effects, use the highest applicable advan-
separately for each of the following trait PL tage rank and ignore the rest.
To break free, the victim must take a move
limitations you may wish to apply it to: skill
action for Strength or Sleight of Hand check modifier (choose a single skill), attack and
(DC 15 + 1 per degrees of success beyond the A character with Ritual Expertise 3 (Af-
effect (choose an attack, be it a single attack
first.) A Strength or skill bonus greater than the type, such as a specific power, or a group of fliction) and Ritual Expertise (Weak-
DC allows the target to escape as a free action. related attacks, such as guns, at the Game- en) prepares a ritual with a power
master’s discretion), Parry and Toughness, comprised of Ranged Affliction 8 and
Rapid Builder Skill, Ranked
Dodge and Toughness, or Fortitude and Will. Ranged Weaken Strength 4. This would
Select a skill used to design something, normally cost 24 points. Thanks to the
such as Expertise: Electronics, Expertise: A PL 5 character with Rise to the Occa- Ritual Expertise 3 Affliction, however,
Engineering, or Expertise: Mechanics. Each sion 3 (attack and effect, Deadly Eye it costs 9 points; the Ritual Expertise
rank of this advantage reduces by 1 rank on Beams) increases his maximum possible (Weaken) effect is not applied.
the Measurements Table the Time needed attack bonus combined with effect rank
to build items relevant to that skill, to a min- from +10 to +13 when using his Deadly Use the adjusted point cost instead of the
imum of one rank of time (6 seconds.) Eye Beams power. normal point cost for the sake of determin-
ing device’s design or the invention check.
You may select additional, appropriate You may apply ranks in this advantage
skills for this advantage and apply ranks to to the same PL limitation, or to separate You may not have more ranks in this ad-
them as well. limitations. vantage than half the game’s PL.

Chapter 2: Advantages 42
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Second Wind Fortune check that is lower than 10 would count as
a 10, to which all the usual modifiers would
Spending a hero point instead
then be added.
of making the usual Fortitude
check for the dying condition This advantage must be purchased sep-
immediately removes this condi- arately for every skill it is to be applied to.
tion, replacing it with the staggered This advantage cannot, however, be applied
Damage condition. to the Close Combat or Ranged Combat
Skill Adept
skills. Doing so would unbalance combat
Skill, Ranked far too much.
Select a skill to which this ad- Sneak Attack Combat
vantage applies. Using this ad- When you successfully make a surprise
vantage, you create a minimum
attack, you gain a bonus to the attack’s Dam-
threshold of (5 + advantage ranks)
age rank of +1 per degree of success with the
you are considered to roll natural-
attack roll. You cannot sneak attack an op-
ly. Any actual, natural roll result
ponent you cannot accurately perceive (due
below this minimum threshold
is instead treated as a roll equal to concealment or the like), and opponents
to the advantage’s threshold. Ap- immune to critical hits suffer no additional
ply the usual skill modifiers to the Damage from this advantage.
threshold result. Your total Damage modifier is limited by
This advantage’s ranks, when the campaign’s PL.
applied to any one skill, cannot Specialization
exceed one-half (rounded down) kill, Ranked [3]
the actual number of ranks you
have with the skill (meaning you By applying this to a skill, you gain a +2
cannot apply it to a skill you circumstance bonus to a particular area or
would normally use untrained.) aspect of that skill. With a second rank, you
increase this to a +5 circumstance bonus,
5 ranks of Skill Adept (Acrobat- and a third rank increases it to +10. Many
ics) results in a minimum “natural Expertise skills may be further specialized
roll” of 10 for Acrobatics checks, as well, such as Specialization (Expertise:
but would only be allowed to a Physician, neurosurgeon.)
character with 10 or more ranks
of Acrobatics. This means any roll Specialization (Athletics, jumping) be-
on the d20 during an Acrobatics stows a +2 bonus to the Athletics skill
when using its Jumping aspect, where-

Chapter 2: Advantages 43
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as Specialization 2 (Persuasion, hag- Technology―Vehicles power cannot be a Trademark, for example,
gling) grants a +5 bonus while nego- Treatment―Poisons but ricocheting shots around corners with
tiating prices. an eye-based Ranged Damage power would
Vehicles―Motorcycles qualify. This bonus allows the character to
It is up to the Gamemaster to decide
Strongarm Skill exceed normal PL restrictions, although the
what counts as a specialization, but it must
character may not have more ranks in this
be very focused and cannot grant a bonus You can apply your Strength modifier advantage than half his PL (rounded down.)
to something already covered by anoth- rather than your Presence modifier to Intim-
er advantage. What’s truly special about idation checks made while coercing a subject. When the character uses their Trade-
this advantage is that a bonus gained from mark, the Gamemaster may decide that
Specialization allows a skill to exceed the Taskmaster Fortune, Ranked people will recognize how “naturally good”
campaign’s normal PL limit, but only with By spending a hero point as a standard they are with the ability. This may produce
regards to what the advantage is special- action, minions of yours exposed to your interesting situations devised by the Game-
izing in. Each new rank must be devoted inspiration or forceful commands will push master on the fly—it may result in what is
to a new specialization. themselves beyond their normal capability. effectively an Intimidation or Persuasion re-
This grants them a +2 circumstance bonus to sult, for instance.
Sample Specializations one Dodge, Fortitude, or Will check of your The character cannot have more than one
Acrobatics―Tumbling choice during the next round. Trademark at a time. Choosing a new Trade-
Athletics― Jumping The maximum number of minions af- mark requires buying the advantage anew,
Close Combat―This skill cannot have any fected in this is way equals the advantage’s a decision that loses all points spent on the
specializations. ranks on the Amounts Table, starting at –5. previous Trademark. The Gamemaster may
also demand the character undertake some
Deception― Gambling Taskmaster 3 would affect 4 minions (Amounts sort of in-game action, such as a quest, that
Expertise: Forgery―Identification rank –3.) allows the character the opportunity to illus-
Expertise: Metahumans―Villains trate why the advantage should be changed.
Trademark General, Ranked
Expertise: Religion―Buddhism Trainer Skill, Ranked
The character is exceptional at one very
Expertise: Survival―Jungle specific thing, and he is known for it. Each rank allows you to train animals of
Expertise: Tactics―Anti-Terrorism Choose any aspect of an attack type, de- Intellect –4 or higher to perform one partic-
Insight―Evaluate fense maneuver, power stunt, skill use, etc. ular, extraordinary trick following an Ex-
the character is capable of , granting a +1 pertise: Animal Handling check. Just what
Persuasion―Children circumstance bonus per rank to the relevant this trick may be is up to the player, but it
Ranged Combat―This skill cannot have check needed to perform the Trademark. must be approved by the Gamemaster who
any specializations.
Ultimately, it is up to the Gamemaster to must set the skill check DC appropriately
Sleight of Hand―Escaping decide what qualifies as a Trademark, but for the trick’s complexity. The trick must be
Stealth―Hiding it must be very specific. A Ranged Damage indicated when a new rank is purchased.

Chapter 2: Advantages 44
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Example tricks include how to pick a cannon fodder rather than accommodating for the following two rounds (four if used
lock following an Expertise: Animal Han- the sort of character that is developed into with Blaze of Glory.)
dling check (DC 20) or how to use sign a fully three-dimensional identity. To this All benefits remain restricted by the cam-
language (DC 25.) end, minion advantages allow those who paign’s PL limitations.
Use your judgment regarding which an- possess them to carry out unusual deeds or
Blaze of Glory Minion
imals can perform which tricks. Certain an- function in such way as are stereotypical of
imals will be prevented from learning cer- their role. If a fanatic minion (pg 46) risks their
tain tricks because of the limitations of their Due to their nature, several Minion Ad- life for their master in such a manner that
anatomy. A fish, for example, does not have vantages only function for those that have means almost certain death (Gamemaster’s
the means to pick a lock because it has no already selected the Fanatic minion advan- discretion), no PL limits apply to any of
appendages with which to do so. tage (pg 46) or are called via a Summon ef- their attack, defense, or resistance modifi-
fect with the Fanatical extra (pg 64.) ers for the rest of the round. If the minion
Wire Fighter Skill survives despite the odds, they are hindered
You do not suffer the usual +5 Athletics Against the Odds for the following two rounds (four if used
DC modifier while moving to avoid attacks Minion, Ranked with alongside All or Nothing.)
while climbing. This benefit does not apply Select a type of resistance check this advan-
if you are dazed, stunned, staggered, or oth- tage applies to with each rank. The minion
erwise incapable of taking action normally suffers the effects of such a failed resistance
and unfettered. Likewise, you do not need check normally instead of suffering the worst
to make an immediate Athletics check if you possible degree of the effect if it also succeeds
fail a resistance check while climbing unless at a Fortitude resistance check against the
you get two or more degrees of failure. effect’s DC. (Yes, this means the minion at-
tempts two Fortitude resistance checks if this
advantage is applied to Fortitude.)
Minion Advantages All or Nothing Minion, Ranked
Minions are a different breed of char- If a fanatic minion (pg 46) risks their
acter than either noteworthy villains or life for their master in such a manner that
the heroes themselves. Because of their means almost certain death (Gamemaster’s
unique role in a campaign, only beings discretion), they increase the number of ef-
made using the Minion advantage or via fective ranks for either one power or their
the Summon effect may possess any of the attack modifier by an amount equal to this
following advantages. advantage’s ranks.

These advantages are special in that they A minion is not allowed to have more
ranks in this advantage than the character’s
are designed to complement the minion’s
Minion Rank (point cost / 15.) If the minion
nature as a devoted follower and all-purpose survives despite the odds, they are hindered

Chapter 2: Advantages 45
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Minion Advantages
Advantage Benefit
Against the Odds * Suffer the normal effects of the selected resistance check if an additional Fortitude resistance check succeeds.
All or Nothing * The minion increases a power’s ranks or an attack modifier by risking their life for their master.
Blaze of Glory PL restrictions on attack, defense, and resistance check modifiers are removed by risking the minion’s life for their master.
Blind Devotion * Gain a circumstance bonus to Will resistance bonus versus commands contrary to their master’s orders.
Create Opening Grants their master a +1 circumstance bonus to the latter’s attack modifier by sacrificing the minion’s life against the master’s foe.
Fanatic The minion is zealously loyal to its master to the point of being willing to sacrifice itself.
Hard as Nails * Reduces the effectiveness of non-minions making routine attack checks upon the minion.
Heed the Call * Move faster than normal while running so long as the minion is rushing to aid their master.
Horde Freely move to the location once occupied by a fallen, adjacent comrade.
Loyalty +2 circumstance bonus to any roll/check once per encounter if in service of their master.
Lucky Shot Allows minions to score critical hits against non-minions by rolling a second die.
Move as One * As a crowd entity, the minions lose less of their Dodge and Parry modifiers due to the crowd’s size.
Power of Many * +1 (or greater) circumstance bonus to Damage while Aiding fellow minion.
Power of One May champion fellow minions to score critical hits against non-minions.
Swarm * Double the time to attack an opponent surrounded by allies to gain a Damage bonus against this target.
Wide Open The minion drops his guard to allow his master a surprise attack against the selected foe.
* These Minion Advantages are ranked

Blind Devotion A minion cannot simultaneously apply If more than one minion uses this advan-
Minion, Ranked [2] this advantage to more than one master. If tage at once, the combined bonuses can do
no better than double their master’s normal
The minion is so loyal to their master the advantage is applied to someone new, attack modifier. These benefits may surpass
that at one rank they gain a +2 circumstance all existing ranks regarding the previous the campaign’s PL limits, however.
bonus to Will resistance checks that would master are lost without compensation.
force them to do anything contrary to their Create Opening In case the minion somehow survives,
Minion
they may not use this advantage again for
master’s commands. Two ranks in this ad-
By sacrificing their life (or sincerely in- the remainder of the encounter.
vantage increases the benefits to +5. tending to, even if they don’t actually die)
The Gamemaster has the final say as to upon the attacks of their master’s foe, a Fanatic Minion

which situations this advantage will apply to. fanatic minion (pg 46) creates a distraction. A new degree of attitude is added to
This grants the master a +1 circumstance bo- those that may be held by NPCs (see the
These benefits may surpass the cam- nus to his attack modifier against that same Persuasion skill), so that the attitude table
paign’s PL limits. foe for the following round. now appears as follows:

Chapter 2: Advantages 46
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Attitude Effect Heed the Call Minion, Ranked
Will take risks to attack or interfere
If the minion’s master calls for immedi-
Hostile
with you. ate assistance due to dire
Unfavor- Will insult, mislead, or otherwise circumstances (Gamemas-
able cause you trouble. ter’s use your discretion),
Acts as socially expected towards the minion may move all
Indifferent out to get to his master’s
you.
side. This requires making
Will chat, provide advice, and offer
Favorable an Athletics check (DC 15)
limited help.
Will take risks to help or protectfor running, as normal, but
Helpful success increases the min-
you.
ion’s speed rank by +2 in-
Fanatic Will do anything for you. stead of the usual +1. This
Minions with this advantage automat- rate may be main-
ically have a fanatic attitude towards their tained for as many
rounds as this ad-
master. This means they will do anything
vantage has ranks.
asked of them by whoever commands their
loyalty, including fighting to the death no This additional speed
matter how impossible the odds. is only maintained if
it is used to bring the
A minion with this advantage gains minion to his master’s
no additional benefit from the Fanatical aid. The speed returns to
extra (pg 64.) normal if the command is
Hard as Nails Minion, Ranked countered or if the min-
ion stops running.
When a non-minion character makes at-
tack checks against the minion as a routine Horde Minion
check, the usual automatic 10 “rolled” is re-
As a free action taken
duced by 1 per advantage rank.
at any time in the round
Routine checks made against a minion (even interrupting other
with Hard as Nails 3 would be considered characters in the middle of
to have rolled a 7. their turn), a minion with this ad- of the minion’s usual movement allotment
vantage may immediately move into the ad- for the round.
The minion may not take more ranks in jacent location occupied by a fellow minion
this advantage than his Minion Rank (points if the latter is slain or otherwise incapacitat- This advantage may only be used in the
/ 15), to a maximum of 9 ranks. ed. This change of location does not use any moment immediately following the oth-

Chapter 2: Advantages 47
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er minion’s death or incapacitation. If Move as One Minion, Ranked
anyone else acts first, the opportunity is
The minions are accustomed to fighting
missed, and then only if the moving min-
ion still has some movement remaining to together en masse, utilizing mass combat
him for the round. tactics while retaining a cohesive defense.
When amalgamated as a crowd entity (see
Both minions must belong to the Chapter 7, pg 196), halve (rounded down)
same master.
the latter’s rank on the Amounts Table
Loyalty Minion
with regards to the crowd entity’s size for
the purpose of calculating its Dodge and
Once per encounter, the minion may ap- Parry modifiers.
ply a +2 circumstance bonus to any single
check or roll so long as the check or roll is in Two ranks of this minion advantage
service of the master the minion is loyal to. means the crowd entity’s Dodge and Parry
modifiers are not reduced by its size at all.
When this advantage is selected, indicate
the individual, small group, board, etc. that Power of Many Minion
represents the authority the minion will be
Minions with this advantage are experts
loyal to. If the minion’s loyalty ever shifts to
at dog-piling troublesome heroes. When
a new master, this advantage is lost with-
the minion Aids another minion of
out compensation but may be retaken
the same master to attack a target,
to regain the advantage’s benefits.
a +1 circumstance bonus to Dam-
Gamemasters may allow this ad-
vantage to switch masters if the age is also bestowed. This Dam-
loyalty is to the title or position age bonus increases by an additional
rather than the person filling it. +1 per rank higher than rank –4 (2
minions) on the Amounts Table of
These benefits may surpass the other minions who also have this
campaign’s PL limits.
advantage and are lending Aid to
the same person.
Lucky Shot Minion
The minion may achieve a crit- Five minions (rank –2) with this ad-
ical hit against a non-minion, but vantage Aiding another minion who is
only by rolling second die as a free attacking a non-minion would confer a
action once the possibility of a critical +3 Damage bonus (+1, +1 for rank –3, +1
hit is indicated. This second die must also for rank –2.) Whereas fifty such minions
result in a critical hit for the critical hit result (rank 1) offering their Aid would grant a
to take effect. +6 Damage bonus.

Chapter 2: Advantages 48
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Power of One Minion
Organization Basic Mole Network DC
Organization’s Influence DC
When minions surround and enclose a
non-minion opponent on all sides, a min- Advantages Local 40
ion with this advantage may step forward Regional (province, state, etc.) 35
as a champion against that non-minion in Although organizations are built in a
fashion very similar to that of characters National 30
single combat. This allows the champion to
score critical hits normally so long as their (see Chapter 7, The Many Faces of Evil), International 25
fellow minions continue to surround the they are distinct enough to merit some spe- Global 20
non-minion and do not themselves engage cial advantages of their own.
the champion’s opponent. Any Investigation check made against
Swarm Minion, Ranked
this DC is subject to the following modifiers,
Mole Network
Organization, Ranked
based on information concerning the target-
When the minion and their allies have an
ed facility or organization.
opponent entirely surrounded on all sides, The organization has a widespread net-
the minion can use team tactics. This dou- work of agents who have infiltrated various
bles the time normally needed to make an
other organizations, agencies, and secure fa-
attack, in order to gain a Damage bonus
when the attack is made. This Damage bo- cilities around the world.
nus is equal to this advantage’s ranks. If the To determine whether
attack misses, the Damage bonus does not there is such a “mole” within
carry over until the next attack.
any given top-secret research
The minion cannot have more ranks in lab, police station, CIA field
this advantage than is greater than half station, etc., the organiza-
his Minion Rank (rounded down; points
tion (or associated individual
/ 15), with a minimum of one rank. These
benefits may surpass the campaign’s PL with access to the organiza-
limits. This bonus stacks with any other tion’s resources) must make
applicable modifiers. an Investigation check. Use
the following basic DCs,
Wide Open Minion
based on the extent of in-
If the minion successfully conducts a fluence the organiza-
feint against an opponent, that minion’s
tion running the
Dodge and Parry modifiers drops to +0 for
a round. However, his master may make network has.
a surprise attack against that same oppo-
nent as a result.

Chapter 2: Advantages 49
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Mole Network DC Modifiers Reinforcements Of course, any forces the organization
Circumstance DC Modifier Organization, Ranked purposefully places nearby as reinforce-
Your organization has the This advantage allows an organization ments can be summoned without need of
Connected advantage appro- +5 with minions to call in reinforcements to just this advantage, taking as much time to ar-
priate to target about any operation it has running, although rive as their means of conveyance allows
Target’s existence is public the Gamemaster has the final say whether or them to travel.
+0
knowledge not conditions are extreme enough to prevent
Target’s existence is secret but this. These reinforcements are taken from the Secure
−5 organization’s pool of minions. Just how the
rumored Organization, Ranked
Target’s existence is secret and reinforcements are able to arrive, and how
−10 quickly, is up to the Gamemaster to describe For each rank of this advantage, choose
unknown
and make sense of when permitted. one type of threat that places an organi-
Target’s membership is open
+0 zation’s security at risk. Your Gamemaster
to public The initial ranks in this advantage indi-
has the final say on what qualifies or not,
Target’s membership is cate the amount of reinforcements to show
−5
screened (basic) up, as indicated by the rank’s value on the but some examples include arcane spy-
Target’s membership is Amounts Table minus 6. The first rank of ing, psychic spying, mole operatives, and
−10
screened (thorough) this advantage purchases 1 reinforcement (1 physical infiltration.
Target has the Lax Security rank of Reinforcements – 6 equals a value of Any security measures the organiza-
(Mole Operatives) complica- +modifier –5, or 1 minion, on the Amounts Table.)
tion has designed to counter the selected
tion Ranks of this advantage may also im- type of security risk gains a +/−5 circum-
+ (rank of prove the time required for reinforcements stance modifier (whatever works in the
population’s to show up. Without purchasing any addi- organization’s favor) to carry out its du-
Target location’s population value on the tional ranks for this advantage to improve
Amounts Ta- ties in relevant circumstances, or increas-
the time required, reinforcements appear
ble minus 5) es its DC by 5, as is most appropriate to
in 4 hours (rank 11 on the Measurements
Your organization has the
+ ranks Table.) Every additional rank spent on this how the security measure functions.
Mole Network advantage aspect of the advantage reduces the time on
Zealous
Target has the Secure (Mole the Measurements Table by one rank.
−5 Organization, Ranked
Operatives) advantage
Reinforcements 9 (32 minions, 30 min- The organization’s members are fanat-
utes) means the organization spent 6 ically loyal, modifying the organization’s
If the Investigation check succeeds, an
ranks on the amount of minions sum-
operative exists at the specified location and morale resistance check DC, as indicated
moned while spending the remaining
can be treated as granting the benefits of the 3 ranks to reduce the time needed for in Chapter 7, The Many Faces of Evil, by
Connected advantage. them to arrive. –2 per rank.

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Chapter 3
powers
This chapter provides new, revised, and/ Senses―Psychometry • 4 Ranks Base
Emotional Strength of the Event
or updated powers, flaws, extras, complica- DC
You can sense and read the psychic “fin-
tions, and more example power builds. Moderate (definite emotional invest-
gerprints” left on objects by the emotions 15
of those who owned, held, or were around ment, such as a symbol of true love)
them. The stronger the emotions and the less Major (something of great emotional
10
time that has passed since the event, the eas- significance, such as a vengeful murder)
New Power Effects ier it is to know what has been imprinted. Extreme (something incredibly emo-
tionally turbulence, such as genocide)
5
To understand what the imprint is telling
This book would not be complete
you, make a Perception or Presence check This base DC is then modified by how
without at least one new power effect to (whichever you prefer or, if the Gamemaster
much time has passed since the event be-
add to your game’s repertoire. Also in- restricts you to one or the other, depending ing read occurred. However, there is no
cluded are two addenda on previously on the circumstances.) The base DC for this time modifier if the event happened within
published effects. check is indicated in the Psychometry DCs a rank of time on the Measurements Table
table and is modified by the passing of time. equal to or less than double your Presence
Growth, Addendum rank, with a minimum value of 0 (1 round.)
Psychometry DCs For each rank higher on the Measurements
As a character gets larger, its limbs and
Base
other extremities also get proportionately Emotional Strength of the Event
DC
Table beyond double your Presence since
larger. This means that—in the absence of the incident occurred, the DC is increased
Insignificant (typical, everyday happen-
some other factor—the character obtains 25 by a +1 modifier.
stance)
1 free rank of the Reach extra for every 4 Minor (emotional release, but nothing
20 A character with Presence 4 suffers no DC
ranks of Growth. out of the ordinary) modifier for reading events that occurred
New Power Effects
Name Type Action Range Duration Resistance Cost
Growth, Addendum General Free Personal Sustained ― 2 per rank
Senses―Psychom-
Sensory None Personal Permanent ― 4
etry
Shrinking, Adden-
General Free Personal Sustained ― 2 per rank
dum

Chapter 3: Powers 51
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within the past 30 minutes. If the event be- Psychometry Subject A hero wants to use Psychometry on a
ing read happened a year ago (rank 23), Roll Subject Subject glove left behind at a recent murder scene
that would be 15 steps down the table, in- Result (Purposeful) (Random) with the intention of discovering some-
creasing the DC by +15. Learn about thing about its wearer. The Perception
Learn of something an event in the check to do so results in two degrees of
Game Masters are encouraged to add
01-10 entirely unrelated to most distant past success, granting a +10 bonus on the Psy-
their own modifiers if they feel the circum- chometry Subject table. The hero’s roll re-
stances warrant it. Trying to read emotions desired subject possible for the
object sults in a 17—something peripherally re-
off the weapon of a mass murderer still en- lated to a particular subject. Because the
crusted with the dried blood of its victims, Learn of something Learn about
11-14 peripherally related an event in the hero’s initial Perception check resulted in
for example, may result in a significant DC two degrees of success, this means the pe-
reduction. On the other hand, trying to read to desired subject recent past
ripheral information will be a single, brief
anything of substance from a cobblestone in Learn about an
moment caught in time.
a popular tourist spot that is stepped upon 15-18 As 11-14 event in the im-
thousands of times a day would appropri- mediate past Shrinking, Addendum
ately suffer from a considerable DC increase. Learn of the
Learn something As a character gets smaller, its limbs and
most recent,
What Is Learned? 19+ about the intended other extremities also get proportionately ti-
most powerful
subject nier. This means that, in the absence of some
To determine the nature of what is learned possible subject
other factor, the character’s reach is 0 feet or
about the subject, roll on the Psychometry
The clarity and specificity of information less (meaning the character must essentially
Subject table. Two columns are present-
learned about the determined subject depend be occupying the same location of what it is
ed for the subject: one is used if purpose-
on the degree of success achieved with the ini- touching) with its Unarmed attacks after 8
ly seeking specific information (e.g., “who
tial Presence or Perception check. ranks of Shrinking.
killed the woman who owned this comb?”)
and another for blindly probing the object in Psychometry Information
the search for any information at all without
specifics in mind (e.g., “who has owned this
Degree of
Success
Information Learned New Power Builds
comb I just found on the ground?”) A brief, unclear flash of insight The following are sample powers built
One Success that is barely helpful and very using the varied effects presented here
Every degree of success beyond the first cryptic
achieved with the Perception or Presence and elsewhere. Each build may be further
Two A single, brief moment caught modified as desired within the rule’s re-
check to use this power provides a +5 bonus in time (e.g., minor clue)
Successes strictions. Several builds have also been
to the roll for determining what is learned.
Three A small clip or scene of an “emo- uniquely customized to set them apart
You may continue attempting to learn new
Successes tional movie” (e.g., helpful clue) from the standard use of power effects in
information from the same object so long as
you continue using this power anew with Entire event plays out precisely, the constructing of a final power. They may
Four
emotions and all—the insight is be used as guideposts for players to do the
each effort. Successes as good as being there same on their own.

Chapter 3: Powers 52
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New Power Builds score. The target makes a Fortitude resis-
Resis- tance check immediately and, if it fails, the
Name Type Action Range Duration Cost
tance target is infected. After an hour passes, a
Stan- second resistance check is required. If this
Disease Attack Close Instant Fort 4 per rank
dard also fails, a victim of your Disease loses
Fearsome Pres- Stan- Close points from the affected ability equal to the
Attack Instant Will 2 per rank difference between the check result and the
ence dard (Area)
High-Speed DC, up to a maximum of the Weaken rank
General Free Personal Sustained ― 1 per 2 ranks when the disease takes effect. An additional
Dodge
Intuitive Re- resistance check is required each hour there-
General None Personal Permanent ― 1 point after, with the same result for failure. If any
flexes
Longevity General None Personal Permanent ― 1 point of the additional resistance checks succeed,
there is no effect during that round.
Stan- Tough-
Marksman Attack Ranged Instant 2, plus 2 per rank
dard ness Two successful resistance checks in a row
Stan- Continu- eliminate the Disease effect from the target’s
Master Plan General Personal ― –3, plus 5 per rank system; otherwise it continues each round.
dard ous
Minion Am- Stan- Continu- The target cannot recover from the Disease
Control Ranged ― –4, plus 7 per rank effect until it is cured or purged. A Healing
bush dard ous
Stan- effect can counter a Disease effect with an
Radioactive Attack Close Instant Fort +2 per rank opposed effect check.
dard
Rage General Free Personal Sustained ― –2, plus 2 per rank
Speed of Suggestions
General None Personal Permanent ― 1 point
Thought
Contagious (Extra)
Spinning General Free Personal Sustained ― 3 per 2 ranks
True Immor- 3 points, plus 3 points Seemingly tailored for the disease
Defense None Personal Permanent ― power build, this extra allows the initial
tality per rank
victim to pass the disease along to others.
Stan- Tough-
Weapon Master Attack Close Instant 2, plus 1 per rank +1 cost per rank.
dard ness
Some power builds are accompanied Disease Incurable (Extra)
by suggested additions, such as new com- Adding this extra makes a disease espe-
Effect: Weaken Selected Ability, Drawn
ponents for the build, Alternate Effects, cially devastating, because outside help is
Out, Progressive • 4 points per rank
complementary but separate powers, or all but impossible. A high ranked, incurable
extras and/or flaws especially suited to You can infect others with disease patho- disease power is very useful against subjects
the power build. gens by touch, affecting the selected ability with a low resistance modifier. Flat +1 point.

Chapter 3: Powers 53
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Insidious (Extra) ture rather than an effect that can be nulli- you are currently traveling at. Standing still,
An insidious disease is particularly dan- fied. Flat +1 point. moving at a rate (speed 0), or the like pre-
gerous because its victim is less likely to vents you from obtaining the Dodge bonus.
seek help while unknowingly suffering its Selective (Extra) The Dodge bonus may be no higher than the
effects. Flat +1 point. Adding Selective ensures one’s allies are power’s ranks, the ranks of the movement
not affected. +1 cost per rank. effect it is fueled by, or the game’s PL.
Slow Progress (Flaw) This power build obviously requires the
This flaw is useful for extending the time Subtle (Extra) character also possess a movement power
between resistance checks made against the Applying Subtle to this power means the that provides greater than normal speed.
disease’s effects. Flat 1 point per increased reason the character is fearsome is not as
rank of time value. simple or obvious as a hideous or frighten- Intuitive Reflexes
ing appearance. Rather, there is a perhaps
entirely indescribable sense of dread about Effect: Feature 1 (Use Awareness for Initia-
Fearsome Presence
him. Flat +1 or +2 points. tive) • 1 point
Effect: Perception (Sense Type) Area Af-
Usually used in cooperation with En-
fliction (Resisted by Will; Impaired, Dis- Intimidation Check Required (Flaw)
hanced Awareness, you can use your
abled, Paralyzed) • 2 points per rank
This flaw indicates the character’s abili- Awareness modifier rather than your Agil-
You can inspire fear in others by merit of ty to instill fear in others with his presence ity modifier when making initiative checks.
your appearance, words, stink, etc. (choose replies upon a conscious effort. Flat –1 point
an applicable sense.) Take a standard action per rank. Longevity
to strike a suitably fearsome pose or utter an
Effect: Feature 1 (Long Life) • 1 point
intimidating threat (or so on, as appropri- Limited Degree (Flaw)
ate to the affected sense.) Anyone within 30 Removing one or two degrees of effect Unlike the full-blown Immunity to Ag-
feet who is able to sense your fearsomeness makes the fear effect less perilous. Doing ing effect, it is possible to possess an ex-
(as appropriate to the selected sense) must so imposes penalties upon the subject, illus- tended lifespan where aging is slowed
make a Will resistance check (DC 10 + rank) trating their inability to think clearly, but rather than altogether bypassed. Similarly,
or suffer the appropriate condition. does not render them stuck in place. –1 or –2 a character concept may call for an extend-
cost per rank. ed life without being immune to effects that
First Degree: Impaired; Second Degree:
control aging. Since few games will ever
Disabled; Third Degree: Paralyzed. Al-
High-Speed Dodge have the opportunity to practically address
ternatively, you may select Compelled
this issue as anything other than an aspect
(Flee) as the second degree result. Effect: Enhanced Dodge, Limited to Sacri- of character and story development, such a
ficing Movement Ranks • 1 point per 2 prolonged life is treated as Feature 1. The
Suggestions
ranks actual age range is chosen by the Game-
Innate (Extra) You gain a +1 circumstance bonus to master and/or player.
Add this extra if you want Fearsome Dodge for each rank of speed below the Longevity and Immunity to Aging both
Presence to be a matter of the character’s na- maximum rank of your movement effect cost 1 point, so which is selected for a char-

Chapter 3: Powers 54
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acter is a matter of what best suits the char- walls, shoot someone’s hat off to scare them mental condition demands a power check
acter’s concept. away, or strike a target in pitch-black condi- using the action usually required of the at-
tions, for example. tack type. The DC for this check depends
Marksman on the difficulty of your trick shot, at your
A trick shot allows you to attempt to ig-
Effect: Ranged Damage, Limited to Ranged Gamemaster’s discretion.
nore environmental conditions that would
Weapons; Enhanced Ranged Attack, Lim- typically make it impossible for you to at- Trick Shots
ited to Ranged Weapons; Feature 1 (Extra tack a target, such as shooting around a Trick Shot DC Example Benefit
Effort); Feature 1 (Trick Shot) • 2 points, corner. A trick shot to ignore an environ-
15 Ignore a target’s cover.
plus 2 points per rank
Bank a shot around a corner,
When using a ranged weapon, 20 make a ranged trip or disarm
Marksman grants you several ben- attack.
efits. This power’s benefits do not
25 Ignore concealment.
apply to powers, such as eye or hand
Deny a target’s advantage,
energy blasts.
30 Agility, or circumstance bo-
Damage Bonus nus to Dodge (choose one.)
Your Damage ranks equals either the
weapon’s normal Damage or your ranks If your Marksman power check succeeds,
in Marksman (whichever is greater) while you may then make an attack normally. Fail-
using ranged weapons due to your superi- ure means your attack automatically misses.
or skill. Even when you wield a projectile Measuring the distance the attack would
or thrown weapon, your talent rather than have to travel to hit the target may include
its potency determines its Damage. You still turning around corners and the like. As
gain the other benefits and detriments the such, account for that when determining
weapon offers. range instead of relying upon the most di-
Attack Bonus
rect line between the character and target in
such instances.
You also gain a bonus to your attack roll
equal to your ranks in Marksman when us- Extra Effort
ing ranged attacks. Your total attack modifi- You gain an additional option when
er remains restricted by the usual PL limits.
using extra effort with this power: ex-
Trick Shots tra effort now allows you to employ a sin-
Trick shots—exceptionally difficult at- gle combat advantage that, in some manner,
tacks that are impossible for anyone who benefits your ranged weapon attacks. Such
lacks your super-human shooting ability— a benefit lasts for a number of rounds equal
are now possible. You can bank bullets off to your ranks in Marksman.

Chapter 3: Powers 55
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Your Gamemaster determines if a given ment while making ranged attacks. This This power essentially allows a charac-
advantage is a valid choice. extreme range (rank x 250 feet) impose a –8 ter to obtain benefits similar to that of the
circumstance penalty to ranged attacks. Inspire advantage without spending a hero
Suggestions point to do so, and with a longer duration.
Cowing Shot Suggestions
Master Plan
Enhanced Intimidation (Linked to Marksman
Ranged Attack Success) • 1 point per 3 Effect: Continuous Variable Effect, Exper- Allies
Marksman ranks tise: Tactics Check Required, Limited to (Affect Others, Burst Area, Ranged, and
Enhanced Skills, Limited Maximum Bo- Selective Extras)
As a complimentary power or Alternate nus, Limited to Prepared Area, Quirk 2
Effect, you may attempt a trick shot to scare Adding these four extras combined to
(Preparation Time) • –3 points, plus 5 this power build allows you to pass along
or intimidate rather than harm your tar- points per rank
get. First, make an attack against (or near its benefits to allies. +4 cost per rank
to, to be more accurate) your target using If you have the opportunity to prepare
a Marksman ranged attack. If you hit, you the area for an impending encounter, you Alternate Master Plan Build
deal no Damage but gain additional Intim- can formulate a plan that grants you an ad- To make the Master Plan power build more
idation ranks equal to this power’s ranks. If vantage. The act of preparation requires at manageable (and less expensive), you should
you miss, resolve your Intimidation check least a few minutes―longer at the Game- consider replacing the Variable effect with spe-
normally without this power’s bonus. master’s discretion. Once the preparations cific Enhanced Traits. Select the specific skill
are complete and you remain within the pre- benefits you want the power build to cover, rep-
Firing an arrow between the target’s fingers pared area, you can make an Expertise: Tac- resenting the sort of tactics the character spe-
would count as a cowing shot attempt. tics check (DC 10 + flaw rank.) If successful, cializes in. A character who is a master of cam-
you gain a benefit to particular skill checks ouflage, for instance, may have Master Plan for
Critical Aim (including Close Combat and Ranged Com- Enhanced Stealth only. An especially effective
Enhanced Improved Critical • + 1 point per bat), as distributed amongst the Variable ef- combatant may employ the power build using
Marksman rank fect’s provided points. both Enhanced Close Combat and Enhanced
Ranged Combat.
When added as a component of Marks- A successful skill check allows a maxi-
man, you may add your Marksman ranks mum +1 bonus to a single desired Enhanced
to the critical threat ranges of the selected Skill. Increase the bonus’ maximum by +1 Minion Ambush
ranged attacks. per one point the check result was higher
than the DC by. Of course, the maximum Effect: Continuous Burst Area Ranged Sum-
Long Shot bonus is also limited by the power’s ranks mon, Active, Horde, Multiple Minions,
and provided points. Stealth or Expertise: Tactics Check Re-
Feature 1 (Additional Range Increment to
Marksman) Flat • + 1 point quired, Limited Amount of Minions by
An Expertise Tactics (DC 13) roll resulting in Advantage and Roll, Limited to Prepared
When added as a component of Marks- a 17 would allow a maximum bonus of +5 Areas, Noticeable, Quirk 2 (Preparation
man, you gain an additional range incre- on any one skill. Time) • –4 points, plus 7 points per rank

Chapter 3: Powers 56
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If you have the opportunity to prepare Rage
for an encounter, you may conceal min- Alternate Radioactive Build
Effect: Burst Area Affliction (Resisted by Forti- Effect: Enhanced Fearless; Enhanced
ions throughout a particular area. The act
tude), Harmful, Triggered by Indicated Pow- Strength, Activation (Move), Exposed
of preparation requires at least a few min-
er’s Use • 1 point, plus 3 points per rank (Dodge), Exposed (Parry), Inhibited
utes―longer at the Gamemaster’s discre-
(Routine Checks), Tiring; Enhanced For-
tion. Once the preparations are complete, When the triggering power is used, a 30-foot titude; Enhanced Will • –2 points, plus ­2
you can attempt an Expertise: Tactics or burst of radiation is released around the character.
points per rank
Stealth check (DC 10 + flaw rank.) If suc-
cessful, you may summon minions to your This power build otherwise works the same You can fly into a berserk rage as a move
aid from out of hiding through use of a pre- as the linked variation of Radioactive. action, becoming fearless, and gaining a +1
arranged signal (the triggering event of the circumstance bonus to Strength, and to both
power’s Reaction aspect) if you are within The effect to which this power build is Fortitude and Will resistance checks per
the prepared ambush area. linked becomes radioactive, risking anyone rank. You cannot make routine checks while
exposed to the latter’s effects to also be af- in a rage, and are –2 to Parry and Dodge
A successful skill check allows one min- fected with radiation sickness. Target’s ex-
while doing so.
ion to be hidden in this way. Increase this posed to the radiation roll a Fortitude resis-
amount by one step up the Amounts Table tance check (DC 10 + affliction’s rank), with Your maximum Strength and resistance
per one point the check result was higher failure indicating radiation sickness has set bonuses are limited by the campaign’s PL.
than the DC. However, you may not hide in. The conditions resulting from failure are:
Suggestions
more minions in this manner than your
Minion advantage allows. (See pg 38 for the Fades (Flaw)
relevant Minion advantage addendum.) First Degree: Impaired; Second Degree: The longer you stay enraged, the weaker
Exhausted; Third Degree: Damage its effects become as your calm slowly rein-
An Expertise Tactics (DC 15) roll resulting in states itself. –1 cost per rank.
a 19 would allow 16 minions to hide in the
prepared area. Inhibited (Concentration) (Flaw)
Perception checks are permitted to see if
Radiation Leak Complication You can’t undertake any other action
A complication that would compliment this that requires concentration while in a
the hidden minions are spotted, using the
power could indicate the radiation leaks from rage. This includes any power or skill with
Expertise: Tactics or Stealth check’s result as
the character, risking exposure at the indicated a Concentration or Sustained duration―
the Perception check’s DC.
radiation rank to others nearby at all times. A the latter does not apply to the rage itself.)
successful Perception check (DC 10 + power –1 cost per rank.
Radioactive rank) allows anyone in that area to notice the
tell-tale signs of radiation. This can include feel- Limited to Failed Will Check (Flaw)
Effect: Affliction (Resisted by Fortitude),
ing a bit woozy or the hair standing up on their You cannot enter a rage whenever de-
Harmful, Linked (Select Power to be Ra-
skin, although they won’t necessarily recognize sired. Instead, your natural state of calm
dioactive) • plus 2 points per rank (3
either the cause or source. fights against it, requiring you fail your own
points per rank if Ranged)

Chapter 3: Powers 57
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Will resistance check (DC 10 + Will) to be- Spinning As an Alternate Effect or complimentary
come enraged. –1 cost per rank. power, you can use the centrifugal force of
Effect: Enhanced Dodge, Limited to Grabs,
your spinning to toss something you are
Timed (Flaw) Snare, etc.; Enhanced Defensive Roll • 3
holding farther away.
points per 2 ranks
Adding this flaw limits the amount of
time you can rage for, also enforcing a pe- You can spin rapidly along your vertical Drilling
riod of rest before you may rage again that axis at tremendous speed without becoming Burrowing • 1 point per rank
extends beyond any fatigue imposed by the disoriented. So long as you are spinning,
As an Alternate Effect or complimentary
Tiring flaw. Cost varies. you gain a bonus equal to your power rank
power, you can spin in such a way as to
to Dodge checks against Grabs, the Snare allow you to burrow through the ground
Uncontrolled (Flaw) power build, and similar effects and pow- like a drill.
A common addition to rage, it is used to ers. You also gain a bonus on Toughness
represent a condition that will throw you resistance checks equal to your power rank. Full Dodge
into a rage without you wanting to lose con- Remove Limited flaw • Spinning costs 2
trol. This is typically exposure to something, Suggestions points per rank
such as an emotion, pain, etc. –1 cost per rank.
All-Around Sight By removing the Limited flaw from the
Enhanced Dodge aspect of the power build,
The Return of Rage Senses 2 (Radius Visual) Flat • 2 points
you become fully capable of spinning about
Rage, like some other advantages (previous- An ideal complimentary power or a new most attacks.
ly known as feats), did not make the transition component to the Spinning build, you can
from second to third edition. We think it still has see any point around you while spinning. Get Air
a place in the game, so we are reintroducing it Flight • 2 points per rank
as a power build. Adjust the ranks of Enhanced Bladestorm
Strength to be greater than that of Fortitude and As an Alternate Effect or complimentary
Burst Area Damage • 2 points per rank power, spinning allows you to fly as would
Will to bring it more in line with the second edi-
tion feat, if you like. As an Alternate Effect or complimentary a helicopter or tornado.
power, you rapidly release various small
blades (knives, shuriken, etc.) while spin- Shred
Speed of Thought ning. This creates a 30-foot burst area around Burst Area Damage, Reduced Area –2 • –2
Effect: Feature 1 (Use Intellect for Initiative) you filled with lethal metal. Additional points, plus 2 points per rank
• 1 point ranks of the area extra can also be added to As an Alternate Effect or complimentary
increase the area filled by this power effect. power, you are able to make close combat
Usually used in cooperation with En-
attacks against everything immediately
hanced Intellect, you can use your Intellect
Centrifuge Slingshot around you as you spin. This could be by
modifier rather than your Agility modifier
when making initiative checks. Enhanced Strength, Limited to Throwing Dis- holding blades out, or merely your hands,
tance While Spinning • 1 point per rank depending on the character concept.

Chapter 3: Powers 58
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Spin Along hanced Close Attack, Limited to Melee
Speed • 1 point per rank Weapons; Feature (Extra Effort); Feature
(Heroic Attack) • 2 points, plus 1 point
As an Alternate Effect or complimentary per rank
power, spinning allows you to race along
the ground like a speeding dust devil. Your talent with melee weapons tran-
scends the usual limitations of mortal be-
Vortex ings. You fight with unbelievable skill and
Enhanced Strength, Limited to Lifting and Car- unparalleled talent, allowing you to attempt
rying While Spinning • 1 point per rank maneuvers and attacks that would be im-
possible for lesser warriors. This power’s
As an Alternate Effect or complimentary benefits do not apply to powers or natural
power, you can use the air pressure created attacks, such as claws, fangs, or martial arts.
by your spinning to help you lift and carry
weights that would normally be too heavy. Damage Bonus
Your Strength-based Damage rank with
True Immortality a melee weapon attack equals the normal
Effect: Immortality 1; Immunity 3 (Aging, Damage for the weapon or your ranks in
Disease, Poison); Regeneration 1 • 3 this power, whichever you choose to use.
points, plus 3 points per rank
Attack Bonus
You do not age and are immune to ordi- When fighting with a melee
nary diseases and poisons. You also gain weapon, you gain an attack bo-
the benefits of the Immortality and nus equal to your power rank.
Regeneration effects equal to your
True Immortality rank. Heroic Attack
Your skill is such that even a simple,
Suggestions
mundane melee weapon is a deadly tool in
Innate (Extra) your hands. You can attempt heroic attacks
Add this extra if you want the char- in combat, allowing you to gain an
acters immortality to be a natural edge on a foe by making a success-
state. Flat +1 point. ful power check with this ability
using the action normally re-
Weapon Master quired of the attack type.
The DC for this check
Effect: Strength-Based depends on the difficul-
Damage, Limited to ty of your heroic attack,
Melee Weapons; En- at your Gamemaster’s discretion.

Chapter 3: Powers 59
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In general, your action must have a di-
rect effect on your attack. For example, you
ter Close Combat Attack Success • 1 point
per 3 ranks New Extras
couldn’t usually use Weapon Master to run
along a wall or jump a great distance. How- As a complimentary power or Alternate The following extras allow power effects
ever, you could use it to gain an advantage Effect, you may attempt a heroic attack to to be modified in new ways. Some are gen-
over an opponent, such as denying him an scare or intimidate rather than harm your eral in nature while others are specific to the
advantage’s modifier to his Parry by attack- target. First, make an attack against (or near indicated power effects.
ing from an unexpected direction. to, to be more accurate) your target using a
If your power check fails, you can still Weapon Master close combat attack. If you Addictive
use your next standard action as you wish. hit, you deal no Damage but gain addition-
A list of suggested options for the heroic at- al Intimidation ranks equal to this power’s +1 cost per rank
tack and their DCs follow. ranks. If you miss, resolve you Intimidation If the target’s initial Fortitude or Will
check normally without this power’s bonus. resistance check against a power with this
Weapon Master Heroic Attacks extra fails, the target is at risk of becoming
Heroic Whirling your blades about an enemy at addicted to that effect, even if the power is
Example Benefit
Action DC dizzying speeds, making tiny cuts in his harmful. An additional Will or Fortitude re-
15 Ignore a target’s cover. clothes and hair without touching the skin sistance check (selected during the power’s
20 Turn while charging to attack. beneath, would count as a cowing attack. design) must be made 24 hours later against
25 Ignore concealment. the same DC, +2 per rank of this extra be-
Fine Touch
Deny a target’s advantage, yond the first. The target makes another re-
30 Fighting, or circumstance bo- Protection, Only Affects Objects, Only Affects sistance check each day that follows.
nus to Parry (choose one.) Others, Limited to Melee Weapons • + 1
point per 2 ranks If two of these subsequent resistance
checks succeed in a row, eliminate the crav-
Extra Effort When added as a component of Weap- ing for the power―the person is not at risk
You gain an additional option when using on Master, any melee weapons you wield of becoming addicted from that particular
extra effort with this power. Extra effort now increase their Toughness by +1 per rank of application of the power’s effects (although
allows you to employ a single combat advan- Weapon Master.
that won’t prevent the possibility if affect-
tage that improves your close combat ability
with a melee weapon for a number of rounds Limited to Double Original Damage (Flaw) ed by the power again in the future.) Two
equal to your ranks in Weapon Master. failed resistance checks in a row, on the oth-
You cannot more than double a weapon’s
er hand, results in the target acquiring the
Your Gamemaster determines if a given normal Damage rank when replacing the lat-
advantage is a valid choice. ter with your power ranks. For instance, if Addiction complication with regards to the
a character with Weapon Master 7 and this power’s effects.
Suggestions
flaw is using a weapon that is normally Dam- Do not include the initial resistance check
age 3, the character could only apply 6 ranks against the power itself when counting the
Cowing Attack of Weapon Master, improving the weapon to two back-to-back successful or failed resis-
Enhanced Intimidation, Linked to Weapon Mas- Damage 6 in his hands. Flat –1 point. tance checks.

Chapter 3: Powers 60
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New Extras
Name Effect Cost Description
Addictive ― +1 per rank Target may obtain the Addiction complication regarding the power’s effect
Adroit Enhanced Skill 1 flat per rank Skill’s PL limit increases by 1 per rank
Enhanced Resis-
Alternate Ability tance, Enhanced +0 or +1 per rank Effect uses a different ability to determine its modifier
Skill
Altered Effect Summon +1 per rank Summoned minions of the same type have one different power effect
Alternate Attack ― +0 or +1 per rank Effect uses a different combat skill than normal
Autonomous Illusion +1 per rank Illusion operates independently from its creator
Critical Trait Enhanced Trait 1 flat point Roll an additional d20 and choose the better result when a critical success is obtained
The power effect is drawn out over an extended period, requiring multiple resistance
Drawn Out ― +1 per rank
checks
Easily Repaired ― 1 flat point +5 circumstance bonus to repair the Device
Enhanced Knockback ― 1 flat per rank +1 per rank to Damage solely for determining knockback
Fanatical Summon +1 per rank Summoned minions have the fanatic attitude
Priming, as per the Priming flaw (pg 74), occurs at one additional effect rank per action,
Fast Priming ― 1 flat per rank
per extra rank
Harmful Affliction +1 per rank Third degree condition becomes a Damage effect
+0 per rank/1 flat
Liberated ― Sustained effects have a duration independent of their wielder
per rank
Increase the time to recover from third degree conditions by 1 rank of time per extra
Prolonged Recovery Affliction 1 flat per rank
rank
Pull ― 0-1 flat point Knockback pulls towards effect rather than pushes away
Relay Communication 1 flat point Power effect acts as a relay for other Communication effects
Reservoir ― 1 flat per rank +1 point per rank for dynamic alternate effects to distribute
Slow Fade ― 1 flat per rank +1 use or +1 time rank per use, per rank

Healing can counter an Addictive effect The Addictive extra has no influence Immunity, even though the power’s effect
with a power check (DC 10 + Addictive on targets without an ability score relat- still works normally on such targets.
power’s rank +2 per each additional rank of ed to that of the Addictive extra’s resis-
this extra.) tance check (i.e., Stamina for Fortitude or Constructs cannot become addicted to a
Awareness for Will), or an appropriate Damage 6, Addictive (Fortitude) power, but
may still suffer physical harm from it.

Chapter 3: Powers 61
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An Enhanced Resistance or Enhanced You may apply Altered Effect more
Handling the Addictive Extra Skill effect with this modifier uses a differ- than once, selecting an additional power
Although this extra will most likely see use as ent ability other than that which it is nor- each time.
something to add to powers that influence the mally based on to determine the resistance
subject’s mind, emotions, or the like, it is indeed This extra is especially useful when ap-
or skill modifier, respectively. If the Gam-
possible to create physically harmful powers with plied to the Duplication power build for cre-
emaster rules applying the extra grants a
addictive effects. In such cases, the Gamemaster ating duplicates that have their own unique
considerable advantage while using the af-
and player must decide if the addiction is orient- power that sets them apart from all the oth-
fected trait, this counts as a +1 extra, other-
ed towards the power alone or to its more gen- er duplicates, potentially suiting a particu-
wise it is a +0 extra.
eral effects. lar theme or interesting concept.

For instance, if a character has steel claws Enhanced Ranged Combat, Alternate Alternate Attack
with the special effect of being coated in a tox- Ability (Awareness) could represent a psy-
in that can make their victims addicted to being chic’s ability to more intuitively guide their +0 or +1 cost per rank
slashed, the Gamemaster must decide if the ad- ranged attacks using their will rather than A power with this modifier uses the op-
diction is to those particular claws alone or if the their hand-eye coordination. posite attack modifier (Close Combat or
victim becomes addicted to the feeling of their Ranged Combat, respectively) than is nor-
Altered Effect (Summon)
flesh being sliced into, regardless of what is used mal for an attack of its type. This can be
to perform the mutilation. +1 cost per rank used to represent “point-and hit” ranged
A somewhat more refined version of attack powers or “ranged” attacks that
Summon’s Variable Type extra, Altered Ef- spring immediately from the character.
Adroit (Enhanced Skill) fect applies to one of the summoned min- This may be a better option when using
ion’s power effects. Select an effect the min- power modifiers such as Increased Range,
Flat • 1 point per rank
Reach, or Reduced Range do not seem to be
ion possesses and apply this extra to it. You
Every rank of this extra increases by 1 the most appropriate way to accommodate
cannot select an array. The summoned min-
the PL limit to a single, indicated Enhanced the power’s concept.
ions may spend the points assigned to the
Skill. The Gamemaster must approve each
This is normally a +0 modifier, but the
skill this modifier is applied to, and should selected power on other effects, thus allow-
Gamemaster may want to increase the mod-
give special consideration before allowing it ing a degree of customization.
ifier to +1 if the switch grants the charac-
for the Close Combat and Ranged Combat If the Variable Type extra is also applied, ter an exceptional benefit or is skirting the
skills. More severe game balance issues may you can only apply Altered Effect if the se-
boundaries of being appropriate to the pow-
arise from allowing Adroit to be applied to lected effect is shared among all the minions.
er’s design concept.
these two skills. The various types of minions do not have to
Alternate Ability
all possess the same rank in the effect or at Using Alternate Attack Responsibly
(Enhanced Resistance, the same points cost, but the selected power Alternate Attack, like all power modifiers,
Enhanced Skill) must otherwise be exactly the same across should first and foremost be used to achieve
+0 or +1 cost per rank all minion types. If not, Altered Effect can- a power and character concept rather than
not be applied. as a way to cheat the system. It should not

Chapter 3: Powers 62
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be used to take advantage of other elements This extra allows an illusion to oper- Two successful resistance checks in a row
of the character that may be better, but re- ate independent of their creator’s thoughts eliminate the Drawn Out effect from the tar-
sult in a power that doesn’t make sense. and control. It is instilled with an Intellect get, otherwise it continues to require a re-
equal to the power’s rank (to a maximum sistance check each hour. The target cannot
Adding this extra to a Ranged Damage of the creator’s Intellect), although the char- recover from the Drawn Out effect until it is
build simply because the character has lots acter may instill it with a lower Intellect if cured (or otherwise appropriately negated)
of ranks in the Close Combat skill without that suits the intended illusion. The creator or two resistance checks in a row succeed. A
the change actually fitting what the power gives the illusion a set of rules to follow at Healing effect can counter a Drawn Out ef-
is supposed to do would be an irresponsi- the time of creation, and the illusion follows fect that is toxic or infectious in nature with
ble use of this extra. them, but is otherwise incapable of any in- an opposed effect check.
dependent action. The creator can still over- Each additional rank of this extra reduces
Alternate Attack Used Properly: ride the illusion and assert control as a free the time between resistance checks by one rank
the Shadow Boxing Gloves action so long as all other conditions for
of time lower on the Measurements Table.
A character’s unique ranged artifacts controlling the illusion are met.
and devices are typically created using a Critical Trait (Enhanced Trait) Drawn Out 3 would require a resistance
Ranged Damage power or the like, but the check against the effect every 15 minutes.
concept here is a character that has a pair Flat • 1 point
of special boxing gloves that allow solid This extra cannot be applied to effects
When you roll a natural 20 to determine
shadow projections to deliver his punches the outcome of the selected Enhanced Trait, that already require additional resistance
over a distance. checks, such as is the case with Affliction.
you are allowed to roll another 20 and
The concept calls for the shadowy gloves choose the better of the two results to deter- Easily Repaired
to appear in mid-air, suspended before their mine the roll’s final result.
Flat • 1 point
target rather than being linked back to the
Drawn Out A device, artifact, vehicle, article of equip-
wearer. This makes a Damage power build
with the Reach extra inappropriate for what+1 cost per rank ment, etc. with this extra is easier than nor-
we want. A Ranged Damage power build mal to fix. You gain +5 circumstance bonus
This extra causes an instant duration ef- to appropriate checks to repair or otherwise
seems a better fit, but we want Close Com- fect to draw out its effects over time, much mend any harm done it.
bat to be used with the attack checks as a like many poisons or diseases. If the target’s
representation of the wearer’s fighting abil-
resistance check fails, the target is infected, Enhanced Knockback
ity. but the Drawn Out effect does not work im-
Shadow Boxing Gloves: Ranged Damage 6, mediately. Instead, the target makes another Flat • 1 point per rank
Alternate Attack (Close), Removable (–3 resistance check an hour later. If that resis- Applied to an effect that causes knock-
points) • 9 points tance check fails, the effect occurs, but if the back (see the knockback optional rule in the
resistance check succeeds, there is no effect GamemasterG 3e), this ranked extra adds
Autonomous (Illusion)
during that period. The target makes another +1 to the Damage result purely for the sake
+1 cost per rank resistance check yet another hour later to re- of determining whether knockback occurs,
sist suffering the effect again, and so on. as well as for knockback distance.

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A Damage 3 attack with Enhanced Fanatical (Summon) You can have no more ranks in this extra
Knockback 3 is treated as a Damage 6 than half the ranks (rounded down) of the
+1 cost per rank
attack for determining if knockback oc- power it is applied to.
curs and, if so, the distance the target is Your summoned minions have a fanatic
thrown by it. attitude and devotion to you, as per the Fa-
natic minion advantage (see page 46.) Harmful (Affliction)
Generally, the amount of ranks is limit-
ed to not more than the ranks of the power A minion that already has the Fanatic +1 cost per rank
effect to which it is applied, but the Game- minion advantage (pg 46) gains no further When added to an Affliction power effect,
master may modify this as desired. benefits when summoned with a power to the condition applied at three degrees of fail-
which this extra has been applied. ure is a Damage effect of a rank equal to that
of the Affliction. Due to its nature as an Af-
Fast Priming fliction condition, this Damage effect bypass-
Flat • 1 point es the usual protective measures that guard
per rank against physical harm. The Damage resis-
tance check is made using the target’s For-
Each rank titude or Will defense, as per the Affliction,
in this ex- rather than the target’s Toughness defense.
tra allows a
power with
the Priming Liberated
flaw (pg 74) +0 per rank; Flat •1 point per additional
to prime one rank
additional
power rank Applied to a sustained effect as a +0 mod-
per action. ifier, this extra makes its duration indepen-
dent of the user and based instead on the
number of ranks in the effect. The effect
occurs normally for as many rounds as it
has ranks, after which the effect dissipates/
turns off all at once. While it lasts, the effect
requires no attention or maintenance from
the user. It acts like a continuous duration
effect, although it can still be countered or
Teleport 9, Priming, Fast Priming 2 would
nullified, or even deactivated by its creator
prime 3 ranks of power per action, requir-
as a free action.
ing 3 actions (one and a half rounds) to
reach full power. Each additional 1 flat point applied in-
creases the duration per rank before the

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effect dissipates by 1 rank of time up the When applied at no cost to a power effect
Measurements Table (e.g., 2 rounds for 1 that both causes knockback (see the knock-
point, 30 seconds for 2 points, 1 minute for back optional rule in the GamemasterG 3e)
3 ranks.) and has an area, the knockback pulls the tar- Reservoir Example
gets inwards, towards the center of the area Consider the following power:
A Create 6, Liberated effect (costing 12 points) of effect. This is rather than outwards away Plasma Field: Dynamic Array (12), Reservoir
would last 6 rounds before turning off, but from the center, as would be normal. 12 (+12 points)
Create 6, Liberated 4 (costing 16 points)
If the knockdown distance is greater than • Hand Blast: Ranged Damage 6, Dynamic •
would last 12 minutes before dissipating.
the distance from the knockback’s target 13 points
A Liberated Alternate Effect that has to the effect’s center, the target normally
already been activated continues to func- continues past the center in a straight line. • Flash: Burst Area Affliction 6 (Resisted by
tion even when the array’s point distri- However, for 1 additional point, the knock- Fortitude; Vision Impaired, Vision Disabled,
bution is reconfigured. If an effect is not back’s target stops at the center point rather Vision Unaware), Dynamic • 2 points
sustained, modify its duration before ap- than continuing through it and onward. • Hard Energy Net: Cumulative Ranged Af-
plying this modifier. fliction 4 (Resisted by Dodge; Hindered and
Relay (Communication)
Liberated is useful for effects like Create Vulnerable, Defenseless and Immobile), Ex-
Flat • 1 point tra Condition, Dynamic, Limited Degree • 2
(for objects that fade or melt away) or En-
vironment (for changes to the environment When connected to more than one ap- points
that slowly return to normal.) propriate medium for the Communication • Plasma Wave: Move Object 6, Dynamic • 2
power effect, your medium (a radio, your points
mind, etc.) can act as a relay point through
The primary power―the hand blast―is built
Prolonged Recovery which those others may communicate if
using 12 points, and there are three Alternate
(Affliction) they are out of range of each other. This is
Effects, each also able to use a maximum of 12
useful for building hive minds, radio net-
Flat • 1 point per rank points. Because the array is dynamic, however
works, or similar chained communication
Increase the time needed to recover or ap- channels, depending on the power’s nature. each of the points (including the hand blast)
ply outside aid to overcome an Affliction ef- costs 1 additional point each. Reservoir 12 is
fect’s third degree conditions by 1 rank on the Reservoir then added to the array, allowing a total of 24
Measurements Table per rank of this extra. points worth of active powers among the dy-
Flat • 1 point per rank namic array at any given time. The array’s total
An Affliction power with Prolonged Recov- When applied to a power with Dynamic cost is 31 points.
ery 2 means the target requires 4 minutes Alternate Effects, this modifier provides 1 Alternate effects that are not dynamic cannot
to recover from third degree conditions. additional point per rank to be distributed utilize the array’s reservoir.
among those Alternate Effects. Essentially,
Pull this allows more powers to be activated at
once with greater potency without making
Flat • 0 or 1 point
the base power effects themselves more

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powerful. No one of these powers can have When applied to a Weaken effect, each check can be the same type as the first or a
more points allocated to it than its normal application of this extra increases by 1 rank different resistance type; choose when the
maximum. of time on the Measurements Table the du- modifier is applied, but both have the same
ration between lost points returning. DC, regardless.
Do not include the cost of this extra when
considering how many points are available Both resistance checks are assumed to oc-
to build the primary power’s Alternate Ef- cur simultaneously.
fects. It is purchased in a fashion that serves New Flaws
as a pool of points that is applied directly to A Burst Area Damage effect might involve
The following flaws allow power effects
the array itself. whirling blades an attacker can avoid
to be modified in new ways. Some are gen- with a successful Dodge check, circum-
This extra cannot provide more addition- eral in nature while others are specific to the
venting the need for a Toughness check
al points than the maximum required to ac- indicated power effects.
against the Damage.
tivate all Dynamic Alternate Effects simul-
taneously. Abating If Additional Resistance is applied to an
The dynamic extra of a power effect −1 cost per rank attack power and is meant to replace the at-
within an array need not be paid for from tack roll instead of permitting an additional
When applied to a ranged power of three resistance checks, the initial step of this flaw
the reservoir’s available points in order to
or more ranks, reduce the power’s effective is +0 instead of −1. The value is also +0 in-
activate the desired alternate effect, even if
rank (potency) with regards to effect DCs stead of –1 if the additional resistance check
using the effect at its full capabilities.
and the like by one-third at medium range. only reduces the power’s effect by half rath-
Reduce it by two-thirds at long range (round er than negating it completely (this use can-
Slow Fade
up, with a minimum of 1 rank.) not be used by an Area power.) If applied
Flat • 1 point per rank to an effect with the Area extra, this flaw
Medium and long range are always de-
An effect that fades over time―such as termined by the power’s regular rank and may instead indicate a successful resistance
an effect with the Fades flaw―does so slow- not the reduced, effective rank resulting check means the effect is entirely avoided
er with this extra. For effects with an Instant from this flaw’s application. instead of being reduced to half ranks.
duration, each rank adds an additional use
before a rank of effectiveness fades. Effects Additional Resistance Bulky
with a duration longer than Instant increase Flat • –1 or –2 points
+0 or –1 cost per rank
the time rank on the Measurements Table
by 1 per rank of this extra with regards to A power effect with this flaw grants two Any personal device or equipment with
what length of time is considered “one use.” resistance checks rather than just one, and this flaw is unwieldy and difficult to con-
the target avoids the power’s influence if ceal on one’s person, palm, and the like. For
One rank of Slow Fade on a Continuous ef- either resistance check succeeds, the tar- 1 point, this flaw imposes a –2 penalty to
fect with the Fade flaw would consider 12 get avoids the effect. This flaw may only Sleight of Hand checks involving the item
seconds (2 rounds) as one use, two ranks be applied to power effects that allow a and concealing, legerdemain, and stealing.
would be 30 seconds, and so on. resistance check. The additional resistance This penalty increases to –5 at 2 points. Fur-
thermore, these penalties also apply to at-

Chapter 3: Powers 66
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New Flaws
Name Effect Cost Description
Abating ― –1 per rank The Ranged effect’s potency decreases over distance
Additional Resis-
― +0 or –1 per rank Allows two (possibly different types of) resistance checks to overcome effect’s influence
tance
Bulky ― –1 or –2 flat points Penalties to use one–handed and to conceal with Sleight of Hand
Bungling ― –1 or –2 flat points Penalty to the effect’s activation and operation checks
Compact Range ― –1 flat per rank Reduce the power’s effective ranks by 1 per rank to determine range
Complex ― –1 flat per rank The item is difficult to design, build, and repair
Delicate ― –1 flat per rank The item is –1 Toughness per rank
Diminishes ― –1 per rank Area effect’s potency decreases the farther one is from its center
Dire
― –1 flat per rank Using the effect in specified circumstance causes a problematic side-effect
Consequence
–points equal to
Drain Trait ― Activating the effect drains a trait
the drained trait
Exposed ― –1 flat per rank Using the effect imposes a Dodge or Parry penalty
–1 or –2 flat per
Exposure ― The effect’s potency is determined by the degree of exposure to something
rank
Fallible ― –1 flat point Effect doesn’t automatically hit on a natural 20
Falter ― –1 flat per rank Effect is –4 per rank to initiative checks
Fast Fade ― –1 flat per rank Fade flaw is expedited by +1 fading effect rank per rank of this flaw
Fluctuating ― –1 per rank Power check required to use the effect at full potency
Fragile ― –1 or –2 per rank Power is unreliable based on the character’s condition and injuries
Gradual ― –1 per rank Effect requires time to fill its Area
Heavy Recoil ― –1 flat per rank A Strength check is required to resist becoming prone
Insubstantial,
Imperfect –1 flat per rank Insubstantial or Protection, as appropriate, is less effective against a particular descriptor
Protection
Imprecise ― –1 flat per rank Increase an attack’s natural miss range by 1 per rank
–1 flat per rank or
Inhibited Trait ― Using the effect prevents another trait from functioning
–1 per rank
Knockback Only ― –1 per rank The effect only results in knockback

Chapter 3: Powers 67
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New Flaws, Continued
Name Effect Cost Description
Light Touch ― –1 flat per rank –1 Damage for the purpose of determining knockback and knockback distance
Any Movement
Low Thrust –1 flat per rank –1 Strength for certain purposes while using the movement effect
Effect
No Knockback ― –1 per rank The effect does not result in knockback
Non-Critical ― –1 per rank The effect cannot obtain a critical success or critical hit
Priming ― –1 per rank The effect builds towards its maximum rank at a rate of 1 rank per action
Reduced Area ― –1 flat per rank Reduce the area from its initial value by one distance rank per flaw rank
Reduced
― –1 flat per rank Increase the target’s effective Impervious ranks by 1 per rank
Penetration
–points equal to
Reduced Trait ― The indicated trait is reduced in value while the power is active
the Reduced trait
Reload ― –1 flat per rank The effect is restricted by a limited amount of uses before those uses must be replenished
Self-Destruct ― Varies Using the effect destroys it or the containing device
Self-Fuelled ― –1 flat per rank Using the effect subjects the user to Damage equal the flaw’s rank
Shutdown ― –1 flat per rank Using the effect has a chance of nullifying a power the character also possesses.
Slow Progress ― –1 flat per rank The time between a Progressive effect’s resistance checks is increased
Source ― –1 or –2 per ranks The effect requires the presence of a source in order to function
Staggering ― –1 flat per rank The effect causes the user to become staggered
Stationary ― –1 flat per rank The effect requires time to set-up to use and must remain in place
Stunning ― –1 per rank The effect causes the user to become stunned
Timed ― –1 flat per rank The effect can be used for a limited time, requiring it be inoperable for a period to follow
Unreliable A separate d20 must be rolled with each action/use to determine if the effect works for each
― –1 per rank
Addendum possible instance of effect
Wild ― –1 per rank Controlling the effect’s direction is unpredictable
tack checks (or the like) while wielding the apply Bulky to a desktop computer or car, The character does not have complete
item one-handed. for instance, because neither is a personal, control over the power’s activation and use,
These penalties are in addition to any mobile device (although, yes, the car is in- or has not yet learned how to master it. This
others associated with other factors, such deed mobile.) flaw imposes a −2 penalty to all power, skill,
as the item’s size. The flaw may only be ap- or ability checks (but not attack rolls), as ap-
plied to reasonable, personal items meant to
Bungling propriate, related to the power’s activation
be used while out and about. You could not Flat • –1 or –2 points and/or operation. At –2 points, the penalty
for this flaw is increased to –5.

Chapter 3: Powers 68
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Powers without any such roll cannot Diminishes
have this flaw applied to them.
–1 cost per rank
When applied to a pow-
Compact Range er with two or more ranks
Flat • –1 point per rank of an Area extra, that pow-
Each rank of this flaw reduces a ranged er’s effectiveness weakens
power’s effective ranks by 1 solely for the the farther from the Area’s
purpose of determining the distance of its center one gets. The power
short, medium, and long range. This flaw works normally within the
cannot reduce a power’s effective ranks be- space represented by the
low 1 for this purpose. Area extra’s first rank of
area (e.g., 30 ft. for a Burst
Area.) However, this is re-
Complex duced by as many effec-
Flat • –1 point per rank tive ranks as power’s ranks
divided by its Area ranks
Applicable only to equipment, devices, (round down, with any re-
and the like, this flaw indicates a detrimen- mainder being applied to
tal degree of complexity in the item. Design the farthest extent of the
and building/construction check DCs, along Area) within the Area’s
with any DCs for repairs and maintenance, second distance rank. The
are increased by +2. At two ranks, this mod- power’s effective ranks
ifier is +5, and increases to +10 for 3 ranks or are likewise cumulative-
+15 for 4 ranks. ly reduced again in the
At the Gamemaster’s discretion, this Area’s third distance
rank (if it has one),
same DC modifier can be applied to checks
and so on until
made against the item to sabotage, disable,
the Area’s end.
or disarm the item.
A Diminishes
Delicate Burst Area 4
Ranged Damage 9
Flat • –1 point per rank
power would have an
Every rank reduces an artifact’s, article of overall 250-foot radius. The
equipment’s, device’s, etc. Toughness by 1, first distance rank is from
to a minimum Toughness of 0. 0 to 30 feet, the second 31

Chapter 3: Powers 69
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to 60 feet, the third 61 to 120 feet, and the in nature. However, they must use their Trait ranks lost in this way return at a rate
fourth distance rank covering 121 to 250 best judgment to decide a roughly equiva- of 1 rank per round. Instead of reducing the
feet. Because the power has 9 ranks and 4 lent value in order to determine how many selected trait’s value, ranks of this flaw can
ranks of Area, its effectiveness diminishes ranks of this flaw are required. be used to increase the time needed to re-
by 2 ranks per distance rank of its Area. cover the affected trait. Doing so moves one
Dire Consequence is ideal for charac-
rank of time up the Measurements Table per
9 / 4 = 2, with 1 remainder ters that live by some sort of preternat-
point of the flaw applied for this purpose.
urally regulated code of conduct, such
The blast would effectively have 9 ranks up as those who serve a Higher Power, or Drain Trait 8 (Intellect 3, 30 seconds) spends
to 30 feet away, 7 ranks from 31 to 60 feet, 5 whose powers come from a supernatural 6 ranks on the amount of Trait drained and
ranks from 61 to 120 ranks, and 3 ranks up or divine source that innately discourag- 2 ranks on the time between recoveries.
to 250 feet away. es abuse. This flaw can also easily be used
to represent powers—on their own or col- This flaw cannot be applied to Permanent
Dire Consequence lectively in a concept—that are not meant powers (unless it also has the Removable
Flat • –1 point per rank to operate in particular locations or under flaw), but may be applied more than once
certain circumstances. to the same power with each instance being
This flaw induces some sort of problem- applied to a different trait.
atic / detrimental state upon meeting its Drain Trait
conditions, such as using the power effect Exposed
against a target of a particular color, a spe- Flat • –points equal to the drained trait
Flat • –1 point per rank
cific type of person, or to perform a forbid- Each time the effect is activated, the spec-
den type of deed. The Gamemaster has the A –2 penalty is imposed upon the char-
ified trait’s value is reduced by an amount
final say on whether a condition is sufficient acter’s Dodge or Parry defense bonus (select
equal to how much of the base trait could be
to qualify for this flaw, otherwise consider it one) during any round in which the power
obtained by spending one point. Some traits
to be a complication instead. effect is used or active. This penalty increas-
may require more than one rank of this flaw
es to –5 at 2 ranks, –10 for 3 ranks, and –15
The Dire Consequence has 5 points to result in a single loss of rank when the
for 4 ranks.
worth of a detrimental power effect per power is activated.
rank of this flaw. Although this power ef- This flaw may be used to represent
fect normally targets the character, it is Drain Trait 1 (Dodge) reduces a Dodge trait heavy, clumsy, or bulky weapons or armor
possible it affects someone else instead. For by 1 per activation of the power. Drain Trait that prevent the user from being as capable
instance, triggering a Dire Consequence 1 (Acrobatics) reduces the Acrobatics skill of getting out of an attack’s way, etc., or a
may result in the character’s closest loved by 2 skill ranks per activation. Drain Trait 4 power that otherwise slows or hinders you,
one being mind controlled into forgetting (Strength) reduces the Strength ability by 2 such as by distorting your ability to perceive
the character exists. per power activation. incoming attacks.
Gamemasters may allow Dire Conse- The maximum detrimental effect this You may apply this flaw twice to the
quence effects that are not purchased as a flaw can apply to any single trait is to reduce same power effect, once for Dodge and
power effect and are more story-oriented it to 0 ranks with a single power activation. once for Parry.

Chapter 3: Powers 70
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Exposure Exposure Table A character with Enhanced Strength 8, Ex-
−1 or −2 cost per rank Available Circumstantial posure (Sunlight) would consider the flaw
Exposure
This flaw limits the effective rank to an Ranks * Exposure to have a –1 value. While inside and only
amount based on exposure to a specified cir- When none (or an being able to access what little light makes
cumstance—the greater the degree of expo- insignificant amount) it through the thick curtains, barely lighting
Negligible None the room, the character is receiving negli-
sure, the more ranks one may employ. This of the required cir-
circumstance may be exposure to a partic- cumstance is present gible exposure; his power is considered En-
ular emotion in the character or others in One-Third/ Some exposure ex- hanced Strength 0. If he finds a ray of light
his surroundings, a chemical or environ- Minimal managing to get in through the drapes at
One-Quarter ists, but not much
mental condition, etc. Whatever the charac- another window, he would gain minimal ex-
There is a near
ter’s power requires exposure to in order to posure (Enhanced Strength 2) by standing
balance between
reach its full potency must be approved by in it. Making it outside, the character stands
Moderate One-Half the presence and
the Gamemaster to ensure it is both fair and in the light shade of the roofed porch, gain-
appropriate. Similarly, the proximity for ex- absence of the re-
ing moderate exposure (Enhanced Strength
posure is also up to the Gamemaster to ap- quired circumstance 6.) Stepping off the porch into the full light
prove—does the source of exposure need to Two-Thirds/ More of the circum- of the sun would be considered major expo-
be within 30 feet of the character? 10 feet? 5 Major Three-Quar- stance is present sure (Enhanced Strength 8.)
feet? Direct physical contact? ters than not
Apply a –1 cost per rank value if the re- Maximum Peak saturation of Fallible
Full
quired type of exposure is broad in nature the circumstance
Flat • –1 point
(e.g., moonlight, fertile vegetation, water),
or a –2 cost per rank if it is very specific * Round down. Use whichever the pow- A power effect with this flaw no longer
er’s ranks are most easily divisible by automatically hits on a natural 20. A hit and
(light of the full moon, flowers, sea water.) when two options are presented.
critical threat are still possible if the attack
The Gamemaster may rule some types manages to strike its intended target any-
of exposure are far too broad or not really For obvious reasons, this flaw may only
be applied to effects where ranks have in- way, based on the roll after modifiers are
restrictive at all, disallowing them. For in-
accounted for.
stance, a Gamemaster could rule that Expo- cremental implications for how potent the
sure (Around People) is not limiting at all, effect is. Effects where ranks are used to in- This flaw may only be applied to effects
and thus disallows it. Exposure (Around dicate new characteristics are obtained, such requiring an attack roll.
Children), on the other hand, could be con- as is the case with Senses, cannot normally
sidered a legitimate broad circumstance, and use this flaw. Similarly, you cannot select a Falter
Exposure (Around Own Children) could type of exposure that is already part of the
Flat • –1 point per rank
represent a proper specific circumstance. effect’s mechanics or descriptor. You cannot
Whether you are slow to act or the power
Consult the Exposure Table to deter- apply Exposure (Harm) to a Protection ef-
needs a bit of time to ready, you suffer a −4
mine how many effect ranks are available fect, for example, because Protection’s effec-
penalty to initiative checks per rank of this
based on the degree of contact with the in- tiveness is already inherently tied to being
exposed to harmful effects. flaw when using this power. Also, you can-
dicated circumstance.

Chapter 3: Powers 71
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not benefit from the Quick Draw or Seize power once per encounter without needing
A DC 15 power check for which a 10 is rolled
Initiative advantages during a round in would result in the power losing 5 ranks ofto make this power check. After this, further
which the power is used (or cannot use the effectiveness. uses will require the power check until the
power in a round you benefited from these relevant dazed, staggered, or disabled con-
A power reduced to 0 ranks either does
advantages, as appropriate.) dition is removed.
not function at all or is all bells and whis-
In practical terms, you roll initiative nor- tles without any actual effect, as seems most If the power cannot be activated at all if
mally and if you decide to use this power appropriate to the power effect in question. the character is dazed, staggered, or dis-
once the round has begun, reduce your ini- abled, not even allowing a power check to
The power check required of this flaw is
tiative appropriately and act during the re- attempt doing so, this flaw is worth −2 points
in addition to any other power check re-
sulting initiative count instead. per rank. A Hero point may still be spent to
quired for the power’s operation.
activate this power once per encounter un-
Fast Fade der such circumstances.
Fragile
Flat • –1 point per rank of power loss This flaw cannot be applied to a Perma-
−1 or −2 cost per rank
When applied to a power effect with the nent power effect.
Liberated extra or Fade flaw, each of this The power doesn’t work properly or at
flaw’s ranks increases the amount of ef- all if the character is injured. If dazed, stag- Gradual
fective ranks the power loses with each in- gered, or disabled, the character must make −1 cost per rank
stance of fading by 1. a power check to get the power to func-
tion, regardless of any other circumstances When applied to a power with an Area
Fast Fade 3 would mean a power’s effec- or whether the power normally functions extra of more than one rank and a duration
tiveness fades by 4 ranks each time an ef- without needing a power check. longer than Instant, this flaw causes that
fect’s rank fade occurs (3 ranks from Fast area to fill with the power effect gradually
Apply a –2 penalty to this power check
Fade and the initial 1 rank from Fade.) instead of immediately, all at once.
if the character is dazed or −5 if staggered
or disabled in any way (including those en- First, divide the power’s ranks by the
Fluctuating tirely unrelated to the power.) Spending a Area extra’s ranks, rounding down. In the
−1 cost per rank hero point allows the character to use the first round of using this power, treat the ef-

For some reason, such as a faulty connec- Gradual Example


tion with its energy source, the power op- Using the following power…
erates at an unreliable degree of potency. A
separate power check is required each time Gradual Burst Area 3 Affliction 8, Concentration
you use this power or for every round it has … we divide 8 (the power’s ranks) by 3 (the Area ranks) and get 2, with 2 remaining. This means in
been in operation (if appropriate.) If this the first round of activation, the power fills a 30-foot area and is considered Affliction 4 (the 2 ranks
power check fails, the power loses 1 rank for
plus the remainder.) It will fill a 60-foot area at Affliction 6 in two rounds and reach its full 120-foot area,
that use (or round, if appropriate), to a min-
Affliction 8 potential in the third round. So long as the character maintains their concentration, they may
imum of 0 ranks, for each point on the roll
maintain the power at its full level of effectiveness after the third round since it was activated.
that the result was lower than the DC.

Chapter 3: Powers 72
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fect as a power with the resulting number’s Imperfect Imprecise
ranks and 1 rank of Area. In the second (Insubstantial, Protection)
Flat • –1 point per rank
round, it has twice as many effective ranks Flat • –1 point per rank
as the first round and 2 ranks of Area. Con- For every flaw rank, the attack power ef-
tinue in this fashion until the power reaches Select a descriptor that your Insubstan- fect increases its natural miss range by 1.
its full effectiveness and Area. tial or Protection effect does not function
Add any remaining power ranks to the properly against, such as magic or fire. Al- Applying Imprecise 3 to a Damage pow-
first round the power is active. ternatively, you may choose area effects in- er means a natural roll ranging from 1 to
stead of a descriptor. Roll 1d20 when such 4 while attacking with that power always
Once the power’s full potential is reached, misses.
it remains at that level of potency so long an effect is used against you under circum-
as the power remains active. A power that stances for which Insubstantial or Protec- Inhibited Trait
turns off before reaching its maximum ranks tion would normally operate. A result of 11
loses the benefit of those missing ranks. or higher means Insubstantial or Protection Flat • –1 point per flaw rank or −1 cost per
only functions partially against the effect; rank
Heavy Recoil halve the incoming power’s effective ranks, While the power effect this flaw applies
Flat • –1 point per rank if appropriate (if not, the effect targeting the to is functioning, the indicated Traits are
character operates normally.) unable to function. The cost of this flaw var-
Activating the power has a recoil that
ies and may be applied more than once to
hammers the character with tremendous Imperfect is worth –1 flat point, plus
force, causing them to make a Strength –1 point per additional rank. Additional different traits or trait groups, as follows.
check. On a failed Strength check (DC 10), ranks may be used to reduce the number Inhibited Trait has a flat cost of –1 point
the recoil knocks the character prone, and that must be rolled equal to or lower than per rank of the flaw, with each flaw rank
any check to use the power (such as an at- indicating a separate Inhibited Trait select-
in order for Insubstantial or Protection to
tack roll) suffers a –2 penalty per degree of ed individually. Such a trait can be a pow-
failure. In the absence of a Strength check, a function properly. er, ability, skill, advantage, etc. At a cost
naked die roll is used. of –1 per rank, you can also apply a group
Imperfect –3 would mean a roll of 9 or
The Strength check’s DC increases by 5 of related Inhibited Traits, such as physi-
higher allows the incoming effect to func-
per rank of this flaw beyond the first. cal abilities, Manipulation skills, defenses,
tion partially against the character.
Fortune advantages, or Control powers.
A character who is flying or otherwise in
a situation where becoming prone is not an Use a combination of the Unreliable and (If you want to select three or more traits
appropriate result of this flaw, the Game- Limited flaws if you want a power build that within the same group to be applied to the
master should still apply the penalty to the has a chance of not working at all against a same power, you must purchase them as a
power check or attack roll. Also, devise an particular descriptor or area effects. group instead of individually.)
additional appropriate result. For instance, Selecting an array as an Inhibited Trait
a flying character may be knocked off This flaw may be selected more than
requires purchasing it at the group cost, re-
course and lose half their Dodge bonus for once, applying it to something different
gardless of how many Alternate Effects are
the round while they recover. with each instance. included in it.

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A character with Ranged Burst Area back occurs. Do not apply any Damage ef- No Knockback
Damage 8 power effect decides to reduce fects from the Toughness check’s results.
−1 cost per rank
the cost somewhat by applying some In-
Damage may still be suffered from the
hibited Traits. The power’s concept is such When applied to an effect that normally
knockback, as normal.
that it fogs the user’s mind, so the player causes knockback (see the knockback op-
applies Inhibited (Intellect) for a flat cost of tional rule in the GamemasterG 3e), this
Light Touch
–1 point and Inhibited (Interaction Skills) flaw removes its ability to do so.
with a cost of –1 per rank Flat • –1 point per rank
Obviously, a power that is not capable of
The Gamemaster has the final say on Applied to an effect that causes knock- inflicting knockback may not have this flaw
what this flaw can and cannot apply to, back (see the knockback optional rule in applied to it.
especially when deciding what constitutes the GamemasterG 3e), every flaw rank re-
a group of related traits. Also, the Game- duces by 1 the Damage effect’s rank purely Non-Critical
master should disallow Inhibited Traits that for the sake of determining whether knock-
−1 cost per rank
don’t apply to the character (in other words, back occurs, as well as for knockback dis-
the character does not possess the Inhibited tance. Otherwise, treat the Damage effect’s The power effect is no longer capable of
trait) or when selecting a trait that wouldn’t ranks normally. obtaining a critical success or critical hit, as
function at the same time as the initial effect appropriate.
anyway. A Damage 6, Light Touch 3 power is This flaw cannot be applied to a power
treated as a Damage 3 attack for deter-
Similarly, if the character does not have effect that cannot normally obtain a critical
mining if knockback occurs and, if so, the
at least three traits that fall within a given success or critical hit.
distance the target is thrown by it.
group, that group should not be permitted
as an Inhibited Trait flaw. This would then You can have no more ranks in this flaw Priming
require both Traits be purchased separately than there are ranks in the power effect, mi- −1 cost per rank
at a flat cost of –1 point each. nus 1. If you wish to rule out knockback al-
A power with this flaw requires time to
together, apply the No Knockback flaw.
Knockback Only reach its full potential, and thus it may only
Low Thrust
be applied to powers that increase their po-
−1 cost per rank tency with additional ranks (such as with
(Any Movement Effect)
When this flaw is applied to an effect Damage) rather than new effects per rank
that normally causes Damage and knock- Flat • –1 point per rank (such as with Senses.)
back (see the knockback optional rule in When applied to a movement effect, the Once the power is initiated as a free
the GamemasterG 3e), the power no longer character’s Strength is reduced by 1 per flaw action, one rank’s worth of potency is
causes any harm. Instead, it is only capable rank for the purpose of determining lifting primed per action (3 seconds, or 2 ranks
of knockback. You must roll a Toughness and carrying capacity, or when performing per round) that passes. Initiating the pow-
check against the power effect’s Damage, a slam maneuver, while traveling using that er to begin priming it does not require a
but you only use the results to see if knock- movement effect. power check. Once priming has begun,

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the power may be activated at any time, capable of teleporting their maximum dis-
but if it is activated before reaching full tance of 1,800 feet. If they teleport after only
charge (its full rank value), it operates at 3 actions have passed (1.5 rounds), they
the rank it is currently primed to. may spend a move action (the fourth ac-
tion of the process) to teleport up to 250
Whether fully primed or not, activating
feet as though they possessed Teleport 3.
a power still requires meeting the power’s
action requirement.
Reduced Area
This flaw cannot be applied to powers
Flat • –1 point per decreased rank of dis-
that activate as a free action or reaction,
tance value
nor to Permanent powers.
Each rank of this flaw reduces the ar-
A primed power, upon reaching its full
ea’s distance rank down by 1 rank upon
potential, can remain in reserve, inactivat-
the Measurements Table.
ed until needed rather than unleashing
it immediately, for as many rounds as it A Burst Area power with Reduced Area 2
has ranks. If the power is not unleashed has a 6-foot radius (distance rank –2), a
after this time has passed, it shuts off 3-foot radius at Reduced Area 3 (distance
and the priming process must begin rank –3), and so forth.
again if the power is to be used.
Only powers that already have the Area
Priming Example 1 extra or a built in area of effect may have
A character with Ranged this flaw applied to them. What’s more, the
Damage 10, Priming would Area must be at its base value―you cannot
require the passing of ten ac- increase the area’s size from its default (via an
tions (5 rounds) to reach full extra or otherwise) and then apply this flaw.
power at 10 ranks once they
decide to initiate the power. If 5 ac- Reduced Penetration
tions pass and the character is forced Flat • –1 point per rank
to use this power before it reaches its
full potential, they must spend a When a power with this flaw is used
standard action (the sixth action of against a target with the Impervious extra,
the process) to do so. This enables the ranks of Impervious are increased
them to employ a Ranged Damage 5 effect. against the power’s effects by an
amount equal to this flaw’s ranks.
Priming Example 2 The ranks of Impervious applied
A character with Teleport 6, Priming via this flaw cannot surpass the tar-
would require 6 actions (3 rounds) to be get’s total Toughness value

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A Ranged Damage 6, Reduced Pene- This flaw may be applied more than once reload process, but this is not always the
tration 2 effect targeting a person with to the same power with each instance being case. Reduce the flaw’s ranks by 1 if the
Impervious Protection 2 and Tough- applied to a different trait. power automatically reloads or recharges.
ness 2 would grant the target Impervi- This means it will undertake the process
ous Toughness 4 against the attack. If Reload on its own, allowing the user to direct his
the attack had Reduced Penetration 3, Flat • –1 point per rank attention elsewhere until the power may
it could not provide the target does not be used again.
Because the rules are designed for fast-
gain the benefit of Impervious Tough-
paced play, one need not normally worry Frequency
ness 5 because the target has a Tough-
about ammunition beyond periodic com- Roll an additional d20 whenever the
ness modifier of 4.
mon sense reminders from the Gamemas- power is used. This is known as the Reload
ter. In some instances, it is conceptually
Reduced Trait Die. For no additional ranks, the power
and/or mechanically important (even neces-
Flat • –points equal to the reduced trait only needs to reload when the Reload Die
sary) to take note of a power that has a lim-
results is a 20. Increase the flaw’s rank by 1
Similar to Drain Trait, each time the ef- ited amount of uses before its ammunition
per roll below 20 on the Reload Die that can
fect is activated, the specified trait’s value is stores need to be replenished. (This flaw can
also be used to represent a power that needs result in a reload.
reduced by an amount equal to how much
a certain amount of time to pass between us-
of the base trait could be obtained by spend- At 4 ranks applied to the frequency, a re-
es―a recharge time, if you will.)
ing one point. Some traits may require more load would be needed whenever a 16 or
than one rank of this flaw to result in a sin- Permanent powers cannot have this flaw. higher is rolled on the Reload Die.
gle loss of rank when the power is activated. There are two factors that must be con- The maximum Reload Die value is 11,
sidered when determining this flaw’s val- for 9 ranks. There is no longer a Reload
Reduced Trait 1 (Parry) reduces a Parry ue: the time needed to reload and how fre-
modifier by 1 while the power is active, Die if you purchase 10 ranks for the flaw’s
quently reloading is necessary. frequency. Instead, 10 ranks indicates the
whereas Reduced Trait 1 (Treatment) re-
duces the Treatment skill by 2 skill ranks Required Time power needs to be reloaded after each
while active, and Reduced Trait 4 (Flight) and every use.
At one rank, this flaw requires 3 sec-
reduces the Flight power by 2 while active. onds (one standard or move action) to Reloading Example 1
The maximum detrimental effect this reload its ammunition stores or recharge Let’s build a Ranged Damage power that
flaw can apply to any single trait is to reduce between uses. Increase the flaw’s value is intended to require reloading, but needs
it to 0 ranks with a single power activation. by one rank per rank of time longer the to be reloaded periodically, a process that
reload process requires according to the
Trait ranks lost in this fashion return im- Measurements Table. takes a single action. 1 rank of the Reload
mediately once the power is deactivated. As flaw is required for the 3 second reload time.
such, this flaw may not be applied to effects Auto-Loading/Auto-Recharging Adding a Reload Die value of 18 requires
with either a Permanent (unless it also has Reloading normally requires attention two ranks in this flaw. The Reload flaw has
the Removable flaw) or Instant duration. and action on the wielder’s part during the a final value of 3 ranks.

Chapter 3: Powers 76
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effects. If the Removable flaw is also ap-
Do I Have to Add Reload to All Firearms? plied, calculate both flaws using the final
Just because Better Mousetrap has introduced a Reload flaw doesn’t mean you’re now expected cost rather than the cost after the other
to go add it every firearm or similar item or power. That would not only be a pain to undertake, but flaw has been deducted.
would throw off the established costs and bog down your game with minutia the rules are specifi-
cally designed to ignore. You should only add this flaw when it is conceptually important to do so. Self-Fuelled
The exception may be a low-power, dark and gritty setting where gunplay is more common than Flat • –1 point per rank
super powers. Examples include campaigns involving so-called “street level” vigilantism rather than
four-color super beings, or if using the rules to emulate non-super-hero genres, such as the Old West Using the indicated effects draws upon
or a game taking place in World War II. your life force (or inflicts harm if a construct
or the like), causing you to suffer as though
from a Damage effect of this flaw’s rank
Ranged Damage 4 (Reload Die 18, 3 Sec- manent powers. As a –1 modifier, the device each time the power is used. If the effect
onds) • 5 points remains intact, but components are burned allows you to control how many ranks are
out or otherwise damaged beyond the ability used at a given time, this Damage effect’s
Reloading Example 2 to function, and must be replaced. rank is instead equal to the power’s current-
This time we want to build a Flight pow- ly employed rank if the latter is lower than
Although this flaw is normally limited to
er that requires recharging between uses. this flaw’s rank (in other words, using less
an artifact, device, equipment, or the like, it
We’ll design it so that 30 seconds is needed of the power risks less harm to you.)
can be applied to powers other than the for-
to recharge, resulting in 4 ranks of the Re-
mer with the Gamemaster’s permission. To The flaw’s Damage effect is resisted by
load flaw. However, we want it to be au-
do so, it must be understood the character Toughness, Fortitude, or Will, to be select-
to-recharging, so this value is reduced to 3.
with the power is automatically killed by ed when the flaw is applied. However, the
Also, the power must recharge between ev-
the self-destruction as a –3 modifier, or per- Damage effect bypasses all power effects that
ery use―another 10 ranks for this flaw. The
manently loses the power (and the points would normally enhance the base resistance
Reload flaw has a final value of 13 ranks.
spent on it) if a –1 modifier. In the latter check (e.g., Protection, Enhanced Fortitude,
Flight 7 (250 mph; Always Reload, 30 Sec- case, the Gamemaster may decide the pow- Enhanced Will.)
onds, Automatic) • 1 point er may be regained in some fashion, such as
completing a difficult quest to obtain a sub- If applied to effects with Concentration,
Self-Destruct stance that will return it. Alternatively, the Sustained, or Continuous duration, the
Damage effect is suffered when the power
−1 or –3 cost per rank or flat • –1 point per character may have to undertake a similar
course of action to regain the points lost by is first activated. This flaw cannot apply to
5 points
the power that self-destructed. Permanent powers.
As a –3 cost per rank flaw, using the pow-
If added to a device, vehicle, or the This flaw’s ranks cannot exceed that of
er destroys the entire device, artifact, item of
the power to which it is applied.
equipment, etc. once the power expires if it is like, apply the flaw to the overall item.
duration Concentration, Sustained, or Contin- In this case, the flaw is worth –1 point
Shutdown
uous; or once it is activated if it has an Instant per 5 total power points of the item’s final
duration. This flaw cannot be applied to Per- cost, after applying extras and flaws to its Flat • –1 point per rank

Chapter 3: Powers 77
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Using the power this flaw is applied to Flight and Move Object as the Shutdown ef-resistance check (DC 10.) You recover from
may result in turning off a power effect in- this staggered condition normally. Two
fects, one rank increases the Will resistance
dicated when this flaw is chosen. ranks increases the DC to 15, three ranks to
check DC to 15. Two ranks increase the Shut-
down duration to 30 seconds (5 rounds.) 20, four ranks to 25, and five ranks indicates
Roll a Fortitude or Will (select one) resis-
no resistance check is allowed―becoming
tance check (DC 10) when using the pow- This flaw is a way to manifest some uses staggered is automatic.
er. If the resistance check fails, the selected of the Power Loss complication in a more
power turns off―it is considered nullified tangible manner. This flaw cannot be applied to Perma-
for 6 seconds (one round) and cannot be re- nent effects unless they also have the Re-
activated during that time. If the power be- Slow Progress movable flaw.
ing used and the power to be shutdown are
the same, the power turns on, for an Instant Flat • –1 point per rank Stationary
duration if the power normally lasts longer, When applied to a power with the Pro- Flat • –1 point per rank
and is then shutdown immediately thereaf- gressive extra, every rank of this flaw in-
ter. If the power has an Instant duration, it creases the time between resistance checks A Device or piece of equipment with this
cannot apply Shutdown to itself. by one rank on the Measurements Table. flaw must be erected and remain stationary
Arrays count as a single power for the The default time value is 0. to use. It may be broken down into its com-
sake of selecting a power to be shutdown; ponent parts to be moved elsewhere or set-
you cannot select individual effects within Source up for use within a round. Increase the time
an array that are shutdown via this flaw. −1 or –2 cost per rank needed to set-up or breakdown the item by
This flaw cannot be applied to Permanent one rank up the Measurements Table per
The power only works when you have additional rank of this flaw.
or Innate effects.
access or contact with a particular source
Another power to be shutdown can be or type of contact, such as electricity, scrap Stunning
added by applying additional rank (don’t metal, being on the ground, and so forth.
apply this flaw separately unless the powers Without this source or the necessary ex- −1 cost per rank
to be shutdown have different DCs to resist posure, your power doesn’t work. At the An effect with this flaw causes you to be-
the flaw or are shutdown for different dura- Gamemaster’s discretion, an incredibly rare come stunned when you use it. If the effect
tions), or a rank can increase the resistance source counts as a −2 modifier. has an Instant duration, you are stunned im-
check DC by 5―increasing the DC beyond
25 instead makes the shutdown automatic. Mechanically, this is a shorthand variation mediately after the effect is activated. A Con-
Lastly, additional ranks may be used to ex- of the Limited flaw that somewhat crosses centration, Sustained, or Continuous dura-
tend the shutdown’s duration period by 1 over with the Power Loss complication. tion effect requires a Will or Fortitude (select
rank of time on the Measurements Table. one) resistance check (DC 10) every round
Staggering the power is active, to be rolled after each
A character with Affliction, Flight, Mind round’s effect occurs. Increase the DC by +2
Flat • –1 point per rank per round the effect is maintained. Failing
Reading, Move Object, and Ranged Dam-
age powers has Ranged Damage 8 (Shut- An effect with this flaw causes you to be- the check means you become stunned.
down 5; Flight, Move Object, Will DC 15, 30 come staggered when you use it unless you
You recover from being stunned nor-
seconds.) One rank apiece is used to select succeed at a Will or Fortitude (select one)
mally, and may use hero points to do so by

Chapter 3: Powers 78
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spending the hero point at the start of the time and downtime that result in the flaw any ranged power, roll a die for each range
round following the use of a Stunning effect. having a value of 0 or with a positive value. increment (short, medium, long) before its
In essence, the power requires extra effort in effect manifests or reaches the intended tar-
An effect that may be used cumulative-
order to use it without detriment. get. Consult the Wild Power Direction table
ly―meaning turning the power off before
with each roll to see if the effect diverts from
Stunning may be applied to just some the operational time is entirely used up will
its intended path and, if so, in what direction.
ranks of an effect to represent a higher level not result in the downtime window occur-
of the effect, usable only through extra effort. ring―reduces the flaw’s value by +2. Once You can change the result up or down on
the cumulative operational time is expend- the table by one step, as desired, per degree
A hero might have a rank 8 Damage effect, ed, the downtime follows. of success obtained with the power’s attack
but routinely use only 6 ranks of it. The re- check or power check, as applicable.
maining 2 ranks are Stunning, so using If a Timed effect has an operational dura-
them takes the hero out of the action. tion of 1 minute, you would be able to use Wild Power Direction
it for one round, then thirty seconds, and Roll Direction
This flaw cannot be applied to Per- so on―any combination leading up to one
manent effects unless they also have the 1-2 Veers left 45 degrees
minute. The flaw’s value would be 2 points
Removable flaw. 3-4 Veers right 45 degrees
less than normal, however.
5-6 Veers down 45 degrees
Timed If a period of time equal to or greater than 7-8 Veers up 45 degrees
the downtime passes between uses, the op-
Flat • –1 point per rank 9-10 Veers left and up 45 degrees each
eration time resets to its maximum.
11-12 Veers right and up 45 degrees each
This flaw indicates there is a time limit
attached to a Concentration, Sustained, or Unreliable Addendum 13-14 Veers left and down 45 degrees each
Continuous effect; it cannot be applied to –2 cost per rank 15-16 Veers right and down 45 degrees each
Instant or Permanent effects. Once the indi- 17-20 Unchanged; stays on intended course
Instead of requiring a d20 be rolled every
cated window of time expires, a period of round to determine if the effect works, this If the power veers off its originally in-
downtime is necessary before the effect may flaw may be purchased at a higher degree tended course, it will continue in that di-
be used again. This time limit is the maxi- of penalty (–2 cost per rank) that requires a rection until it meets the conditions of its
mum value―if you do not use the full oper- separate reliability roll be made every action effect’s activation/manifestation (such as an
ational time, you must still wait the indicat- or use/instance the effect comes into play. energy blast hitting something or telepathy
ed downtime before using the effect again. This includes for each potential subject if running across a person), or the full extent
the power also has the Area extra. This may of its range is reached.
Timed has a flat cost of –1 point for an op- result in multiple reliability checks be made
erational time of 6 seconds and a downtime per action for certain effects. This flaw may be applied to other ef-
of 6 seconds. Each increased rank of opera- fects with the Gamemaster’s permission,
tional time on the Measurements Table re- although some manner of choice pertaining
Wild
duces the flaw’s value by +1. Each increased to the direction must be involved. For ex-
rank of downtime increases the flaw’s value −1 cost per rank ample, if applied to Flight, this flaw would
by –1. By determining the flaw’s final value
Once activated, controlling the power’s indicate controlling the direction flown in is
in this way, you cannot select an operational
direction becomes difficult. When applied to extremely difficult.

Chapter 3: Powers 79
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Chapter 4
Rules
This chapter provides new, revised, and/ Rank Amount Rank Amount For potency, start with the type of ex-
or updated rules, including vehicle combat –5 1 14 500,000 posure: either an irradiated area (such as a
and complications. –4 2 15 1 million location near a nuclear explosion after the
fact, or a lab that has been flooded with ra-
–3 4 16 2 million
dioactive gas), or a particular source of radi-
Keeping Track –2
–1
8
16
17
18
4 million
8 million
ation (such as a lump of radioactive material
or character who leaks harmful radiation.)
of Amounts 0 32 19 16 million Next, consult the Radiation Exposure table
1 64 20 32 million to determine the degree of exposure based
It may sometimes become helpful—even on the total time of exposure within a given
2 125 21 65 million
necessary—to keep track of the amount of 24-hour period (rounding up.)
something in a ranked manner in much the 3 250 22 125 million
same way as the standard Measurements 4 500 23 250 million
A hero fighting a villain who expels radio-
Table is used with regards to mass, dis- 5 1,000 24 500 million active sludge (a Damage 10 effect) spends
tance, time, and volume. As such, we intro- 6 2,000 25 1 billion the battle dodging the dangerous ma-
duce the Amounts Table. 7 4,000 26 2 billion terials and dancing around pools of the
8 8,000 27 4 billion radioactive muck where it falls upon the
9 16,000 28 8 billion ground. The Gamemaster rules this consti-
Optional Rule: 10 32,000 29 16 billion tutes sufficient exposure to be considered

Radiation 11
12
65,000
125,000
30
+1
32 billion
x2
highly irradiated, and contact and proxim-
ity during the fight puts the hero at risk of
Exposure Effects 13 250,000
moderate exposure (an Affliction 8 effect.)

The basic guidelines for radiation expo- Treating Radiation Sickness


When characters are exposed to harmful
sure (see Chapter 8: Action & Adventure of radiation, they may be afflicted with radi- Radiation sickness is considered a treatable
M&M3e) assume “comic book” radiation, ation sickness. Radiation sickness requires disease that can be cured using the Treat Dis-
which is usually treated as directly harmful a Fortitude resistance check (DC 10 + radi- ease and Poison aspect of the Treatment skill,
energy (like electricity or heat.) For more ation rank.) The effects of radiation sickness and by the Healing and Regeneration powers.
realistic radiation exposure guidelines, con- vary with the dose’s degree of potency, of Advanced medicine and technology may also
sider using the following rules. which there are six degrees: mild, low, mod- eliminate radiation sickness or hinder its harm-
erate, high, severe, and extreme. ful effects, at the Gamemaster’s discretion.

Chapter 4: Rules 80
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Radiation Exposure
Rank of Exposure Time (Minimum)
Situation (effect ranks) 0 (6 seconds) 3 (1 minute) 6 (8 minutes) 9 (1 hour) 14 (1 day)
Character in irradiated area
Lingering radiation (1) none none none mild mild
Lightly irradiated (2-5) mild mild mild mild low
Moderately irradiated (6-10) mild mild low low moderate
Highly irradiated (11-12) low low moderate moderate high
Severely irradiated (13-14) moderate moderate high high severe
Extremely irradiated (15+) high high severe severe extreme
Character exposed to radiation source (materials or power effect)
Lingering radiation (1) none none mild mild mild
Lightly radioactive (2-5) mild mild low low low
Moderately radioactive (6-10) low low moderate moderate moderate
Highly radioactive (11-12) moderate moderate high high high
Severely radioactive (13-14) high high severe severe extreme
Extremely radioactive (15+) severe severe extreme extreme extreme

Radiation Sickness
Degree of
Effect
Exposure

Mild Affliction 2 (Resisted by Fortitude; Impaired, Exhausted, Damage), Cumulative, Drawn Out, Harmful, Progressive
Low Affliction 5 (Resisted by Fortitude; Impaired, Exhausted, Damage), Cumulative, Drawn Out, Harmful, Progressive
Moderate Affliction 8 (Resisted by Fortitude; Impaired, Exhausted, Damage), Cumulative, Drawn Out, Harmful, Progressive
High Affliction 11 (Resisted by Fortitude; Impaired, Exhausted, Damage), Cumulative, Drawn Out, Harmful, Progressive
Severe Affliction 14 (Resisted by Fortitude; Impaired, Exhausted, Damage), Cumulative, Drawn Out, Harmful, Progressive
Extreme Affliction 20 (Resisted by Fortitude; Impaired, Exhausted, Damage), Cumulative, Drawn Out, Harmful, Progressive

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New Complications otherwise be your peers, or you are active in


a counter-culture movement. The extent of
Although the concept of complications this behavior goes beyond merely standing
is entirely open-ended, the core rules do in- out in a crowd―it is jarring, abrasive, and
clude a number of examples. As such, we alienating. This makes fitting in with the
thought we would provide some additional mainstream somewhat complicated.
examples to excite your imagination.
Bad Luck
Amnesia
Things always seem to take a bad turn for
You have lost some or all of your mem- you, even when they generally seem to be
ory. Maybe it’s just recent memories working in your favor.
that are gone, or your entire identity.
The lost memories could be the result There are several ways to utilize this com-
of physical trauma, such as a blow to plication, but perhaps the easiest is for the
the head suffered during a fall, or psy- Gamemaster to periodically decide some-
chological in nature, such as the sup- thing unfortunate and detrimental happens
pression of a particularly horrifying to the character. This should not be too se-
vere during regular game play―the charac-
event. It is also entirely possible that,
due to the memory loss, you do not ter’s car breaks down while rushing for an
know what brought on the amnesia. important meeting, or the character’s credit
card is refused due during a date to a com-
Regardless of the cause or degree puter malfunction. During an encounter,
of loss, there are gaps in your mind however, things can go far more awry, such
that make relationships with others as tripping while charging an opponent or a
difficult. This will likely cause you to weapon jamming at a pivotal moment.
doubt whether many of the choic-
es you make are of the sort you If the Gamemaster wants to tie this com-
would take were you fully aware plication to the game mechanics, the results
of the memories that should be of bad luck can also be ruled to manifest
defining who you are. whenever a degree of failure is obtained on
the relevant check. The degree of bad luck
Anti-Social worsens the greater the degree of failure. If
this is the case, even a single degree of suc-
You possess some cess may be overshadowed by minor bad
form of anti- or count- luck, indicating that even when something
er-social behavior or goes right for the character, something can
attitude, such as feeling also go wrong.
alienated from people who would

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Debt more rank of effectiveness per use of any such Incompetent (Ability)
power drawing from the source. This contin-
You owe money (or something else valu- Select an ability (Strength, Intellect, etc.)
ues until the power reaches 0 ranks, at which
able, such as an extraordinary favor), to to which this complication is applied―you
point the power is considered lost until the
someone with the power and/or authority cannot apply it to Stamina. You are not able
connection to the power source returns.
to collect. In most cases, some sort of lend- to use the selected ability unskilled, and
ing institution holds the debt, and the pay- cannot make a routine check when using
Flashbacks
ments are not too arduous but still cause any skill related to that ability.
problems. You find it difficult getting credit, You suffer memory flashbacks at inop-
and must hand over a substantial amount of portune moments, resulting in distraction Indecisive
your income to the lender. and broken concentration. Work with the
You have difficulty making decisions
Gamemaster to determine what the flash-
If you are using the optional wealth sys- backs are of (past traumas or perhaps lost and acting earnestly in a confrontation, re-
tem in the GamemasterG 3e, purchasing an memories?), when they manifest, and what quiring a Will resistance check whenever
item with a purchase DC higher than your their implications are on gameplay and the initiative is to be rolled (the Gamemaster
current wealth rank decreases your wealth story. The Gamemaster may require a Will determines the DC based on the situation.)
rank by 2 per 5 points instead of 1. Also, the resistance check to resist the flashback’s Failure imposes a –4 penalty to initiative.
lost wealth rank returns at a rate of 1 point effects should they happen at an inoppor-
every 2 months instead of 1 per month. tune moment.
Lifelinked
A character with this complication shares
External Power Source a deep connection with another being, item,
Frail
A variation of the Power Loss compli- or place that binds them together. Any time
Whether due to age, disease, or some
cation, your power effects are transmitted strange genetic quirk, you are easily ex- the linked being/item/place suffers damage,
from an outside source. This source may be hausted. You must make an average Forti- the Lifelinked character must make a Will or
an artificial intelligence beaming you energy tude resistance check (DC 10) any time you Fortitude resistance check against the same
from a satellite system, a mystic entity you make Acrobatics or Athletics skill checks, as damage (select which when the complica-
have sworn to serve, or an inter-dimension- well as for every 5 rounds you are engaged tion is chosen.)
al aperture that only you can tap into. You in combat. Even attacking at range results in If both Lifelinked beings/items/places have
and the Gamemaster may define the source increased mental and physical stress—such this complication, the link works both ways.
however you wish. You are, therefore, sub- as adrenaline in the body—resulting in ex-
ject to being cut off from your power source, ertion. If the resistance check fails, you be- If the other being/item/place dies or is de-
leaving you only with whatever energy you come fatigued. stroyed, a Lifelinked character must make
have stored (alternatively, you may lose an immediate appropriate resistance check
power immediately.) Cumulatively increase the resistance (DC 25) or die as well.
check DC by one step (average becomes
If you retain the power you had stored tough, tough becomes challenging, etc.) per Limited Action
before being cut off, all powers affected by additional minute of skill use or per addi-
this complication simultaneously lose one or tional 5 rounds of combat. Due to programming, mystic control,
or unshakable conscience, characters with

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Limited Action cannot commit certain, rela- difficult the complication is to resist.) Should • Depression: You are subjected to overpow-
tively important actions under specified cir- the resistance check fail when the character ering feelings of sadness and guilt that
cumstances. A character with Limited Ac- is exposed to the appropriate circumstanc- make concentration and ordinary aspects
tion (Killing), for instance, could never kill es, the character is unable to control itself of life, such as sleeping and eating, in-
a person or allow someone to die because of and the complication’s effects occur. credibly difficult. Thoughts of death and
his inaction—even if they wanted to! suicide are common.
Characters can do nothing to overcome Mental Disorder • Hypochondriasis: You live with the constant
the limitation unless the Gamemaster decides fear of contracting an illness, even when
You suffer from some form of psychiatric
otherwise, and such allowances should re- provided with proof to the contrary. This
disorder that makes functioning normally
sult in radical consequences for the character. makes you afraid of contact with others,
(such as things go) difficult. The Gamemas-
The nature of this complication isn’t simply publicly accessible objects, and so on. If
ter may allow a Will resistance check to re-
a matter of choice, but rather something that confronted with the risk of actual illness,
sist the disorder’s effects in a specific situa-
is “written” into the character’s very makeup you may be induced into outright panic.
tion, setting the DC appropriately.
or is compelled by some external force. • Kleptomania: You suffer a compulsion to
The various types of mental illness vary,
steal, regardless of whether or not what
and two are already mentioned in the core
Lose Control you take has any value to you.
rules (obsession and phobia), but some ad-
A specific situation, substance, or the like ditional examples follow: • Mania: You are overcome with energy, of-
causes the character to lose control of his ac- ten manifesting as an inability to sleep,
• Anxiety Disorder: You suffer from debili-
tions and brings about some manner of pre- fluidity and rapidity of ideas and thought,
tating anxiety that is especially prone to
determined effect. This effect can be a type coupled with irritability and exaggerated
occur during moments of stress, possibly
of behavior (e.g., entering a blind rage, as animation and happiness. This frequently
resulting in fatigue and impairment.
per the Rage power build, whenever around makes being around you very difficult for
blood), activating a specific power (e.g., ig- • Conversion Disorder: You suffer a physi- people of a more sedate nature.
niting an explosion centered on the charac- cal symptom of trauma during times of
• Manic-Depression: You alternate between
ter when wounded), or even the activation stress despite no actual physical trauma
periods of mania and depression, usually
of another complication (e.g., causing a Sep- having been suffered. This can include
without provocation. You suffer the ap-
arate Personality to assume control if taunt- senses being dulled or outright negated,
propriate effects of the state you are cur-
ed, teased, or the like.) limbs going numb, and so on. The sever-
rently in.
ity of the catalyzing stress often deter-
If the player and Gamemaster agree that mines how severe the effects are. • Megalomania: You suffer from delusions of
it is not appropriate for this complication’s greatness, and entertain fantasies of ob-
results to occur automatically, assign a DC • Delusional: You suffer from a false percep-
taining and wielding wealth and power,
and resistance check. Every time the com- tion or belief, such as believing the Presi-
possibly even omnipotence.
plication may factor into game play, the dent of the United States is a sleeper ter-
character rolls a resistance check against the rorist, the Post Office is run by aliens, or • Multiple Personalities: You possess more
indicated DC (the higher the DC, the more that one’s neighbor is a werewolf. than one different personality, each with
its own behavioral quirks. Severe stress

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or associations can cause you to switch leviated somewhat by both obsessive and and fear of specific places, objects, or
between personalities. compulsive behaviors. Such ritualized be- creatures.
Apply separate Agility, Dexterity, haviors waste time, and can draw stigma-
• Post-Traumatic Stress Disorder (PTSD): An
Fighting, Intellect, Awareness, and Pres- tization and alienation due to their social anxiety disorder also known as “shell
ence values to each personality, although awkwardness and rational disparity. shock,” it has come to afflict you because
none may have a value higher than that After the disorder’s characteristics of a severe instance (or repeated instance)
of your actual personality. Each person- are determined—specifically what ob- of mental and/or physical duress, either
ality can also have its own complications, sessions and/or compulsions you suffer by threat or actual occurrence. Stress
possibly including those related to pow- from—the Gamemaster should play this may bring on the effects, rendering you
ers, representing mental blocks or a lack disorder by ear. Apply penalties (usually impaired at best or frozen and unable to
of understanding or awareness of the never more than –2) to social situations act at worst. If the stress resembles the
power in question. influenced by such behaviors, lengthen- original trauma, you are far more likely
ing the time required to get tasks done to succumb.
The different personalities cannot nor-
mally interact with each other or talk due to “breaks” needed to carry out com- • Psychopath: You are subject to extreme
amongst themselves—they possibly may pulsions, and so on. anti-social behavior that manifests as vi-
not even be aware of each other’s exis- • Paranoia: A particular form of delusion olent and/or perverted (often criminal)
tence. However, hypnosis or the like may wherein you experience an unreasonable actions that do not result in the guilt or
allow this circumstance to occur. belief you are being persecuted, a convic- other appropriate emotional responses
tion often reinforced by apparent (possi- normally expected to accompany such
• Night Terrors: This is a sleep disorder that
occurs before you obtain a state of full bly self-fulfilling) logic. This makes fully actions.
sleep. It is usually accompanied by diffi- (or even partially) trusting others incred-
• Schizophrenia: You do not correctly per-
culty breathing, shaking, and screaming, ibly difficult, if not impossible, for you. ceive or interact with reality, and suffer
whereby you are subjected to and over- • Phobia: A phobia is an overpowering fear from delusions, paranoia, hallucinations
come by the raw emotion of fear rather of something that cannot be rationalized, (typically auditory, but other senses may
than having a typical nightmare with a regardless of context or circumstances. also be involved), and the like. Because
focus to be afraid of. It is also difficult to While exposed the phobia’s source, you you act so strangely and cannot accurate-
wake you while in this state, requiring are impaired unless a Will resistance ly perceive via your senses, you are im-
someone make the effort to do so. Typ- check succeeds. A new resistance check paired whenever they succumb to their
ically, the longer you go without sleep, is required each round or additional in- disorder.
the more likely night terrors are to occur, stance of exposure.
Despite what one might think, some men-
and the more powerful they shall be. Sample phobias include arachnopho- tal disorders, especially those like megalo-
• Obsessive-Compulsive Disorder: Unwelcome bia (fear of arachnids/spider), agorapho- mania and psychopath, may not be appro-
thoughts, such as ideas, vivid images, or bia (fear of open places), claustrophobia priate complications for villains if running
internal dialogue afflict you, making you (fear of enclosed spaces), social phobia a game where the players take on the role
incredibly anxious, a state that can be al- (fear of social situations and scrutiny), of bad guys. This is not to say villains do

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not possess these insanity types, merely that powers will disappear―permanently. (This Power Loss complication, Power Nullifier
the insanity must be a setback for the char- is essentially a variation of the Power Loss does not affect a character’s ability to use a
acter’s regular operation. For villains who complication that imposes greater, longer power, instead only affecting its resulting
seek to kill wantonly or take over the world, lasting consequences.) The player and the impact, much like the Nullify power with
this means the mental disorder is a part of Gamemaster should work out the condition an absolute certainty of working.
how they openly operate rather than some- using the following criteria:
thing to be kept under wraps and prevented 1. The Burn-Out should be something the
Power Nullifier would not be able to prevent
from interfering with the villain’s life. character can avoid, even if they may not
a character from using Mind Control, but
would remove Mind Control already influ-
want to avoid it.
No Healing encing a subject when its conditions are met.
2. A logical or thematic reason for the Burn-
This complication prevents you from
Out to occur should exist. Do not define Price
healing naturally in normal circumstanc-
a condition that makes no sense to the
es―you do not remove one Damage condi- There is a “price” to be paid for using the
game or the character’s concept.
tion per minute of rest. When defining why power effect this complication is applied to,
you cannot heal naturally, you must indi- 3. Both the player and the Gamemaster and it must be paid every time the power
cate an external condition(s) that allows the operate with the understanding that the is used. Typically, this complication is only
character to recover from Damage. Burn-Out will almost certainly occur at applied to power effects that are rarely used,
some point (otherwise it isn’t really much although this is not set in stone. Determine
A character may apply this complication, of a downside to taking this complica- a Price that is comparable to the effect’s po-
indicating they can only heal while sub- tion.) tency and how it fits the character’s concept.
merged in water.
Some examples of conditions that This Price can be an actual cash require-
would result in Power Burn-Out are los-
Poor Healer ment, in which case the trait’s value should
ing one’s honor, the character fulfills
be determined as though it were a piece of
You take longer to recover from Dam- the goal to which end the power was be-
equipment with the same capabilities. Maybe
age―recovery of one Damage condition stowed in the first place, or the character
every time a piece of Equipment is used, parts
takes longer than the normal minute. How draws innocent blood.
many ranks down the time scale on the of it need replacing or servicing by a specialist
Once the power is gone, it cannot (nor- (who may charge a high fee or ask a favor),
Measurements Table is up to the player,
mally) be regained. The points spent on the most likely after the adventure. In most cases,
with a greater amount of time resulting in
power, however, may be reacquired in a the Price will be a role-playing effect or some-
an increased challenge for the character.
way fitting the game, such as by completing thing other than monetary in nature.
Furthermore, halve the power’s ranks when
an important mission.
a Healing effect is used upon the character.
Example Prices include the soul of an in-
Power Nullifier nocent, a favor to be performed on be-
Power Burn-Out
An active power’s currently operational half of the character’s patron deity, or a
Upon the occurrence of a pre-defined permanent reduction to the character’s
effects are immediately nullified by the in-
condition, one or more of the character’s Will modifier.
troduction of a certain condition. Unlike the

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The Gamemaster has final the computer does what desired, but the
approval on what the Price complication also causes a fatal error. This
is, but the Gamemaster and forces the system to slowly reboot, which
player should confer regard- wastes time before letting the character do
ing whether the Price is paid anything else with the computer. Another
before the power effect is ac- example would be a car’s brakes giving out
tivated or after, as suits the during a routine driving maneuver that did
power’s concept and the na- not require a skill check.
ture of the Price.
Trait of Consequence
Technology Repellant
There is a chance for an adverse effect
Characters with this in either the result of the game mechanics
complication are nearly or role-playing whenever the character
incapable of using any uses the advantage or skill this compli-
type of advanced technol- cation applies to.
ogy correctly. Bad things
usually happen while us- If applied to the Contacts advantage,
a contact may only aid the character
ing technology, even if no
in exchange for something of value
check is involved.
that is difficult to get. Some reason
The Gamemaster would have to exist why the charac-
should determine what ter would need to keep the contact
happens (and how of- happy and the assistance coming.
ten) based on this com- Here’s another example.
plication’s concept. Things
are easier to decide when a A character with the Expertise (Histo-
check is involved―the worse the ry) skill would normally be considered to
degree of failure, the more severe the have sweeping knowledge of history in
repercussion. Even when a single degree general. However, this complication could
of success is achieved, something minor be applied to indicate a total lack of knowl-
should go wrong to offset the good some- edge in a particular region or era that
what. A die roll is not necessary, however, would be of value to the character.
if the Gamemaster wants to come up with This complication can also be applied to
appropriate consequences on the fly. skills to disallow using hero points or extra
effort with it, to prevent the character from
One degree of success with a Technology taking a routine check with the skill and
skill check to operate a computer means similar handicaps.

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Hot Pursuit & Characters as Vehicles


own oxygen supply, while a space vehicle is
assumed to provide a safe, breathable envi-
Vehicle Combat Some characters may be big or strong enough
to carry passengers or otherwise make use of
ronment (and even gravity if such technol-
ogy exists.) These are part of the vehicle’s
Optional Rules the vehicle combat rules when they are en-
gaged with vehicles. Similarly, the Gamemas-
descriptors and have no point cost.

This section lists some general modifiers ter may wish to use these rules―especially the Immunity to environments or other ef-
maneuvers―while role-playing a chase between fects not normally part of the vehicle’s
you can use when dealing with vehicles in
two or more characters with Movement pow- mode(s) of movement is acquired as a pow-
combat, chase scenarios, and similar situ-
ers comparable to those provided by vehicles. er for the vehicle. Typically, this is done us-
ations. It leaves further specifics up to the
For instance, two speedsters chasing each other ing Affects Others and Others Only for a
Gamemaster, common sense, and process of
through city streets might utilize these rules, as net +0 modifier, protecting everyone inside
telling the story. Only employ these rules as the vehicle.
and when needed―do not feel compelled to might characters with Flight who are dog-fight-
regulate each and every instance of vehicle ing in the skies, or a pair of Atlanteans fighting
against an enemy submarine. Passenger Actions
use in your game.
Passengers in a vehicle (anyone who’s
For the sake of clarity, whenever a “ve- It is up to the Gamemaster to determine
not piloting the vehicle) suffer a –2 pen-
when this occurs, if it is even desired in the first
hicle” is mentioned, you can also assume alty to attack rolls while the vehicle is in
place. Doing so is entirely optional.
a mount, such as a riding beast, or other motion. This is true even if the vehicle is
means of conveyance that can be controlled moving slower than the character could
by a character. This includes a mecha that changing PL. This allows vehicles to fit com- move under their own power. The charac-
is piloted from within (and sometimes even fortably into virtually any series. ter has no control over the movement, and
characters with Movement powers.) thus has difficulty responding to or antic-
Vehicles generally have the same PL lim-
ipating factors that affects their ability to
A vehicle’s drive system (the exact me- its as characters although, in some games,
strike a target.
chanics of its movement) is left as a descrip- the Gamemaster may wish to institute sep-
tor, regardless of the type of movement ca- arate PL limits for characters and vehicles. In some circumstances, the Gamemaster
pabilities it possesses. The vehicle’s fuel and This is most appropriate for settings where may require Acrobatics checks for charac-
power systems are also handled as descrip- vehicles are common and characters are pri- ters to maintain their balance in fast-moving
tors and complications on the occasions marily intended to be their lower-level pi- vehicles. Such a situation could be as simple
when problems arise. lots. as standing up inside of a van, and need not
be extraordinary in nature.
Vehicles and PL Vehicles and Environments
On their own, the unmodified vehicle A vehicle is assumed to provide the nec- Driver / Pilot Actions
templates provided by size category with- essary life support for its passengers for Most Vehicles skill checks are move ac-
in the core rules are all PL 3. This is based the environments it is equipped to move tions, unless specified otherwise. Con-
on their Defense and Toughness ranks, with through. For example, an aquatic vehicle trolling a vehicle in operation requires a
room for a +1 modification of either without is considered to be water-tight and have its move action each round, and may require

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a check. Routine operation, such as driv-
ing at a safe speed along a clear road, fly-
ing under normal and clear conditions, or
walking while piloting a mecha, does not
require a check.
If no one is spending at least a move ac-
tion each round controlling the vehicle, it
goes out of control per a failed control check
(see following.)
The Vehicle skill is used to control and
maneuver most vehicles, although Expertise:
Riding is used for handling mounts. In most
regards, this is simply a matter of using the
latter in the same way as one would employ
the former in vehicle control situations.
Vehicle Combat Skills
“Vehicle Weapons” is its own specializa-
tion of the Close Combat and Ranged Com-
bat skills (as is “Mecha Weapons” while us-
ing such vehicle/constructs.) The default
assumption is that ranks of the Close Attack
and Ranged Attack advantages apply to using
vehicle weapons as well as personal weapons.
So, attacks with vehicle weapons use: weapons requiring no attack check, except Vehicle Speed
for a direct hit.
Pilot’s Dexterity + Attack advantage (if Vehicle speed should be handled in all
any) + Vehicle Combat Skill (if any) If vehicle combat is relatively rare in the ways like character speed, including any
setting, the Gamemaster may choose to al- possible Defense modifiers (see the Hitting
If the vehicle is a mecha, the following is low personal combat skills to apply to simi- Moving Objects sidebar.) Keep in mind
used instead: lar vehicle weapons. that vehicles don’t suffer from fatigue in
Mecha’s Dexterity + Attack advantage the same manner as do characters (although
Ranged Combat: Guns may be suitable for
(if any) + Mecha Combat Skill (if any) Gamemasters should use common sense
firing a vehicle-mounted gun, and Close
when it comes to wear and tear, and the
Some vehicle weapons may also be Ac- Combat: Swords may apply for wielding a
giant mecha’s blade. need for regular maintenance.)
curate, applying that bonus, or Area effect

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Hitting Moving Objects Optional Rule


Things moving fast should be more difficult to hit, right? Not always in a super-hero universe. However, if you want to add a bit more realism, there’s a
simple solution: every rank of speed the target is moving results in a –1 penalty to any attack roll against it. Optionally, you can consider relative ranks of
speed instead of actual ranks of speed if the Gamemaster determines the situation warrants it.

Two jet fighters are chasing each other in a dogfight. Fighter A is being pursued by Fighter B, who is trying to shoot A down. A is flying at speed rank 8 and B at speed rank 7.
There is a relative speed rank difference of 1, so the Gamemaster rules B only suffers a –1 penalty to attack Fighter A instead of –8. If they were traveling in opposite directions
and B had some means to attack backwards, however, both their speed ranks relative to each other would be 15 (A’s 8 plus B’s 7.) In this situation, B’s speed rank of 15 relative
to A would impose a –15 penalty.

Calculating relative speed ranks in this manner cannot result in an attack bonus―you can’t get a better chance at hitting something moving slowly than
you can at that same target while it is standing still.

Falling from a Vehicle conjunction with other actions. If not speci- ers and gunners can make attacks with any
Falling from a vehicle inflicts Damage fied otherwise, actions take the same time in vehicle-mounted weapons controlled from
equal to the vehicle’s current speed rank, vehicles as outside of them. their positions.
to a maximum of Damage 20, or is based
Free Actions Standard Combat Maneuvers
on the distance fallen (whichever is great-
er), and is treated like falling Damage in Communicating and ducking down be- Just as in personal combat, one can also
all other respects. hind a door are examples of free actions. perform most standard combat maneuvers
Unless otherwise restricted, characters while controlling a vehicle. Any Defense
Attack Range can perform as many free actions in a sin- modifiers acquired from these maneuvers,
gle round as the Gamemaster believes to such as All-Out Attack or Defensive Attack,
Attacks made from vehicles have their be reasonable. are applied only to the vehicle. Attack mod-
normal range. You can only use a close
ifiers, however, apply to the vehicle and any
attack from a vehicle if the target is in the Move Actions
of its occupants unless they indicated as
same vehicle with you, or the distance to Changing position within a vehicle is usu- weapon specifics.
another vehicle is 0 lengths (see Pursuit for ally a move action, especially if the character
details, pg 95.) has to trade places with another character. If Attacking Vehicles
the character’s movement is short and un-
Vehicle Combat Actions obstructed, the character can do it as a free Attacking a vehicle is just like attacking a
Actions during vehicle combat are han- action (with the Gamemaster’s approval.) character. Vehicles generally have a Defense
Otherwise, it requires a move action. value that has been modified by its size (and
dled the same way as actions during per-
potentially other factors.) This tends to make
sonal combat. In general, a character can
Standard Actions vehicles easier to hit than most characters.
take two move actions, or one move action
and one standard action. Free actions and Anyone aboard a vehicle can make an A vehicle’s driver can take a standard
reactions can be performed normally, in attack with a personal weapon, and driv- action for “evasive maneuvers” during a

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round. In such instances, substitute the re- readied action to fire manually, making the at- speed rank each round until it comes to a
sult of the character’s relevant skill check tack check when the attack is made. stop. The driver cannot attempt any maneu-
(Vehicle or Expertise: Riding), modified by vers except a 45-degree turn. A staggered
Taking another action while holding a
the vehicle’s size (and, again, by any other water vehicle may begin to sink slowly.
weapon lock breaks the lock, but the attack-
applicable factors), for the vehicle’s normal
er still gets a +2 bonus if making an attack Failure (four degrees): The vehicle is destroyed
Defense that round. (shattered, smashed to pieces, etc.)
check with that weapon in the next turn
A character piloting a huge vehicle (–2 size (like the aim action.) Anything that conceals
modifier) takes evasive action and gets a the target from the attacker’s accurate sens- Repairing Vehicles
Vehicle check result of 22. Subtracting the es also breaks the weapon lock. Repairing serious vehicle damage re-
vehicle’s size modifier provides a Defense quires the proper tools and a garage, han-
score of 20 for that round. This is much bet- Vehicle Damage gar, or similar facility in order to access the
ter than the vehicle’s default Defense of 8. Vehicles suffer Damage as per other proper equipment and facilities. A charac-
pieces of equipment. All Damage condi- ter without the proper tools suffers a –5 cir-
Targeting Vehicle Occupants tions remain in effect until repaired. cumstance penalty on the Technology skill
An attack against a vehicle occupant Vehicle Damage Check Results check, as usual.
is made like any other attack. Remember, Repairing minor damage such as a
Success: The Damage has no effect.
however, that a character in a vehicle usu- Toughness penalty is a simple check (DC 15,
ally benefits from any cover or concealment Failure (one degree): The vehicle suffers a –1 one hour), but repairing a staggered result
it provides (and from its speed, if the Gam- circumstance penalty to further Tough- is a complex check (DC 25, one day.) De-
emaster applies such modifiers―see pg 90.) ness checks against Damage. stroyed vehicles cannot be repaired; they are
Target Lock Failure (two degrees): The vehicle loses 1 fea- “totaled” and must be rebuilt from scratch.
ture, suffers a –1 penalty to checks in- Sometimes, it may be possible to perform
A vehicle occupant manning a weap-
volving the vehicle (with the exception on-the-spot repairs in the midst of action us-
ons station, be it the pilot or a gunner, can
of Toughness checks), loses 1 point of ing a repair check.
take a Ready action to achieve a “weap-
capability per –1 penalty to Toughness
ons lock” on a target. At the Gamemaster’s
checks, or suffers another sort of break On-the-Spot Repair Check
discretion, this may be possible with other
(such as a hole punched through it), with When vehicles suffer damage in an action
weapons that possess some kind of track-
a 50% chance of requiring a control check scene, characters may need to initiate emer-
ing targeting system.
(Gamemasters choose which or roll ran- gency repairs or bypass some of the vehicle’s
The attacker makes the attack check in ad- domly; and suffers a –1 circumstance
systems. This generally requires a Technolo-
vance. If it is successful, the weapon is “locked penalty to further Toughness checks
on” and the attacker can make that successful gy or Vehicles skill check versus a DC based
against Damage.
attack automatically when using the readied on the damage’s severity or the system’s
Failure (three degrees): The vehicle is “stag- complexity, as decided by the Gamemaster.
action. If the attack check is unsuccessful, no
gered” and no longer functions. A vehicle (See the guidelines for jury-rigging provid-
weapon lock is achieved. The gunner may
that is staggered while moving drops one ed for the Technology skill.)
choose to try again on the next turn or use the

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Vehicle Control Checks
Redlining: Vehicles & Fatigue
Control checks are required when a ma- The Limits of Equipment section of the core rules notes that extra effort used in conjunction
neuver calls for a crash check, or the vehicle with equipment always places the strain on the equipment rather than the character. This is also the
suffers damage that results in a crash check. case for vehicles, where extra effort is known as “redlining” the vehicle—pushing it past its normal
The control check is a DC 15 Vehicles specifications and limits.
skill check (or perhaps a Dodge resistance As with characters, the vehicle has three distinct levels of strain from this effort: impaired, dis-
check if in a mecha or the like, and the Gam- abled, and immobilized.
emaster feels it is appropriate for characters
engaged in a pursuit.) You make only one The circumstance penalties for an impaired or disabled vehicle apply to all checks utilizing the ve-
control check per round per vehicle even if hicle’s systems. Additionally, a disabled vehicle is hindered (–1 to speed rank) much like an exhausted
more than one check is called for: every ad- character.
ditional control check required instead in-
These conditions persist until the vehicle undergoes maintenance to repair them.
creases the check DC by +5.
On a failed check, the vehicle crashes into Occupants make Dodge checks against
an obstacle (or possibly another vehicle, de- a DC of (Damage rank + 10) to suffer half Mounted Combat
pending on the situation.) Damage from the crash. Failure results in Characters may ride into combat on vari-
The vehicle and the obstacle (and any suffering full Damage. ous sorts of mounts, from horses to dragons,
occupants of either) suffer a base Damage An air or space vehicle may stall on a griffons, or sea-monsters. Such mounts are
equal to the fastest moving vehicle’s Speed failed control check if there is no hard ter- generally minions, although some can be
rank, and is adjusted for the circumstances rain or other obstacle to crash into. The pi- sidekicks. Use the following guidelines for
in the Vehicles Collision Damage Modifi- lot can restart the vehicle with a successful mounted characters in combat.
ers table. For vehicles moving in the same Vehicles skill check (DC equal to the control
direction, subtract the lower speed rank check) or Technology check (DC equal to the Your mount acts on your initiative count
from the higher speed rank to get the effec- control check + 5.) as you direct. You move at the mount’s
tive speed rank of the crash for the purpose speed, but the mount uses its action to move.
of determining the Damage rank. A failed crash check for a character in- Use Expertise: Riding to control your mount
volved with a pursuit is the same as for a ve- instead of the Vehicles skill.
Vehicle Collision Damage Modifiers hicle: the character collides with an obstacle
Circumstance Damage Rank and suffers damage. A character failing the Combat While Mounted
Collision with another vehicle +1 Dodge resistance check against crash Dam- You can guide your mount with your
age is considered prone after the collision. knees and use both hands to attack or de-
Per size category difference
+1 fend yourself with an Expertise: Riding (DC
to the smaller vehicle Speed Kills
Two degrees of failure on the 5) check. This is a free action.
+2 Control checks typically suffer a penalty
control check equal to the Speed rank the vehicle is trav- You can “ride defensively” while mount-
Three or more degrees of eling at; the faster one is moving, the more ed, using the evasive maneuvers and defen-
+5
failure on the control check difficult controlling a vehicle becomes. sive options for vehicles, but substituting an

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Expertise: Riding skill check for the indicat- If your mount falls, you must make an tiative, then you can take your actions on
ed Vehicles skill check. See Attacking Vehi- Acrobatics or Expertise: Riding check (DC your initiative.
cles (pg 90) for details. 15) to make a soft fall and take no Dam- This option is more detailed but involves
When you attack a creature that is on age. If the check fails, you suffer Damage as keeping track of both your and the mount’s
foot and smaller than your mount, the though falling from the vehicle when you initiative and actions in combat.
Gamemaster may decide to provide you hit the ground (more if your mount is high-
with a circumstance modifier to attack or er off the ground), accounting for speed. Mecha
even Damage to represent the advantag- If you are knocked unconscious, para-
es of height and leverage. Even at your lyzed, or similarly incapacitated while rid- Mecha are similar to both constructs and
mount’s full speed, you don’t take any ing, you have a 50% chance to stay in the vehicles—vehicles because they may carry a
penalty on close attacks while mounted, saddle. Otherwise, you fall and take Dam- pilot or even passengers, and constructs due
but ranged attacks suffer any penalty that age as though falling from the vehicle when to their form, which is generally humanoid
may normally be applied. you hit the ground (more if your mount is or otherwise based on a living creature. Me-
If your mount charges, you also suf- higher off the ground), accounting for speed. cha do not include form-fitting power ar-
fer the attack penalty associated with the Without you to guide it, a mount generally mor of the type that are worn as enhancing
charge if you also make an attack at the avoids combat and may even come to a halt. suits rather than piloted.
end of the charge. Mecha are acquired with equipment points,
Intelligent Mounts
You can use ranged weapons while your the same as vehicles and headquarters.
The guidelines for mounted combat as-
mount is running, but at a –4 penalty on the sume mounts of animal-level intelligence,
Mecha Abilities
attack roll. This attack roll is made when like horses. If you’re riding an intelligent
your mount has completed half its move- being (one with an Intellect higher than –4), Like constructs, mecha have their own
ment. You can take move actions (such as the Gamemaster may want to give your ranks in Strength, Agility, Dexterity, Fight-
drawing a weapon or using a skill) normal- mount greater freedom of action. ing, and Awareness. They have no ranks in
ly while your mount is moving. Howev- Stamina, Intellect, or Presence by default.
er, any move actions your mount uses are The normal assumption is your mount They have Dodge, Parry, and Toughness
move actions you cannot yourself spend on acts on your initiative count as you direct defenses, but no Fortitude or Will.
moving that round. and nothing more (and are typically treated
Strength is typically based on a mecha’s size
as minions rather than as sidekicks.) At the
and the efficiency of its artificial “mus-
If your mount uses both its move actions Gamemaster’s discretion, roll initiative sep-
cles.” It determines close combat Damage
running, you could not dismount at the arately for you and your mount if it is intel-
and lifting/carrying capacity.
end of its run and then spend your move ligent. The mount carries you automatically,
actions to continue traveling. If your mount moves using its own actions on its own ini- Agility is the mecha’s mobility or “handling,”
uses one of its move actions moving, tiative count, and can take other actions as and determines its basic maneuverability
though, that would allow you to use one of it sees fit or as you direct. So, an intelligent and Dodge defense.
your own move actions on movement once mount could move and then take a standard Dexterityis the mecha’s precision for target-
dismounted in the same round. action (such as making an attack) on its ini- ing, as well as using its limbs. A mecha

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lacking manipulative limbs may still than Fortitude.) The inability to function in
have Dexterity (for targeting purposes), a particular environment, or impaired func-
but also a Disability complication. tion in an environment, may be considered
Fighting likewise measures a mecha’s pre-
a complication for some mecha.
cision with close combat attacks and its Similarly, like vehicles, mecha are as-
ability to evade the same. sumed to provide the benefits of their capa-
Awareness measures the sensitivity of the
bilities to their pilots and passengers. This
mecha’s sensor systems, and ability to stands so long as they are enclosed within the
pick up and process information. mecha, crew are immune to any environmen-
tal effects outside of it. Failure of a mecha’s
A mecha’s abilities substitute for the pi- environmental systems may
lot’s, combining the controlling pilot’s skill be a potential complication
rank with the mecha’s ability rank (subject or the result of damage or
to PL limits.) stress to the mecha.

A mecha pilot with Fighting 4 and Close Mecha Size


Combat: Sword 4 would normally gain a By default, mecha
+8 (4 + 4) bonus while using a sword, but should be at least
this would be reduced to +6 (4 + 2) in a me- size rank –1, big
cha with Fighting 2. enough to enclose a
“Mecha” given Stamina ranks are bio-me- size rank –2 human
chanical beings able to heal on their own, pilot. Smaller “me-
while mecha with Intellect ranks are intelli- cha” tend to fall un-
gent and capable of independent action. der the category of
power armor unless
They may also have Presence ranks if
the pilot is corre-
they can interact with other creatures, and
spondingly smaller.
Intellect and Presence skills of their own,
A size rank –2 (hu-
appropriately.
man sized) mecha
might have a size
Mecha and Environments
rank –4 alien pilot,
Mecha have no Stamina rank and pos- for example.
sess Immunity to Fortitude Effects, mean-
ing they have no life support requirements This means me-
of their own and can, by default, function cha usually have
in any environment that does not cause di- 4 or more ranks
rect Damage (resisted by Toughness rather of Permanent, In-

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nate Growth, with the standard size modi- Mechamorphs Divide the point cost of the composite
fiers applied to their traits. Mecha size does mecha or vehicle by 15 to determine the re-
In some settings, mecha have morphing quired Summon rank, then divide the need-
not modify Stamina (as they have none), but
does affect Toughness. or transforming abilities, either changing ed ranks amongst the component mecha or
their form and function, or merging to form vehicle as evenly as possible. Typically, the
Mecha Piloting even more powerful mecha out of their as- “lead” or “head” component carries any
sembled parts. remainder in the Summon ranks. The com-
As a default, mecha pilots use the Vehi-
cles skill for checks involving operating and Morphing Mecha posite form may have a higher PL than its
controlling mecha. Also, the Vehicles skill components, although it is still limited by
Morphing mecha use the Metamorph the PL(s) set for the game.
may substitute for any Agility- or Strength-
modifier of the Morph effect. The mecha can
based skill check like Acrobatics or Athletics If the components can combine in mul-
have Metamorph as a standalone Feature
involving mecha. tiple ways (such as five mecha or vehicles
and does not need Morph unless its trans-
There are generally no “routine” oper- formation also serves to disguise it in some able to link together into five different com-
ation checks for mecha, so characters un- way, such as allowing the mecha to appear binations), make each additional composite
trained in the skill cannot pilot mecha un- as an otherwise ordinary vehicle. form an Alternate Effect of the most expen-
less the Gamemaster specifically chooses sive (and highest ranked) form. If the com-
to allow it. Mecha can have multiple Metamorph ex- posite form can also morph—without the
tras, allowing them to assume different con- need to break apart and recombine—apply
Linked Mecha figurations. All of the mecha’s forms must the guidelines for morphing mecha previ-
ously explained.
For some settings and mecha types, the be at least a minimum size for its pilot and
Vehicles skill may not be needed or used. crew. Mecha able to assume an exceptional-
ly wide range of forms may have a Variable Pursuit
Mecha linked to their pilots and designed
effect rather than Metamorph; the mecha re-
to mimic their movements, for exam-
distributes power points amongst its traits Action involving vehicles often involves
ple, may simply translate the pilot’s own
whenever it changes form. See the Variable pursuit, with characters and vehicles chasing
physical skills and movements into those
effect for additional information and ideas.each other. Pursuit in the system presented
of the mecha.
here is handled abstractly, making it easier
This is a 0-point Feature (although the Composite Mecha & Vehicles to run without a map, counters, and similar
Gamemaster may choose to charge a Fea- A composite mecha is formed when two tools (although it is certainly possible to do
ture rank for it in settings where linked or more smaller mecha or vehicles merge to so if you desire.) This abstract system is in-
mecha coexist alongside more cumbersome form another (usually more powerful) ma- tended to provide quick and simple results.
ones piloted with the Vehicles skill.) chine. This is essentially a Summon effect
costing 2 points per rank that requires all Starting Pursuit
Linked mecha operate essentially like any of the components be present to assemble
other larger-sized characters with Growth, During a pursuit, one party―the pur-
the composite form. This leaves the compo- suer―is assumed to be trying to catch the
taking their regular allotment of actions
nents unable to act on their own while a part other―the target. The distance between the
(one move and one standard, plus a number
of free actions) each turn. of the whole. two is called the lead, measured in lengths:

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Pursuit Steps 3. Resolve Maneuvers
Untrained Vehicles Skill Use Apply the winner’s maneuver to the pur-
Although the Vehicles skill cannot be used Follow these steps during a pursuit:
suit and adjust the lengths between the pur-
untrained, routine operation of vehicles is per- suer and the target as necessary.
1. Choose Maneuvers
missible without ranks in the skill. You do not
have to be trained in Vehicles to know how to Each character or vehicle involved in 4. Obstacles & Control Checks
drive a car in the modern world in all instances the pursuit chooses a maneuver from those
available. Obstacles may crop up with the intention
(although following the rules of the road, know- of providing flavor during the pursuit, with
ing how a vehicle will perform, and so on is a 2. Maneuver Checks frequency depending on terrain. The Game-
different story.) Most characters can be assumed master should feel free to add obstacles to help
The participants reveal their maneuvers.
to know how to do so. Lacking the ability to rou- liven up otherwise uninteresting pursuits.
tinely operate a commonly known vehicle (in a Each then makes a maneuver check using
way that is relevant to the story) can be treated the appropriate skill, including any modifi- When an obstacle occurs, the target
as a complication if and when it arises. ers. This is an opposed check between the and then the pursuer make a control
pursuer and the target if two or more ve- check (pg 92.) On a failed obstacle check,
abstract units adjustable to the situation. hicles are maneuvering against each other, make a crash check (pg 92.) Some maneu-
A length may only be a matter of feet in a such as in a chase or if one vehicle is contest- vers may also require a control check, as
running pursuit, but it could be hundreds ing the other vehicle’s attempt to perform may suffering damage.
or even thousands of miles for a pursuit in a maneuver against it. A failed maneuver
check may result in a control check. 5. Other Actions
deep space (or light years in hyperspace)!
If the vehicle initiating the maneuver’s Whether pursuit has ended due to a fin-
A pursuit typically starts out with a lead ishing maneuver or not, those involved now
of 8 lengths for the sake of keeping things check succeeds, apply the effects of the de-
sired maneuver. If the vehicle opposing the perform any actions open to them.
simple, although the Gamemaster can ad-
maneuver succeeds, the maneuver fails and
just this as desired to fit the conditions. Defensive Check
the vehicle attempting the maneuver must
The lead may never be less than 0 or great- A vehicle’s pilot may use a standard
make a control check. If neither succeeds, or
er than 30. If any maneuver puts the lead action for “evasive maneuvers” during a
their check results are tied, the chase con-
beyond those bounds, adjust the lead to the round. If so, substitute the character’s Ve-
tinues. If both succeed, apply the maneuver
closest number. hicle skill check result, modified by the De-
effect with the most degrees of success.
The pursuer wants to decrease the lead fense modifier for the vehicle’s size, for the
The trait used for a maneuver check de-
enough to perform a finishing maneuver pends on the pursuit’s conditions. For char- vehicle’s normal Defense that round.
and catch the target, while the target wants acters in vehicles, the maneuver check is
A character piloting a gargantuan fighter
to increase the lead enough to perform a usually a Vehicles skill check―Expertise:
jet (Defense Class 6, meaning it has a De-
finishing maneuver and escape. Pursuit Riding while mounted. For individuals, it’s fense modifier of –4) takes evasive action,
continues until a successful finishing ma- usually an Acrobatics skill check. The Gam-
obtaining a Vehicle skill check result of 22.
neuver, a crash, or the pursuers choose to emaster may call for different skill checks
for maneuvers as suits the situation and the Subtracting the jet’s size modifier provides
break off pursuit.
particular pursuit. a Defense of 18 that round.

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6. Damage & Control Checks busy docks, cloudy mountaintops, scattered
Apply any damage inflicted against par- asteroids, and so forth.
Speed Benchmarks
ticipants in the pursuit (from attacks and Speed: Pursuit in close terrain begins at half Common Highway Speed Limit (US): Rank
so forth) and see if any participants must 6.
maximum speed (rounded down.)
make a control check. Situations requir- Common Road Speed Limit (US): Rank 5.
ing control checks are provided in the text Obstacle Chance: 17 or better on d20
Mach 1 (Sound Barrier): Rank 9. It is actually
when appropriate. Control Check DC Modifier: None about halfway between 8 or 9, so the latter is
Terrain Tight Terrain
used.
Terrain falls into three categories for pur- The most dangerous terrain type, tight Speed of Light: Rank 24. It is actually a bit over
suits: open, close, and tight. Each applies terrain is filled with obstacles and condi- rank 23, so we go with the higher of the two.
certain conditions to the pursuit, including tions that change from moment to moment. Typical Commercial Jet Airplane: Rank 8 or 9
how often obstacles crop up and the control Examples include busy highways, steep in- (stopping shy of Mach 1.)
check DCs to avoid them. clines, rapids, indoor parking garages, as-
teroid and debris fields, and such.
Open Terrain
Speed: Pursuit in tight terrain begins at Maneuvers
Open terrain is easy to traverse—it has
one-quarter maximum speed (rounded
few obstacles. Examples include open Since pursuit is represented as an abstract
down.)
highways and salt flats on the ground, system, the distance covered and specific lo-
open and calm water, and clear skies and Obstacle Chance: 15 or better on d20 cations of each participant are left to your
mostly empty space. Control Check DC Modifier: +5 imagination. What’s really important is the
Speed: Pursuit in open terrain begins at lead―the distance between the pursuer and
three-quarters maximum speed (round- Speed the target at any given time. Many maneu-
ed down.) The fastest participant receives Obviously, faster characters and vehicles vers require a certain lead, so make sure to
a +2 circumstance bonus on maneuver have an advantage in a pursuit. The type of update the lead at the start of each round.
checks. If only one participant is in open terrain determines the starting speed, based
Maneuver Descriptions
terrain, then that participant receives the on the speed of the fastest participant. Speed
+2 circumstance bonus. changes during the pursuit according to the Maneuvers are split into pursuer and tar-
various maneuvers selected. get categories. Each maneuver has a general
Obstacle Chance: 19 or better on d20
description you can modify to suit the par-
Control Check DC Modifier: –5 Whenever pursuit speed exceeds a par-
ticular conditions of a pursuit. Maneuvers
ticipant’s maximum speed, a character or
include the following information:
Close Terrain vehicle must employ extra effort. Hero
Close terrain is generally narrow and points may be spent by characters piloting • Finishing: A finishing maneuver has pre-
filled with things to run into, sideswipe, or mechanically maintaining a “redlining” requisites that must be met before it can
or burst through. Examples include city (pg 92) vehicle to address such stress, as be attempted, but ends the pursuit if per-
streets, winding dirt roads, narrow rivers, usual for extra effort. formed successfully.

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Speed—Distance per … Speed—Distance per …
Movement Rank Day Hour Minute Round Movement Rank Day Hour Minute Round
–5 2 miles 500 ft. 6 ft. 6 in. 8 16,000 miles 500 miles 8 miles 1 mile
–4 4 miles 900 ft. 15 ft. 1 ft. 9 32,000 miles 1,000 miles 16 miles 2 miles
–3 8 miles 1,800 ft. 30 ft. 3 ft. 10 64,000 miles 2,000 miles 30 miles 4 miles
–2 16 miles 1/2 mile 60 ft. 6 ft. 11 125k miles 4,000 miles 60 miles 8 miles
–1 30 miles 1 mile 120 ft. 15 ft. 12 250k miles 8,000 miles 120 miles 16 miles
0 60 miles 2 miles 250 ft. 30 ft. 13 500k miles 16,000 miles 250 miles 30 miles
1 120 miles 4 miles 500 ft. 60 ft. 14 1m miles 32,000 miles 500 miles 60 miles
2 250 miles 8 miles 900 ft. 120 ft. 15 2m miles 64,000 miles 1,000 miles 120 miles
3 500 miles 16 miles 1,800 ft. 250 ft. 16 4m miles 125k miles 2,000 miles 250 miles
4 1,000 miles 30 miles 1/2 mile 500 ft. 17 8m miles 250k miles 4,000 miles 500 miles
5 2,000 miles 60 miles 1 mile 900 ft. 18 16m miles 500k miles 8,000 miles 1,000 miles
6 4,000 miles 120 miles 2 miles 1,800 ft. 19 32m miles 1m miles 16,000 miles 2,000 miles
7 8,000 miles 250 miles 4 miles 1/2 mile 20 64m miles 2m miles 32,000 miles 4,000 miles

• Lead: The minimum or maximum lead Box-In Finishing


Pursuit and Gamemaster Fiat:
required to perform the maneuver. It takes skill to trap an opponent without Clean Getaways
any damage, but sometimes it’s essential to You can choose to have a fleeing NPC auto-
• Speed: Some maneuvers modify current
do so. matically escape pursuit by exercising Gamemas-
pursuit speed. If both pursuer and target
ter fiat. You should award players a hero point
choose maneuvers that alter speed, only Lead: 5 lengths or less. when this happens, usually ensuring a villain’s get-
the highest modifier (positive or nega- Success: The pursuer wins the chase, forc- away to appear in a later scene of the adventure.
tive) applies. ing the target into a corner where there’s
nowhere left to run. You can also help ensure a clean getaway
• Success: The maneuver’s effect if the for certain targets by giving the heroes other
character wins the opposed maneuver Crowd Finishing things to worry about. If a fleeing villain blasts
check for the round. The pursuer comes up behind the target the support cables of a bridge, for example,
the heroes should break off pursuit to help the
• Special: Any additional information and forces him into a crash.
people endangered by the bridge’s imminent
about the maneuver. Lead: 2 lengths or less. collapse. Players should also get a hero point
Success: The pursuer wins the chase. If for this sort of setback and allowing the villain
Pursuer Maneuvers
the pursuer’s maneuver check results to escape (as well as any great acts of heroism
Pursuer maneuvers are aimed toward in two or more degrees of success, the during the rescue attempt.)
slowing down and catching the target. target also collides with an obstacle. The

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target is assumed to have failed shift the terrain by one step at the
a control check and the pursuer end of the round (open or tight
comes to a safe stop. becomes close, or vice versa.) This
also reduces or increases the crash
Cut Off Finishing check DC by 5, as appropriate.
The pursuer surges forward and
cuts in front of the target, forcing Intercept
him to stop. Coming at the target from anoth-
Lead: 0 lengths. er angle can be a useful shortcut, but
often also involves losing line of sight
Speed: The pursuer wins the chase, and unforeseen obstacles.
cutting off the target. If the target
fails his maneuver check, he col- Lead: Any.
lides with the pursuer. The pur- Success: Reduce the lead by a num-
suer may make a Dodge resis- ber of lengths equal to twice the
tance check (DC 15) to avoid the amount of degrees of success. The
collision. In the case of a success- pursuer must make a crash check.
ful Dodge, the pursuer ejects or
leaps clear as the target collides Match
with his (now vacant) vehicle. The pursuer matches the tar-
get’s speed and movement, forcing
Herd
the relative speeds down to almost
By keeping the pressure on and nothing and stabilizing pursuit for
cutting off the target’s options, the others to attack.
pursuer drives the target into diffi-
cult terrain. Lead: 10 lengths or less.

Lead: 10 lengths or less. Success: Reduce the lead by 1


length per degree of success.
Success: Reduce the lead by 1 The pursuer (and any passen-
length. Each participant must gers) gains the benefit of an Aid
make a crash check, but the tar- action for the round when mak-
get’s DC is increased by the dif- ing attacks against the target.
ference between the maneuver
check results. Ram Finishing

Special: If the pursuer’s maneuver The pursuer speeds up and


check results in two or more de- rams into the target.
grees of success, the pursuer may Lead: 5 lengths or less

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Success: The pursuer wins the chase, collid- Special: If the target’s maneuver check re- Reverse
ing with the target like a slam attack. sults in two or more degrees of success, As the pursuer closes in, the target slows
the target can become the pursuer until and turns suddenly in the opposite direction!
Surge
the end of the current round (letting the Lead: 10 lengths or less.
The pursuer puts on a burst of speed to target use forward-mounted weapons on
catch up to the target. Speed: Reduce pursuit speed by one-quar-
the pursuer, for example.) If the target’s ter (round down), but falling short of no
Lead: Any. maneuver check results in three or more longer moving.
Speed: Increase pursuit speed by one-quar- degrees of success, the target can also
Success: Increase lead by a number of
ter (round down), not exceeding maxi- shift the terrain by one step at the end of
lengths equal to twice the difference be-
mum speed. the round (open or tight becomes close, tween the maneuver check results.
and vice versa.) This also reduces or in-
Success: Reduce the lead by a number of
lengths equal to the difference between creases the DC of each participant’s crash Set Up
the maneuver check results. check by 5, appropriately. Instead of running, the target leads the
pursuer on a merry chase, usually right into
Special: If the pursuer chooses to use extra Obstacle Course Finishing an ambush.
effort with a surge maneuver, increase The target barrels through a cluttered
pursuit speed by one-third (round down) Lead: 10 lengths or less.
area to evade pursuit.
and reduce the lead by twice the differ- Success: Increase the lead by 1 length. The
ence between the maneuver check re- Lead: 25 lengths or more. target and all passengers gain the benefit
sults. However, the pursuer (or his vehi- of an Aid action for any attacks against
Success: The target wins the chase. Both the pursuer this round.
cle) suffers the effects of the extra effort.
participants must make crash checks.
Special: If the target’s maneuver check re-
Target Maneuvers sults in two or more degrees of success,
Pull Ahead
Target maneuvers are aimed toward es- the target may become the pursuer for
caping the pursuer. A straightforward maneuver, the target the current round (letting the target use
puts on as much speed as possible to widen forward-mounted weapons on the pur-
Lure the distance. suer, for example.)
The target controls the direction of pur- Lead: Any.
suit, leading the pursuer into all kinds of Stunt Finishing
trouble. Speed: Increase pursuit speed by one-quar- The target pulls off a daring stunt, hop-
ter (round down), not exceeding maxi- ing the pursuer can’t match it.
Lead: Any.
mum speed. Lead: 20 lengths or more.
Success: Increase lead by 1 length. Each
participant must make a crash check, Success: Increase the lead by a number of Success: The target wins the chase. If the
but the pursuer’s DC is increased by lengths equal to the difference between target’s maneuver check results in two
the difference between the maneuver maneuver check results. or more degrees of success, the pursuer
check results. must make a crash check.

Chapter 4: Rules 100


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Tight Turn Finishing
Vehicle Modifiers Summonable
The target leads the pursuer at high The character with the Equipment advan-
speed into a tight turn until one falls out of If the Gamemaster wishes, the following
tage can summon the vehicle out of nowhere
the pursuit. modifiers to the Equipment advantage may
as a standard action, causing it to appear
be permitted for ranks allocated to vehicles.
Lead: 20 lengths or more. next to the summoning character. The char-
Note these are modifiers to the cost of the
acter can likewise dismiss the vehicle back to
Speed: Reduce pursuit speed by one-third Equipment advantage itself, not the point wherever it came from as a free action, caus-
(round down), but falling short of no lon- cost of the vehicle, much like power modifi- ing it to disappear. The vehicle reappears in
ger moving. ers apply to the cost of a power. These mod-
the same condition as it was last seen.
ifiers are optional and may not be appropri-
Success: The target wins the chase, taking ate for all settings. For an additional +1 modifier, the vehi-
one or more turns the pursuer can’t match. cle always reappears in its normal condi-
Both participants make crash checks. A 43 point vehicle normally requires Equip- tion, recovering from any damage while it is
ment 9 to purchase, at a cost of 9 points. “away”. +1 or +2 points per rank.
Vanish Finishing The same vehicle with the Durable and
The target disappears in a burst of speed, Summonable vehicle modifiers increases Vehicular
leaving all pursuers eating dust. the Equipment advantage’s cost to 3 points
per rank regarding the vehicle, mean- Complications
Lead: 30 lengths. ing the required Equipment 9 advantage As with characters, vehicles may also
Speed: Increase pursuit speed by one-third would cost 27 points. suffer from complications that help to de-
(round down), not exceeding maximum fine their characteristics, operation, and
Durable
speed. ability to influence the game’s story. The
Vehicles bought with Equipment ranks following are a number of complications
Success: The target wins the chase and gets with this modifier suffer damage like char-
unique to vehicles.
away. acters rather than normal equipment. The
vehicle still functions while staggered, but Operations
Zig-Zag suffers a –1 penalty to Speed rank. It only
Whether it is a problem with how the
The target clips obstacles, terrain, or stops functioning once it is incapacitated,
vehicle handles, is maintained, or is able to
even other vehicles to send them into the and is only destroyed if its condition be- stay together, this vehicular complications
pursuer’s path. comes “dying.” +1 point per rank.
category addresses it.
Lead: Any. Minion ● Clunker: Gum, glue, duct tape, and a
Success: Increase lead by a number of Vehicles bought with Equipment ranks whole lot of hopeful thinking are what
lengths equal to twice the difference be- with this modifier are considered min- holds the vehicle together as much any
tween the maneuver check results. The ions, having all the conditions outlined bolts or welds. It is prone to having piec-
for character minions in the core rules. –1 es fall off and/or stop functioning at inop-
target must also make a crash check.
point per rank. portune moments.

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● Hold Together!: The vehicle always
seems to be on the verge of falling apart.
Every time a Toughness resistance check
is required of the vehicle, roll a die. On
an 11 or higher, the vehicle’s Toughness
is applied at full value. A roll of 10 or
less results in a penalty to the vehicle’s
Toughness: 1 or 2: –5, 3 or 4: –4, 5 or 6:
–3, 7 or 8: –2, 9 or 10: –1. The Toughness
cannot be reduced lower than 0 by this
complication.
● Lemon: The vehicle may look nice and
fully operational, but it only operates up
to three-quarters (rounded down) its nor-
mal efficiency without effort. This means
its speed, Toughness, and all other traits
do not function properly beyond this lim-
it. Roll a die any time the top one-quarter
of any trait’s ability to perform is called
upon—on a 10 or less, that top one-quar-
ter cannot be utilized. The die must be
rolled again every round a trait is main-
tained at this level of performance. Roll
separately for each trait.
● Out of Order: A specific aspect of the ve-
hicle is non-functional and always seems
● Compromised Environment: The vehi- ● Guzzler: The vehicle requires noticeably
to break down, no matter how often it is
cle’s usual, assumed proof against the more fuel to operate than normal—just
fixed. This could be anything from the ra-
environmental conditions its type of how much is to be determined appro- dio (a real pain for heroes trying to keep
movement exposes it to is compromised priately for each vehicle. If the vehicle is
in some significant way. For instance, an up with local news) to a particular weap-
beast-drawn, something about it requires on system never firing or the vehicle be-
aircraft may have an open cockpit, expos- more beasts of burden than is typical in
ing a pilot to extreme cold and lack of ox- ing unable to make left turns. Getting the
order to get it around, or the beasts tire item to work may first require an appro-
ygen at sufficient altitudes, or a submers-
more quickly. priate Expertise (DC 20) or Technology
ible with external controls that require
the crew wear diving gear. (DC 15) check.

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● Personality: The vehicle seems to have will not function properly again until an acting as a trigger for past traumas.) The
a personality and something of an intel- 11 or higher is rolled, or the whole vehi- memories may be held by the public in
ligence, no matter how mundane it may cle is turned off. general due to some event or the like they
seem. In defiance of all logic, the vehicle associate the vehicle with, or perhaps a
● Vulnerability: Something about the ve-
tends to suffer problems when mistreat- specific individual (or small group) are
hicle’s initial design or the unintended
ed, but performs at its best when cod- tormented by the recollections.
results of poor maintenance or previous
dled, pampered, and even spoken to by
repairs has left a vulnerable spot in the ● Haunted: The vehicle is haunted by a
name. Gamemasters should have fun
vehicle. Attacks or other suitable effects spirit or otherwise inhabited by pests or
with this, applying the effects of other
made against this particular location in- something else (e.g., gremlins or fairies)
operations complications as best fits the
crease their effective ranks by an indicat- that can interfere with using the vehicle
situation. However, they should balance
ed amount (typically +10%, +25%, +50%, properly. Just how this causes problems
these instances with periodic moments
or double.) (or perhaps even benefits) for the vehi-
of exceptional performance and perhaps
cle’s crew depends on the haunting’s na-
even bonuses when the vehicle is excep- ● Weakness: The vehicle has a weakness
that can overcomes its normal defenses, ture. The reason for the haunting will be
tionally well-treated.
like a wooden vehicle being especially tied to something from the vehicle’s his-
● Rare: Whether the vehicle is a “classic,” tory.
susceptible to flame. Alternatively, the
limited edition, unique creation, or an
vehicle may suffer harm from things that ● Recognized: The specific vehicle is very
uncommon import, finding parts is ex-
are harmless (or relatively so) to other ve- well known, be it famous or infamous. It
tremely difficult. Availability of what
hicles, such as water, sunlight, or gravity. is extremely unlikely it can travel in pub-
should be simple components (and costs,
A weakness may add degrees of effect or lic without drawing attention.
if using a wealth system) is about twice
impose an entirely different effect. Afflic-
(or more) difficult than normal. Any
tion is a typical effect, but some weak-
checks to locate parts suffer a DC modi-
fier relative to how rare the vehicle is in-
nesses inflict outright Damage, Weaken
the vehicle’s speed, or have some other
Exceptional
tended to be (ranging from DC +5 to +25.)
effect. Extra Effort
● Twitchy: There is nothing wrong with
the vehicle that anyone can put their fin- Background Super-hero comics are full of stories
ger on, no matter how many times it is ● Appropriated: Originally someone else’s wherein heroes must push beyond their
opened up and manually examined. The normal limits to accomplish something re-
property, this prior relationship can come
vehicle is just … twitchy. The Gamemas- markable because the alternative is too dire.
back to trouble the current owners. This
ter should roll a die whenever it is vital Normally, extra effort covers going beyond
may entail the previous owners periodi-
for a system to perform as intended (or a character’s normal limits, but sometimes
cally appearing to try and take the vehi-
just any time the Gamemaster likes.) On a even that isn’t enough. Sometimes, a char-
cle back, or it may involve the occasional
10 or less, that system does not work that acter must push their limits beyond endur-
case of mistaken identity.
round and must be activated again, also ance, beyond pain, and beyond safety by
requiring a roll. That particular system ● Bad Memories: The vehicle’s presence crossing a threshold that puts the character
brings back bad memories (perhaps even at risk of real harm.

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This dangerous realm of endeavor is Action Speed
known as exercising exceptional extra effort.
No ranks of exceptional extra effort may be In addition to the benefits obtained for
spent on obtaining any additional actions normal extra effort, each rank of exceptional
A hero with super-strength is trapped in a
beyond that provided by normal extra effort. extra effort further increases the hero’s speed
transit tunnel that is collapsing, preparing
rank by +1.
to bring down tons of rubble upon him Bonus
and the civilians trapped within. Using his Strength
In addition to the benefits obtained for
might to keep the tunnel roof aloft would
normal extra effort, each rank of exceptional In addition to the benefits obtained for
normally be beyond his muscle’s upper-
extra effort increases the circumstance bonus normal extra effort, each rank of exception-
most limits, even if employing normal ex-
by an additional +2 (or negates an addition- al extra effort further increase the hero’s
tra effort, so he must push himself even al –2 of a circumstance penalty if involving Strength rank by +1.
further. Doing so means placing demands unusual circumstances that go beyond the
on his strength that risk tearing the hero typical major penalty limit of –5.)
apart, otherwise the roof will come down Cost of Exceptional
and kill everyone beneath. Power Extra Effort
Exceptional extra effort is used the same In addition to the benefits obtained for At the start of the turn immediately af-
way as regular extra effort: the character normal extra effort, each rank of exception- ter using extraordinary extra effort, the hero
declares they are doing so. Unlike normal, al extra effort further increases the selected suffers the usual effects of using extra effort.
however, exceptional extra effort is expressed power effect’s rank by +1. Additionally, the hero may suffer physi-
in terms of ranks. There is no limit to how cal harm from their exertion. Roll a Dam-
many ranks a character may attempt to em- Power Stunt age resistance check (DC 15 + 2 per rank of
ploy in a single turn, but doing so is not No ranks of exceptional extra effort may be extraordinary extra effort used.) Instead of
without its cost (as later detailed.) spent on obtaining any additional Alternate Toughness, use Will if the nature of the ex-
Effects beyond that provided by normal traordinary extra effort was mental in nature
Once a character decides how many extra effort.
ranks of exceptional extra effort to risk, consult or Fortitude if it was physical in nature.
the following to determine the benefits—all Resistance
ranks must be spent upon the same benefit. Pushing one’s Speed or Strength far beyond
No ranks of exceptional extra effort may be the norm would be physical, but a psychic
The payoff for taking on even a single rank spent on obtaining any additional resistance
power effect would be mental.
of exceptional extra effort is compounded with checks beyond that provided by normal
the benefits of normal extra effort extra effort. Using a hero point does not cancel out the
need to make the resistance check against
Increasing the character’s Strength by +3 Retry suffering harm from extraordinary extra ef-
ranks means one rank comes from normal fort. It does, however, counter the normally
No ranks of exceptional extra effort may be
extra effort and two ranks from the excep- resulting fatigue, and provides a +2 bonus
spent on obtaining any additional retries be-
tional extra effort. yond that provided by normal extra effort. to the Damage resistance check’s roll.

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Chapter 5
Making a Better Bad Guy
If you have ever read a comic book, you’ll Practically speaking, allowing a villain Such factors (and more) should be con-
know that a super-hero is only as memora- the opportunity to make reoccurring ap- sidered when presenting a villain to your
ble as their villains are noteworthy. Indeed, pearances is not just a matter of good story- players. Your players are more likely to
in comic books it is often the villain more so telling—it is a matter of practicality. show interest in such better-defined bad
than the hero who drives the story and pulls guys, and thus want them to return later―if
Creating a new villain takes time and only to defeat them again.
the reader into the action and drama. thought on the Gamemaster’s part. This is a
Role-playing games are much the same: process that can quickly become trying, and Expanding upon and developing the
if the villain doesn’t capture one’s imagi- no longer a matter of fun if all that work re- many relevant aspects of your games’ vil-
nation, the game will likely wither and die sults in an opponent who only lasts a sin- lains will also determine the tactics used
from lack of interest. This is especially true gle appearance. Likewise, the players will against the player characters. Not all op-
of super-hero games wherein villains are become fed up with one-trick ponies that ponents think or act alike, especially when
the driving motivation for the characters to do not afford their characters the chance to they have different goals. Knowing what
one’s foe will do in any given situation―
strap on their capes and face the wild, wick- experience the comic book staple of familiar
even if it doesn’t seem to make sense―is an
ed world every morning. But it isn’t enough enemies (or, dare it be said, a nemesis.) They
important part of separating one character
that your players’ characters notice the vil- will likely demand something more intelli-
from the rest of the Gamemaster’s malevo-
lain for the story being created to seem com- gent and engaging than foes that are never
lent menagerie of menaces.
plete―the characters must admire them for allowed to develop.
their wickedness, if even only a little. Is the villain the sort who learns from
A great villain must be more than a card-
their mistakes and accounts for them in fu-
The villain should be admired to some board cutout or shooting gallery target
ture encounters, for instance? If so, they will
degree. The cad’s concept and actions must against which the heroic characters will toss
be better prepared and ready to adapt when
do more than just grab the players’ atten- their powers and inevitably triumph. Vil-
during the next encounter. Or are they driv-
tion, but also retain it. The bad guy must be lains that stand out from the flock are more
en by ego, stupidity, or insanity? Will they
so evil, vile, outrageous, cool or, yes, even than just the sum of their game statistics.
keep trying new twists on the same thing,
humorous that they stick in the players’ They have a history and personality—not
over and over, because that is the kind of pre-
memories and creates in them a desire for to mention goals—that drive them towards
dictable or unimaginative creature they are?
the villain’s return. The true hallmark of a their objectives with purpose (well, usual-
successful comic book bad guy is to come ly; as the lines goes, some men just want to A Gamemaster should be careful to
back to fight another day, and the players watch the world burn.) maintain the illusion of acting as a villain
must want them to do so. throughout the game and not let their per-

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sonal knowledge of what’s going on influ- opponents quickly lose their luster. Em- Go nuts―let your imagination run wild.
ence the outcome too greatly. A villain that ploying an unaltered archetype more than The more unexpected the events surrounding
acts out of character because the Gamemas- once means all characters they are meant to the villain, the more memorable they’ll be!
ter knows of or has realized something that represent will essentially be the same except
Unfortunately, even with plenty of re-
doesn’t make sense for the bad guy’s charac- for whatever name you’ve provided to dis-
sources to draw from, a good idea for a note-
ter to be aware of will break the game’s care- tinguish them. That’s boring, and players
worthy villain can still elude even the most
fully crafted illusion. By such actions, often will quickly get tired of it and demand more
creative Gamemasters. When that happens,
referred to throughout the hobby as “me- (and rightly so!)
it’s time to draw on what you know, and
ta-gaming,” the character will be reduced to
You need to keep your villains fresh (yes, that means looking at the books, comics,
little more than the latest two-dimensional
even those built on archetypes) by changing and movies that inspire you for ideas.
representation of the Gamemaster. As such,
details and traits, even if only a little. There
the character will be unable to stand out as
must always be something about the charac-
unique and memorable in its own right.
Often, the most interesting bad guys are
ter that remains unexpected and adds depth
to their nature.
Making the Familiar
often those tailored to a particular, unique
Regardless of what the villain’s game
Strange and New
concept. This isn’t always possible due to a
statistics may be, defining an engaging per- Many players and Gamemasters enjoy
variety of reasons, however. Writer’s block,
sonality and set of goals may otherwise suf- role-playing the super-hero genre because
time constraints, and a number of other el-
fice to set it apart from the archetype you’ve of satisfaction derived from comic books
ements―potentially including an intention-
used as a foundation. Introduce interesting (or comic-inspired movies.) This trend of-
al effort to emulate a known comic book
and unexpected story elements into the vil- ten results in player and non-player charac-
universe―can all conspire to blur the lines
lain’s past, as well as into their current de- ters that resemble those taken from favored
that distinguish the game’s villains from
sires and goals. source material.
each other. When this happens, available
hero and villain archetypes provide a solid Maybe the bad guy has fallen in love with The character bitten by a radioactive insect
foundation of ideas. Still, these archetypes one of the player characters or is even relat- who can stick to walls as a result; the shad-
are just that: a foundation that must be built ed to one of the heroes, by way of example. owy, gadget-wielding nocturnal detective;
upon in order to be considered solid. If the player group has lost or retired and the lone, odd-looking alien who seeks to
Character archetypes require distinctive characters through the course of gameplay, blend in with humanity while protecting it
characteristics and alterations that build perhaps the bad guy is really this former in spite of its prejudices are each examples
upon the basic presentation in order to ar- friend returned to gain vengeance on the of the kind of inspiration comic book reading
rive at a result that best suits your game’s comrades they think abandoned them. role-players may utilize in their own games.
particular needs. Throwing an evil sorcerer Drawing too heavily on familiar source ma-
Have any player characters lost a side- terial can lead to its own problems.
or mastermind archetype at the heroes once kick to death or maturity during the course
in a while is fine if you are using it as short- of play? If so, a villain could be that sidekick Patterning a game’s character (or some-
hand and don’t need to create any sort of returned to obtain some manner of revenge thing else relevant to game play, such as an
identity for the characters. However, such for some reason, be it real or imagined. organization, artifact, or event) after some-

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thing from shared source material like com- they then risk alienating their players who
ic books can very easily result in the two expect them to stick to the
becoming conflated. The Gamemaster and canon material.
other players may come to view the charac-
Ideally, the Gamemaster
ter in the same terms as the source materi-
al―identical instead of just inspired by. This should create some distance
could rob the character of its potential to de- between the original inspira-
velop its own identity because everyone else tion and the game’s version
would always consciously or unknowingly of the character from the
try to force the character to develop within outset so everyone
the limits of these expectations. will understand the
characters are two
And, of course, as this is true for the he- separate entities.
roes, so too is it true for the game’s villains. This will allow the
Villains trapped within the boundaries players to adjust
set by their inspiring source material are their expectations
at risk of the players knowing things about and perceptions
their foe that their character shouldn’t have according, and
access to because it appeared in the inspi- permit the char-
rational material. For example, the villain acter to evolve as
in a game modeled after a famous comic the game needs.
book character would not be able to keep There are some
its weaknesses and goals secret from the simple ways
heroes if the players were familiar with that a Gamemas-
villain’s comics. The source material would ter can shake
outline what to expect and do during en- things up to
counters, possibly becoming problematic
create the nec-
for the Gamemaster’s plans for the bad guy.
essary distance
For instance, if the source material reveals between the
something about the villain once the game original source
has begun, the players will likely expect the and your deriva-
counterpart in their game to follow a sim- tive character.
ilar path. This conclusion would undoubt-
Altering the vil-
edly interfere with the Gamemaster’s own lain’s power source is one such method. The
story and machinations. If the Gamemas- battlesuit-wearing villain taken from a com-
ter chooses to continue on their own path ic book is fitted with arcane armor in the
rather than sticking to the inspiring source,

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game or perhaps the powers originally pro- ingly. Combining this switch with other I’m Going to Take
vided by a suit become biological in nature, methods also outlined here will help keep What’s Mine
for example. Changing power descriptors is the players guessing.
Greed is easily the most common moti-
another spin on this approach―the fire-us-
A Gamemaster who finds the right bal- vator for villains. It’s a simple, easily em-
ing villain from the movie can be changed to
use electricity in the game. ance between drawing upon external, pop- ployed excuse for someone turning bad and
ular source material and original ideas of employing their powers in a selfish manner.
Another useful technique is to add or their own will likely find their players be- Unfortunately, it’s also cliché and usually
switch one or more abilities for something coming more interested in their games. unimaginative. Sure, there are interesting
entirely unrelated to the character in the spins you can put on greed, but in the end
source material. Doing so provides a sur- it breaks down to little more than “I see it, I
prise for players who expect a carbon copy want it, I take it.”
of the bad guy they’re familiar with. If a
Arguably, greed is a great motivator
character is known as a ponderous, ground-
bound villain with powerful eye beams, for A Villain is only for so-called ‘street-level’ villains, such as
thugs, mobsters, and the like, but it begins
instance, adding the ability to fly or run fast
would be a surprising twist. Making a solo
as Good as to lose its luster the higher up the power
villain a team player, or vice versa, is anoth- Their Machina- scale one goes. The obvious response to
this scale of diminishing returns is to en-
er route that is often enough of a curve ball
to obscure the character’s origins in popular tions are Evil sure the greed manifests in a fashion as
grand and inspired as the character is pow-
media in order to surprise the players.
One of the more defining questions con- erful. Whereas a common thief’s greed
An additional, rather simple technique is cerning a villain is what drives them to do doesn’t extend much further than robbing
to combine two inspirational villains into a evil? Why don’t they use their powers for the nearest bank vault or till, a god-like vil-
single character, taking from both what is de- good or, at the very least, just ignore their lain will aspire to steal planets, souls, or
sired for a single, derived bad guy. From that powers altogether and try to lead normal something equally lofty. Ultimately, what
point on, the amalgamated character should lives? You’ll want to come up with an an- bigger and bolder way is there to illustrate
be subjected to the same techniques and scru- swer that is true to the villain’s concept a character’s greed than with the desire for
tiny needed to change them from the source and also engage the players enough to conquest? Don’t just take some things―
material as would any other character simi- keep them interested. Sure, there are com- take everything! (But more on that later.)
larly inspired from an alternate media. mon, traditional themes in the super-hero The problem with the whole “villain
Two more radical approaches are to take genre that will always do in a pinch. Still, robs bank, heroes catch villain, villain goes
a hero or villain from your source materi- they lack the appeal and staying power of to jail, villain gets out of jail, villain robs
al and switch what side they are on, from something that’s been put together with bank again” formula is it gets very stale
good guy to villain, or even change their more thought and care. very quickly. Although the details can be
gender! Both methods can often be suffi- switched around to offer a bit of variety―
Originality is almost always more inter-
cient on their own to throw off most play- one week it’s a bank and the next it’s an auc-
esting than the predictable and expected.
ers so long as each technique is used spar- tion house that gets robbed―the character’s

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objectives remain unchanged: take stuff and That is not to say all mercenaries are ing a nation or planet? Although the pursuit
try to get away to spend it. good guys in the making, just looking for of conquest can be considered the villain re-
Yawn. someone to show them the light. It isn’t sorting to thievery―taking by illicit means
even saying that all mercenaries and assas- something that doesn’t belong to them―
Most players shall quickly become bored sins act primarily out of a need for cash. The there’s a big difference between taking a few
if their super-powered opponents do little character may be driven by other motives hundred thousand dollars from a bank and
more than steal because the Gamemaster (such as bloodlust or earning money to pay taking control of an entire country or world.
will have to aim the story in unusual and off a debt), and their current occupation is
increasingly nonsensical directions to make just something that is necessary for the time (Yes, despite what you’ve heard, some-
the villain at all challenging. This is why being, for whatever reasons. times size does matter.)
such villains work best as quick time-fill- Conquest―the desire to take by threat,
er encounters or as part of a larger picture Greed can also push a person to become
guile, or force a city, nation, continent,
rather than acting as the game’s focus. a criminal out of necessity, especially when
planet, or galaxy that doesn’t belong to
the bad guy’s ultimate goal is something
If the heroes are encountering a lot of vil- other than theft itself―something expen- the villain―is often another, more dra-
lains out to steal things, are they doing so sive. Many a mad scientist has their minions matic manifestation of greed. The desire
as part of a larger agenda, for example? Are steal in order to fund their whacky experi- for power and resources is not necessarily
they stealing for the sake of increasing their ments, experiments that on their own mer- the only driving force behind a villain’s
wealth, for the thrill, or because what they its may actually have nothing malevolent need for conquest, however.
are taking are all required as components about them. And then there are the unfor- Some bad guys walk the path of conquest
for a far grander scheme? For example, are tunate individuals afflicted with some sort due to a sense of ideological superiority.
they building some sort of doomsday ma- of unusual illness or debilitation, requiring They hold that their beliefs surpass those of
chine designed by a master villain work- massive funding to keep the villain (or their the people they seek to lord over, and so the
ing behind the scenes? (And, if so, are the loved one) alive and, possibly, search for conquest is righteous in the villain’s eyes. Or
thieves even aware of why they are taking a cure. Similarly, it’s possible the villain’s maybe the conqueror is out to prove their
the items? After all, if the world is destroyed, heart is in the right place and they seek to own personal superiority as a matter of ego.
what shall remain for them to steal?) redress the harm they have afflicted on oth- By subjugating others on such a scale gran-
Another approach to the greedy-driven ers, and likewise requires large amounts of diose scale, they prove they are better than
foe is that of a mercenary or assassin. While cash to do so. In such situations, the bad everyone (or perhaps someone specifically.)
such characters are often portrayed as evil guy’s ambiguous ethics tell them that the Similarly, some conquerors seek to demon-
or immoral, it’s not uncommon for this sort end justify the means. strate their idea of racial superiority, be that
of bad guy to operate according to their own an issue of local ethnicity or the star-spanning
sense of justice and honor. The latter, when This World Shall Be Mine! superiority of one race from a given planet
it exists, usually mitigates their activities above those races born to other worlds.
But let’s return to a notion brought up ear-
but, above all, remains their greed―their Sometimes, and almost certainly most
lier as a way to make greed a more interest-
desire to improve their lot in life through
ing plot element: what about theft and greed tragically, there are those conquerors who
unconventional and illegal means. on a much larger scale? Say … that of steal- seek nothing more than to destroy that which

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came before them. Or perhaps destruction is can also outline the terms of one’s standing Why does the bad guy blow stuff up?
the end as well as the means―the bad guy in the eyes of the law. Because a little voice in their head told
believes true power can only be proven by them to.
Misunderstandings, seemingly innocu-
such utter and complete devastation. How come they kill children at random?
ous mistakes that snowball into something
Of course, there are also the pretenders— worse, and frame-ups can all cause a per- Because they believe they are possessed by
would-be tyrants who may actually obtain son to become a villain for lack of any oth- demons.
control of something of worth for a while, er choice or a chance to explain the truth of What drives them to conquer the world?
but lack the means and vision to do so prop- things. But once they’ve been forced to put They believe themself to be the only one fit
erly. Instead, they make a nuisance of them- on a black hat, what keeps driving them on- to save the planet from itself.
selves, likely cause a lot of death and prop- ward in that direction?
erty damage, but never really had a chance Why do they burn down buildings with
at mastering anyone for long. On the other A case of mistaken identity or intent is people still in them? Because they’ve got
hand, true conquerors are counted among one thing, but why would someone who nothing better to do and thinks the way peo-
the most dangerous foes player characters didn’t want to be a villain continue acting ple in pain scream is funny.
can face. Their actions and machinations are that way? They may feel they have no choice You get the idea.
backed by the resources their goals demand, because events have cut them off from ev-
and are driven by the intellect or temerity eryone they love and everything they know. Although an excellent way of adding
that makes their success a real risk. In such desperate circumstances―without a bit of flavor and unpredictability to the
access to money, especially―the reluctant game, insanity as a villain’s motivation
I Don’t Want to do This, bad guy may be left with no choice but to shall quickly grow tired and uninterest-
but I Have No Choice become what the world already mistakenly ing if overused. And not every villain who
does something incredibly atrocious or who
Greed and a desire to have power over believes them to be.
doesn’t (overtly?) make sense should be
others and accumulate incomparable On the up side, because such characters considered insane―sometimes people are
wealth are arguably the most common, never wanted to become a villain, given the just evil. Do not take this to mean a villain
obvious, and understandable forces that right change of circumstances, they are also cannot be both insane and evil, especially
drive villains to do what they do. But the most likely to redeem themselves and when dealing with mental disorders that
what about those opponents who would set matters right. Such characters present affect perception of ethics and morality,
rather be anything but play the role of su- an opportunity to shift the plot in new di- however. Perhaps the most important issue
per-powered bad guy? What compels or rections by turning old foes into allies (or at that arises when combining the two during
incents them to act in a manner that is so least no longer leaving them an enemy.) character design is that the context of both
against their nature or desires? is altered by the other’s inclusion. Neither is
As previously touched upon, some vil- The Voices Told Me to do It the same as they are on their own.
lains set upon their foul career by circum- Although greed and conquest are typi- Of great note is that evil brought on by
stance rather than design. Being in the cally the most common reasons for someone madness means the bad guy can be cured. If
wrong place at the wrong time is not just a becoming a villain, never underestimate in- portrayed correctly, the need to capture and
standard method for gaining powers, but sanity as a catalyst for nefarious deeds. treat the villain’s illness rather than seeking

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their death or incarceration can make for The True Believer pense of their own well-being. On the other
some interesting stories. When psychological hand, someone else’s behavior may be me-
One of the more dangerous villain types
recuperation becomes the goal, it allows an diated and directed by other factors, includ-
are those who fight for a cause―a desired
imaginative Gamemaster greater opportuni- ing self-preservation. Regardless, a villain
end that exists beyond mere greed or thirst for
ty to manipulate player characters by means with a cause is handy because they provide
power. Tyranny and avarice may both prove
of their opponent’s alternating state of mind the Gamemaster with a focus upon which to
to be symptoms or tools of such a grand ob-
(and, in relation to that, state of evil.) build the game, if only for a brief time.
jective. These cads fight for something they
Comic books all but overflow with bad pursue out of some manner of faith, and so Alternate goals and motives certainly
guys who are “cured” of their insane ma- they believe everything they do to achieve exist for villains to undertake, but the pre-
liciousness and return to productive lives their goals is justified by their cause. viously mentioned are some of the more
only to once more raise high villainy’s ban- common. Additional objectives will become
Common causes include an ideological
ner following something that causes a psy- belief, such as religion, total freedom from apparent as the game unravels within the
chological regression. This possibility keeps all governing bodies, ethnic superiority, setting, often practically writing themselves
the players on their toes, but is yet another the right of intellectuals to govern, nation- to suit the circumstances and results of the
trick in a Gamemaster’s arsenal that should al pride, revenge, or any number of similar player characters’ actions.
not be overused. banners to be raised high. Essentially, if a
concept or thing can rally supporters or fol-
And the World Shall lowers, it can become a cry for those with Different Time,
Know Your Name super-powers to gather behind. The faithful
Far less common than most of the moti- will take on all comers in their beliefs’ name,
Different Evil
vators already discussed, fame is yet anoth- even if doing so places them on the wrong A villain’s goals and motivation will defi-
er goal that may incent someone to turn to side of the law. nitely differ between characters of different
the Dark Side. The degree to which a villain may fol- eras, be they of a super- hero genre (silver,
Indeed, there are far easier, more reliable low such a cause varies, ranging from the golden, etc.) or historical periods. Each dif-
transparency of mere lip service to the blind ferent period is rampant with its own unique
ways to become famous other than stealing
fellowship of zealotry. Zealots are almost ideals and stereotypes with regards to both
stuff and hurting people (especially if you
guaranteed to be the most dangerous of heroes and villains, although many are me-
have super-powers.) However, villains who
ta-elements that step back from reality a bit
seek fame (likely in conjunction with other villains to serve a cause because they have
and dive more into theatrics and false per-
goals) typically do so because of the risk and total, blind faith that what they are doing
ception. For example, although it may be ap-
darkness involved. They enjoy their reputa- is somehow correct or deserved. This same
pealing to imagine the mustache-twirling vil-
tion all the more for it being of a taboo sort zealotry also adds a degree of predictability
lain in a game placed in the Old West, such an
rather than the “common” fame enjoyed by that an opponent who only pays lips service image is purely a theatrical stereotype of the
glittering heroes or even by celebrities. to the cause lacks, however. era and does not represent historical truth.
To such bad guys, “infamous” and “fa- A zealot may be relied upon to do what is Of course, it is such theatrics that make
mous” are synonymous. best for the cause, frequently even at the ex- playing in different eras so notable and fun.

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A vital part of making one era seem differ- the black and white nature of good and evil.
ent from the next (and why play in a such a The moral shades of gray found in modern
time if these variations are not meant to be comics simply didn’t exist in that era so far
noted?) is playing up to and feeding the as the stereotypes are concerned. Good guys
players’ expectations. Much of that, were valiant and self-sacrificing, and the
you’ll likely find, is indeed rooted in bad guys were predictably evil and horrific.
these stereotypes. After all, if you
Thankfully, most era-specific stereotypes
want your game to be more than
are over the top enough to be recognized by
just a modern mindset and atti-
most players and interacted with accordingly.
tude played against the backdrop
of the past, you’ll need to play up
to such stark contrasts to enliven
the game’s flavor and place it apart Telling the Story
from a game set in the present. Even a villain with incredibly well-de-
One may think history would fined goals can be hamstrung
be the right place to start look- by a poorly crafted story or
ing for the proper way to play character background. A
a villain in a different era, but well-prepared back-story―
you’d be wrong. History is the be it the history of a villain
backdrop—it is the details or player character hero―
that fill in the time and spaces provides the Gamemaster
between the characters, but it with material from which plot
should not be the defining el- elements and the game’s pacing
ements of a typical super-he- may be pulled. A seemingly innoc-
ro game in another era. uous fact dropped without thought into
a character’s origin story may later spark
It is the exaggeration and
ideas on a single event or perhaps even an
misconceptions surrounding
entire plotline, for instance.
history that will be needed to create the
environment the Gamemaster is likely look- A truly devious Gamemaster can also
ing for. Era-specific stereotypes are inherently use such background elements as red her-
tied to thoughts we conjure to mind when we rings to confuse the players. This is done by
contemplate the golden age of comics, and fil- leading them to believe an element of their
tering out that conception alters the notion of back-story has been activated within the
that time’s reality. current plot, directing their suspicions in
one direction while actually leading the sto-
For example, if playing a golden age of
ry down another path. Use what is available
super-heroes game, one would play up to

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to keep the story moving and interesting. or as a member of an established assembly. villain shtick. Such an unexpected change will
Also keep in mind that the villains are a part Likewise, a group member can split off to throw the player characters for a loop because
of the world that continues to move forward try taking on the world by their lonesome. the bad guy they remember beating on so eas-
around the characters. ily has become a genuine threat. Contrariwise,
Villains who join a group will differ from
Even though the player characters hav- previous incarnations in that they will have a villain the heroes once knew as one of their
en’t seen a particular group of villains for access to group tactics, but they will also toughest foes can fall upon hard times and be
several story arcs, this doesn’t necessarily have to learn how to perform as a single cog reduced to a pitiful lackey of a new enemy.
mean the latter have been doing nothing in a larger machine. The need for such an This serves to throw the heroes off the scent of
in the meanwhile. The bad guys are not adjustment (or the problems that arise be- whoever is actually pulling the strings.
just sitting around, playing video games cause the character is unable to modify their A Gamemaster needs to keep in mind
and watching television as they await their thinking) is especially true of villains who there must be reasons why such radical
turn to come back into the heroes’ lives. It is are incredibly strong-willed and/or consid- changes occur, however, even if they are
during such downtime that villains plot and er themselves a leader. Of course, things are not immediately made known to the player
prepare for the next such encounter or, if the different if such a character has signed on characters. Without a logic working behind
player characters are not the villain’s big- to the group as its new leader. If not, there alterations to a villain, such changes can
gest concern, when they take on non-player will definitely be conflict with the group’s work to dilute the world the Gamemaster
character heroes “backstage.” existing leader as the two lock horns over and players are collaborating on to build
Of course, all this activity taking place who has the right and ability to command. rather than strengthen it.
out of the sight and minds of the player The flip side of this coin is bad guys who
characters means the villains are similarly decide to go solo will change as much as is
continuing to gain experience and evolve. needed to survive without anyone watch- Dark Reflections
The bad guys are improving control over ing their back or directing their movements.
their powers and expanding their knowl- This is especially relevant if the villain isn’t As has previously been discussed, vil-
edge and talent, as represented by a con- known for being much of a planner or think- lains built from recognizable source mate-
tinuing crawl towards the next PL. This er. The Gamemaster may also need to find rial are often a quick and easy route to fun.
“off camera” progress provides further op- ways to account for the now-solo bad guy’s And yet there is another way to make the
portunities to surprise the heroes with new vulnerabilities―weaknesses designed with bad guy familiar other than merely emulat-
twists to the villain to be revealed during a group in mind that become especially ex- ing existing material from comic books or
the next encounter. This helps keep the posed while on their own. the like: make the bad guy the polar oppo-
game fresh and allows the Gamemaster site of one (or all) of the heroes.
Another aspect of the off-camera villain
some breathing room to adjust their arse- If the player characters see a bit (or a
transition is having a bad guy move up (or
nal of opponents as needed. lot) of themselves in their enemy, the sto-
possibly down) through the ranks of the crim-
A villain’s advancing story can also be inal underworld. A once laughable villain the ry will likely be drawn off into new and
shifted about by having solo villains sign on heroes barely considered a threat during their exciting directions. Not only do such plot
to a group of bad guys, be it a newly estab- previous encounter can later return with a new devices create interesting villains to fight,
lished collective, a former group born anew, bag of tricks and altered outlook on the whole considering such foes often possess abil-

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ities that mirror and counter that of the out of history, usually from the future. It shades of morality the character exists. Even
heroes, but they also spawn many oppor- is possible the villain is actually the hero, while wholly embracing methods society
tunities for great role-playing. taken from a moment yet to come that fol- considers excessive, immoral, and repre-
There are several ways to handle the lows some life-shattering event that caused hensible, it is possible for such characters to
dark reflection of a hero, with many being the hero to switch sides. In this case, seeing fill the role of foe while serving a broader
staples of the super-hero comic book genre. what their future will become may afford sense of justice than the law recognizes.
A corrupted, twisted clone of the hero is an the hero the opportunity to fix things. An anti-hero can show the good guys
oldie but a goody, as is the appearance of Or maybe the bad guy isn’t truly a ver- what they may have become if some things
an until-then unknown sibling (especial- sion-yet-to-come of the hero at all, but mere- in their lives had been different―if they’d
ly twin) who possesses similar powers but ly someone who adopted their ways and gone left when they should have gone right,
a radically different outlook on the world. supplanted their identity. For example, it’s so to speak. This can force the heroes into a
The return of an absent parent from whom possible the villain from the future is one of position of self-examination regarding their
the hero inherited their abilities is also a fun the hero’s descendants who has taken the own choices and paths. It is this aspect of
nod to the character’s origin story. polar opposite view of life, and thus turned “what may have been” that makes anti-he-
One of the more interesting (and com- to wickedness. Alternatively, the bad guy roes so interesting and useful for devel-
mon) ways to present the hero’s dark re- could merely be someone who has decid- oping the game’s story. However, if these
flection is to take the cliché to its most literal ed to steal the hero’s identity for their own ethically ambiguous characters are used as
conclusion: the villain is an evil version of ends. The latter option is especially useful if just another shade of villain to oppose the
the hero. This twist is usually accomplished the hero is of the sort that can leave a legacy heroes’ sense of righteousness, the anti-hero
by having the villain somehow transport- to be found and used by future generations. will quickly lose much of the flavor that ac-
ed from an alternate dimension where that For example, metahumans who gain their counts for its appeal.
existence’s version of the hero (or entire abilities from technology, magical items,
group of heroes, if the Gamemaster wants deities, cosmic forces, and so on. Of course, there are also going to be
to take that extra step) is actually a bad guy. characters other than anti-heroes who are
Such dimensions typically turn the whole Law Does Not Always Equal not easily defined as either hero or villain.
story’s cast on its head―not only are the Justice―Anti-Heroes It remains up to the player characters to
heroes villains, but the despicable foes the decide how to react to such indecipherable
Stepping back from the dark reflection
players are familiar with are the good guys character option for a moment, let’s explore individuals. Rebels who fight in the name
of this mirror realm. Such characters make a type of opponent that isn’t exactly a vil- of justice, freedom, and righteousness in
for interesting opponents because the vil- lain but finds themself on the opposite side the face of the law of the land are good
lain and hero may more readily anticipate of the law, if not necessarily justice, because examples of this. Certainly, such radicals
each other and will know exactly how their of their methods. may truly be fighting for a worthy cause,
counterpart’s powers work. but their operations are contrary to the
The so-called “anti-hero” can be used as law. This may put them at odds with any
A similar but slightly different variation a protagonist as easily as they may villain,
on the theme of villain as a literal dark ver- characters that strive for a firmer balance
depending on how deep within the grayer between justice and legality.
sion of the hero is to transplant the bad guy

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A New Outlook― tities, for example, they can strike at them Whatever caused the change of heart, also
Reformed Villains or their families when they are at their most consider what would happen if that element
vulnerable. A hero’s changing allegiances in the reformed villain’s life were removed.
Transforming a heroic associate into a
can also cause significant harm to the repu- Would they turn their back on the world
villain can produce much the same sense
tation of those former comrades the villain and revert to their evil ways? The Damocles
of introspection as results from confronting
once associated with, covering them with Sword this possibility represents can spice
opponents who may be morally righteous
distrust and suspicion. up just about any game considering the lev-
but working contrary to the law. Imagine
how one’s values and confidence in one’s Similarly, a change of heart can overcome el of suspicion that would almost certainly
sense of right and wrong would be shaken a villain, bringing the bad guy over to the already follow a converted scoundrel.
by having a fellow hero―a confidant, team- side of justice. This is an especially interest- As always, the Gamemaster should be
mate, and friend―fall into darkness. After ing plot twist when the once-villain was a careful not to overuse this story device for
all, if it can happen to someone the players reoccurring element in the campaign and risk of damaging its value as a surprising
considered a champion of good, what is the characters’ main opponent. But what and interesting tool that is handy for shak-
there to prevent them from likewise suffer- can cause a bad guy to completely (or per- ing a game up.
ing from temptation and corruption? haps only partially) reverse their evil ways
and join the side of good? Let’s look once
This possibility is underscored by the
fact that such a change is rarely sudden. In
more to comic books for the answer. “You Again!”―
hindsight, there will probably have been
clues and hints of the impending change the
Some crooks get involved in crime for
money alone. Give them an “honest” job
The Archenemy
that the player characters failed to notice or (as a government operative, private inves- As has been hammered into you by this
act on in time. Such themes of duality step tigator, freelance troubleshooter, etc.) that point, one of the more important aspects of
beyond the usual “see the bad guy, stop pays sufficiently and you now have some- creating memorable villains is defining their
the bad guy” simplicity that often defines one who has no (or a significantly reduced) goals and motivation for using their knowl-
super-hero genre games, leaving them feel- interest in perpetrating crime. Perhaps the edge and powers towards disreputable, if
ing predictable and unexciting. This scenar- villain was won back to the light by reason. not evil, ends.
io shakes things up by adding unexpected Maybe the former scoundrel perpetrated an
twists that force the heroes to ponder more atrocity that was too much even for their Is the villain a common criminal just out
than just immediate events. This leaves jaded soul to handle. for money, are they seeking revenge against
them with no choice but to face an enemy someone in particular (or maybe all of man-
It’s also possible the reformed outlaw kind), or do they seek to conquer the world?
they cannot necessarily tackle head on: the has fallen in love or become a parent. Such
possibility of their own darker ambitions. an occurrence will have altered their world Knowing and understanding what drive
Such villains can be exceptionally danger- perspective and forcing them to see they a bad guy is essential to defining the NPC’s
ous because they’ll likely know things about can never be with their loved ones so long role in the game. Sure, it may be fun every
their former friends―now opponents―that as they are running from the law. Use your now and again to employ an opponent for
can be exploited. If the hero-turned-villain imagination while considering real world no other reason than to let the player’s ex-
knows any of their former allies’ secret iden- incentives for rehabilitation. periment and go wild with their powers

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in new ways or earn some experience, but of a random encounter, the archenemy is introduce into the game. Depending on the
this is not a long-term proposition. If the designed to work towards greater and more game’s scale, such threats should also be
Gamemaster wants a villain to fill the role strategically relevant things. of a scope that goes beyond mere threat to
of “archenemy”—a NPC who will be one of
If the archenemy becomes embroiled in personal life and limb. These ultimate foes
the heroes’ greatest, long-running threats
ordinary criminal acts, they are no different need not necessarily be the sort of nemesis
throughout the game—a greater investment
than any number of other faceless opponents that puts the entire world at risk to suit this
of time and development is required.
and won’t stand out from the crowd as any- role―it’s the threat they pose to the hero
Developing a bad guy into an archenemy thing of note. Indeed, it is their drive to pull and those around them that matters. Using
first requires the Gamemaster make them as off impressive schemes that are necessary to what they know of their opposite number,
three-dimensional as possible. foil that keeps drawing back the hero’s at- an archenemy will use ploys and diversions
What are their goals? tention to a particular foe. If this happens of- to test the hero’s resolve, ethics, sense of le-
ten enough, breeding the required degree of gal and moral responsibility, and capacity
Why is the character operating on the familiarity, spite, and accountability in the for putting the greater good’s welfare above
darker side of the law and justice? bad guy’s plans, this will eventually earn their own, all as part of a larger plan that
What are their favorite methods and tac- the villain the title of archenemy. pursues their overall agenda.
tics? An archenemy is far more than lofty An archenemy’s ability to evade capture
Who are their allies and why have the lat- goals and wide-ranging plots, however. and live to trouble the hero another day
ter signed on to the villain’s cause? They must have the abilities and resources is perhaps their most necessary ability. It
needed to make them a constant and return- doesn’t matter if their miraculous escapes
Does the villain have any opposition ing threat. An archenemy isn’t much good
are the results of powers, careful planning,
other than the heroes and, if so, does that if they are soundly defeated once and isn’t
make the bad guy’s completion friends to later able to make a comeback. Similarly, an or pure luck―an archenemy that ends up in
the heroes? jail and stays there is hardly a reoccurring
archenemy should certainly not be a breeze threat. This is why climactic battles with
These are all good questions the Game- to walk all over and defeat with ease. In- these paramount cads should be epic in their
master should be prepared to answer if they stead, a well-crafted opponent of this nature importance to the hero and a true culmina-
want the players to invest enough interest should continue to pose a serious threat to tion of the plot. If they are just another ran-
in the NPC to allow the latter to rise to the the heroes and whatever they stand for. Bet- dom fight that will blend in with all the rest
station of archenemy. ter yet, the level of threat should continue
five minutes after the last punch is thrown,
to increase as time goes on. A truly notable
But why is an archenemy desirable― the character has insufficient impact on the
archenemy learns as much about their op-
perhaps even important―to the game? An
ponent as possible and won’t pose much of game or in the hero’s development.
archenemy creates a sense of consistency
a danger if they do not acquire experience The need to ensure conflict with an
in the plot by providing a familiar face that
as do the heroes themselves. archenemy is unique and memorable as
keeps coming back for more, no matter how
part of their mystique and relevancy to the
many times the heroes soundly thump them. It is their ability and desire to find new
process of building a nemesis should not be
Unlike antagonists the heroes just happen to ways to oppose the hero that makes an
underestimated.
stumble across and catch in the act as part archenemy dangerous and interesting to

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With A Little teams of villains. Both offer Gamemasters side to such a tactic. A team of opponents is
an easily exploited resource for developing an opportunity to utilize a variety of back-
Help From My their game’s story, but in different ways. grounds and goals in a single mix, provid-
ing more material from which to develop a
Friends ... reason for the encounter beyond needing to
kill time. Furthermore, even facing a team
While going fist to fist (or energy blast to the heroes have battled before need
energy blast) with one’s archenemy not be a rehash of the previous con-
is all well and good, it will quickly flict. Using a team means the Gam-
lose its appeal if that’s all there is to emaster can point their villains at
the game. A plot needs to follow a different heroes each time―they
pattern of beats―lows and highs can switch up opponents with
in the narrative―if it is to re- the hope of avoiding mistakes
main engaging. that resulted in defeat during
If the players feel the their previous encounters.
game is nothing more than Evil organizations can like-
the Gamemaster mindlessly wise provide a dynamic pool
throwing their archenemy at of possibilities to draw from.
them, the former will quickly Although a villainous orga-
become exhausted and bored nization can be just as useful
of the routine. Something as most other opponents as
interesting must take up the a means to focus the game’s
time between bouts with the main plot, its generally expan-
hero’s nemesis, but this doesn’t sive reach allows it to simulta-
mean the game needs to become neously work towards multiple
bogged down in mediocrity. If goals. Not all of these objectives
these low points are filled with need to be revealed to the heroes in
nothing more than common rob- any given encounter. Doing so over
beries and seemingly random and time allows the Gamemaster to de-
meaningless fights in the streets, the velop a secondary story “off camera”
game is similarly put at risk of suc- without the players knowing, instead
cumbing to boredom. revealing it to them when the time is
An easy way to fill these gaps with ex- right. This allows the Gamemaster to drop
citing and challenging events noted for Although randomly throwing teams the organization’s members into the game
their variety is to introduce criminal orga- of bad guys at the heroes runs the same between currently developing plot points
nizations (see Chapter 7, The Many Faces risks of damaging the game’s flow as does with no immediate need to explain how
of Evil for plenty of tools for doing so) and over-using solitary villains, there is an up- they fit the existing narrative. This same

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mutability makes organizations and teams excuse for changes in abilities and tactics. Or- should include reasonable ways to bring the
useful as more than just filler. ganizations can develop new technologies to villain back into the picture later on.
An organization’s size often provides fight the heroes, and teams can take on new Many Gamemasters may find their first
them impressive resources in terms of members (possibly even an archenemy or instinct will be to design villains powerful
manpower and their ability to manipulate two), for instance. Keep these differences and enough to slap the heroes around like rag
events to suit their needs. This ability makes points in mind when deciding how to pace a dolls. This is the most obvious and easiest
them an ideal plot focus and ultimate ene- story’s downtime or central arc. Otherwise, way to keep the bad guy alive and around
my within a story, especially if encounters the plot can end up accidentally derailed and to cause trouble later on. Opponents of this
during downtime in a previous plot arc the player’s disappointed with its thematic sort are just as obviously going to ruin the
involving a different foe were used to de- and logical consistency. players’ fun in the process if that is all they
velop the new conflict. The organization’s are: power for the sake of power―for sur-
manpower allows it to act simultaneously viving the player characters.
across great distance, making it much more Keep Coming Pumping up a bad guy in this fashion
difficult for the heroes to connect the dots or
respond to all threats. Few things can be as
Back For More can also make Gamemastering the charac-
ter difficult because, although such NPCs
satisfying for a Gamemaster as watching the At this point, we come to an important
look on a player’s face when puzzle pieces will indeed make for a tough fight, it also
question for any super-hero game: what leaves little room to round out the charac-
begin to fall together and events they pre- good is spending all this time and effort
viously thought were entirely unrelated are ter. The end result is an inevitable loss of
building up a villain into something that interest because such villains ignore the
revealed to be parts of a much bigger plan. will offer more than just a brief moment’s
careful balance a Gamemaster should strive
Yet another reason for Gamemasters to entertainment? Why bother if the player for between making their scoundrels tough
make proper use of opposing teams and or- characters are going to end up subduing enough to put up a fight without being so
ganizations is their ability to rebound from them the first time out, be it by killing them powerful as to clearly place the fight out of
defeat in new and surprising ways. In any or locking them up in jail? the heroes’ reach.
game, there is always the chance that even A common reason for Gamemasters re-
the most dangerous and carefully construct- sorting to seemingly random, quickly con- Another obvious―yet precarious―
ed archenemy will one day be defeated in ceived conflicts is a lack of preparation time method of keeping interesting bad guys in
such a way that even the most creative of or inspiration. So, who wants to waste the the game is ensuring each carefully-crafted
Gamemasters couldn’t bring them back with- thought and energy needed to develop villain is designed with a means of escape.
out totally tossing reason and common sense memorable opponents if they are removed Teleporters, powers that freeze time, or con-
aside. A team or organization, on the other from the game too quickly? How and why veniently located escape tunnels and delay-
hand, can replace losses with new members. does the relationship between hero and ing obstacles or minions during a fight are
Vast, renewable resources, be they of men villain get drawn out in a way that doesn’t all typical of this technique.
or material, not only allow such foes to re- seem contrived or make the heroes’ efforts Although providing NPCs with a means
turn after a sound defeat without much addi- to defeat the bad guy seem pointless? To of escape is all well and good for saving the
tional explanation, but also provide a useful avoid this trap, part of the NPC’s design villain’s butt so they can come back to cause

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trouble another day, players will often grow would allow the assassin to steal just about
tired of everyone they fight having a get out whatever they wanted. This would making
of jail free card. This is why, as with most them rich without having to go through
things regarding proper villain design, a the bother (not to mention the risk) of
balance must be achieved and care taken becoming a killer-for-hire. Simply
not to overuse any one character design put, a teleporter doesn’t fit well with
technique or plot idea. the low-powered sort of game being
played in our example.
For the sake of achieving this neces-
sary balance, the Gamemaster must con- Another possibility that requires
sider if the means of escape is reason- quick thinking rather than prepa-
able and whether it fits the context of the ration is to use the surroundings
character’s concept. It’s all well and good as a means of escape rather than as
in a low PL, street-level game to make a just the conflict’s backdrop.
regular opponent of a master assassin If the villain leaps from a cliff and
who lives by their wits and guns rather falls out of site into the depths below
than any super powers, but tossing in a rather than face jail time, is there a river
global teleporter that allows them to es- to break their fall?
cape any and all attempts to cap-
If left for dead upon a chilly mountaintop,
ture them will clearly and unavoid-
are there any benevolent and ancient monks
ably be out of place in a game about in a hidden, nearby monastery to bring the
gunplay and fisticuffs. Doing so will bad guy back from the brink of oblivion?
raise questions that are not easily an-
swered in the game’s context. Was the bad guy’s body recovered by al-
lies (or someone looking to exploit the dead
Where did they get the teleporter? man) and restored to life by forbidden sci-
Considering they can go wherever ence or dark magic?
they want, why hasn’t the villain cho- Do other villains simply break them out
sen to do something more grand and of prison after they have been captured?
profitable with it?
This sort of “off camera” escape
Keep questions like this in is a staple of comics that writ-
mind while deciding if a partic- ers frequently enjoy employing
ular method of allowing a villain to bring back characters long
to become reoccurring is suited to thought dead.
the type of game you want to run. In
And never underestimate the value
a game where most characters have rel-
of a good hostage. Taking an innocent by-
atively weak or no powers, such an ability

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stander as proof against pursuit is a good rather than the impartial moderator and for the heroes. Such actions consequently
stand-by for extracting a villain from risk voice for everything in their game that is force the Gamemaster to use even more ab-
of death or capture. Furthermore, taking as not the player characters. surd means to revive the character later on.
hostage someone important to the heroes Similarly, there are times when a Game- It’s a vicious cycle of predictability and
makes for a good escape plan, and has the master might have to let a carefully crafted one-upmanship that may end up ruining
additional benefit of possibly launching an- villain fall by the wayside in light of player the fun for all involved.
other sub-plot. character actions, even if further plans for
The key to a villain’s continued existence
For instance, if the villain not only gets the NPC were intended. An unforeseen but
without sacrificing common sense and fun
away but also manages to do so without excellent plan that covers all the angles in
order to capture the bad guy, for example, is moderation. The Gamemaster should be
returning the loved one, will the hostage careful not to overdo the whole “oh, look
become bitter towards the heroes? Will should be allowed to alter the Gamemas-
ter’s plans and result in the villain being ap- who’s returned ... again” technique, nor
the hostage be killed anyway, or perhaps should they back the players against the
brainwashed into turning against the good prehended. If the Gamemaster is not willing
to adjust for the unexpected, they are again wall so they feel they are left with no other
guys? Such situations hold great potential choice than to do unheroic things to ensure
telling the players nothing they do will af-
for throwing the heroes’ lives into turmoil their victory. A little forethought, some care-
fect the game world. In gamer parlance, this
through story arcs spun out of the event. ful planning, and the intelligent selection of
sort of Gamemaster fiat is the worst kind of
Although such contingencies are handy “railroading.” This is especially true if it is a villain’s powers and/or gear can all go far
for keeping the heroes’ foes free when all a frequent element in the game, and is em- towards ensuring the bad guy’s escape and
else fails, they should not be overused―in- ployed contrary to all reason, strategy, or survival without the Gamemaster having to
dividually or collectively. If the players feel ability for the players to prepare for. paint themselves into a corner.
their characters are never able to capture an Aside from the frustration excessive rail- It should also be mentioned that not
opponent or otherwise achieve some man- roading will create for players, the latter every group of players is the same. An at-
ner of proper resolution, they will feel they will come to expect everyone they think tentive Gamemaster should come to know
are unable to actually affect the world in defeated beyond all possibility of return to what their players find to be the most fun
which they play. miraculously come back at a later time, no and build their stories around that, while
In the absence of being able to obtain a matter how unreasonable such a reappear- keeping things spicy enough to maintain
satisfying conclusion to their conflict with ance may be. This expectation renders the their own enjoyment. No matter what your
the bad guy, many players will decide that “escape clause” plot tool largely impotent, particular flavor of game turns out to be, the
triumphing over evil will always be out removing any surprise it can conjure if used end result should be just that: fun for every-
of reach with that particular Gamemaster sparingly and with careful thought. Over- one. So, tailor things as best suits your needs
running the show. As a result, their at- use also encourages player characters to go and be content you’re doing what’s right for
tention will wander. Worse yet, they may to extreme measures to ensure the villain your game and players.
come to resent the Gamemaster for overly really won’t be coming back, perhaps even
meddling―seeing them as an opponent those that should be beyond consideration

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New Villain tion, results in variations that stand well on


their own or combined with each other.
King of the Seven Seas
Instead of lording over all animals, the
Archetypes King of the Seven Seas has claimed the
Animal Mojo world’s waters as his dominion and all its
denizens as his subjects. The archetype’s
Beast Lord The Beast Lord had no abilities until he
powers become limited to fish and water-
somehow acquired the means to command
borne mammals, and he may also have the
A Beast Lord is someone who has de- animals, such as would happen if he stum- ability to breathe underwater and Swim-
veloped some manner of exceptional―if bled across an ancient, mystical totem (a ming added.
not preternatural―connection to animals. necklace, fur cloak, medallion, etc.) Logical-
Whether via empathetic means or a hard- ly, this would require adding the Remov- Master of the Skies
won respect from such creatures that es- able flaw to the Beast Lord’s powers. Alter-
tablishes who their master is and whose Much like King of the Seven Seas, this
natively, the character may have obtained theme is master of a select part of the Ani-
commands they must obey, members of the
his powers after encountering a “lost” mal Kingdom instead of it all. The skies, and
Animal Kingdom all but abase themselves
before the Beast Lord. They act upon his will tribe of animal worshippers in some dark, all beasts that claim it as their home, are his
and fulfill their assigned roles in his plans. as-yet-unexplored corner of the world who to control. As such, the archetype’s powers
then made him their representative and will be limited to birds and the like. Fur-
The archetype adorns itself in beast- champion in man’s modern world. thermore, it is likely the Beast Lord has the
themed regalia, adopting animal motifs into means to fly, or to somehow use the animals
everything from the Beast Lord’s clothing he controls to permit him to do so.
to its weapons and facilities. Just how and Born to be Wild
why a Beast Lord comes to be what he is Rather than being a person who found Name Ideas
will vary, although some sort of connection his abilities or acquired them through long Animan, Beast Lord, Beast Master, Jungle
to the wilds prior to the character assuming training, they come naturally to the Beast King, Warlord of the Wilds, Wildlord. The
its current roll is most common. Lord. As such, adding the Innate extra to archetype tends to select names that com-
the character’s power is a good idea. Rather bine majesty and animal themes.
Big game hunters, environmental extrem-
than the archetype being a mutant human,
ists, and the like are good starting points for Classic Bits
the Beast Lord was born with his powers be-
a Beast Lord’s origins.
cause he is an animal-like alien or beast-man Environmental Avenger
that has crawled out of the wilds. Another Because of their close ties to animals, a
Themes option is a human-animal hybrid created in Beast Lord is likely to be very aware of the
Although the basic Beast Lord can be an a lab it later escaped from. harm the modern world has inflicted on
impressive adversary in its own right, there
are thematic possibilities that can differen- Such beginnings would easily explain his companions’ dominion. Pollution, en-
tiate them from the baseline in significant why the character has such hatred for the croachment on habitats, and outright ex-
ways. Focusing on how the Beast Lord ob- modern world and wishes to tear it down to tinction are all ways in which the Animal
tained his powers, or how his abilities func- once more make room for all animalkind. Kingdom has suffered at man’s hands. It is

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therefore common for a Beast Lord to strike Tactics Nature’s Champion
out at the sources of such intrusions and Like many master villains, the Beast Lord The Beast Lord has grown tired of man-
destruction. This includes attacks against sees great value in employing an army to kind’s continuing abuse of its environment,
prolific polluters and industries, destroying aid the pursuit of his goals and ambitions.
especially with regards to the influence
developments that are paving over animal However, instead of recruiting a mass of
cannon fodder street criminals or building on animals and their natural habitats. As
habitats, and so on. a self-appointed champion of the animal
an army of robots, the Beast Lord amasses
creatures from the animal kingdom to do kingdom, the Beast Lord looks to push hu-
Gone Native
his bidding. Similarly, Beast Lords tend to manity back upon itself and defend (if not
It is common for a Beast Lord to abandon roost in headquarters heavily rooted in ani- grow) what lands remain to the beasts.
the ways of civilization to stand apart from mal motifs, possibly even going so far as to
the modern world. Aside from being some- resemble a beast’s lair more than anywhere If people must die so that the animals
what of a necessity of associating with ani- a man would normally live. may survive, so be it.
mals on a level required of this archetype, it Because of this close association with an- Urban Jungle
is also an understandable choice for some- imals and his understanding of their primal
Using powerful magic, super-science, or a
one with the anti-social behaviors typical of nature, the Beast Lord is a capable (if raw)
this archetype. and dangerous foe in combat. He operates similar extraordinary means, the Beast Lord
on instinct as much as cognitive thought has managed to transform the metropolitan
Your Laws do not Apply and planning. This can make the Beast Lord area into a literal urban jungle. Wild vines
claw up the sides of even the tallest build-
Because of the lengths this archetype has an unpredictable opponent, both in terms of
nailing down his overall objectives and re- ings, puncturing glass and concrete, trees
gone to in order to disassociate itself with civ-
garding how he will behave in a fight. grow like lamp posts along the streets, and
ilization, the Beast Lord doesn’t believe man’s
grass has begun to fill the plazas and cover
laws apply to him any longer. This belief ex- Capers
the sidewalks. A canopy of trees stretches
tends to the literal laws of the land as well as Adventures involving the Beast Lord down most major streets. Water pipes have
those of its ethics―the social compact that may include the following:
burst and form rivers down roads and wa-
acts as the glue binding civilization together
A Day at the Zoo terfalls from skyscraper heights.
as a (largely) functional organism.
In an effort to expand his bestial army, the Into this madness, the Beast Lord un-
Having cast these definitions of right and
Beast Lord has arranged for the local zoo’s leashes a comparably sized population
wrong aside, the Beast Lord has adopted a animal occupants to be freed. He will then
of wild (and often dangerous) animals
moral compass that is far more Darwinian use the beasts as tools to achieve his objec-
in an effort to exert mastery over man’s
in nature. They believe that one’s rights are tives or, at the very least, to cause as much
modern world.
defined by one’s ability to enforce their will chaos and destruction as possible. If he has
and power on others. It’s the law of the jun- the ability to do so, the Beast Lord could at-
gle rather than that of man. tempt to pull off this strategy throughout a
much larger area, or even an entire country,
at all zoos simultaneously.

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Beast Lord PL9 gation 8 (+8), Perception 10 (+12), Sleight of them to the point of allowing his initial
Hand 4 (+9), Stealth 10 (+15) reflex to govern his actions. This makes
Abilities his behavior mutable and quick to lose
Strength 4 Fighting 10 Offense his temper.
Initiative +5
Stamina 4 Intellect 0 The Beast Lord has largely cast
Uncivilized:
Unarmed +10 Close Damage 4 aside the trappings of modern civili-
Agility 5 Awareness 2
zation, instead preferring
Dexterity 5 Presence 2 Defense
the wilds, living like the
Dodge 10 Fortitude 10 beasts. This leaves the
Powers Parry 10 Toughness 4 Beast Lord little inclina-
Beast Control:Burst Area 2 (60 ft.) Affliction Will tion to follow most so-
7 cial conventions, such
10 (Resisted by Will; Entranced, Com-
pelled, Controlled), Limited to Animals • Power Points as manners.
40 points Abilities 64 Skills 48
Beast Senses: Senses 3 (Acute Smell; Danger Powers 71 Defenses 16 “It is the way
Sense; Low-Light Vision) • 3 points of prey to
Advantages 34 Total 233 fall before
Mimic Beast: Variable Effect 4 (Animal-Based
the pack.”
Powers), Move Action, Limited to Ani- Complications
mals in Perception Range • 28 points Defender of the Wilds: Despite all the Beast
Lord’s villainous shortcomings, he
Advantages feels obligated to protect wild animals
Agile Feint, Animal Empathy, Assessment, and their natural habitats.
Favored Environment (Select one, most Law of the Jungle: The right of the most
likely inhabited by a favored animal), Great dangerous creature (or person)
Endurance, Precise Attack (Close, Conceal- to rule and survive is at the
ment), Ranged Attack 5, Sidekick 12 *, Sneak core of the Beast Lord’s
Attack, Startle, Trainer 8, Tracking drive. This makes him an
* Spend on one or more beast companions aggressive and violent ad-
versary, but also indi-
cates a code of honor
Skills
that respects a worthy
Acrobatics 8 (+13), Athletics 10 (+14), Exper- foe that has proven itself deserving of
tise: Animal Handling 12 (+14), Expertise: life or victory.
Riding 8 (+13), Expertise: Survival 12 (+14),
Insight 4 (+6), Intimidation 10 (+12), Investi- Temperamental: Like an animal, the Beast
Lord listens to his instincts and trusts

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Themes
Corrupt Tycoon
The nature of a Corrupt Tycoon’s cor-
A planner and a plotter, a Corrupt Tycoon porate empire will primarily be defined by
survives on the merits of his vast resources, their goals. If the villain sees technology
lofty goals, and subtle strategies rather than as a way to reach his objectives, for exam-
by the potency of any extraordinary powers. ple, he will own many research and devel-
Acting through dummy corporations and opment facilities and tech manufacturers.
legal proxies that often abuse the spirit―if His philanthropy will include providing
not the letter―of the law in order to skirt venture capital to innovative entrepreneurs
its intention, these shadowy scoundrels are who show promise (and the potential to be
the spider at the heart of a tangled web of exploited), and supporting think tanks.
plans within plans. All of their schemes are You may want to apply, reduce, or re-
hidden behind a convoluted paper trail and distribute ranks in Benefit (Wealth), Equip-
layers of minions who act as their employ- ment, Minion, and the like for Corrupt Ty-
er’s eyes and hands. coons with notably more of one than the
Unlike a more traditional Crime Lord, other. See the various minion archetypes for
the Corrupt Tycoon’s connections to the examples of suitable Corrupt Tycoon min-
criminal underworld are thin at best. What ions, paying particular attention to those of
ties do exist are concealed behind layers of a covert nature.
scapegoats, all of which can be sacrificed to
Alien Beachhead
keep the actual villain squeaky clean in the
eyes of the law and public. So far as most So far as the world is concerned, the Cor-
people are concerned, the Corrupt Tycoon rupt Tycoon is just another person―cer-
is a friend to all mankind―a philanthropist, tainly wealthier than most, but just a man.
job creator, and quite possibly neophyte The truth, however, is that this wealthy
politician. Behind the curtain, this corporate businessman is an agent for an alien effort
head uses his wealth to pursue illegal and il- to invade. The nature of this alien force
licit goals that are far grander than anything could be outer space or another dimension,
like mere acquisition of wealth (although but it certainly does not have Earth’s best
that is certainly a part of it.) interests at heart.
True power is what the Corrupt Tycoon Whether they have sent the Corrupt Ty-
desires, and he will utilize all his expan- coon ahead to accumulate wealth to influ-
sive resources to obtain it. Any law, hero, ence industry into destroying the environ-
or innocent who gets in the way is mere- ment or to infiltrate technology into the
ly an inconvenience to be dealt with (and planet’s greatest armies so they may be shut
then covered up.) down when the invasion forces arrives de-

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pends on the story you want to tell. Regard- A True Villain Pillar of the Community
less, this “businessman” is anything but Occasionally, a Corrupt Tycoon will be- One way to achieve power is to have the
what he seems, and he will have worked come overconfident, lose patience, find his ignorant masses vote you into it. Although
very hard to keep it that way. hand forced into action, or go mad. When many philosophers and economists believe
Exposing him will not be easy. this happens, he may step out from behind money is truly more powerful than politi-
his carefully-crafted image and take di- cal office, the latter represents legitimate
Secret Society rect action to pursue his objectives. If this authority―the sort of power that can be ex-
More than just a smokescreen for his happens, he knows he will be opposed by ploited to further increase one’s wealth, and
own play for personal power, the Corrupt metahuman heroes seeking to stop him thus one’s capacity to acquire yet more au-
Tycoon’s public persona conceals a much (such as the player characters), so he will thority. The entire process is a cycle of pay-
darker secret: the villain is the head of a ter- be prepared. offs, bribes, policy and law making, and the
rible secret society that seeks to conquer (or The Corrupt Tycoon may spend years and like, the end game of which is clawing yet
destroy) the world. Instead of just deep cof- millions of dollars on research and develop- higher upon the political ladder until, final-
fers to draw upon, the Corrupt Tycoon also ment, hunting magical artifacts or whatever ly, the top is reached.
has his society’s members working towards suits his concept best in order to be as ready When that happens, the world becomes
his goals. They carry out his wishes and in- as possible. When the time comes, though, the villain’s to shape to his will.
filtrating agencies, businesses, and govern- this preparation will be revealed, and the
ment positions that could cause him prob- heroes likely won’t be expecting it. The Reformed Man
lems or otherwise serve his interests. No matter how much effort a Corrupt
Tycoon puts into staying in the shadows,
Name Ideas For Your Own Good eventually someone is going to find a way
A Corrupt Tycoon is usually not inter- Rather than merely seeking power out of to shine a light on him. When that happens,
ested in playing the “metahuman game,” a megalomaniacal need for control, the Cor- the malevolent magnate will have to suffer
meaning they don’t see themselves as su- rupt Tycoon may see himself as a savior. In the judgment of his peers in a court of law.
per-villains and, consequently, do not often his mind, only he is fit to save his country Despite such justice, a man of such wealth
choose extraordinary names for themselves. or all humanity (from itself, aliens, metahu- and power cannot be imprisoned long. He
Indeed, it is rare for these foul magnates mans, or whatever.) So, naturally, he must will have spent untold fortunes buying
to so much as choose a nom de guerre for judges, politicians, and other people in po-
rule it so whatever is threatening it cannot
whatever underworld persona some may sitions of authority for just such a need.
occur again.
develop as part of any subterfuge required
when using hired help. Instead, a Corrupt Whether this belief an honest (if twist- Before too long, the Corrupt Tycoon
ed) perspective or a delusion that buries
Tycoon utilizes their own name and that of will find a way to be released, and when
their corporations. the villain’s true purpose so deep even he that happens he will have to rebuild his
no longer realizes it will matter very little. image in the public’s eyes. If he cannot, he
Classic Bits This villain will be so focused on his goal―on will never again be able to work within the
Some classic elements associated with the common good―that he will do just about system towards his objectives as was pre-
the Corrupt Tycoon include: anything to rise to power. viously possible. It is good for him, then,

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that he has enough money to pay the best another sometimes-rivals-sometimes-allies how the puppet got involved and is now
public relations agencies in the world to group of metahumans. When suspicions are controlled by the Corrupt Tycoon (indeed,
portray him as a victim of a criminal jus- at their peak, a subtle nudge from the Cor- it’s most likely even they do not know who
tice system that was mislead by vigilante rupt Tycoon causes the bubbling tensions to is actually pulling their strings), uncover-
so-called “super-heroes.” boil over into chaos if not outright conflict. ing the manipulation will not be easy. The
Once damage control is in full swing, the The villain will attempt using the resulting heroes shall have to unravel many layers of
villain may actually come out stronger than be- confusion to achieve an objective, an effort obfuscation and bypass numerous red her-
fore. Indeed, it may even be the heroes who are that can only be stopped if the heroes snap rings in order to reach the truth.
looked upon with disfavor by the very people out of it, realize what was actually happen-
they were protecting from the Corrupt Tycoon. ing, and work together. Corrupt Corporation
93 points
Tactics Hello, Mr. President
Despite a history of criminal activity This is an example corporation headed by a
Devious and ingenious, a Corrupt Ty- Corrupt Tycoon. Modify it to suit your needs.
coon will use money, lies, and other sub- (proven or not―laws about convicted fel-
tle means to get what he wants and thwart ons holding public office can be changed PL: 10
any heroes who oppose him. Direct conflict, with enough money, after all), the Corrupt
Leadership: Dictatorship (Tycoon); publicly, it
even through proxies, is an unavoidable last Tycoon has decided to try a new route to
is a Council (Board Members)
resort because of the risk of exposure such power: political authority. Using all means
tactics represent. Instead, this slippery vil- available, the master villain employs a host Intellect 8; Awareness 6; Presence 10
lain will pull strings and grease palms to of financial and public relations strate- Will 8
get the law and public opinion to do his gies, such as charitable donations and so-
cial projects, to win the public’s trust and Skills: Deception 6 (+16), Expertise: Business 4
dirty work for him. For example, they may
appear reformed. At the same time black- (+12), Expertise: Law 4 (+12), Intimidation
portray the heroes as dangerous or lobby
mail, bribes, and assassination are used 2 (+12), Investigation 2 (+10), Perception 2
to pass laws branding unlicensed metahu-
from behind the curtain to bring others in (+8), Persuasion 2 (+12), Stealth 6 (+14)
mans as outlaws.
line. Even though the heroes may know the Advantages: Connected 4 (P: Business; S:
Capers Corrupt Tycoon hasn’t left his evil ways Government, Legal, Organized Crime),
Adventures involving the Corrupt Ty- behind, will they be able to prove it to ev- Contacts 4 (P: Business; S: Government,
coon may include the following: eryone else before it is too late? Legal, Organized Crime), Mole Network 8,
Secure 7 (Corporate Espionage 3, Law En-
The Enemy of My Enemy is My Enemy The Whisper Behind the Face forcement 2, Mole Operatives 2)
Rather than attacking his enemies full on, Rather than revealing himself (even as
Headquarters: See the Corrupt Tycoon’s de-
the Corrupt Tycoon has manipulated them just a super-villain alias), the Corrupt Ty-
scription
into fighting each other. Carefully planted coon is pulling someone else’s strings from
false information, propaganda, and insinu- the shadows. Most likely, the puppet is an Totals Abilities 48 + Advantages 23 +
ated allegations first leads to friction among established organization or group of villains Skills 14 + Defenses 2 = 87
the heroes themselves or between them and already familiar to the heroes. Regardless of

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Corrupt Tycoon PL7 Prevention System 3 (Nullify 9; 0), Gym Defense
(1), Hangar (16), Infirmary (2), Basic Lab- Dodge 7 Fortitude 4
Abilities oratory x 2 (2 Spaces each; 4), Library (3),
Parry 7 Toughness 0
Strength 0 Fighting 5 Basic Living Space (4), Luxury Living
Space (2), Personnel (0), Pool (4), Power Will 10
Stamina 0 Intellect 7
System (Generator w/Backup; 5), Securi- Power Points
Agility 1 Awareness 4 ty System 3 (DC 30; 0), Workshop (Select
Abilities 50 Skills 55
Dexterity 1 Presence 7 Type; 2); Powers: 10 alternate headquar-
ters; Complications: Accessible Bowels Powers 69 Defenses 18
Powers Advantages 52 Total 244
Advantages
Master Plan: Continuous Burst Area 2 (60
Benefit (Alternate Identity), Benefit 5 Complications
ft.) Ranged Variable Effect 4 (Skills), Af-
(Wealth), Commander, Connected 4 (P: Entitlement: The Corrupt Tycoon’s expansive
fect Others, Selective, Expertise: Tactics
Check Required (DC 11), Limited to En- Business; S: Government, Legal, Organized wealth has led him to believe there is
hanced Skills, Limited Maximum Bonus, Crime), Contacts 4 (P: Business; S: Govern- very little (if anything) he cannot get―or
Limited to Prepared Area • 39 points ment, Legal, Organized Crime), Ear to the deserves. He has grown used to people
Ground 4 (P: Business; Government, Legal, doing what he says and accommodating
Super-Weapon: A Corrupt Tycoon always has Organized Crime), Equipment 11, In the him, so he is surprised when he does not
some kind of devastating device around Wings, Jack-of-all-Trades, Languages 3 (Se- get his way. Why become rich and pow-
somewhere; use these points to build as lect 4), Minions 8 (45-point Militants x 32), erful, after all, if it cannot get people to
necessary• 30 points Organization 7, Teamwork, Well-Informed bend to your will?
Equipment Skills
Life has little value
People are Commodities:
This villain likes to be prepared, but also to someone so far removed from every-
Deception 10 (+17), Expertise: Select One at day life as is the Corrupt Tycoon. Peo-
prefers to be seen as nothing more than a 8 ranks, Expertise: Select One at 10 ranks,
powerful and wealthy business mogul. He ple are pawns to be moved on his game
Expertise: Business 10 (+17), Expertise: Law board―assets to be bought, used, and
will be armed and equipped as necessary for 10 (+17), Expertise: Current Events 8 (+12),
the expected circumstances so long as doing discarded as necessary. Understand-
Expertise: History 8 (+15), Expertise: Tactics ably, this can make the Corrupt Tycoon
so doesn’t draw unnecessary attention. 12 (+19), Expertise: Theology & Philosophy very off-putting―even shocking―
Headquarters: Skyscraper (10 Floors) • 53 (AWE/INT) 6 (+10/+13), Insight 4 (+8), Inves- when he forgets to conceal his callous
points tigation 4 (+11), Perception 4 (+8), Persua- nature behind his carefully constructed
sion 10 (+17), Technology 6 (+13) façade of caring philanthropist.
Size Huge; Spaces 45 of 64; Tou 10, Features:
Basic Communications (0), Encrypted Offense “You think you’ve won,
Communications 3 (DC 35; 0), Global Initiative +1 but you only know what I
Communications (0), Basic Computer (0), want you to know. Soon the
Advanced Computer 4 (+6; 2), Defense Unarmed +5 Close Damage +0
truth shall be revealed
System 3 (30 points, Non-Lethal; 0), Fire through my victory!”

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Hypno-Adept eye contact or otherwise require subjects of


his influence to observe the source of his
The Hypno-Adept is a master of mesmer- power. It is possible to alter this so the abil-
ism, capable of bending the will of others to ity to hypnotize others rests with another
his own with a look that exerts his mental sense. Helpful examples include a character
strength and talent for hypnotism. What who hypnotizes with song or by playing an
makes this mind lord’s mental manipula- instrument, or by means of a pheromone
tions so dangerous is they cannot be nulli- that must be inhaled.
fied, as may regular powers. This is because
Hypnotic Devices
they are the result of skill rather than meta-
human ability. The Hypno-Adept utilizes a device
that speeds up the hypnotism process.
Themes Alternatively, the device can build upon
For the most part, a Hypno-Adept is a the villain’s skill to grant far more potent
low-powered villain who works through a powers in general. For example, a device
protracted process rather than an immediate that grants a mind-controlling Affliction
effect. In other words, his hypnotism takes effect with the Expertise: Hypnosis Check
time. Some minor tweaking can change this, Required flaw would be an ideal way of
though. Aside from enabling the hypnotism representing a more powerful version of
to work faster, it can become more potent hypnosis that remains tied to the charac-
by creating specific hypnotic outcomes re- ter’s skill. Some examples of such a device
garding subjects by using additional power would be a visual catalyst, such as a strobe
effects. light, pocket watch that emits brain-alter-
ing energy waves, a musical instrument, or
Another interesting twist is to add person- a gas that makes those who inhale it sus-
al powers that use hypnotism as a descrip- ceptible to suggestion.
tor rather than as a way to directly manipu-
late or control others. For example, consider Super-Hypnosis
powers that allow the villain to subliminally Outright replacing the character’s reli-
convince those around him that he’s invisi- ance on Expertise: Hypnosis with an appro-
ble or in a disguise at all times, or alter their priate power effect is arguably the easiest
perception so the Hypno-Adept becomes way to increase the villain’s potency. The
more difficult to strike. various results that may be obtained with
the skill become part of the effect’s concept.
Alternate Senses Although the Hypno-Adept’s abilities be-
The default sense by which a Hypno-Ad- come susceptible to Nullify, they are more
ept’s abilities work is visual. He must make immediate and straightforward (and, most

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likely, powerful.) It is still possible to keep encing the minds of a specific group of peo- honestly. As such, he turns to crime, often
the character’s hypnotic ability rooted in ple. A villainess who has raised the art of using interactions with his audience to plant
his skills by adding the Expertise: Hypnosis seduction to incomparable levels―with the the seeds of future crimes.
Check Required flaw, however. help of hypnosis, of course―in order to get
men to obey her commands is perhaps the Tactics
The Signal most common example. Another would be A Hypno-Adept acknowledges that go-
Whether the Hypno-Adept was origi- the head mistress of an orphanage who uses
ing toe-to-toe against most opponents will
nally a living, organic being or began as a her hypnotic abilities to turn the children in
not turn out in his favor, so he employs
computer program or the like, the character her care into a den of thieves or assassins no
careful strategies that play to his strengths:
is a sentient signal bouncing through the one would suspect.
his intellect and willpower. Ideally, heroes
airwaves. It now attempts to manipulate or-
won’t even come into direct confrontation
ganic life through its own inventions, such I’m Here to Help
with the Hypno-Adept, instead finding
as the television and radio. This makes find- A Hypno-Adept must acquire his ex- themselves working to untangle the web
ing and combating the villain extremely dif-
traordinary skill set somewhere, and as a of deceit and subterfuge his hypnotism has
ficult because it is largely ethereal in nature.
hypnotherapist is as good a place as any. It woven using others as pawns. When a more
Consider adding additional powers that al-
direct form of intervention is required, this
low it to travel quickly through communica- is possible the villain started out wanting to
villain will deploy individuals under his
tion means, effectively teleporting between help people until something changed, or it
control, be they innocent civilians, police or
machines via fiber-optic cables and the like. was merely a means to an end. Regardless,
the villain may still lead a double life, hid- military personnel, or even metahumans.
Name Ideas ing behind a healer’s mask when not under-
Names directly derived from, or a vari- taking illicit behavior. Capers
ation on, hypnotism are ideal. Combining Adventures involving the Hypno-Adept
such an element with words representing I Need a Volunteer from the Audience may include the following:
some manner of mastery or mental state Hypnotism is a highly specialized field
is also common. Examples include Brain- one is not likely to merely stumble upon Behind the Throne
washer, Hypnochrat, Mindwrangler, Mis- unless one’s abilities are obtained entirely Not wanting to take the spotlight (and
tress of Mesmerism, Thought Filler, and from a device or the like. Years of study and risk) himself, the Hypno-Adept has used
the Whipnotist practice are required to learn the art and un- his hypnosis to ingratiate himself to im-
derstand its relationship to its subjects. An portant people in the government. Through
Classic Bits the power of hypnotism, the Hypno- Adept
entertainer who uses a hypnotism-based act
Some classic elements associated with has convinced the VIPs that he is a valuable
is a common way to come by this skill. In
the Hypno-Adept include: confidant and advisor, possibly even a holy
such instances, it is not unheard of for an man or prophet if the nation remains open
Black Widow unscrupulous entertainer to become disen- to such religious interaction at its highest
Instead of being a master of general hyp- chanted with how little money his consid- levels of power. Although the heroes may
nosis, the Hypno-Adept specializes in influ- erable (to his mind at least) skills can obtain know the truth about the Hypno-Adept,

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Hypno-Adept PL12 ist, Minion 10, Skill Mastery 3 (Deception, Complications
Expertise: Hypnosis, Insight), Ranged At- Confidence Reliant: A Hypno-Adept relies upon
Abilities tack 6, Specialization 2 (Expertise: Hypno- his ability to dominate someone’s will to
Strength −1 Fighting 6 sis, post-hypnotic suggestion, suggestion), use most of his abilities. If his confidence
Stamina 0 Intellect 5 Taunt, Trance is shaken, the Gamemaster should apply
appropriate penalties to power and skill
Agility 0 Awareness 8 Skills
checks related to his powers. In the most
Dexterity 0 Presence 4 Deception 8 (+12), Expertise: Hypnosis (INT/ extreme cases, the Hypno-Adept may tem-
PRE) 8 (+13/+12), Expertise: Metahuman 6 porarily be unable to use any of his powers.
Powers
(+11), Expertise: Psychology 10 (+15), Exper-
Hypnosis: Dynamic Array (62 points), Exper- tise: Theology & Philosophy (AWE/INT) 3 Quirk: Quite often, a Hypno-Adept’s su-
tise: Hypnosis Check Required (DC 11; (+8/+11), Insight 8 (+16), Intimidation 8 (+12), per-villain is wholly or partially defined
–1 point) Investigation 1 (+6), Persuasion 8 (+12) by his eccentricities. Sometimes, this trait
Hypnosis: Perception (Visual) Area Cu- is sufficiently unusual as to be debilitat-
mulative Affliction 12 (Resisted by Will; Offense ing in some circumstances. For example,
Dazed, Compelled, Controlled), Dynam- Initiative +0 a character who themes himself after a fa-
ic, Innate, Progressive, Selective, Subtle, mous character from literature may only
Delusion Perception Ranged Illu- be able to operate in a way that is in line
Distracting • 63 points
sion 10 with this assumed premise.
• Delusion: Illusion 10 (All Sense Types),
Dynamic, Independent, Innate, Selective, Disorientation Perception Area Afflic-
Superiority Complex: In a world of super-strong
Subtle, Resistible by Will • 2 points tion 12
metahumans, the Hypno-Adept must get
Perception (Visual) Area
• Disorientation:
Emotion Control Perception Area Afflic- by through force of will and ingenious
Cumulative Affliction 12 (Resisted by tion 11 schemes. This is especially true if the rea-
Will; Impaired, Confused, Unaware), Hypnosis Perception Area Afflic- son the villain turned to crime in the first
Dynamic, Innate, Progressive, Selective, tion 12 place is because of being unappreciated,
Subtle, Distracting • 2 points underpaid, or the like. As such, a Hyp-
Unarmed +6 Close Damage –1
Perception (Visual) Area
• Emotion Control: no-Adept sees his plots as opportunities to
Cumulative Affliction 11 (Resisted by Defense prove the power of his mind to the world
Will; Impaired, Disabled, Incapacitated), Dodge 12 Fortitude 6 by defeating those who rely upon brute
Dynamic, Innate, Progressive, Selective, force or equally blunt means to operate.
Subtle, Variable Descriptor (Emotions), Parry 8 Toughness 0
Distracting • 2 points Will 12
Trusting Face: Enhanced Attractive 2 • 2 points Power Points “Look into my eyes and
feel my desires become
Advantages Abilities 44 Skills 30
your goals.”
Banter, Commander, Eidetic Memory, In the Powers 71 Defenses 30
Wings, Languages 2 (Select Two), Mesmer- Advantages 30 Total 205

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how will they undertake any action against Immortal Despot acter is and what initially came to drive him.
him without bringing down the full weight This opens up numerous possibilities regard-
of the law that clearly sides with the master Born at the Dawn of Mankind or a sim- ing how the villain came by his immortality
manipulator? ilarly distant, crucial period of pre-history, and what (if anything) he must do to retain it.
the Immortal Despot is an accident of na- How this event is defined can also help fur-
Opiate for the Masses ture, magic, or something similar. As such, ther differentiate characters from the arche-
Using principles much the same as those this timeless villain is unaffected by the type by setting a theme for other powers you
may want to add. For example, an Immortal
used in designing the Idiot Box (pg 167), the usual boundaries of death and aging. With
such a span of time within which to evolve, Despot whose endless lifespan is mystic in
Hypno-Adept is using television to hypno-
the Immortal Despot has nearly reached nature may have additional magical pow-
tize the entire nation or, possibly, even the ers, such as that of the spells or alchemical
the peak of natural human development.
world by broadcasting his image and then He thus seeks to continue his evolution, be knowledge that granted him immortality.
utilizing his powers. The attempt can be as it physical, mental, spiritual, or even social
obvious as an openly defiant message of in nature. This means this savage, mighty, Body Hopping
conquest that works its will upon an audi- deranged warrior out of time and student/ Rather than living through the ages in his
ence too captivated by watching a villain on master of humanity will do what he consid- own body, the Immortal Despot requires as-
TV to turn away. Alternatively, it could be ers necessary to keep on, a fact made easier sistance to sustain his unending existence.
as subversive as the hypnotist hiding as a by possessing such an enormous amount As an inheritor, the villain must inhabit the
legitimate character on a show as he works of time to distance himself from the weak bodies of his own descendants (or perhaps
his hypnotics into his routine. “bugs” that are normal people. equally exceptional and rare hosts), transfer-
Having largely outgrown the rest of hu- ring his mind by psychic, mystical, or techno-
Switching Teams manity, an Immortal Despot is no longer logical means. It’s also possible the Immortal
One of the heroes (or an incredibly well- grounded in his shared origins with man- Despot now only exists as a body hopper―a
known and powerful hero), is acting ex- kind. Instead, he considers mortal beings to spirit of pure intellect and immortal energy
tremely unusual of late. Although merely be little more than pawns upon his board, that must possess a new host in order to sur-
puzzling at first, the hero’s actions soon to be moved and sacrificed at will. All that vive as each previous body dies.
degrade to the point of being criminal. The matters is obtaining power and maintain-
Born this Way
other heroes will almost certainly assume ing his prolonged lifespan―at all costs. The
some form of mind control, but they will character’s goals will almost always revolve The Immortal Despot is a fluke of nature―a
new form of human that was born immortal.
be confounded by their inability to nullify around these two key points, and he has
had many lifetimes over which to assume With such a long life, the character’s body and
the effects, not realizing he has been hypno- mind have actually evolved and improved
the identities and position of power needed
tized. The heroes will have to save their peer naturally, within a closed system of one or-
to pursue them.
from himself before he completely ruins his ganism, himself, without the need for passing
reputation or hurts someone. Themes evolutionary imperatives along to future gen-
An Immortal Despot’s origins can be an erations. This means all additional powers can
important aspect of defining who the char- be the result of this closed-system evolution-

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ary process, or the result of knowledge, items, is a broad term for any undesired circum-
and artifacts the ageless villain has acquired stance that acted as a catalyst for the charac-
through the centuries. ter’s immortality and continues to have neg-
ative repercussions for his current existence.
Beyond what this evolutionary process
means for the Immortal Despot directly, con- For example, the Immortal Despot may
sider what it may also mean for his progeny. be required to undertake some despica-
Is the character the result of a one in a billion, ble action to maintain his immortality. He
billion chance? Are his offspring regular peo- does so out of fear of death or, if he does
ple or do they also benefit from his genetic not, because his immortality will remain but
differences, wholly or in part? Consider the something dire will happen. For example,
possibilities for your game if you have an Im- he could become an ageless, weak husk of
mortal Despot ruling an entire line of im- a man that is unable to summon even the
mortals, born through the millennia, all to power to move. (Could this be how vampire
serve their progenitor’s will? legends started?)

Resurrection Name Ideas


Instead of true immortality, the Immor- The name given an Immortal Despot
tal Despot lives lifetime after lifetime, dying is open to a wide range of possibilities.
and being born anew as a child. Each time Like any other villain, he may assume a
the villain’s life ends, he is resurrected in a nom de guerre that reflects his abilities and
new body. Whether his previous lives’ mem- powers. Alternatively, he may simply stick
ories return immediately, over time, or after with his own name, or one belonging to one
a catalytic event can vary. Regardless, every of the many identities he has assumed over
time. Time Master, the Ever-Living Emper-
time the Immortal Despot becomes aware of
or, the Undying One, and the Ageless Con-
his past lives, he sets out to head down a
queror are all examples of the former.
similar path of supremacy and domination.
When employing this theme, adjust the Classic Bits
Immortal Despot’s True Immortality pow- Some classic elements associated with
er, but apply a Limited to Resurrection the Immortal Despot include:
flaw. Also, remove the character’s Immu-
nity (Aging) effect. Eternal Life Has a Price
To maintain a sense of balance, it is com-
The Curse mon for immortality to come at a price.
Instead of a matter of choice, the Immor- Sometimes this price is paid by the Immortal
tal Despot may be the result of some manner Despot himself but, most often, it is paid by
of accident, curse, or punishment. A “curse” the rest of society. This is usually necessitated

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by the villain’s moral and ethical detachment past, his previous identities will contain hide their true nature. Explaining why they
and sense of superiority. Whether the char- clues regarding what the villain is capable are able to drink poison meant to topple a
acter must conduct human sacrifices to ab- of and what his goals may be. If not, the Im- malevolent ruler is far more difficult than
sorb life essence, must remain in a confined mortal Despot’s secret past lives are a secret painting the target on someone else’s back.
location that sustains his extended life, needs to be discovered as part of the game’s plot.
Using an Immortal Despot as the pow-
to periodically be exposed to an impossibly
er behind the throne allows the Gamemas-
rare catalyst, or must eat flesh of his blood Man out of Time
ter to throw various other opponents at the
(meaning his descendants), some element is Although it may seem obvious that a man heroes, using these cads as a smokescreen.
in play that must be complied with for the not plagued by time’s influence would have Doing so allows the player characters to be-
Immortal Despot to remain a man removed plenty of opportunities to adjust to each lieve they have defeated the bad guy, while
from time’s normal temperament. new age’s culture and technology, this is allowing the actual threat to remain hidden
not necessarily so. Consider how previous and unknown.
False God generations fare during such change within
Full of his own insane arrogance and un- the span of a single lifetime―a grandfather Wanting to Die, Unable to Do So
dying will, the Immortal Despot has come born before the invention of the jet engine
Not everyone who obtains immortality
to view himself as a living god and has adjusting to computers as an assumed mat-
desires it. In some cases, an Immortal Des-
erected a fanatical cult of zealots around ter of everyday life, for instance.
pot does not seek power for its own sake,
himself. These minions will do anything
It is possible the Immortal Despot has not but rather because it fits the perception of
for their false god, including perpetrating
been able to keep up with the times very the monster they believe themselves to be.
deadly scheme after deadly scheme in his
well, potentially leaving him trapped in the This sort of character is especially appropri-
name against non-believers. Not only must
culture and ways of his birth (a worst case ate to an Immortal Despot using the Curse
the heroes stop whatever it is the Immor-
scenario.) It is more likely, though, the char- theme. The curse can perhaps most easily
tal Despot has decided he must perpetrate
acter will be several centuries behind be- be defined as the character being someone
against mankind as part of his divine right,
cause some degree of adapting is all but im- who wanted to die, for whatever reason, but
but they must also shatter the religion he
possible to ignore. This will be a weakness their eternal life is applied as punishment
has built around himself.
of sorts (a complication?) because the Im- for something they have done.
mortal Despot cannot adequately account
Historical Figure Just why this turns the character into
for modern technology and behaviors, like-
Not satisfied to be the true power be- ly making him reliant upon subordinates in a villain depend on the nature of why the
hind the scenes, the Immortal Despot has many regards. immortal does not want the burden of ev-
assumed one (or many) alternate identities erlasting life. Does he want to be with his
well-known by history. The character has Power Behind the Throne deceased family but, as punishment for al-
made use of his long-won knowledge and lowing them to die (or killing them), is he
For some power hungry, ageless tyrants, required to force his pain upon others? Per-
experience to assume power (or be as close
it is necessary or preferred to stay out of haps he seeks conquest as a way of mak-
to it as possible), a fact he may or may not
the public eye rather than assuming pow- ing himself a target in a world filled with
play close to the vest. If the character is open
er directly for themselves. This keeps them metahumans, hoping one of them will come
(or, at the very least, indifferent) about his
out of the crosshairs and makes it easier to

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along with an ability that can finally kill him. Capers take over one that already exists is up to the
Whatever the reason, such an undying foe Adventures involving the Immortal Des- Gamemaster to decide.
will be all the more dangerous due to their pot may include the following:
utter disregard for their own well-being. The Crash
Dear Old Dad Over the centuries, as nations around
Wealth of Ages
Of all the skeletons for a hero to find the world rose and fell, moving from bar-
The Benefit (Wealth) advantage is pur- ter-based economies to feudal systems to
revealed in his family closet, among the
posely absent from the Immortal Despot’s evolved capitalist frameworks, the Immor-
harshest is to learn he is related to a su-
game statistics. This is because not all will
tal Despot has wormed his way into the
have acquired exceptional wealth despite per-villain. Making things worse is the fact
roots of the global financial systems. Buying
their many years of opportunity. Howev- that this bad guy is an infamous Immortal
er, it makes sense that someone who has Despot. What’s more, this ageless ancestor controlling shares in multinational corpo-
lived centuries will have had ample chance has recently turned his attention to the hero, rations considered too big to fail because of
to pillage, plunder, and invest. Most Im- deciding it is time to make his descendant a how many people rely on them for jobs and
mortal Despots should have an impressive part of his plans. the like, acting as the faceless shell account
treasury with which to fund their plotting, that owns major banks around the world,
Whether the Immortal Despot needs to
with an appropriate amount of accompany- and operating subsidiaries that buy up and
feast upon the hero’s flesh to survive, steal
ing minions and lackeys to carry out such hoard essential resources and commodities
plans. Give your villain as much wealth as his body to house his undying conscious- such as gold and gasoline over the centuries
you feel suits their concept and the role you ness or for something else entirely is up for are this villain’s tools.
want him to play in your game. the hero to learn while staying out of his an-
cestor’s grasp. By secretly placing himself as an invalu-
Tactics able lynchpin at the center of the global
An Immortal Despot’s plans differ from Return of the King economy’s foundation, the Immortal Des-
those of other would-be world conquerors Using his vast range of acquired knowl- pot plans to crash the world’s finances,
by merit of the many years he has had to edge, the Immortal Despot has made him- plunging it into irreparable anarchy. When
evolve in all respects. This means they can self a ruler of nations and tribes many times money becomes worthless and nations are
literally work over decades or even centuries throughout history, often under assumed no longer able to pay their militaries, the
towards their objectives, working as slow as names. Now this villain has decided the Immortal Despot will swoop in with his loy-
they feel is necessary to succeed. Think of it: time has again come for him to command al armies and cached resources. He will fill
an opponent who began moving towards a lesser men. To this end, he has created a cult the role of savior or conqueror in order to a
particular goal hundreds of years before the of personality around himself, using mor- last make the world his. (Unless the heroes
heroes were born, undertaking each compo- tals to aid in creating an opportunity for a can discover his plans and stop him, that is.)
nent of the plan in a time from which no one power grab. Whether this means there will
else survived to tell anyone about. How can be a new organization of evil arriving on the
the heroes discover such a longstanding, in- scene or the Immortal Despot will merely
sidious plot, let alone hope to unravel it?

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Immortal Despot PL12 Centuries), Ranged Attack 7, Reliable Attack Complications
(Unarmed), Tracking Arrogant: An Immortal Despot has had centu-
Abilities
Skills ries, if not millennia, to acquire his knowl-
Strength 5 Fighting 12
Acrobatics 8 (+13), Athletics 2 (+7), Decep- edge and build his power base, and life-
Stamina 5 Intellect 5 times to make mistakes and learn from
tion 6 (+11), Expertise: Current Events 8
Agility 5 Awareness 5 (+13), Expertise: Governing 8 (+13), Exper- them. This makes an Immortal Despot
Dexterity 5 Presence 5 tise: History 14 (+19), Expertise: Metahu- incredibly sure of himself, to the point of
mans 12 (+17), Expertise: Riding 10 (+15), his own confidence in his abilities becom-
Expertise: Sociology 6 (+11), Expertise: Sur- ing one of his greatest weaknesses.
Powers
vival 8 (+13), Expertise: Tactics 14 (+19), Ex-
Imposing Presence: Perception (Visual) Area pertise: Theology & Philosophy (AWE/INT) Timeless Megalomaniac: Having lived so long,
Affliction 5 (Resisted by Will; Dazed, 8 (+13/+13), Expertise: Select Four Profes- an Immortal Despot has inevitably come
Stunned, Paralyzed), Innate, Subtle sions 6 ranks each, Insight 6 (+11), Intimida- to think of himself as the only one with the
• 12 points tion 12 (+17), Investigation 2 (+7), Perception wisdom and experience to rule. Coupled
Rage: Enhanced Strength 2, Activation 6 (+11), Persuasion 4 (+9), Sleight of Hand 8 with seeing people around him grow old
(Move), Exposed 2 (Dodge, Parry), Inhib- (+13), Stealth 6 (+11), Technology 2 (+7) and die in a mere fraction of his own ex-
ited (Routine Checks), Tiring; Enhanced
Offense istence, he no longer values human life or
Fortitude 2; Enhanced Will 2 • 1 point
Initiative +13 society’s rules. An Immortal Despot will
True Immortality: Immortal 3, Immunity (Ag-
go to any length to succeed, no matter the
ing, Critical Hits, Disease, Poison, Suffo- Heavy Pistol +12 Ranged Damage 4
cost ―after all, he has the time to wait out
cation Effects), Regeneration 3 • 16 points Knife +12 Close Damage 6, 19-20
any consequences.
Unarmed +12 Close Damage 5
Equipment
Whatever gear, vehicles, and weapons Defense
suit the moment. The Immortal Despot is Dodge 15 Fortitude 15
typically armed with a knife and heavy pis- Parry 12 Toughness 5 “I have ruled before under
tol, although he much prefers the hands-on
Will 15 a hundred names. I shall
approach to combat.
rule again as I so choose.”
Power Points
Advantages
Abilities 94 Skills 87
Connected 2 (Select Two), Contacts 2 (Se-
lect Two), Eidetic Memory, Equipment 6, Powers 29 Defenses 30
Fast Grab, Fearless, Great Endurance, Im- Advantages 32 Total 272
proved Grab, Improved Initiative 2, Inspire,
Languages 5 (Select Sixteen, Spanning the

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Queen of Thieves with powerhouses. However, her ability to be


troublesome can be enhanced in several ways.
For the Queen of Thieves, villainy is all
about greed―taking what others have and Den Mother
making it her own. She is not like most su- Skilled though a Queen of Thieves may
per-villains in so far as there is very little be, sometimes even the best in a given trade
about her that is flashy and eye-catching. realizes they need help. Besides, who is a
Indeed, if everything is going right for her, queen without her court? Instead of acting
she shouldn’t be seen at all. on her own, the villainess has surrounded
herself with assistants to carry out lesser
Rather than flashing powers back and
crimes that help pay the bills and serve as
forth and roughing it up with fisticuffs, the
practice, but are beneath her to waste time
Queen of Thieves sticks to the shadows, out
upon. These assistants are typically appren-
of sight. From concealment, her deft fingers
ticed children or animals―subjects that re-
can work her magic and she can get away
quire her care and protection as much as the
before anyone knows what she’s done. She
training she has to offer.
may sometimes serve others, including su-
per-villains, when doing so suits her goals Intergalactic Felon
(or she is forced to), but, for the most part,
she prefers to work on her own, unseen. It is often enough that a criminal be from
the local area to pose a respectable threat to
Unless playing a low-powered, street-lev- the heroes, but sometimes the more memo-
el game, the danger this character represents rable villains come from out of town. Way
isn’t of the direct sort, but of the variety out of town.
where her activities and objectives impede
The Queen of Thieves may be on the run
the heroes’ own needs and efforts. She can
from an authority greater than any on Earth.
steal a valuable artifact the heroes have She is from another planet (or dimension),
discovered to be dangerous, for example, and is being sought by forces that consid-
thinking she has scored a big payday with- er Earth to be little more than a backwater
out realizing the destruction she may inad- one can easily overlook with the blink of an
vertently unleash. In this way, she can serve eye. This is what makes it the perfect spot
other aspects of the plot without becoming a for this villain to hold up and hide. Unfortu-
typical, combat-oriented conflict. nately for Earth’s residents, she is not con-
tent to merely sit around and wait for things
Themes
to cool down. To entertain herself or find the
For the most part, the Queen of Thieves is means to return from whence she came, she
low-powered and won’t pose much of a direct has taken up her old ways and has quickly
threat to heroes accustomed to going toe-to-toe made a name for herself.

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The Queen’s Power usually entails employing techniques and ed in evil. Even those ruled by something
Typically, the Queen of Thieves’ relies costumes—and selecting targets—centered more malicious than mere selfishness may
upon pure skill, guts, and self-interest to around a shared theme; a cat burglar who still follow a code of conduct preventing
see the job done. It is possible, however, to literally dresses like a cat and strikes cat-re- them from fully crossing the line into dark-
“pump up” her abilities somewhat, mak- lated targets, for instance. ness. A refusal to kill or keeping her word
ing her more capable of posing a threat (although she won’t be above being flexible
to metahuman heroes. Adding additional Femme Not-So-Fatale with her promises’ meaning), for example.
powers, such as Invisibility or Teleport, will The Queen of Thieves is not interested
make catching the Queen of Thieves much in death, destruction, and mayhem. She is Star-Crossed
more difficult, for example. This would al- driven by the need to acquire wealth (for Although the Queen of Thieves stands on
low her to commit bolder and more frus- whatever reasons), and/or by the thrill of the wrong side of the law, she is not, there-
trating crimes, and then escape with great- the risk involved. When she does employ fore, opposed to justice, nor is she necessari-
er ease. Considering the Queen of Thieves violence, it is to delay and distract, or out ly evil. She could be a good and kind person
mundane nature, such abilities would most of necessity. This is not to be mistaken for a who just so happens to have a different un-
likely come from a device, but it’s also pos- lack of danger, however. When cornered or derstanding of property than do most peo-
sible they are the result of genetic mutation provoked beyond other options, this villain- ple. This can lead to a hero who frequently
or experimentation. ess will do what is required to keep herself finds himself at odds with her striking up a
safe and escape to steal another day. friendship of sorts that somehow manages
Name Ideas to survive their opposing beliefs and goals.
Cat, Cutpurse, Highrise, the Rooftop Heart of Gold Sometimes this friendship develops into
Queen. Although the Queen of Thieves’ actions more. Despite being so different (or perhaps
are illegal and involve taking what does even because of it), the Queen of Thieves
Classic Bits not belong to her, the motivation behind and hero fall in love, leading to a cycle of
Some classic elements associated with her actions is not always one of selfishness. pursuing redemption and falling from grace
the Queen of Thieves include: Sometimes this incomparable burglar steals as the two try to be together.
because she has someone else to take care
Calling Card The Debt
of, be it a relation, a close friend, people who
One of the greatest tools in this charac- remind her of a past version of herself, and It is not unheard of for criminals to take
ter’s repertoire is her ability to sneak into so on. Whoever they are, this villainess is to a life of crime―or to escalate their activi-
where she doesn’t belong and to sneak out compelled to take care of them and is not ties if they are already a criminal―because
again. However, that doesn’t mean she beyond using her rarified skills to do so. of a debt owed to someone. With the Queen
doesn’t take pride in her work or desires to- of Thieves, it is possible she needs to steal
tal anonymity. A Queen of Thieves is likely Honor among Thieves because she owes someone in a position of
to adopt a particular calling card she leaves Despite her penchant for taking things power or authority a debt. This could be a
at the scene of her crimes―either literal- that don’t belong to her, the Queen of monetary obligation, a matter of duty, or a
ly or metaphorically within the means by Thieves is governed by her own sense of eth- compulsion to follow orders to keep some-
which she commits her crime. The latter ics and morality that is not necessarily root- thing bad from happening to a loved one or

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Queen of Thieves PL10 Skills Complications
Acrobatics 12 (+18), Athletics 12 (+15), De- But It’s So Shiny!: The Queen of Thieves always
Abilities ception 8 (+11), Expertise: Current Events has great difficulty passing up something
Strength 3 Fighting 6 6 (+8), Expertise: Law 6 (+8), Expertise: of value that catches her eye. No matter
Stamina 2 Intellect 2 Visual Arts (DEX/INT) 6 (+12/+8), Exper-
what she is doing, she cannot easily re-
tise: Security 8 (+10), Perception 12 (+14),
Agility 6 Awareness 2 Sleight of Hand 10 (+16), Technology 12 sist the impulse to steal when confronted
Dexterity 6 Presence 3 (+14), Stealth 10 (+16) with temptation.

Offense Debt: The villainess owes someone a debt,


Powers Initiative +10 be it money or something else. This ob-
Nimble Feet: Movement 1 (Sure-Footed), Knife +6 ligation frequently forces the Queen of
Close Damage 4, 19-20
Innate • 3 points Thieves to do things she’d rather not
Grappling Line/ (even if it is just pay over money she con-
Safety Line: Movement 1 (Slow Fall); Limited
Whip +6 Improved Grab, siders rightfully stolen for herself.)
to While Near Surfaces • 1 point Improved Trip, Reach 3
Independent to the Core: There is a reason
Equipment Thrown Knife +6 Ranged Damage 4, 19-20
most of these mistresses of the high-rise
This character typically carries a variety Unarmed +6 Close Damage 3 crime prefer to work alone. They don’t
of criminal and security-related gear, and
Defense like taking direction (let alone orders)
likely a light weapon or two.
Dodge 15 Fortitude 6 from anyone. They like doing what they
Advantages want, when they want to. This is espe-
Parry 6 Toughness 2
Agile Feint, Benefit (Ambidextrous), Con- cially true when it comes to the particu-
Will 7 lars of their crimes.
tacts 2 (P: Criminal; Smugglers), Equipment
8, Hide in Plain Sight, Improved Initiative, Power Points
Improvised Tools, Second Chance 2 (Per- Abilities 60 Skills 51
ception: Traps, Technology: Security), Spe- Powers 4 Defenses 18
cialization (Technology: Security)
Advantages 18 Total 151

“It’s protected by armed sentries, motion sensors, IR, laser grids, pho-
ton emitters, and pheromone sensors? I almost feel sorry for tak-
ing their stuff considering it’s so poorly guarded.”

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the like. Regardless of the reason why, she thief and return the item to the collection,
will do what is necessary to avoid default- the mayhem will continue to get worse. Trap Master
ing on the debt and suffering the dire conse-
Pieces of the Puzzle The Trap Master is neither a lover nor
quences for doing so.
fighter. He is someone who believes careful
A series of thefts have come to the heroes’ planning, an extra helping of foresight, and
Tactics
attention, and their investigation reveals the a devious understanding of both one’s envi-
For the most part, the Queen of Thieves Queen of Thieves’ involvement. Further-
relies upon stealth and careful planning. ronment and one’s foe is the path to victo-
more, the heroes learn, the stolen items are ry. By employing all his guile and deceptive
She wins encounters by avoiding direct con- all of the sort that, when combined, can pos-
flict, which means careful preparation, such nature, the Trap Master avoids direct con-
sibly be used to create an incredibly danger- frontation, instead filling the location of an
as plotting multiple escape routes and not ous weapon. It turns out a master villain is
allowing heroes to become aware of her in- anticipated confrontation with contraptions
paying the Queen of Thieves a lot of money and traps of a deadly or confining nature,
tentions to begin with. This entails deploy-
to snatch these components, but she is whol- depending upon his intentions.
ing distractions, red herrings, and traps to
ly unaware of what they do when united. If
throw do-gooders off her scent. Trap Masters tend to be more than just a
caught and shown what the components are
When a fight is unavoidable, this nimble tad theatrical, enjoying the hunt as much as
meant to do, will the Queen of Thieves flip
athlete will focus on evasion and escape. the kill. How else can one explain why some-
on her employer for the greater good or will one would choose to continually employ of-
This is not a sign of weakness or lack of skill, her sense of loyalty to her paymaster prove
mind; she can handle herself if required. ten woefully complex and convoluted plans
to be the stronger tie? and gadgets to ensnare and harm an enemy
Rather, the Queen of Thieves prefers flex-
ing her mind rather than her muscles, and rather than merely putting a bullet in their
The Robin Hood Syndrome
she doesn’t like wasting time in a prolonged head from a safe distance? This doesn’t make
The Queen of Thieves has been on a rash these villains stupid, however―far from it.
fight. She feels that creating a problem to of highly successful and profitable thefts of Only someone of impressive cunning and
bog down pursuing heroes so she can flee is
late with no signs of slowing down, conse- intellect would be able to pose a risk to meta-
so much safer.
quently drawing the heroes’ attention. As humans by such means of attack, after all.
Capers their investigation and attempts to catch
Adventures involving the Queen of the Queen of Thieves progress, the heroes Themes
Thieves may include the following: learn their prey’s targets are all criminal in Killer for Hire
some (likely secret) way. Additionally, the
Although some Trap Masters take up their
Museum Mayhem stolen goods and money are being used to
trade for other reasons, such as the thrill or an
An ancient relic the Queen of Thieves has help charities and the poor (for whatev-
obligation to someone, many are assassins.
stolen from a prized touring collection has er reason.) This presents the heroes with a Instead of using the more traditional blade,
unleashed a mystical disaster, be it a horri- moral conundrum: although the Queen of poison, or bullet, these shrewd mercenaries
ble curse that causes widespread destruc- Thieves’ actions may arguably be for the utilize traps intended to kill or capture, de-
tion within the city or unleashing a horde greater good, she is still breaking the law. pending on what the job calls for. Because of
of undead. Unless the heroes can find the What will the player characters do? the preparation and resources required for a

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Trap Master to ply his trade, they must charge let to the head from a great distance would
impressively high fees. As such, anyone will- be much simpler and cheaper. No, for these
ing to pay their fee either has a sense for the-connoisseurs of snares, the game of prepa-
atrics or a reason to make their chosen target ration and anticipation is where the excite-
suffer by jumping through hoops rather than ment and challenge are to be found. And,
opting for a more traditional double-tap. like any game, the Trap Master plays by cer-
tain rules. A trap isn’t nearly as much fun if
Survival Extremist its outcome is absolute. So, the Trap Master
Considering the environment and means will leave a means of escape or avoidance
by which the Trap Master most likely (although nothing says he can’t cheat once
learned his trade, it is possible he has taken in a while, such as by ensuring one trap’s
the survivalist lifestyle to the extreme. Every escape route leads to another trap.)
day requires the villain prove he is worthy
of the life he possesses, so he pits himself Signature Trap
and his deathtraps against worthy oppo- Much like bomb makers may be rec-
nents. Although this deranged scoundrel ognized by how they design their deadly
may choose to test himself against others for packages, so too may many Trap Masters be
more reason than this on occasion, putting recognized by their methods and creations.
his skills up against people who could pose For some, their signature constitutes the
a danger to his well-being―the thrill of the types of traps they prefer to employ (e.g.,
risk involved―is what drives him. only blades or animals.) With others, it may
be the actual designs themselves— the com-
Name Ideas plex circuitry or the like, or perhaps the type
Trap Masters tend towards trap-centric of bait they use to lure in their prey (e.g.,
names, sometimes coupled with an addi- kidnapping loved ones or an elaborate web
tional, overall super-villain theme. Exam- of lies and deception.)
ples include Deathtrap, Mantrapper, Pitfall,
Trapdoor, Tripwire. The Play’s the Thing
It is not enough for a Trap Master to
Classic Bits
merely kill or capture his prey. There must
Some classic elements associated with be a show of some sorts―some manner of
the Trap Master include: display that highlights the villain’s intellect
and strategy. This showmanship often man-
Rules of the Game ifests in a thematic fashion that may also
For the Trap Master, the ends are not typ- reveal itself in the identity the Trap Master
ically as important as the means. If killing or has chosen for himself. A Trap Master who
catching his quarry were his only goal, a bul- wears a carnival themed costume, for exam-

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Trap Master PL5 points) are spent on a headquarters, includ- Defense
ing any deathtrap “playgrounds” the Trap Dodge 8 Fortitude 6
Abilities Master may have prepared.
Parry 6 Toughness 2
Strength 0 Fighting 4
Will 8
Stamina 2 Intellect 6
Advantages
Agility 2 Awareness 4 Power Points
Benefits 4 (Wealth), Close Attack 2, Contacts
Dexterity 2 Presence 4 Abilities 48 Skills 45
2 (P: Criminal Underworld; S: Mercenaries),
Daze (Deception), Equipment 30, Favored Powers 76 Defenses 16
Powers Environment (Headquarters), Inventor, Advantages 45 Total 230
Continuous Variable Effect 5
Booby-Traps:
Master Trap-Maker, Ranged Attack 2, Rapid
Builder (choose) Complications
(Spontaneous Traps); Slow • 35 points
Anti-Social: A villain who relies upon his own
Concealment 1 (Normal Vi-
King of His Castle:
mind to devise deadly and devious con-
sion), Precise; Limited to While in Head- traptions doesn’t often have much use for
Skills
quarters • 2 points other people. As such, they tend to em-
Deception 4 (+8), Expertise: Chemistry 8
Master Plan: Continuous Burst Area (60 ft.) (+14), Expertise: Electronics 12 (+18), Exper- ploy few if any minions because the lat-
Ranged Variable Effect 4, Affect Others, tise: Engineering 15 (+21), Expertise: Me- ter may take away from the glory that is
Selective, Expertise: Tactics Check Re- chanics 12 (+18), Expertise: Science 7 (+13), using nothing more than a trap to defeat
quired (DC 11), Limited to Enhanced Expertise: Tactics 8 (+14), Expertise: Traps 12 one’s foe.
Skills, Limited Maximum Bonus, Limited (+18), Perception 4 (+8), Technology 8 (+14)
Overconfident: Being able to set-up a trap in
to Prepared Area • 39 points a given location and walk away from it,
Offense sure it will fulfill its purpose as intended,
Equipment requires a great deal of confidence. This
Initiative +2
Spend up to 10 ranks (50 points) of the doesn’t always work in the Trap Master’s
Equipment Advantage on vehicles, weap- Unarmed +6 Close, Damage 0 favor, however.
ons, and gear. The remaining 20 ranks (200

“Behind one of the doors before you is the way out.


Death awaits you behind the other twelve. Choose.”

Chapter 5: Making a Better Bad Guy 141


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ple, may employ deathtraps resembling car- Capers roes on his behalf. This will likely make the
nival rides and attractions. Adventures involving the Trap Master encounter more difficult for the player char-
may include the following: acters because they won’t have any frame of
Welcome to My Island reference with which to gauge their assail-
Trap Masters are notorious for their Game of Death ant’s motives and methods.
deadly headquarters. The wealthiest, most The heroes are invited to participate in a
reclusive, and more deranged among them charity event on a far-off island, travel ex-
have a tendency to put down roots in remote penses, room, and board all paid for. The Rank and File
locations where they may erect their traps event requires the heroes complete a com-
however they wish, unmolested. Islands; re- petition and, if they finish, their mysterious Behind every great evil genius is an army
mote mountains; hidden valleys; and dilap- (or false) benefactor will donate a handsome of lackeys waiting to die (or, at the very
idated, abandoned city blocks are all prime sum to a charity of the heroes’ choice. Soon least, spend some time behind bars) for their
real estate for their purposes. It is here, in after arrival, however, the heroes learn that master’s cause.
their out-of-the-way home, where their best, nothing is as it appears. The entire island No matter how dangerous or malevolent a
deadliest traps are likely to be found. is actually a series of puzzles, mazes, and villain may be, he can only do so much himself.
deathtraps designed to finally do away with This is why so many join groups―not only do
Tactics
the troublesome player characters (and pos- more hands make evil work easier, but diver-
Obviously, these devious villains prefer to sibly other heroes who were also invited.)
sification of ability improves their collective
use traps to obtain their objectives, be they Will they escape with their lives, let alone
chance of success. But, when it comes to work-
ensnaring someone in a dangerous maze un- discover who arranged such a complicated
ing with other metahuman bad guys, teams of
til their loved ones pay a ransom or employ- plot, let alone why?
villains often find their goals and egos clashing.
ing deathtraps to kill an assigned target. Do-
This is partly why so many are far more con-
ing anything face-to-face with their prey is to Race against the Clock
tent to take the solo approach and sit upon a
be avoided whenever possible, as most Trap Hostages have been taken and placed in gilded throne atop a criminal empire staffed by
Masters are not the best combatants. Why a deathtrap by the Trap Master. Unless the
underlings and cannon fodder.
develop fighting skills, after all, when one’s heroes go through the latter’s maze of traps
traps are supposed to do all the work? in a set amount of time, the hostages will The following section provides simple,
easy-to-use game stats for a variety of com-
By their nature, traps are not obvious or die. This scenario can come about because
mon minion archetypes a Gamemaster will
overt, and thus so too are a Trap Master’s the hostages are needed to draw the heroes
likely wish to employ in service to a greater
strategies subtle and sneaky. They must in, or because the Trap Master needs to dis-
villain. Each minion archetype is present-
think two or three steps ahead of their prey tract the heroes away from something else.
ed in two sets of game statistics, one for
so they will know what devices are appro-
low-powered games and one that should
priate and where they must be placed. An- Traps for Hire
offer more significant challenge for more
ticipation, expectation, and preparation are Tired of failing on his own to kill the he-
powerful heroes.
all important. This is especially true when it roes, or in need of a distraction while he
comes to figuring out what manner of bait is undertakes an important activity, a nemesis Gamemasters can use these examples to
best for luring a target into one’s traps. has hired the Trap Master to take on the he- quickly fill the rank and file of their own vil-

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lainous organization, or they may be used as Assault Trooper, High-Level purpose beyond roughing someone up or
a basis for tailoring specific minions. PL8 • 76 points carrying something heavy.
Str 3, Sta 3, Agl 1, Dex 1, Fgt 7, Int 0,
Abilities Brute, Low-Level
Assault Trooper Awe 0, Pre 0 PL4 • 42 points

The assault trooper is intended for heavy Equipment Blaster Rifle, Fragmentation Gre- Abilities Str 3, Sta 3, Agl 0, Dex 0, Fgt 2, Int 0,
action and will usually act in support of nades, Bulletproof Vest. 1 in 3 will be Awe 0, Pre 0
troopers or as the spearhead of an attack. armed with a grenade launcher, rocket
Equipment Leather Jacket, Knife, and Light
launcher, or other heavy weapon instead
Pistol
Assault Trooper, Low-Level of a blaster rifle.
PL6 • 39 points Advantages Close Attack 2, Equipment 2, Hard
Advantages Equipment 8, Hard as Nails 3,
Abilities Str 1, Sta 1, Agl 0, Dex 0, Fgt 4, Int 0, as Nails 2, Loyalty (Leader), Ranged At-
Lucky Shot, Power Attack, Power of
Awe 0, Pre 0 tack 4, Power of One, Strongarm, Team-
Many, Power of One, Ranged Attack 7,
work
Equipment Blaster Rifle, Fragmentation Gre- Teamwork
nades, Bulletproof Vest. 1 in 3 will be Skills Athletics 4 (+7), Expertise: Soldier Skills Athletics 4 (+7), Expertise: Streetwise
armed with a grenade launcher, rocket 4 (+4), Intimidation (PRE/STR) 4 (+4/+7),
(AWE) 6 (+6), Expertise: Survival 4 (+4),
launcher, or other heavy weapon instead Vehicles 4 (+4)
Expertise: Tactics 6 (+6), Intimidation 4
of a blaster rifle. (+4), Perception 2 (+2) Offense Initiative +0, Light Pistol +4 (Ranged
Advantages Equipment 8, Hard as Nails, Offense Initiative +2, Blaster Rifle +8 (Ranged Damage 3), Knife +4 (Close Damage 4,
Ranged Attack 4, Teamwork 19-20), Unarmed +4 (Close Damage 3)
Damage 8), Fragmentation Grenades +8
Skills Athletics 2 (+3), Expertise: Soldier (Burst Area Ranged Damage 5), Unarmed Defense Dodge 2, Parry 2, Fortitude 5, Tough-
(AWE) 4 (+4), Expertise: Survival 3 (+3), +7 (Close Damage 3) ness 4/3 *, Will 0
Expertise: Tactics 2 (+2), Intimidation 3 Defense Dodge 7, Parry 7, Fortitude 7, Tough- Totals Abilities 16 + Advantages 14 + Skills 8
(+3), Perception 2 (+2) ness 7/3 *, Will 0 + Defenses 4 = 42
Offense Initiative +0, Blaster Rifle +4 (Ranged Totals Abilities 30 + Advantages 23 + Skills 13 * Without leather jacket.
Damage 8), Fragmentation Grenades +4 + Defenses 10 = 76
(Burst Area Ranged Damage 5), Unarmed Threat Level: Beta
+4 (Close Damage 1) * Without bulletproof vest.
Brute, High-Level
Defense Dodge 4, Parry 4, Fortitude 2, Tough- Threat Level: Beta PL6 • 68 points
ness 5/1 *, Will 0 Str 5, Sta 4, Agl 1, Dex 1, Fgt 4, Int 0,
Abilities
TotalsAbilities 12 + Advantages 14 + Skills 8 Awe 0, Pre 0
+ Defenses 5 = 39 Brute
Equipment Leather Jacket, Knife, and Light
* Without bulletproof vest. A brute is little more than raw muscle. Pistol
They are a blunt instrument that serves little Advantages Close Attack 3, Diehard, Equip-
Threat Level: Beta

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ment 2, Hard as Nails 4, Improved Criti- 19-20) (Close Damage 1)
cal (Unarmed), Loyalty (Leader), Ranged
Defense Dodge 4, Parry 4, Fortitude 9, Tough- Defense Dodge 5, Parry 5, Fortitude 5, Tough-
Attack 4, Power of One, Strongarm,
ness 5/4 *, Will 1 ness 6/2 *, Will 3
Teamwork
Totals Abilities 30 + Advantages 19 + Skills Totals Abilities 22 + Advantages 17 + Skills 11
Skills Athletics 6 (+11), Expertise: Streetwise
10 + + Defenses 9 = 59
4 (+4), Intimidation (PRE/STR) 6 (+6/+11),
Defenses 9 = 68
Vehicles 4 (+4) * Without bulletproof vest.
* Without leather jacket.
Offense Initiative +0, Threat Level: Beta
Light Pistol +5 Threat Level: Beta
(Ranged Damage Commando, High-Level
PL8 • 100 points
3), Knife +7 (Close
Commando
Damage 6, 19- Str 3, Sta 3, Agl 3, Dex 3, Fgt 7, Int 1,
Abilities
20), Unarmed Elite troopers, the commando is as- Awe 1, Pre 0
+7 (Close signed special operations of an espe- EquipmentAssault Carbine, Fragmentation
Damage 5, cially dangerous and/or covert nature. Grenades, Knife, Bulletproof Vest
Commando, Low-Level Advantages Close Attack 1, Equipment 8, Hard
PL6 • 59 points as Nails, Improved Initiative, Lucky Shot,
Str 1, Sta 2, Agl 1, Dex 1, Fgt 5, Int 0,
Abilities Power of Many, Power of One, Ranged
Awe 1, Pre 0 Attack 5, Swarm 4, Teamwork
EquipmentAssault Carbine, Fragmentation Skills Athletics 5 (+8), Expertise: Soldier
Grenades, Knife, Bulletproof Vest (AWE) 6 (+7), Expertise: Survival 5 (+6),
Expertise: Tactics 5 (+6), Intimidation
Advantages Close Attack 1, Equipment 6, 5 (+5), Perception 4 (+5), Stealth 6 (+9),
Lucky Shot, Power of Many, Ranged At- Technology 4 (+5)
tack 5, Swarm 2, Teamwork
Offense Initiative +7, Assault Carbine +8
Skills Athletics 2 (+3), Expertise: Soldier (Ranged Damage 5, Multiattack, Dimin-
(AWE) 4 (+4), Expertise: Survival 3 (+4), ished Range), Fragmentation Grenades
Expertise: Tactics 2 (+2), Intimidation +8 (Burst Area Ranged Damage 5), Knife
3 (+3), Perception 2 (+3), Stealth 4 (+5), +8 (Close Damage 2, 19-20), Unarmed +8
Technology 2 (+2) (Close Damage 3)
Offense Initiative +1, Assault Carbine +6 Defense Dodge 8, Parry 7, Fortitude 8, Tough-
(Ranged Damage 5, Multiattack, Dimin- ness 7/3 *, Will 5
ished Range), Fragmentation Grenades
+6 (Burst Area Ranged Damage 5), Knife Totals Abilities 42 + Advantages 24 + Skills 20
+6 (Close Damage 2, 19-20), Unarmed +6 + Defenses 14 = 100

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* Without bulletproof vest. 13 + Skills 6 + Defenses 4 = 52 Cyber-Trooper
Threat Level: Gamma * Without sub-dermal plating
The cyber-trooper is a basic foot soldier that
Threat Level: Beta has been enhanced with cybernetic implants.
Cyber-Brute
Cyber-Brute, High-Level Cyber-Trooper, Low-Level
A cyber-brute is made for tearing into PL8 • 88 points PL5 • 55 points
hardened opponents, such as super-tough Str 4 (7), Sta 3, Agl 1, Dex 1, Fgt 4, Int Abilities Str 0 (2), Sta 1, Agl 1, Dex 1, Fgt 3, Int
Abilities
heroes, tanks, and battlesuits. 0, Awe 0, Pre –1 0, Awe 0, Pre 0
Cyber-Brute, Low-Level Powers Cybernetic Arms: Enhanced Strength Powers Arm Blaster: Ranged Damage 4; Cy-
PL5 • 54 points 3, Penetrating 3; Cybernetic Muscles: bernetic Arms: Enhanced Strength 2; Cy-
Str 2 (4), Sta 2, Agl 0, Dex 0, Fgt 2, Int
Abilities Enhanced Strength 4, Limited to Lifting; bernetic Muscles: Enhanced Strength 2,
0, Awe 0, Pre –1 Cybernetic Senses: Senses 5 (Darkvi- Limited to Lifting; Cybernetic Senses:
sion; Infravision; Radio; Ultra-Hearing); Senses 5 (Darkvision; Infravision; Radio;
Powers Cybernetic Arms: Enhanced Strength
Sub-Dermal Plating: Protection 6, Im- Ultra-Hearing); Sub-Dermal Plating:
2, Penetrating 2; Cybernetic Muscles: pervious 3 Protection 4, Impervious 2
Enhanced Strength 4, Limited to Lifting;
Cybernetic Senses: Senses 5 (Darkvi- Equipment Heavy weapon or large, bulky Equipment Assault Rifle, Fragmentation Gre-
sion; Infravision; Radio; Ultra-Hearing); firearm nades
Sub-Dermal Plating: Protection 4, Im- Advantages Close Attack 3, Diehard, Equip- Advantages Equipment 6, Ranged Attack 2
pervious 2 ment 4, Hard as Nails 4, Improved Criti-
SkillsAthletics 2 (+2/+4), Expertise: Soldier
Equipment Heavy weapon or large, bulky cal 2 (Unarmed), Loyalty (Leader), Power
(AWE) 4 (+4), Expertise: Tactics 2 (+2), In-
firearm of One, Strongarm, Teamwork
timidation 2(+2), Perception 2 (+2)
Advantages Close Attack 2, Equipment 4, Skills Athletics 6 (+10/+13), Expertise: Street- OffenseInitiative +1, Arm Blaster +3 (Ranged
Hard as Nails 2, Improved Critical (Un- wise 4 (+4), Intimidation 6 (+5), Vehicles
Damage 4), Assault Rifle +3 (Ranged
armed), Loyalty (Leader), Power of One, 4 (+5)
Damage 5, Multiattack), Fragmentation
Strongarm, Teamwork Offense Initiative +1, Unarmed +7 (Close Grenades +3 (Burst Area Ranged Dam-
Skills Athletics 4 (+6/+8), Expertise: Street- Damage 4/7, Penetrating 3, 18-20) age 5), Unarmed +3 (Close Damage 0/2)
wise 2 (+2), Intimidation 4 (+3), Vehicles Defense Dodge 4, Parry 4, Fortitude 8, Tough- Defense Dodge 3, Parry 3, Fortitude 3, Tough-
2 (+2) ness 9/3 *, Will 1 ness 5/1 *, Will 0
Offense Initiative +0, Unarmed +4 (Close Totals Abilities 24 + Powers 27 + Advantages TotalsAbilities 12 + Powers 25 + Advantages
Damage 2/4, Penetrating 2, 19-20) 18 + Skills 10 + Defenses 9 = 88 8 + Skills 6 + Defenses 4 = 55
Defense Dodge 2, Parry 2, Fortitude 4, Tough- * Without sub-dermal plating * Without sub-dermal plating
ness 6/2 *, Will 0
Threat Level: Gamma Threat Level: Beta
Totals Abilities 10 + Powers 21 + Advantages

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Cyber-Trooper, High-Level Frogman Frogman, High-Level
PL7 • 93 points PL6 • 59 points
AbilitiesStr 1 (3), Sta 2, Agl 1, Dex 1, Fgt 5, Int A frogman is a basic cannon fodder type Str 1, Sta 2, Agl 1, Dex 1, Fgt 5, Int 0,
Abilities
0, Awe 0, Pre 0 who is an expert at operating in a water en- Awe 0, Pre 0
vironment with the aid of SCUBA gear.
Powers Arm Blaster: Ranged Damage 6; Cy- Equipment Assault Rifle, Knife, Multi-Tool,
bernetic Arms: Enhanced Strength 2; Cy- Frogman, Low-Level SCUBA Gear. The frogman’s assault ri-
bernetic Muscles: Enhanced Strength 2, PL4 • 31 points fle has been modified for underwater use
Limited to Lifting; Cybernetic Senses: Abilities Str 0, Sta 1, Agl 1, Dex 1, Fgt 3, Int 0, and fires metal darts rather than bullets
Senses 10 (Darkvision; Ranged Detect Awe 0, Pre 0 (half range in atmosphere.)
Vibration [Touch], Accurate; Infravi- Advantages Close Attack, Equipment 4, Fa-
sion; Radio; Tracking; Ultra-Hearing); Equipment Assault Rifle, Knife, Multi-Tool, vored Environment (Water), Improved
Sub-Dermal Plating: Protection 5, Im- SCUBA Gear. The frogman’s assault ri-
fle has been modified for underwater use Initiative, Ranged Attack 5
pervious 2
and fires metal darts rather than bullets SkillsAthletics 6 (+7), Expertise: Diver 6 (+6),
Equipment Assault Rifle, Fragmentation Gre- (half range in atmosphere.) Expertise: Soldier (AWE) 4 (+4), Exper-
nades
Advantages Equipment 4, Favored Environ- tise: Tactics 6 (+6), Intimidation 4 (+4),
Advantages Close Attack, Equipment 6, Im- ment (Water), Ranged Attack 2 Perception 4 (+4)
proved Initiative, Move as One, Ranged Offense Initiative +5, Assault Rifle +6 (Ranged
Skills Athletics 4 (+4), Expertise: Diver 4 (+4),
Attack 5 Damage 5, Multiattack), Knife +6 (Close
Expertise: Soldier (AWE) 2 (+2), Exper-
Skills Athletics 4 (+5/+7), Expertise: Soldier tise: Tactics 2 (+2), Intimidation 2 (+2), Damage 2, 19-20), Unarmed +6 (Close
(AWE) 6 (+6), Expertise: Tactics 6 (+6), In- Perception 2 (+2) Damage 1)
timidation 4(+4), Perception 4 (+4) Defense Dodge 5, Parry 5, Fortitude 7, Tough-
Offense Initiative +1, Assault Rifle +3 (Ranged
Offense Initiative +5, Arm Blaster +6 (Ranged Damage 5, Multiattack), Knife +3 (Close ness 2, Will 3
Damage 6), Assault Rifle +6 (Ranged Damage 1, 19-20), Unarmed +3 (Close Totals Abilities 20 + Advantages 12 + Skills 15
Damage 5, Multiattack), Fragmentation Damage 0) + Defenses 12 = 59
Grenades +6 (Burst Area Ranged Dam-
Defense Dodge 3, Parry 3, Fortitude 3, Tough- Threat Level: Beta
age 5), Unarmed +6 (Close Damage 1/3)
ness 1, Will 0
Defense Dodge 5, Parry 5, Fortitude 7, Tough-
Totals Abilities 12 + Advantages 7 + Skills 8 +
ness 7/2 *, Will 3
Defenses 4 = 31
Totals Abilities 20 + Powers 35 + Advantages
14 + Skills 12 + Defenses 12 = 93 Threat Level: Beta

* Without sub-dermal plating


Threat Level: Gamma

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Infiltrator Knife, Light Pistol, Undercover Shirt. Skills Expertise: Mechanics 3 (+3), Perception

Advantages Daze (Deception), Equipment 4, 2 (+3), Technology 1 (+1), Vehicles 4 (+6)


The infiltrator is an expert at sneaking Evasion, Improvised Tools, Ranged At- Offense Initiative +2, Light Pistol +4 (Ranged
into places designed to keep people out. tack, Throwing Master 2 Damage 3), Unarmed +4 (Close Damage
Infiltrator, Low-Level Skills Acrobatics 6 (+9), Athletics 6 (+7), De-
0)
PL4 • 42 points ception 6 (+7), Perception 4 (+5), Sleight Defense Dodge 4, Parry 4, Fortitude 2, Tough-
Str 1, Sta 1, Agl 2, Dex 2, Fgt 3, Int 1,
Abilities of Hand 6 (+9), Stealth 8 (+11) ness 3/0 *, Will 1
Awe 0, Pre 0 Initiative +2, Knife +6 (Close Damage Totals Abilities 18 + Advantages 8 + Skills 5 +
Offense
Equipment A variety of criminal and sur- 2, 19-20), Light Pistol +4 (Ranged Damage Defenses 4 = 35
veillance gear, as the mission demands. 3), Thrown Knife +6 (Ranged Damage 4, * Without undercover shirt
Knife, Light Pistol, Undercover Shirt. 19-20), Unarmed +6 (Close Damage 1)
Threat Level: Beta
Advantages Daze (Deception), Equipment 4, Defense Dodge 8, Parry 6, Fortitude 4, Tough-
Evasion, Improvised Tools, Ranged Attack ness 3/1 *, Will 4 Pilot/Driver, High-Level
PL6 • 55 points
Skills Acrobatics 4 (+6), Athletics 4 (+5), De- Totals Abilities 34 + Advantages 10 + Skills 18
ception 4 (+4), Perception 2 (+2), Sleight + Defenses 11 = 73 Abilities Str 1, Sta 1, Agl 2, Dex 2, Fgt 6, Int 0,
of Hand 2 (+4), Stealth 4 (+6) * Without undercover shirt Awe 1, Pre 0
Offense Initiative +2, Knife +3 (Close Damage Threat Level: Beta Equipment Vehicle, Light Pistol, Undercover
2, 19-20), Light Pistol +3 (Ranged Damage Vest
3), Unarmed +3 (Close Damage 1) Advantages Ace 3 (Select Three Vehicle
Pilot / Driver
Defense Dodge 4, Parry 4, Fortitude 1, Tough- Types), Equipment 6, Improved Initia-
ness 3/1 *, Will 1 The pilot/driver is skilled at operating their tive, Ranged Attack 4
Totals Abilities 20 + Advantages 8 + Skills 10 chosen type of vehicle. It is their responsibil- Skills Expertise: Mechanics 4 (+4), Perception
+ Defenses 4 = 42 ity to transport other minions and provide 4 (+4), Technology 2 (+2), Vehicles 8 (+10)
cover from the relative safety of their vehicle.
* Without undercover shirt Offense Initiative +6, Light Pistol +6 (Ranged
Pilot/Driver, Low-Level Damage 3), Unarmed +6 (Close Damage 1)
Threat Level: Beta PL4 • 35 points
Defense Dodge 6, Parry 6, Fortitude 3, Tough-
Infiltrator, High-Level Abilities Str 0, Sta 0, Agl 2, Dex 2, Fgt 4, Int 0, ness 4/1 *, Will 1
PL7 • 73 points Awe 1, Pre 0
Totals Abilities 26 + Advantages 14 + Skills 9
Abilities Str 1, Sta 1, Agl 3, Dex 3, Fgt 6, Int 1, Equipment Vehicle, Light Pistol, Undercover + Defenses 6 = 55
Awe 1, Pre 1 Vest
* Without undercover shirt
Equipment A variety of criminal and sur- Advantages Ace (Select Vehicle Type), Equip-
veillance gear, as the mission demands. ment 5, Ranged Attack 2 Threat Level: Beta

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Sharpshooter Sharpshooter, High-Level


PL7 • 66 points
These elite foot soldiers are expert marks- Str 1, Sta 2, Agl 2, Dex 2, Fgt 6, Int 0,
Abilities
men, and are often employed t o Awe 0, Pre 0
strike heroes from a distance
while other troopers get in EquipmentSniper Rifle, Light Pistol, Un-
close and personal. dercover Vest

Sharpshooter, Low-Level Advantages Equipment 5, Improved Aim,


PL4 • 36 points Improved Critical (Rifles), Improved Ini-
tiative, Precise Attack 2 (Ranged; Cover,
Str 0, Sta 1, Agl 2, Dex 2, Fgt 3, Int 0,
Abilities
Concealment), Ranged Attack 7
Awe 0, Pre 0
SkillsAthletics 4 (+5), Expertise: Soldier
Equipment Sniper Rifle, Light Pistol, Under-
(AWE) 6 (+6), Expertise: Tactics 4 (+4),
cover Vest
Perception 4 (+4), Stealth 6 (+8)
Advantages Equipment 4, Improved Aim, Im-
Offense Initiative +6, Light Pistol +9 (Ranged
proved Critical (Rifles), Precise Attack 2 Damage 3), Sniper Rifle +9 (Ranged Dam-
(Ranged; Cover, Concealment), Ranged age 5, 18-20), Unarmed +6 (Close Damage
Attack 3 1)
SkillsAthletics 2 (+2), Expertise: Soldier Defense Dodge 5, Parry 6, Fortitude 7, Tough-
(AWE) 4 (+4), Expertise: Tactics 2 (+2), ness 5/2 *, Will 3
Perception 2 (+2), Stealth 2 (+4)
Totals Abilities 26 + Advantages 17 + Skills
Initiative +2, Light Pistol +5 (Ranged
Offense
12 + Defenses 11 = 66
Damage 3), Sniper Rifle +5 (Ranged
Damage 5, 18-20), Unarmed +3 (Close * Without undercover shirt
Damage 0) Threat Level: Gamma
Defense Dodge 3, Parry 3, Fortitude 3, Tough-
ness 4/1 *, Will 0 Technician
TotalsAbilities 16 + Advantages 11 + Skills 6
+ Defenses 3 = 36 A technician is the nameless guy in a lab
coat or coveralls who flits about the control
* Without undercover shirt room or headquarters hallways, building,
Threat Level: Beta fixing, and operating equipment. Techni-
cians are not intended to become involved
in combat and are rarely armed with any-
thing more than whatever is at hand.

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Technician, Low-Level suited to a Technician) 8 (+varies), Tech- Totals Abilities 12 + Advantages 9 + Skills 6 +
PL3 • 30 points nology 8 (+10) Defenses 4 = 31
Str 0, Sta 0, Agl 0, Dex 0, Fgt 2, Int 1,
Abilities OffenseInitiative +0, Unarmed +3 (Close * Without bulletproof vest
Awe 1, Pre 1 Damage 0) Threat Level: Beta
Equipment Whatever tools their duties de- Defense Dodge 6, Parry 6, Fortitude 2, Tough-
mand. At most, they might be armed ness 0, Will 6 Trooper, High-Level
with a Light Pistol PL6 • 59 points
Totals Abilities 16 + Advantages 5 + Skills 16
Advantages Equipment 3, Jack-of-all-Trades Abilities Str 1, Sta 2, Agl 1, Dex 1, Fgt 5, Int 0,
+ Defenses 15 = 52
Awe 0, Pre 0
Skills Expertise (Select Two suited to a Tech- Threat Level: Alpha
nician) 2 (+varies) Expertise (Select Two Equipment Assault Carbine, Fragmentation
suited to a Technician) 4 (+varies), Tech- Grenades, Bulletproof Vest
nology 4 (+5) Trooper Advantages Close Attack 1, Equipment 7, Im-
Offense Initiative +0, Unarmed +2 (Close As an organization’s basic foot soldier, proved Initiative, Move as One, Ranged
Damage 0) the trooper will be at the forefront of any Attack 5
combat action. Skills Athletics 4 (+5), Expertise: Soldier
Defense Dodge 4, Parry 4, Fortitude 1, Tough-
ness 0, Will 2 Trooper, Low-Level (AWE) 6 (+6), Expertise: Tactics 6 (+6),
PL5 • 31 points Intimidation 4 (+4), Perception 4 (+4)
Totals Abilities 10 + Advantages 4 + Skills 8 +
Defenses 8 = 30 Abilities Str 0, Sta 1, Agl 1, Dex 1, Fgt 3, Int 0, Offense Initiative +5, Assault Carbine +6
Awe 0, Pre 0 (Ranged Damage 5, Multiattack, Dimin-
Threat Level: Alpha ished Range), Fragmentation Grenades
Equipment Assault Carbine, Fragmentation
+6 (Burst Area Ranged Damage 5), Un-
Grenades, Bulletproof Vest armed +6 (Close Damage 1)
Technician, High-Level
Advantages Equipment 7, Ranged Attack 2
PL4 • 52 points Defense Dodge 5, Parry 5, Fortitude 7,
Str 0, Sta 0, Agl 0, Dex 0, Fgt 3, Int 2,
Abilities
SkillsAthletics 2 (+2), Expertise: Soldier Toughness 6/2 *, Will 3
Awe 2, Pre 1 (AWE) 4 (+4), Expertise: Tactics 2 (+2), TotalsAbilities 20 + Advantages 15 +
Intimidation 2 (+2), Perception 2 (+2) Skills 12 + Defenses 12 = 59
Equipment Whatever tools their duties de-
mand. At most, they might be armed Offense Initiative +1, Assault Carbine +3 * Without bulletproof vest
with a Light Pistol (Ranged Damage 5, Multiattack, Dimin-
ished Range), Fragmentation Grenades Threat Level: Beta
Advantages Equipment 3, Improvised Tools, +3 (Burst Area Ranged Damage 5), Un-
Jack-of-all-Trades armed +3 (Close Damage 1)
Skills Expertise (Select Two suited to a Tech- Defense Dodge 3, Parry 3, Fortitude 3,
nician) 4 (+varies) Expertise (Select Two Toughness 5/1 *, Will 0

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Chapter 6
Gadgets and Gear
Every villain—from the grandest of Sometimes, however, the drugs are used so properly), increasing or reducing their ef-
world conquerors to the lowliest of petty directly on the heroes themselves. (This is fect ranks. The indicated Expertise: Poison
thugs or cannon fodder—needs weapons especially true of poisons.) DC may be used to determine the difficulty
and equipment to get the job done. This The player character may be accidental- of doing so and, if appropriate, otherwise
chapter includes new items to add to this ly exposed or forcibly addicted to the sub- preparing the poison properly.
arsenal, making the villain’s efforts all the stance by a villain as a means to control or
more interesting … and dangerous. blackmail the hero or ruin their reputation.
Anemone Venom

Regardless of how the addiction comes Taken from the stingers of the bulb anem-
about, however, illegal drugs can add inter- one, this poison is injected into the subject
Poison and Drugs esting, subtle twists to a story that typically in some fashion (usually with a dart or the
deals mainly with finding the bad guy and like), causing paralysis.
The world is rife with illicit substances,
smashing their face in. Anemone Venom: Affliction 8 (Resisted by
which is why encounters with drug deal-
ers―be they local bottom-feeders or top car- Fortitude; Impaired, Immobilized, Para-
tel members―are so common in super-hero Poisons lyzed), Progressive • 24 points
games. Usually, these substances are noth- Expertise: Poison DC: 16
The following are examples of poisons
ing more than window dressing for the en-
one may find during the course of the game.
counter, but sometimes the Gamemaster has Arsenic
They may also be used as a basis from which
the narcotic play a more direct role in the
more may be developed. Similarly, charac- Common to pesticides, insecticides, and
story, requiring appropriate game statistics.
ters who utilize particular poisons as part of herbicides, this metalloid is extremely poi-
Illegal drugs usually come into play when their powers may use these game statistics sonous when ingested.
a Gamemaster employs them on NPCs, forc- as the foundation upon which their abilities
Arsenic: Weaken Stamina 6 (Resisted by
ing the player characters into a position of are constructed.
Fortitude), Drawn Out, Progressive;
having to deal with the social ramifications
The potency of most poisons may be al- Weaken Strength 6 (Resisted by Forti-
(i.e., resulting crime and addicted friends.)
tered (typically requiring a skill check to do tude), Drawn Out, Progressive • 48 points
Heroes and Drugs
It is not unheard of for comic book heroes to succumb to the allure of illegal narcotics. Indeed, this can be an interesting plot element that can offer
all manner of twist and turns. Stories may be driven in new directions, and characters can radically alter their behaviors and personality. Relationships are
often strained by such situations, especially if a villain finds out about this aspect of the hero’s life and chooses to exploit it via blackmail or the like.

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Expertise: Poison DC: 24 Reaper: Damage 12 (Resisted by Fortitude), Ambrosia: Variable Effect 4 (Metahuman
Secondary Effect, Limited to Metahu- Powers), Addictive (Fortitude), Limit-
Marbled Cone Snail Venom mans • 12 points ed to One Power, Resistible (Fortitude),
The venom found on the harpoon-like Expertise: Poison DC: 35 Side-Effect (as Reaper Poison), Uncon-
proboscis of this reef-dwelling snail caus- trolled (Power is Random) • 16 points
es weakness and pain, and then stops the Expertise: Chemistry DC: 35
Narcotics
lungs from working. It must be injected or
ingested. There are certainly more narcotics to be Cocaine
Snail Venom: Cumulative Affliction 6 (Re- found than presented here, but the follow- This white, refined powder is derived
sisted by Fortitude; Fatigued, Stunned, ing samples will provide an excellent basis from the cocoa plant’s dried leaves. It is in-
Incapacitated), Drawn Out, Progressive; upon which to build more. Furthermore, haled, snorted, or injected into a vein, de-
Weaken Stamina 5 (Resisted by Forti- most narcotics can be made to vary in their pending upon the prepared variation. A
tude), Progressive • 45 points effects to some degree under the pretense of
stimulant, cocaine grants a temporary boost
being made from, and with, varied resourc-
Expertise: Poison DC: 20 of energy but is highly addictive and can re-
es and methods.
sult in a heart attack.
Reaper Ambrosia The Gamemaster should increase the
Aptly named, reaper is a manufactured Ambrosia, or metamethaline-X as it is Damage Effect’s ranks if the cocaine is “cut”
poison tailored to target metahumans known to chemists, is comprised of a number with dangerous substances, resulting in an
(meaning people with genes that have of known (although rare) compounds. These increased chance of a heart attack or other
been altered from their species’ baseline, includes a catalyzing compound that contin- health risk.
by whatever means, and have thereby ac- ues to mystify and elude everyone who has Cocaine: Enhanced Stamina 2, Addictive
quired special abilities.) If consumed by a tried breaking down the drug. Similarly, Am- (Fortitude) 2, Resistible (Fortitude),
non-metahuman (this includes alien spe- brosia’s manufacturer is a carefully guarded Side-Effect (Damage 6, Resisted by Forti-
cies and the like who possess powers that mystery that remains protected behind a ma- tude) • 4 points
are unusual to humans but are uniformly ny-tiered, cell-like distribution system.
Expertise: Chemical DC: 16
part of the species’ genes) there is no effect When ingested by someone without
beyond having to deal with the poison’s metahuman abilities, Ambrosia will ran- LSD
extremely powerful sour flavor. domly bestow one super-power upon them. D-lysergic acid diethylamide, better
Because both substances contain the same This power lasts until the user succeeds at
known as “acid,” causes altered percep-
mysterious chemical as its core ingredient, a Fortitude resistance check, at which point
tions and visual illusions for extended pe-
Reaper is thought to have been designed the power disappears; unlike normal Vari-
riods. LSD must be injected or swallowed,
by the creator of Ambrosia (pg 151.) Reap- able Effects, this power cannot be changed
placed under the eyelid or otherwise ex-
er’s full chemical composition continues to until another dose of Ambrosia is taken. A
elude even the best scientists, making treat- metahuman who ingests or injects the nar- posed to the body in such a way as it may
cotic, however, risks being poisoned. be directly absorbed.
ment extremely difficult.

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Taking this drug produces psychedelic hal- Expertise: Gardener DC: 15 hanced Trait, Side-Effect (Damage 20,
lucinations, and affects one’s senses and de- Limited to non-Psychics), Uncontrolled;
gree of awareness. Radical shifts in cognitive Methamphetamine Weaken Awareness 8 (Resisted by Forti-
abilities, emotional state, and thought process Although meth amps up one’s energy lev- tude), Progressive • 60 points
are also common. The drug is not addictive. els and keeps one awake, it also makes the user Expertise: Chemical DC: 30
LSD: Cumulative Affliction 6 (Resisted incredibly moody. It also causes one’s limbs
by Fortitude; Dazed, Compelled, Con- to shake uncontrollably and become twitchy,
trolled), Drawn Out, Progressive; Close and can lead to a heart attack or stroke.
Illusion 12 (Visual and Auditory), Inde-
Melee Weapons
Methamphetamine must be ingested or
pendent, Resistible (Will) • 42 points inhaled.
Simple Melee Weapons
Expertise: Chemical DC: 16 Meth: Cumulative Affliction 5 (Resisted
by Fortitude; Dazed, Compelled, Con- Hammer: This simple tool can be used as a
Marijuana weapon in a pinch, using the blunt end of
trolled), Addictive (Fortitude), Drawn
The most common and easily acquired Out, Progressive, Side-Effect (Damage 6, the head for bludgeoning or the nail-re-
illicit drug the world over, it consists of Resisted by Fortitude; Tooth Loss; With- moving claw on the opposite side for
dried leaves from the Cannabis plant, al- drawal), Uncontrolled; Enhanced Stami- piercing attacks.
though it can also be used as a food ingre- na 3; Immunity 1 (Need for Sleep); Weak- Mono-Dagger: A mono-dagger’s blade is a
dient or as a tea to similar effect. Marijua- en Dexterity 4 (Resisted by Fortitude), mere single molecule thick, allowing it
na’s effects are primarily a result of THC Progressive • 36 points to cut through most things with relative
(delta-9-tetrahydrocannabinol.) ease.
Expertise: Chemical DC: 18
Potency varies, as does the form it may Sledgehammer: A heavy, two-handed tool
appear in (e.g., hashish.) It affects one’s Zoom
intended for driving objects into the
senses, behavior, ability to think, memory, Newly arrived upon the streets, zoom earth and for demolition, a sledgeham-
and mood. It also has some medical purpos- alters a psychic’s brain chemistry, there- mer can be a devastating weapon in
es, especially as a pain blocker. melee combat.
by boosting their abilities. Because it is
Marijuana: Cumulative Affliction 5 (Re- meant for psionic metahuman use, how- Snap Baton: The collapsible snap baton is
sisted by Fortitude; Dazed, Stunned, ever, zoom can easily have deadly effects an easily concealed metal weapon that
Controlled), Addictive (Fortitude), on a non-psychic. A user suffers a loss of can cause more harm than a tonfa or club.
Drawn Out, Progressive, Limited to judgment and, oddly, the boosting process While collapsed, a snap baton suffers no
Calming and/or Fear/Paranoia, Side-Ef- leaves the psychic’s mind more open to in- Sleight of Hand penalties to conceal it.
fect (Memory Loss and Extreme Appe- fluence and manipulation.
tite); Enhanced Will 8, Limited to Pain;
Enhanced Fortitude 8, Limited to Pain; Zoom must be ingested or injected. Archaic Melee Weapons
Weaken Intellect 4 (Resisted by Forti- Zoom: Variable Effect 6 (Psychic Abilities), Hand Axe: Whether a small, one-handed
tude), Progressive • 40 points Addictive 2 (Fortitude), Limited to En- fighting axe or a woodcutter’s hatchet,

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Melee Weapons Concussion Weapon: Upon impact, these
Weapon Effect Critical Cost advanced melee weapons also release a
Simple Weapons burst of concussive force into the target,
effectively increasing the amount of mo-
Hammer Damage 2, bludgeoning or piercing 20 2
mentum delivered.
Mono-Dagger Damage 3, Penetrating 2, piercing 18-20 7
Sledgehammer Damage 4, bludgeoning 19-20 5 Greataxe: A heavy-bladed axe requiring
two hands to use.
Snap Baton Damage 2, bludgeoning, Feature (Collapsible) 20 3
Archaic Weapons Greatsword: A heavy-bladed sword requir-
Hand Axe Damage 2, slashing 20 2 ing two hands to use.
Mono-Sword Damage 6, Penetrating 2, slashing 19-20 9 Mono-Sword, Great: A great mono-sword’s
Mono-Sword, Short Damage 4, Penetrating 2, piercing 18-20 8 blade is a mere single molecule thick, al-
Short Sword Damage 2, Piercing 19-20 3 lowing it to cut through most things with
relative ease.
Exotic Weapons
Chain Axe Damage 6, Complex 2, slashing 18-20 6
Chain Knife
Chain Sword
Damage 2, Complex 2, slashing
Damage 6, Complex 2, slashing
17-20
17-20
3
7
Ranged Weapons
Concussion Baton Damage 2, Enhanced Knockback 8, bludgeoning 20 10
Concussion Maul Damage 5, Enhanced Knockback 8, bludgeoning 20 13 Projectile Ranged
Concussion Staff Damage 3, Enhanced Knockback 8, bludgeoning 20 11 Weapons
Greataxe Damage 6, slashing 19-20 7 Anti-Materiel Rifle, Advanced: Improved
Greatsword Damage 5, slashing 20 5 craftsmanship allows this weapon to bet-
Mono-Sword, Great Damage 8, Penetrating 2, slashing 19-20 11 ter handle the kick of firing its high-cal-
iber payload while also making it more
this light axe may also be thrown as a Short Sword: A sword with a shorter blade, portable.
ranged attack. making it more suited to close-combat
Anti-Materiel Rifle, Basic: This high-cal-
Mono-Sword: A mono-sword’s blade is a work.
iber weapon is designed for attacking
mere single molecule thick, allowing it materiel at a distance, making it ideal for
to cut through most things with relative Exotic Melee Weapons sniping lightly armored vehicles, supply
ease. depots, armored soldiers, etc.
Chain Weapons: Essentially weaponized
Mono-Sword, Short: A short mono-sword’s chainsaws, gears drive a chain covered
blade is a mere single molecule thick, al- with serrated blades along the weapon’s
lowing it to cut through most things with “edges.” Chain weapons are as loud as
relative ease. one would expect.

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Ranged Weapons
Weapon Effect Critical Cost Weapon Effect Critical Cost

Projectile Weapons Cumulative Burst Area Ranged


Affliction 5 (Resisted by Dodge;
Ranged Damage 7, Enhanced Hindered and Vulnerable, De-
Anti-Materiel Rifle, Net Rifle ― 18
Knockback 4, Penetrating 4, 17-20 22 fenseless and Immobilized), Extra
Advanced Condition, Bulky, Inaccurate,
Bulky, Exposed 2 (Dodge)
Limited Degree
Ranged Damage 7, Enhanced
Anti-Materiel Rifle, Knockback 4, Penetrating 4, Bulky Ranged Damage 5, Multiattack,
17-20 19 SAW 20 13
Basic 2, Exposed 2 (Dodge), Heavy Bulky, Compact Range
Recoil 2 Ranged Damage 2, Diminished
Slingshot 20 3
Ranged Damage 5, Multiattack, Range
Assault Carbine 20 14
Diminished Range Energy Weapons
Compound Bow Ranged Damage 4 20 8 Ranged Damage 3, Enhanced
Concussion Pistol Knockback 8, Diminished Range 20 9
Crossbow, Hand Ranged Damage 2 19-20 5 2, Limited to Nonlethal
Crossbow, Repeating Ranged Damage 3, Multiattack 19-20 10 Ranged Damage 6, Enhanced
Concussion Rifle Knockback 8, Diminished Range 20 12
Flechette Pistol Ranged Damage 2, Penetrating 3 18-20 9 2, Limited to Nonlethal
Line Area 6 (900 ft.) Damage 12,
Flechette Rifle Ranged Damage 4, Penetrating 5 18-20 15 Bulky 2, Exposed 2 (Dodge), In-
Monstro-Cannon 16-20 72
accurate 2, Reload (1 use, Self-Re-
Ranged Damage 4, Feature (Works charging, 1 round)
Gyrojet Pistol 20 9
in Vacuum)
Burst Area Ranged Damage 4,
Ranged Damage 6, Feature (Works Enhanced Knockback 4, Bulky,
Gyrojet Rifle 20 13 Zero-Point Pistol 20 12
in Vacuum) Diminished Range, Inaccurate,
Ranged Damage 6, Multiattack, Pull (Stops at Center)
Heavy Machine Gun Penetrating 4, Bulky 2, Exposed 2 20 16 Burst Area Ranged Damage 6,
(Dodge), Heavy Recoil 2 Enhanced Knockback 4, Bulky,
Ranged Damage 5, Multiattack, Zero-Point Rifle 20 18
Light Machine Gun 20 13 Diminished Range, Inaccurate,
Bulky, Heavy Recoil Pull (Stops at Center)
Cumulative Ranged Affliction 5 Heavy Weapons
(Resisted by Dodge; Hindered
and Vulnerable, Defenseless and Grenade Launcher, Burst Area Ranged Damage 5,
Net Pistol ― 12 ― 20
Immobilized), Extra Condition, Automatic Multiattack
Bulky, Diminished Range 2, Inac- Grenade Launcher, Burst Area Ranged Damage 5,
curate, Limited Degree ― 14
Pistol Diminished Range

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Assault Carbine: A shortened version of the favored by space-far- Net Rifle: A larger version of the net pistol
assault rifle, this weapon is often used for ing military forces that has improved range and larger net.
urban combat and by elite military forces. that do not utilize
Compound Bow: This is a modern bow fit- energy weapons
ted with cams or pulleys that make it eas- because the gyrojet
ier to pull for greater force. can be fired within a vacuum.

Crossbow, Hand: A small crossbow that Gyrojet Rifle: A larger rifle-sized weapon
that fires a larger round. SAW: The Squad Automatic Weapon is a
may easily be fired one-handed, and
man-portable machine gun that can be
quickly reloaded.
carried and used by one man with rela-
Crossbow, Repeating: A hopper atop the tive ease.
crossbow allows it to be gravity fed while
an ingenious spring system allows the act
of firing to provide much of the energy
needed to re-cock the weapon. Heavy Machine Gun: A heavy, rapid-firing
projectile weapon. A heavy machine gun
Flechette Pistol: is typically mounted on a vehicle or fixed
This slender position. Slingshot: A simple projectile weapon, con-
pistol fires a sider a slingshot a thrown weapon for the
slim metal sake of range increments.
sabot rath-
er than a bul-
Energy Ranged Weapons
let. The dart, which is made of a dense
metal such as depleted uranium, causes Concussion Pistol: A pistol that fires a wave
less ballistic Damage but has exceptional of pure concussive force.
penetration. Light Machine Gun: A weighty, rapid-fir-
ing projectile weapon. A light machine
Flechette Rifle: A larger rifle-sized weapon gun is usually mounted on a vehicle or
that fires a larger sabot. fixed position, but can also be carried on
foot as a support weapon.
Concussion Rifle: A larger rifle-sized
Net Pistol: This wide-bore pistol has a
weapon that fires a more powerful wave
heavy, blunt look because it fires a pack-
of force.
aged net that unfurls and twists about its
target thanks to weights located around Monstro-Cannon: This is a massive energy
Gyrojet Pistol: A high-tech pistol that fires weapon with a slower rate of fire because
its perimeter. Unfortunately, the weight
self-propelled rounds that are essentially it takes time for the blast capacitor to re-
small rockets. This makes the ammuni- significantly reduces the range and im-
charge. Its size and bulk make it difficult
tion relatively expensive. This weapon is pedes accuracy.

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to aim and leaves the user exposed to at- Grenades And Explosives
tack, although a tripod is provided for Dodge
Item Effect Cost
stability. DC
Blasting Cap Burst Area Ranged Damage 2, Reduced Area 3 12 3
Detonation
Burst Area Damage 2, Penetrating 2, Reduced Area 5 12 1
Cord
Cloud Area Ranged Affliction 4 (Resisted by Fortitude; Hin-
Nerve Gas 14 12
dered, Stunned, Paralyzed)
Nitromethane
Burst Area Damage 5, Penetrating 5, Reduced Area 4 15 11
Foam
Phosphorous Burst Area Ranged Damage 5, Contagious, Secondary Effect 15 25

Zero-Point Pistol: A pistol that utilizes a Grenades and components are kept in separate cham-
bers within the same can as the NMX. Sep-
contained cosmic event, much like a black
hole in miniature, allowing the weapon Explosives arately, the NMX and catalyst are inert,
making the explosive incredibly safe to
to utilize zero-point energy. The result- transport and store, but when mixed they
Blasting Cap: A small detonator explosive
ing burst also resembles a small black can be detonated with a blasting cap, det-
used on its own for minor demolition or
hole that briefly tears into anything in its onator, etc. One ounce of foam is enough
as a means to ignite more destructive ex-
radius, pulling objects towards its center. to cover nine inches in a straight line.
plosive materials.
For obvious reasons, this weapon is nick-
named the “black hole gun.” Detonation Cord: A reliable tool for timing a NMX is used primarily to breach ob-
larger explosion, the cord has an explosive stacles, such as doors, and to destroy oth-
Zero-Point Rifle: A larger rifle-sized weap- er explosives, like mines, because it has a
core that detonates progressively down its
on that fires more powerful zero-point very contained blast.
length, making it capable of igniting oth-
energy events.
er, attached explosives in succession. Phosphorous: Burning phosphorous fills
On its own, detonation cord can be the grenades explosive radius and con-
Heavy Ranged Weapons tinuous to burn for a while.
used as a low-grade cutting explosive for
Grenade Launcher, Automatic: A belt- or use on cables, metal bars, etc.
drum-fed grenade launcher. Increase Nerve Gas: This grenade’s gas works to
the cost by +1 per additional type of paralyze the subject by preventing their Firearm
grenade carried. nerves from firing properly.
Grenade Launcher, Pistol: A single shot, Nitromethane Foam: This explosive comes
Ammunition
short-range grenade launcher slightly larg- in a pressurized can that mixes the nitro- The following ammunition traits are con-
er than a flare gun. Increase the cost by +1 methane (NMX) foam with a catalytic mix- sidered “add-ons” for existing firearms.
per additional type of grenade carried. ture of propane and isobutene. The two They modify a firearm’s regular capabilities

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at the indicated cost, which can be a modifi- (Acid), Secondary Effect; Improved Crit- Effect
er per rank and/or a flat modifier. ical, Inaccurate 2, Reduced Penetration 2 • Burst Area 2. +2 cost per rank.
• 9 points
Some ammunition types are not suited to • Inaccurate 1. Flat –1.
certain types of firearms and will be noted
as such. The Gamemaster should also give
Concussive Round • Damage becomes fire Damage. No cost.
careful thought to combining ammunition These rounds are fitted with a small ex- • Remove any extras or flaws that affect
types into a single round. plosive charge in their tip. Although this ex- the base weapon’s Damage, such as En-
plosive is not large enough to affect an area, hanced Knockback, Improved Critical, or
Acid Round it delivers a greater “kick.” Penetrating. Cost varies.
A collapsible capsule built into the This round is only available to projectile Cost: Flat –1 point, plus +2 cost per rank.
round’s head splatters the target with acid weapons (with the exception of shotguns The cost may vary further if any Dam-
upon impact. The liquid causes the round to not firing solid slugs) and similar solid age-affecting flaws or extras need to be
tumble slightly off-center, however, and its ammo weapons, such as grenade and rocket removed from the weapon’s base statis-
penetration is significantly reduced. launchers. tics.
This round is only available to projec- Basic Anti-Materiel Rifle with FAE Rounds:
Effect
tile weapons (with the exception of shot- Burst Area 2 (60 ft.) Ranged Damage 7,
guns not firing solid slugs) and similar • Enhanced Knockback 8. Flat +8. Bulky 2, Exposed 2 (Dodge), Heavy Re-
solid ammo weapons, such as grenade Cost: Flat +8 points. coil 2, Inaccurate • 21 points
and rocket launchers.
Heavy Pistol with Concussive Rounds:
Effect Ranged Damage 4, Enhanced Knockback
8 • 16 points
• Half of the weapon’s Damage ranks are
normal (ballistic) Damage and half are Fuel Air Explosive Round
acid Damage. In the case of an uneven
split, the larger fraction is considered The Fuel Air Explosive (FAE) round is Flechette Round
normal Damage. No cost. one of the most dangerous personal mu-
nitions available, so it is extremely rare A small dart replaces the usual bullet or
• Inaccurate 2. Flat –2.
and highly restricted. Upon impact, it like round. A flechette is built of dense met-
• Reduced Penetration 2. Flat –2. fills the immediately surrounding area al, usually depleted uranium, and is better
at penetrating armor at the cost of reduced
• Secondary Effect is added to the acid with a volatile aerosol that is ignited im- ballistic Damage.
Damage. +1 cost per rank. mediately afterward by a spark, creating
an intense, fiery explosion. This round is only available to projec-
Cost: Flat –4 points, plus the acid Damage tile weapons (with the exception of shot-
ranks are +1 cost per rank. Only high-caliber projectile weapons,
guns not firing solid slugs) and similar
such as grenade launchers and anti-materiel
Sniper Rifle with Acid Rounds: Ranged solid ammo weapons, such as grenade
rifles, can utilize the FAE round.
Damage 3 (Ballistic); Ranged Damage 2 and rocket launchers.

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Effect This round is Armor
• Reduce the Damage effect rank by 1. Cost only available to Armor Effect Cost
varies. projectile weap- Energy Protection 4, Limited to
ons (with the ex- 2
• Improved Critical. Flat +1. Webbing Energy
ception of shotguns not Protection 1; Impervious
• Penetrating 2. Flat +2. firing solid slugs.) EOD Suit Protection 5, Limited to Ex- 2
Cost: Flat +3, plus the cost of reducing the plosions, Reduced Agility 2
Damage effect by 1 rank. Effect
Protection 1; Impervious
Submachine Gun with Flechette Rounds: • Contagious. +1 cost per rank. Flak Coat Protection 3, Limited to 2
Ranged Damage 3, Improved Critical, • Diminished Range 1. Flat –1. Explosions, Reduced Agility
Multiattack, Penetrating 2 • 12 points Protection 1; Impervious
Cost: Flat –1 point, plus +1 cost per rank. Flak Jacket Protection 2, Limited to 3
Riot Round Machine Pistol with Spark Rounds: Explosions
These rounds are designed to subdue Ranged Damage 3, Contagious, Multiat- Impervious Protection 1,
Flak Vest 1
rather than kill. Usually only available to tack, Diminished Range 1 • 11 points Limited to Explosions
projectile weapons (with the exception of Protection 8, Reduced
Turtleshell 4
shotguns not firing solid slugs) and similar Tracer Round Agility 2
solid ammo weapons, such as grenade and These rounds leave a phosphorous trail Turtleshell, Impervious Protection 8,
10
rocket launchers some, Gamemasters may that make correcting one’s firing much Heavy Reduced Agility 3
allow these rounds for energy weapons
easier.
under the pretext of employing a different
form of energy. This round is only available to projectile

Effect
weapons (with the exception of shotguns Armor
not firing solid slugs.)
• Limited to Nonlethal Damage. –1 cost per Although many super-villains do not
rank. Effect care enough about their minions to keep
them sufficiently protected against injury,
Cost: –1 cost per rank. • Accurate. Flat +1.
some realize one of the best ways to obtain
Light Pistol with Riot Rounds: Ranged • Reduced Stealth 2. Flat –1. one’s goals is to ensure the survival of one’s
Damage 3, Limited to Nonlethal • 3 points Cost: No cost modifier. tools long enough to get the job done. As
such, the following presents some new ar-
Spark Round Assault Rifle with Tracer Rounds: Ranged mor options with this purpose in mind.
Damage 5, Accurate 1, Multiattack, Re- • Energy Webbing: A microfilament body
These rounds release an electrical dis-
duced Stealth 2 • 15 points glove that helps dissipate energy attacks.
charge rather than a solid projectile when
fired. It may be worn beneath any other type of
armor and most clothing.

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• EOD Suit: A cumbersome Explosive Or- of equipment, adding the Removable flaw Freeze Blast:
dinance Disposal suit fully covers the would be appropriate. Area Line 2 (60
body, including a thickly padded helmet ft.) Damage 3
to protect the head. It provides minimal Flame Pistol (Resisted by Forti-
protection against most attacks, but its de- 6 points tude) • 9 points
sign is more effective against explosions.
This bulky pis- • Ice Block: Cumulative
• Flak Coat: A full-length, trench-coat style tol is essentially Ranged Affliction 3 (Resisted by Dodge;
raiment that covers the arms and torso, Hindered and Vulnerable, Defenseless
a much small-
and provides some protection to the legs and Immobilized), Extra Condition, Lim-
er, more efficient
while it hangs to its full length. Mini- ited Degree • 1 point
flamethrower with a
mal protection is provided against most
greater range than the • Ice Sheet: Burst Area Cumulative
attacks, but its design is more effective Ranged Affliction 3 (Resisted by Dodge;
against explosions. This may be worn common back-mounted variety, although with
a much-reduced shot capacity. Hindered and Vulnerable), Extra Condi-
over other modern body armor. tion, Limited Degree 2 • 1 point
• Flak Jacket: A sleeved jacket that pro- Flame Pistol: Area Line 2 (60 ft.) Damage 3,
vides minimal protection against most Contagious, Split 2, Bulky, Reload (Re- Freeze Rifle
attacks, but its design is more effective load Die 15, 1 round) • 6 points
32 points
against explosions. This may be worn
Flame Rifle A larger version of the freeze pistol,
over other modern body armor.
29 points the freeze rifle is more powerful and has a
• Flak Vest: A sleeveless jacket that provides
greater range.
minimal protection against explosions. A rifle-sized version of the flame pistol,
• Turtleshell: A complete, full-body suit of this weapon has a greater range and capaci- Freeze Rifle: Array (30 points)
ballistic plates attached to a body glove. ty for inflicting harm. Freeze Blast: Area Line 4 (250 ft.) Dam-
age 6 (Resisted by Fortitude) • 30 points
• Turtleshell, Heavy: A complete, full- Flame Rifle: Area Line 4 (250 ft.) Damage 6,
body suit of heavy ballistic plates at- Contagious, Split 2, Bulky 2, Reload (Re- • Ice Block: Cumulative Ranged Afflic-
tached to a body glove. load Die 15, 1 round) • 29 points tion 10 (Resisted by Dodge; Hindered
and Vulnerable, Defenseless and Immo-
Freeze Pistol bilized), Extra Condition, Limited Degree
Weapons as Devices 11 points • 1 point
A pistol that fires a blast of deadly cold.
The following section includes items
Alternatively, the pistol can be set to encase
that are beyond the scope of ordinary
the target in quick melting ice or cover a sur-
equipment and must be purchased as de-
face in a slippery sheet of ice.
vices or power builds in most games. If
added to the character as a typical article Freeze Pistol: Array (9 points)

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• Ice Sheet: Burst Area Cumulative Quake Cannon Sonic Rifle: Area Cone 4 (250 ft.) Damage
Ranged Affliction 10 (Resisted by Dodge; 9; Cumulative Area Cone 4 (250 ft.) Af-
19 points
Hindered and Vulnerable), Extra Condi- fliction 9 (Resisted by Will; Impaired,
tion, Limited Degree 2 • 1 point A larger, machine gun-sized weapon Disabled, Unaware), Limited to Auditory
that fires a more powerful energy vibration • 90 points
Quake Pistol at much greater range than does either the
5 Points quake pistol or quake rifle.

This pistol unleash- Quake Rifle: Burst Area Ranged Damage Missiles
es a ripple of undu- 12, Penetrating 3, Bulky 2, Exposed 2
(Dodge), Limited versus Organic (Half Missiles can easily be built as nothing
lating energy that, more than the descriptor for a standard
when it strikes a solid object, causes the Damage), Reload (Reload Die 18, 1
round) • 19 points power, such as stating a Burst Area Ranged
target to shake and vibrate with damaging Damage effect is a missile rather than an en-
results. ergy blast. However, sometimes it’s useful
Quake Pistol: Burst Area Ranged Damage (and more realistic) to further customize the
4, Penetrating 2, Bulky, Limited versus power to focus the missile on a particular
Organic (Half Damage), Reload (Reload way of operating or to attain an effect other
Die 18, 1 round) • 5 points than a simple-if-harmful explosion.

Quake Rifle Sonic Pistol


Targeting Systems
12 Points 32 points
Missiles may be fitted with a variety of
A larger, rifle-sized weapon that fires a Tipped with a cone-shaped emitter at the Extras and/or Linked power effects (typi-
more powerful energy vibration than does end of its coiled barrel, the bulky sonic pis-
cally Senses) to represent various forms of
the quake pistol. tol unleashes a wave of sound that damages guidance systems.
Quake Rifle: Burst Area Ranged Damage 8, and disorients.
Penetrating 2, Bulky, Exposed (Dodge), Sonic Pistol: Area Cone 3 (120 ft.) Dam- With the exception of the dumb fire op-
Limited versus Organic (Half Dam- tion, most of the following targeting sys-
age 4; Cumulative Area Cone 3 (120 ft.)
age), Reload (Reload Die 18, 1 round) tems can be used in combination with each
Affliction 4 (Resisted by Will; Impaired,
• 12 points other on the same missile.
Disabled, Unaware), Limited to Auditory
• 32 points
Dumb Fire

Sonic Rifle A missile that relies entirely on the op-


erator’s unaided Ranged Attack modifier is
90 points
considered dumb fire―the operator aims
A larger, rifle-sized weapon that fires a more and rolls to attack, and that’s it. This best
powerful sonic blast than does the sonic pistol. suits the “missile-as-descriptor” approach

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to building such weapons, and is a default as narrow as a single bloodline or individu- Effect
missile or rocket build. al. The genetic marker must be uploaded to
• Senses 6 (Accurate Magnetic Awareness,
the targeting computer prior to launch.
Effect Extended 3.) Flat +6.
If the genetic marker is not detected or
• None is lost following launch, the missile will Cost: Flat +6 points.
Cost: No additional cost. not detonate. However, if it explodes while
attacking an appropriate target, anything Nightvision
Enhanced Targeting caught in its blast radius is also at risk. This targeting system allows the weapon
Efficient computer targeting systems al- The missile uses the operator’s Ranged to be fired against targets in the dark with-
low the missile to better track and strike Attack modifier when fired. out penalty.
against its intended target. Effect
The missile uses the operator’s Ranged
The missile uses the operator’s Ranged • Senses 7 (Accurate Ranged Detect Genet- Attack modifier when fired.
Attack modifier when fired. ic Marker [Smell], Extended 3.) Flat +7. Effect

Effect
• Limited to Attacking Genetic Marker. –1 • Senses 2 (Darkvision.) Flat +2.
• Accurate 4. Flat +4. cost per rank. Cost: Flat +2 points.
Cost: Flat +4. Cost: Flat +7 points, plus –1 cost per rank.
Sample Missiles
Fire-And-Forget Infrared Guided
The following are examples of several
A course-correcting computer in the mis- This targeting system allows the weapon missile builds. They are presented without
sile allows it to make course adjustments in to seek a target using the infrared spectrum. the previous targeting systems to make it
flight. The missile uses the operator’s Ranged easier to customize them as desired.
The missile uses the operator’s Ranged Attack modifier when fired.
Attack modifier when fired. Anti-Air Missile
Effect
Effect A missile intended to spread shrapnel over
• Senses 4 (Infravision, Extended 3.) Flat a large area as a way to assault airborne targets.
• Homing 6. Flat +6. +4.
Anti-Air Missile: Burst Area 3 (120 ft.)
Cost: Flat +6 points. Cost: Flat +4 points. Ranged Damage 11, Limited to Attacking
Airborne Targets • 33 points
Genetic Hound Magnetic

Also known as “assassin guidance,” this The targeting system seeks out strong Anti-Ship Missile
advanced targeting system will seek out a magnetic fields to attack.
A long-range missile to be launched
specific genetic signature in order to strike
The missile uses the operator’s Ranged against watercraft from shore or another
that target. The genetic designation could be
as broad as an entire ethnicity or species, or Attack modifier when fired. waterborne vessel.

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Anti-Ship Missile: Burst Area 2 (60 ft.) over the area that in turn only explode if
Ranged Damage 13, Extended Range 8, they stick to a metal object. The limpet mis- Vehicles Features
Penetrating 2, Limited to Attacking Wa- sile is useful for attacking vehicle convoys. Whether it is a futuristic tank the villain’s
terborne Targets • 49 points forces are using to conquer the city or the
Limpet Missile: Burst Area 3 (120 ft.)
Ranged Damage 10, Selective (Magnetic) souped-up motorcycle a local vigilante uses
Anti-Surface Missile
• 51 points to get around upon, vehicles of all sorts,
A missile launched from aircraft, ground both mundane and extraordinary, are sta-
craft, or watercraft to attack surface targets. ples of the super-hero genre.
Phosphorous Missile
Anti-Surface Missile: Burst Area 2 (60 ft.) The following are new vehicle features
Ranged Damage 11, Penetrating 2, The missile fills the area with burning to be employed in your game. Each costs 1
Limited to Attacking Surface Targets white phosphorous. point (per rank in some instances.)
• 35 points Phosphorous Missile: Burst Area 2 (60 ft.)
Ranged Damage 6, Contagious, Second- Advantage
Bunker Buster
ary Effect • 36 points The vehicle has the equivalent of a com-
This missile initially detonates against bat or general advantage. Vehicles cannot
a hard, outer surface and then launches a Psycho-Missile have fortune or skill advantages (although
sub-munition that enters through the hole their pilots may.)
the original attack made in order to attack A truly villainous super-weapon, the
the target’s interior. ICBM-sized psycho-missile releases a neu- Autopilot
rotoxin that affects the brain’s ability to think
Bunker Buster Missile: Ranged Damage 8, straight, reaping mayhem and destruction if The vehicle is capable of self-piloting with
Penetrating 8; Burst Area 2 (60 ft.) Ranged its own Vehicle skill of 4 skill ranks per rank
launched upon a population center.
Damage 6, Triggered (Initial Detonation) in this Feature (half the usual cost of the skill,
• 49 points Psycho-Missile: Cloud Area 5 (250 ft.) since it is Limited to just this vehicle.)
Ranged Affliction 8 (Resisted by Forti-
Micro-Missile tude; Dazed, Compelled, Controlled) • Cargo
This is a tiny missile roughly the size of a 56 points The vehicle has space to contain cargo in-
soda can. It is often fired from battlesuits or side of itself. It can carry a volume of cargo
firearm-sized launchers. Rockets equal to its size rank +10. So a size rank 0 ve-
Micro-Missile: Burst Area (6 ft.) Ranged These explosive weapons are typically hicle can carry up to 1,000 cubic feet of cargo
Damage 4, Reduced Area 2 • 10 points (volume rank 10.)
mounted in aircraft to be used en masse
against ground targets. Chaff
Limpet Missile
Rocket: Burst Area 2 (60 ft.) Ranged Dam- The vehicle can eject packets of chaff that
When the target is reached, the missile’s
age 9, Inaccurate • 35 points are meant to better its chances of evading in-
warhead explodes and disperses a number
of magnetic shaped charge sub-munitions coming missiles. This feature provides a +2

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bonus to Defense, but only against visual- When ejecting, the pilot must make a Improved Handling
ly-guided missiles. A second rank increases Dodge check (DC 15) or suffer a damaging
The vehicle has superior steering and
this bonus to +5, and a third rank to +8. hit equal to the attack that destroyed the ve-
response capabilities, offsetting up to −2 in
hicle. If appropriate, subtract the vehicle’s
penalties incurred during maneuvering. A
Communications Impervious ranks from the attacks rank to
second rank increases the penalty that may
The vehicle has a communications system determine the strength of the hit to apply be offset to −5, and a third rank to −8.
(CB radio, cellular link, even subspace or FTL against the ejected character.
comlink) designed to communicate with sim- Each additional rank increases the Passengers
ilar systems. For an especially broad-spec- amount of ejection systems in the vehicle
The vehicle can carry people other than
trum system, the Gamemaster may wish to by one rank up the Amounts Table (pg 80.)
its pilot and crew. The vehicle must be at
charge an additional Feature rank. For example, the ejection system accommo- least size rank 0 (enough to carry four pas-
dates two people at 2 ranks, four people at 3 sengers.) Each additional size rank doubles
Computer ranks, and so on. the number of passengers.
The vehicle has an on-board computer
capable of accessing information and con- Escape Pod Ram Prow
trolling the vehicle’s routine operations. An escape capsule allows the vehicle’s The vehicle’s front is fitted with some man-
pilot to escape the craft in the event of its ner of ram and/or it is reinforced to better
Dual Size destruction or failure to function. conduct such an attack. When using the ram
The vehicle has two size categories: its in- An escape capsule can provide any Im- prow to conduct a slam attack with the vehi-
side category (purchased normally) and an munity traits the vehicle had for one week cle, you gain an additional +1 circumstance
outside category, one or more size categories before its power fails, and has a Toughness bonus to Damage. Also, your vehicle only
smaller, making it larger on the inside than of 5. The Toughness can be increased by +1 suffers one-quarter the Damage rank of the
the outside. Pay the cost of the larger interior per additional rank. The capsule has ranks attack inflicted on the target (rounded down.)
size, plus 1 rank in this feature for each size in movement equal to half the vehicle’s rat- The ram is bulky and can interfere with
category reduction of the exterior size. ing, but provides no means of control. In- steering on smaller vehicles, however. This
imposes a cumulative −2 penalty to Vehicles
Determine the vehicle’s Str and Tou from stead, it merely seeks out the nearest safe
skill checks on Large vehicles or –4 on Me-
the larger size and its Defense from the landing point. Otherwise, it has none of the dium vehicles.
smaller one. vehicle’s powers or features.
Each additional rank increases the Remote Piloting
Ejection System
amount of space on the escape pods (or The vehicle can be piloted remotely via
The vehicle’s pilot is provided with some amount of individual, solo pods) in the ve- telepresence, similar to the Communication
form of ejection system that, although al- hicle by one rank up the Amounts Table (pg Link effect of Senses and the Mental Link
lowing them to leave the craft in the event of 80.) For example, the escape pods accom- extra of Summon. Choose a sense type for
an emergency, leaves them exposed to the modate two people at 2 ranks, four people the link, sensory effects targeting that sense
craft’s external environment. at 3 ranks, and so on. type may interfere with or disrupt it.

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Rooms easily tell enemies apart from allies upon Vehicles 4 (+7)
the battlefield, vehicles with transponders Advantages All or Nothing, Blaze of Glory,
At the Gamemaster’s discretion, a Gar-
can ignore the cover friendly targets nor- Fanatic, Power Attack, Strongarm
gantuan or larger vehicle can incorporate
mally provide to foes like the Precise At-
some headquarters features, essentially Skills Ranged Combat: Forearm Blaster 6 (+9)
tack advantage.
functioning like a mobile installation. For
Offense Initiative +3, Forearm Blaster +9
example, a Gargantuan jet plane might have (Ranged Damage 10), Unarmed +6 (Close
an Infirmary and Living Space on board,
while an Awesome-sized starship might Constructs Damage 4)
have that plus a Gym, Hangar, Holding Defense Dodge 8, Parry 6, Fortitude Immune,
What do super-villains do when they Toughness 8, Will Immune
Cells, Laboratory, and more!
can’t stand to be around other people? They
Totals Abilities 6 + Powers 88 + Advantages 5
For Dual Size vehicles (see previous) the create robots to do their bidding, of course!
+ Skills 3 + Defenses 5 = 107
vehicle’s internal size determines if this fea-
ture is available. Threat Level: Gamma
Bodyguard Robot
If using the new headquarters rules pre-
sented in Chapter Eight: Headquarters, This type of robot is programmed to be Destroyer Mech
absolutely devoted to the protection of its
Revisited & Revised, the amount of Spaces A machine of pure devastation, the de-
charge, even at the expense of its own ex-
a vehicle has is indicated on the following istence. A bodyguard robot is usually com- stroyer mech is designed as a combat robot
table. If not, the Gamemaster shall need to prised of a sturdy humanoid frame that can with a wide array of weapons intended to
rely upon their judgment to determine what easily be concealed within a bulky trench take on heavily defended targets, including
shall fit in the vehicle. coat or the like. More advanced models are metahumans.
fitted with prosthetics that allow the ma-
Vehicle Room Space Destroyer Mech
chine to pass for human in poor lighting.
Vehicle Size Spaces PL11 • 127 points
Medium Not possible Bodyguard Robot Str 10, Sta ―, Agl 1, Dex 1, Fgt 4, Int
Abilities
PL9 • 107 points
Large Not possible ―, Awe 0, Pre ―
Huge 1 Str 4, Sta ―, Agl 3, Dex 3, Fgt 6, Int
Abilities
Powers Armor: Protection 8, Impervious 6;
Gargantuan 2 ―, Awe 2, Pre ―
Large: Growth 4, Innate, Permanent; Mi-
Colossal 4 Powers Armor: Protection 8, Impervious 4; cro-Missiles: Burst Area Ranged Damage
Awesome 8 Forearm Blaster: Ranged Damage 10, 4, Multiattack, Reduced Area 2; Plasma
Precise; Radio: Burst Area Communica- Blaster: Ranged Damage 12, Penetrating
tion 2 (Radio), Selective, Subtle; Robot:
Transponder 6, Diminished Range; Radio: Burst Area
Immunity 30 (Fortitude Effects); Robotic
The vehicle has an IFF (Identification, Strength: Enhanced Strength 4, Limited Communication 2 (Radio), Selective,
Friend or Foe) system, sending out a signal to Lifting; Software: Enhanced Intimida- Subtle; Robot: Immunity 30 (Fortitude
other IFF transponders can read to identify tion 2 (+6), Enhanced Perception 10 (+12), Effects); Robotic Strength: Enhanced
the machine. In addition to being able to Enhanced Sense Motive 6 (+8), Enhanced Strength 6, Limited to Lifting

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Close Attack 4, Improved Critical 2
Advantages Software: Enhanced Expertise: Butler 4 Offense Initiative +3, Laser Eye +5 (Ranged
(Unarmed), Power Attack, Ranged Attack 7 (+4), Enhanced Expertise: Cook 4 (+4), Damage 5, Precise), Unarmed +4 (Close
Skills Stealth 0 (–3) Enhanced Expertise: Cleaner 4 (+4) Damage –1)
Initiative +0, Unarmed +0 (Close Defense Dodge 8, Parry 6, Fortitude Immune,
Offense
Offense Initiative +1, Micro-Missiles +8 (Burst
Damage 3) Toughness 3, Will Immune
Area Ranged Damage 4, Multiattack, Re-
duced Area 2), Plasma Blaster +8 (Ranged Defense Dodge 2, Parry 2, Fortitude Immune, Totals Abilities –6 + Powers 75 + Defenses 3 = 72
Damage 12, Penetrating 6, Diminished Toughness 5, Will Immune Threat Level: Beta
Range), Unarmed +8 (Close Damage 10, Totals Abilities –24 + Powers 53 + Defenses
18-20) 4 = 33 Spyfly
Defense Dodge 4, Parry 4, Fortitude Immune,
Threat Level: Alpha Only slightly larger than a normal house-
Toughness 12, Will Immune
fly, this tiny robot is an expert of infiltration
Totals Abilities –6 + Powers 112 + Advantag- Spiderbot and surveillance.
es 14 + Defenses 7 = 127
These multi-functional robots can act as Spyfly PL1 • 92 points
Threat Level: Gamma
attack or defense units, or perform rudi- Str –5, Sta ―, Agl 4, Dex 4, Fgt 0, Int
Abilities
mentary observation and security services. ―, Awe 0, Pre ―
Servant Robot Their size and multiple legs make them ide-
Powers Armor: Protection 1; Flight: Flight
ally suited for getting into tight locations. 3 (16 mph); Fly-Sized: Shrinking 20, In-
This simple, multi-armed construct is
intended to perform equally simple servile Spiderbot PL7 • 72 points nate, Permanent; Radio: Burst Area Com-
duties. It possesses enough mental capaci- munication 2 (Radio), Selective, Subtle;
Abilities Str –1, Sta ―, Agl 3, Dex 3, Fgt 4, Int Robot: Immunity 30 (Fortitude Effects);
ty and ability to perform these tasks, but is
relatively useless beyond these parameters. ―, Awe 2, Pre ― Sensors: Senses 8 (Darkvision; Direction
Sense; Distance Sense; Infravision; Radio;
A servant robot gets about on two rudi- Powers Armor: Protection 3, Impervious Ultra-Hearing; Ultravision); Sticky Legs:
mentary legs or a wheeled chassis that al- 1; Laser Eye: Ranged Damage 5, Accu-
Movement 1 (Wall-Crawling)
lows it to move in all directions upon a sta- rate, Precise; Radio: Burst Area Com-
ble platform. munication 2 (Radio), Selective, Subtle; Advantages Close Attack 6
Robot: Immunity 30 (Fortitude Effects); Skills Stealth 4 (+28)
Servant Robot PL1 • 33 points Sensors: Senses 10 (Darkvision; Accu-
Initiative +4, Unarmed +6 (Close
Offense
Abilities Str 3, Sta ―, Agl 0, Dex 0, Fgt 0, Int rate Ranged Detect Vibration [Touch];
Damage –5)
―, Awe 0, Pre ― Direction Sense; Distance Sense; Infravi-
sion; Radio); Small: Shrinking 4, Innate, DefenseDodge 14, Parry 10, Fortitude Im-
Powers Armor: Protection 5; Multi-Arms: Permanent; Sticky Legs: Movement 1 mune, Toughness 1, Will Immune
Extra Limbs 2; Radio: Burst Area Com- (Wall-Crawling) TotalsAbilities –14 + Powers 98 + Advantag-
munication 2 (Radio), Selective, Subtle; es 6 + Skills 2 = 92
Robot: Immunity 30 (Fortitude Effects); Skills Stealth 0 (+7)
Threat Level: Alpha

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ception 6 (+6); Tiny: Shrinking 8, Innate, it is never meant to be used. However,
Permanent sometimes having such devices present-
Skills Stealth 0 (+8)
ed in terms of the game’s mechanics helps
visualize the danger’s scope. Also, if the
Offense Initiative +3, Blaster +5 Gamemaster really feels nasty, WMDs may
(Ranged Damage 5, Multiattack, become necessary should the player charac-
Diminished Range) ters fail to prevent their use.
Defense Dodge 7, Parry 5, For- That being said, it is up to the Gamemas-
titude Immune, Toughness 5, ter to decide how and when to use WMDs
Will Immune and super-weapons. The following exam-
Totals Abilities –18 + Powers 92 + Defenses 1 = 75 ples should provide a basis of scope and
scale from which the Gamemaster can de-
Threat Level: Beta velop more.

Death Ray
Weapons of Mass 51 points
Destruction & Su- This massive weapon is a staple of evil
Weapon Drone
per-Weapons geniuses everywhere. The device fires a
deadly ray of energy into space that is then
A weapon drone is a saucer-shaped robot
that can be set to attack, patrol, or remain As anyone who has ever read a comic directed to the target via a mirror-equipped
within a certain distance of a specified tar- book can tell you, super-villains have a nas- satellite. The ray’s point of focus is wide
get it’s been assigned to defend. ty habit of trying to conquer, blackmail, or enough to encompass much of a city block.
destroy nations (or even the entire world) Death Ray: Burst Area Ranged Damage
Weapon Drone PL5 • 75 points using weapons of mass destruction (WMDs) 20, Extended Range 10, Indirect, (Satel-
Str –2, Sta ―, Agl 3, Dex 3, Fgt 0, Int
Abilities and super-weapons. Whether a convention- lite) Penetrating 2, Activation (Standard),
―, Awe 0, Pre ― al nuclear bomb or something off the wall, Priming
like a mile-wide cloud of flesh-eating in-
Powers Armor: Protection 5; Blaster: Ranged sects, WMDs and super-weapons can easily Flesh Eating Virus
Damage 5, Accurate, Multiattack, Dimin- represent the epitome of malicious calcula- 70 points (airborne) / 50 points (contact)
ished Range; Flight: Flight 2 (8 mph); tion and wanton disregard for human life. It
Radio: Burst Area Communication 2 (Ra- falls upon the heroes to stop these devastat- Usually dispersed into the air by explo-
dio), Selective, Subtle; Robot: Immunity ing weapons from being used. sives (airborne version) or directly into a
30 (Fortitude Effects); Sensors: Senses 8 water system (contact version), this WMD
(Darkvision, Direction Sense, Distance In most cases, a WMD need be nothing can have devastating results if used in a
Sense, Infravision, Radio, Ultra-Hearing, more than a plot device―a concept to be population center.
Ultravision); Software: Enhanced Per- presented without actual statistics because

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Flesh Eating Virus (Airborne): Cloud Area Mind Melter Generator
5 (250 ft.) Weaken Toughness 7, Conta- Self-Reproducing Metal-Munchers
If the Gamemaster likes, a procreation aspect 210 points
gious, Drawn Out, Progressive
can be added to the metal-munchers. For every Meant to be concealed within a population
Flesh Eating Virus (Contact): Weaken ten minutes spend eating metal, add 1 rank of center in order to be activated at the desired
Toughness 10, Contagious, Drawn Out, Growth. This indicates the nanites are not mere-
moment, the mind melter generator releases
Progressive ly destroying the metal they munch upon, but invisible energy waves that affect the mind.
are processing it to create more of themselves.
This energy begins by causing dementia and
Idiot Box
confusion, followed by an attempt to destroy
45 points Although actually a swarm of tiny ma- the mind of anyone exposed once the gener-
The “idiot box” generates energy pulses chines that individually exist on a microscop- ator reaches full power.
that integrate themselves with television ic scale, for game purposes these miniscule The housing has a Toughness of 7.
signals, requiring the device be spliced into robots are treated as a single construct. Col-
a television broadcasting station in order to lectively, they appear as a cloud of shimmer- Mind Melter Generator: Dementia: Burst
work. Anyone watching the piggybacking ing dust to the naked eye, and are extremely Area 9 (1 mile) Affliction 10 (Resisted
signal long enough will become increas- difficult to destroy by conventional means. by Will; Dazed, Compelled, Controlled),
ingly dumber the longer they observe the Progressive, Sustained, Instant Recovery,
Gamemasters may wish to add Growth if Priming; Mental Blast: Burst Area 9 (1
mind-altering content. they want the cloud of metal-eating nanites mile) Damage 10 (Resisted by Will), Lim-
Idiot Box: Ranged Weaken Intellect 8, Ex- to be larger. ited to Controlled Subjects, Priming
tended Range 10, Incurable, Indirect (TV),
Metal-Muncher Colony PL5 • 52 points
Progressive, Subtle, Sustained, Priming, Nuclear ICBM
Sense-Dependent (Visual) Abilities Str ―, Sta ―, Agl 0, Dex 0, Fgt 5, Int
―, Awe 0, Pre ― 328 points
Metal-Muncher Nanites Powers Metal Eating: Damage 8, Affects An Inter-Continental Ballistic Missile
92 points Only Objects, Incurable, Reaction, Lim- (ICBM) is the most widely used destructive
ited to Metal; Nanite Cloud: Flight 1 (4 delivery system for nuclear warheads. The
Sometimes the quickest way to bring following is meant to approximate a 300-kilo-
mph), Insubstantial 2; Nanite: Immunity
the enemy to its knees is by destroying ton-apiece Multiple Independent Reentry Ve-
30 (Fortitude); Resistance: Protection 10,
its infrastructure. hicles (MIRVs, meaning individual warheads
Not versus Magnetics
This colony of metal-devouring nanites that can be launched at separate targets) pay-
eats its way through metal―everything Skills Stealth 12 (+12) load from above the overall target area.
from railway tracks to building support Offense Initiative +0, Metal Eating +5 (Damage 8)
Because of its size and the fact that it
struts or raw manufacturing materials. If re-
Defense Dodge 4, Parry 5, Fortitude Immune, houses ten MIRVs, this missile has been
leased into a city, these nanites can rapidly
Toughness 10, Will Immune built as a construct, and the warheads as a
render transportation dangerous, destroy
Ranged Damage attack fired from the core
structures and vital systems, and bring in- Totals Abilities –30 + Powers 72 + Skills 6 +
missile. Only ten such attacks may be made.
dustry to a screeching halt. Defenses 4 = 52

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+8 (Burst Area 10 Ranged Damage 20)
DefenseDodge 8, Parry –4, Fortitude Im-
mune, Toughness 8, Will Immune
TotalsAbilities –14 + Powers 317 + Advan-
tages 8 + Defenses 12 = 323
MIRVs: The ICBM is limited to a maximum of
ten attacks with its MIRV warheads.

Quake Machine
240 points
Using vibration resonance or some simi-
lar method, this device manipulates tectonic
plates in order to cause earthquakes in the
targeted area. The Gamemaster may want
to limit the maximum amount of ranks that
may be applied in consideration of more
stable tectonic situations in the target area
or quake-proofing construction.
Quake Machine: Area Burst 10 (2 miles)
Damage 10, Enhanced Knockback 10,
Sustained, Limited to Ground Structures;
Burst Area 10 (2 miles) Affliction 10 (Re-
sisted by Dodge; Vulnerable, Prone),
Sustained, Limited Degree, Limited to
Ground Targets

Tactical Nuclear Missile


Nuclear ICBM PL14 • 323 points Damage 20, Extended Range 6, Feature
225 points
Abilities Str 5, Sta ―, Agl 0, Dex 0, Fgt ―, Int (Area becomes Radioactive); Rocket En-
―, Awe 0, Pre ― gine: Flight 10 (2,000 mph); Stealth Sys- Like the ICBM (see previous), this vehi-
tems: Concealment 1 (Radar), Passive cle is meant to simulate a nuclear missile,
Powers Guidance: Feature 2 (Navigation although this version is much smaller. Used
System, Remote Control); Huge Missile: Advantages Ranged Attack 8 for precise attacks, the tactical nuclear mis-
Growth 8, Innate, Permanent; Machine: Skills Stealth 0 (–8) sile can be carried aboard and fired from
Immunity 30 (Fortitude); MIRV Nuclear bombers or larger navy vessels. The war-
Warheads: Burst Area 10 (2 miles) Ranged Offense Initiative +0, MIRV Nuclear Warheads head is a 20-kiloton payload.

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Tactical Nuclear Missile PL12 • 202 points treme Cold, Impede Movement, Visibili- Designing Defense and
Str 4, Sta ―, Agl 0, Dex 0, Fgt ―, Int
Abilities ty –5), Extended Range 4 • 54 points
Security Systems
―, Awe 0, Pre ― • Heat Wave: Ranged Environment 24 (Ex-
Powers Guidance: Feature 2 (Navigation treme Heat), Extended Range 6 • 1 point Some security systems are extremely
System, Remote Control); Large Missile: straightforward, involving little more than
• Fog: Ranged Environment 24 (Visibility
Growth 4, Innate, Permanent; Machine: adding a descriptor to an obvious power ef-
2), Extended Range 6 • 1 point
Immunity 30 (Fortitude); Nuclear War- fect choice, such as Senses for sensors suites
head: Burst Area 8 (1/2 mile) Ranged • Lightning: Range Damage 16, Contagious, or Damage for traps and automated killing
Damage 15, Extended Range 2, Feature Extended Range 5, Indirect• 1 point machines. Sometimes, however, you will
(Area becomes Radioactive); Rocket En- • Tornado: Burst Area Ranged Damage 10,
want to think outside the box to come up
gine: Flight 6 (120 mph); Stealth Sys- Extended Range 4, Sustained • 1 point with ideas your players won’t automatically
tems: Concealment 1 (Radar), Passive consider so you can catch them unawares.
Advantages Ranged Attack 8 Let’s look at some important points to
Skills Stealth 0 (–4) A Good Defense― consider when designing security systems.

Offense Initiative +0, Nuclear Warhead +8 Security Systems The Role of Perception
(Burst Area 8 [1/2 mile] Ranged Damage
15) and Traps As does a character, most security systems
use Perception checks to notice what they are
DefenseDodge 9, Parry –2, Fortitude Im- Villains―be they a solitary cad acting on intended to perceive or they allow an opera-
mune, Toughness 4, Will Immune his own or a mastermind commanding an tor to do so if the system is not automated. A
entire nefarious organization―are known basic security camera, for example, may allow
TotalsAbilities –24 + Powers 207 + Advan-
tages 8 + Defenses 11 = 202 for defending what’s theirs, especially their an operator to make Perception checks with-
out modifiers against anything caught in its
bases of operations. Defenses can be as sim-
scope of vision. An older model may apply
Weather Machine ple as a security camera mounted outside
penalties to the operator’s skill check whereas
their apartment door, or as complex as a
58 points a top-of-the-line camera may grant the bene-
sensor web extending for miles beyond the
fits of greater clarity, granting a bonus.
A mass of tubing, Tesla coils, gears, and location’s perimeter, controlling numerous
dynamos, this machine manipulates the anti-ground and anti-air weapon systems. Automated Systems
environment in its target area in order to Regardless of the particulars, the intent is al-
Security systems that function automat-
control the weather. Villains will use the ways to keep the unwanted from getting in
weather control device to destroy crops, ically, sounding an alarm (or whatever)
and the insidious secrets from getting out.
flood streets, and generally cause havoc and when they appropriately perceive some-
destroy resources. This section provides tips and guidelines thing, are provided with a Perception skill
for designing and implementing security rank when necessary. (Assume Awareness 0
Weather Machine: Array (54 points) and defensive measures, as well as tools and unless attached to a construct with a higher
Snow Storm: Ranged Environment 10 (Ex- examples for building your own. Awareness value.)

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If a security system or trap is controlled er trap or security system designs require In this example, the Senses power
by some form of construct, such as a com- more detail, however. provides the required sensory input for
puter intelligence, build the construct nor- the trap by acting as an outlet for the
Triggers usually fall into one of two cate-
mally and consider it to be the operator. Perception skill.
gories: reactive or operated. A reactive trig-
This means such systems are considered
ger sits dormant until some form of direct, As the previous example illustrates, most
operator-required systems rather than be-
external stimulus causes it to activate the cases of using the Check Required flaw as a
ing automated.
trap it is a part of. An operated trigger won’t trigger for an automated system will also re-
Operator-Required Systems do a thing until a command is sent from an quire some manner of Linked effect (in this
If a security system requires an operator external source, be that source a hand deto- case, Enhanced Perception.) This is done to
in order to fulfill its function, no Perception nator, computer keyboard, motion detector, provide the means of making the check. If
skill rank is provided. Instead, the appropri- artificial intelligence, etc. Such triggers are the system requires an operator, a Linked
ate power effect is presented, and it is the typically built using the Triggered (obvi- effect is not typically present because the
operator’s Perception skill that is used. ously) extra, Reaction extra, or the Limited operator performs the required check.
or Check Required flaws.
The Enhanced Perception effect indicates The Limited Flaw
the system requires an operator, but im- When devising a particular trap’s me- The Limited flaw is perhaps the most
proves the latter’s ability to perceive via the chanics and trigger to match its concept, be versatile and open-ended option when it
security system. certain you are choosing the best balance be- comes to building a trigger mechanism. It
tween game mechanics and common sense. can be adapted to suit just about any cir-
Triggers The path of least resistance when designing cumstance by applying it and indicating the
All automated traps and security systems a trap’s trigger―what is easiest to design trap’s powers will only affect anyone who
require a trigger―something to set it off. and costs the fewest points―isn’t necessari- meets a required condition. “Only versus
The type of trigger can vary from one system ly what works best for your particular idea. Intangible” or “Only versus Humans” are
to another, or even per trap, by indicating simple examples of how this flaw may be
more than one trigger for each (a devilish The Check Required Flaw applied to act as a trigger.
way to trick heroes who think they’ve dis- This flaw is most often used to tie a
armed the obvious trigger only to learn the Linked Senses power to a trap, effectively Of course, more complex applications
hard way there was another trigger waiting turning the Senses effect into the trigger. For may be used, but you do not want to get too
to be set off.) example, a trap that is triggered by the pres- detailed or ramble on, or you risk bogging
ence of magic could have a trigger designed the game down in too much minutia.
In some instances, such as security sys-
as follows:
tems that merely detect the presence of The Triggered Extra
something, the trigger is little more than Example Check Required Trap: Burst Keeping in mind it can only be applied
turning it on. The trigger will either detect Area Damage 1, Perception Check to to an effect with an Instant duration, the
what it is supposed to when exposed to Detect Magic Required (DC 11); Senses Triggered extra is best used when you want
the required stimulus or it won’t, depend- 2 (Ranged Detect Magic [Mental]); En- the trigger to be intrinsically related to the
ing upon its Perception check’s result. Oth- hanced Perception 4 (+4) • 5 points nature of the trap itself. This is because the

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ability to perceive the trigger or disarm it is Consider what happens if we remove the tems, even though the power’s description
determined by the power effect’s ranks. So, importance of the trap concept: if the trap may not obviously be intended to counter
the more potent the trap is, the more diffi- designer can build something as rudimenta- or cope with situations created by the secu-
cult the trap’s trigger is to take note of and ry as a pit but doesn’t pay for a trigger cov- rity systems described throughout this sec-
circumvent. This doesn’t always make sense ered by the rules’ mechanics, what does that tion. Certain power builds may be designed
for the trap’s concept, however. say about the trap? Is gravity suspended or conceived in such a way as to have imme-
because we haven’t shown how the Dam- diate effects on the security systems, as the
For example, it would not make sense for a age effect is triggered by means of the trap’s
camouflaged pit trap that is deeper and lined game mechanics? latter are themselves merely power concepts
with spikes to be more difficult to detect and and descriptions. However, other power ef-
disarm simply because it has more ranks of Hardly. fects require more creativity or fudging on
Damage than a shallower pit trap without the Gamemaster’s part to make sense of
The very concept of what a pit trap is
spikes. The camouflage should determine covers the bases, with any victim’s ac- how such an interaction occurs between the
the pit trap’s ability to avoid detection, not tions (walking over it) doing the rest of two, and to what degree.
its depth or how many spikes it contains. the work for us. Concealment has rather obvious applica-
The concept works much like a descriptor tions for bypassing security, as does some
The Reaction Extra uses of Environment. A fog bank or field of
in this way. If a power effect has a fire-related
Much like Triggered, applying Reaction descriptor, for example, it is not necessary to darkness can conceal an intruder from a se-
to a trap or security system can be ideal apply game mechanics that outline every way curity camera, although anyone with com-
because the extra’s very nature is to bring the effect can set something on fire, spread- mon sense watching the camera’s monitor
the power build’s effect into play only in ing flame amongst flammable targets. Based would wonder where the fog or unusual
response to specific circumstances. This on the flame descriptor alone, everyone in the darkness came from. Similarly, Conceal-
would be the ideal trigger for a jaw-like bear game understands the power effect has some ment that muffles sound or scent can be
trap, for instance, using Reaction (Stepped unspoken potential to set other things on fire used to circumvent microphones or phero-
Upon) as the trigger. after the effect is itself no longer directly ap- mone sensors, respectively.
plied. That’s just how fire operates.
Triggering as a Concept If the intruder is concerned with con-
Ultimately, the most important rule when
A trap or security system may also be fusion and distraction rather than con-
deciding how a trap or security system in-
triggered entirely as a matter of concept, cealment and secrecy, an Affliction that is
teracts with its environment―especially the
common sense, and functionality. With a sense-specific (such as may be seen with the
sort of people they are supposed to notice,
pit trap, for example, one may be better off monitor, capture, harm, or kill―is always to Dazzle sample power build) may be used
purchasing linked ranks of Concealment to use common sense. to temporarily overload a sensor. An in-
indicate it is camouflaged and that, inevita- credibly bright flash would cause a security
bly, anyone stepping on it who fails to see Super-Powers versus camera to “white out,” whereas a loud bang
through the façade will fall into the trap. would fill a microphone with white noise
Security Systems and make recording voices impossible for a
Gravity and concept alone do the work for
the trap designer without the need to indi- Some power effects are especially useful time, for instance. Of course, an appropri-
cate any other sort of trigger. for defeating or circumventing security sys- ately built Nullify can be invaluable while

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defeating security―it can just turn off any the power to be within the circumstance’s Surveillance & Passive
sensors or security. context. What’s more, some situations may
Security Systems
These are just some of the obvious choic- cause the Gamemaster to rule there is an
es, but other power effects have applications effective threshold of required ranks in a Not all security systems need to cause
that require more imagination to make use power effect in order for a Perception modi- harm or even restrain or detain the sub-
of. Consider how sufficient ranks of Speed fier to be considered. ject. Most security systems (especially
may interact with a security system without amongst civilians) are entirely passive in
Employing a Speed effect versus a basic nature―that is to say they observe, detect,
the results being accounted for in the pow-
security camera, the Gamemaster may and report, and do not take any aggres-
er’s game mechanics, for example. With suf-
rule that the power has no affect on the sive action of their own. Evil villains are
ficient Speed, the person would be nothing
camera’s ability to see the person if they also likely to use these devices extensively
more than a blur while running before a se-
are moving slower than 60 miles per hour because they are generally much cheaper
curity camera. At the very least it would be
(Speed 5.) This is where the Gamemaster than active security devices and often act
incredibly difficult to accurately identify him
sets his effectiveness threshold for this sit- as eyes and ears (figuratively speaking)
or, if moving fast enough, the person would
uation. A character with Speed 12 (8,000 for active defenses and traps.
be on camera so briefly as to not be noticed
mph) running past this security camera
at all. Against an air flow analyzer, however, The mainstay of any attempt to secure a
would apply a –7 penalty to the camera’s
someone moving at super-speed would dis- location, surveillance and passive security
Perception check (or that of its operator) to
rupt the atmosphere so intensely as to grant systems monitor an area for whatever it is
spot them (Speed 12 minus the threshold of
the security device a Perception bonus. they are designed to detect. How they act on
Speed 5 = 7, which becomes a –7 penalty.)
the information they gather will vary. Per-
Powers versus Security haps the systems merely transmit and/or re-
System Perception If the same character were running through
an area protected by infrared motion sen- cord the data for living attendants to act on,
If the security system utilizes a Perception sor beams, however, the Gamemaster may or maybe the information is used to guide
check to interact with intruders using pow- rule the chance of doing so undetected is the actions of countermeasures (see Active
ers, it is suggested a modifier be applied, as more difficult. In this instance, the Gam- Security and Defense Systems, pg 175.)
appropriate to whether or not the power is emaster determines the effectiveness The following are examples of passive
working in the user’s benefit. This modifier threshold for the Speed power is 8 (500 security systems, many of which may be
should be +/−1 or +/−2 per operational rank mph) before the power benefits the char- used as triggers for traps and/ or aggressive
of the power. A penalty is applied if using acter. As such, the infrared security system security systems. They can also be used as
the power makes the character more diffi- only suffers a –2 penalty against the char- boilerplates that are easily modified by ap-
cult to perceive whereas a bonus indicates acter running by at Speed 10. plying additional extras, flaws, and linked
the power aids the system’s ability to per- powers. If the sensor is pushing the thresh-
ceive the character. Against this same infrared security system, old of the unbelievable, or is using experi-
the Gamemaster indicates each and every mental or untested technology, adding the
Just how much of an adjustment should
rank of a fire-based power grants the de- Unreliable flaw may be in order. Further-
be applied in a given situation depends on
vice a +2 bonus to its Perception check. more, those systems with skills can be made
how effective the Gamemaster considers

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less or more sensitive by increasing or de- Arcane Sensor or humidity-based effects, such as blasts of
creasing the amount of ranks. air or water.
Automated; 6 points
As one would expect, the Senses effect is Atmospheric Monitor: Senses 2 (Radius De-
This device can sense the presence and
often the primary element of most passive tect Temperature and Humidity Variance
use of magic around it. Because of the na-
security systems. It can be made more effec- [Touch]); Perception 8 (+8) • 6 points
ture of magic in most games, this sensor is
tive by adding additional Senses ranks for
itself mystical in nature (e.g., a spell or arti-
increasing its radius or range, or by increas- Chronometric Sensor
fact), or is a hybrid of the arcane and tech-
ing the Perception ranks. Adding Accurate Automated; 6 points
nological.
allows the sensor to act as a targeting sensor
for a defense system. Arcane Sensor: Senses 2 (Radius Magical Requiring the use of super-science, mag-
Awareness [Mental]); Perception 8 (+8) • ic, or something similar, this device moni-
Air Flow Analyzer 6 points tors the flow of time. It will sound an alert
if it senses a disruption, as may be caused
Automated; 6 points
Atmospheric Monitor by someone slowing down or speeding up
When located within a duct system or time in order to bypass another part of the
Automated; 6 points
similarly confined area, this automated sen- system, such as a security camera.
sor monitors the flow of air passing by its This sensor tracks fluctuations in humid-
ity and temperature, sounding an alert if ei- Chronometric Sensor: Senses 2 (Radius
location. If the air flow drops or increases Temporal Awareness [Mental]); Percep-
ther varies too much from the programmed
outside the sensor’s safety threshold, the norm for the target area. Without adequately tion 8 (+8) • 6 points
sensor sounds an alert (or activates a trap, if controlling the sensor’s environment, how-
linked to such a device.) ever, the alert will often give false reports. Gravimetric Sensor

The sensor is intended to detect intrud- The atmospheric monitor is practically Automated; 6 points
ers in the duct, the presence of which will useless in main corridors, outdoors, and the The sensor monitors gravity, and sounds
decrease the flow of air, as will opening a like because something as simple as open- an alert if it senses a disruption, as may be
nearby vent to another duct or the outdoors. ing doors and a change in the weather will caused by an intruder reducing gravity’s af-
Someone passing by quickly (Speed 2 or throw the sensor off. Locating the sensor in fect in order to fly over a lattice of infrared
a small, temperature-controlled room with- beams or the like.
higher, typically) may also alter air flow suf-
out windows (so the sun can’t raise the tem-
ficiently to trigger the sensor. perature) is ideal. This allows the sensor to Gravimetric Sensor: Senses 2 (Radius Grav-
An air flow analyzer makes for a good detect variances brought on by something as imetric Awareness [Tactile]); Perception 8
trap or defense system trigger. seemingly innocuous as an intruder’s body (+8) • 6 points
temperature or the warmth of a computer
Air Flow Analyzer: Senses 2 (Radius Detect that is turned on without authorization. Infrared Beam Sensor
Air Flow Disruptions [Touch]); Percep-
Weather control powers can be especially Automated; 5 points
tion 8 (+8) • 6 points useful for countering this sensor or will cer- Infrared beams crisscross the designated
tainly set it off if used to create atmospheric- area, activating an alert or the like when a

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beam is broken, such as may be caused by other sensors (especially security cameras), placed outdoors, a pheromone/scent sensor
someone walking through it. although their primary purpose is usually can be extremely useful for helping to pro-
The beams are only visible to infravision surveillance and intelligence gathering rath- tect a perimeter. However, it can be thrown
or similar means of detecting infrared light. er than security. off by the presence of animals (especially
if they are in heat or otherwise giving off a
Someone who is sufficiently agile may be Extended is often added to allow the mi-
strong scent.)
able to avoid the beams, depending upon crophone to pick up sounds at much greater
how the system is set-up. distances, although doing so also increases The sensor’s Perception DC should be
determined by just how powerful the chem-
Infrared Beam Sensor: Senses 2 (Radius De- the chance of an operator becoming con-
icals and pheromones of these scents are.
tect Motion [Visual]), Noticeable (Infravi- fused as to a sound’s source. This is because
the possible locations for said source in- Still, in their basic form these devices can
sion); Perception 8 (+8) • 5 points
crease relative to the area covered. Adding only detect the scents but don’t know what
Magnetometer Analytical allows the microphone to gather to make of them, nor can the sensor dis-
more details about the sounds it picks up. criminate between what it should be stand-
Automated; 6 points ing guard against and other scents. Making
A magnetometer monitors magnetic Microphone: Senses 4 (Acute Ranged Radi- sense of the information gathered requires
fields and, having been set to the norm for us Detect Sound [Normal Hearing]); Per- an operator to check the data.
the area, will sound an alert should it de- ception 8 (+8) • 8 points
Analytical is an especially useful add-
tect sufficient variance. Most equipment
Phantometer on for this sensor because it allows it to be
requiring lots of power emits a noticeable
more discerning by separating naturally oc-
magnetic field (even a cell phone does while Automated; 5 points
in use), and such a field may be detected if curring scents from those that have no busi-
the sensor’s sensitivity threshold is lowered So named because this sensor is meant ness being present.
sufficiently. Someone more concerned with to detect incorporeal creatures passing
Pheromone/Scent Sensor: Senses 2 (Radius
a metahuman manipulating magnetic fields through the surface it is attached to, a
Detect Scent [Smell]); Perception 8 (+8) •
to fly or the like will have the sensitivity phantometer uses super-science, magic, or
6 points
threshold set higher so as not to be thrown similarly extraordinary means to perform
off by any unavoidable fluctuations in near- its function.
Pressure Plate
by authorized equipment. Phantometer: Senses 2 (Radius Detect In- Automated; 0 points
Magnetometer: Senses 2 (Radius Magnetic corporeal [Touch]), Limited to Surface
Awareness [Tactile]); Perception 8 (+8) Contact; Perception 8 (+8) • 5 points The sensor sounds an alert or activates
• 6 points a system when weight, such as from an in-
Pheromone/Scent Sensor truder’s step, presses down upon it. More
Microphone Automated; 6 points advanced varieties can be programmed to
go off only when sufficient weight is de-
Automated; 8 points The sensor picks up on unusual odors tected while ignoring anything lighter. Just
Able to pick up sounds, microphones can in the air, allowing it to detect intruders by what this weight threshold is must be pre-
be used on their own or in conjunction with the presence of cologne, sweat, etc. When set; although changing it doesn’t generally

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require much effort, some anticipation and world aside from the lock, a basic security objects. Senses 1 (Low-Light Vision)
forethought is required. If the threshold is camera relays color video to a security sta- • +1 point
set too low, for instance, the sensor will go tion, typically an office where signals from • Telephoto Lens: The camera’s range can
off if a small stone rolls onto it. If the sen- this and other cameras rotate on display. be enhanced by adding different lens-
sitivity threshold is set too high, the sensor A security camera doesn’t have any ranks es. Senses (Normal Vision, Extended)
won’t sound even if an overweight elephant in Perception because it merely provides an • +1 point/rank
were to sit upon it. image an operator/viewer must apply their
A pressure plate is a trigger concept, and own Perception skill towards. Vibration Motion Sensor
does not require game mechanics to repre- Typical Security Camera Housing: Tough- Automated; 6 points
sent it unless it is added to a security system ness 5 Capable of detecting vibrations through
or the like in a suitable fashion. This sort of the surface they monitor (usually the ground
Security Camera: Remote Sense 2 (Visual),
sensor doesn’t require a check or the like or a floor, or underground to detect tunnel-
Subtle • 5 points
of any kind, for instance―either the plate ing), these sensors activate an alert or the
is being pressed down upon to a sufficient The security camera can often be found
like when sufficient vibration is detected.
with the following modifications and varia-
degree or it isn’t. The situation is entirely bi-
nary in its simplicity. tions, on their own or combined: Just what this vibration threshold is must
be preset―although changing the sensi-
• Black and White: Limited to Black and
Psychic Sensor tivity threshold doesn’t typically require
White • –1 point
much effort, some degree of forethought is
Automated; 6 points • High-Resolution: A higher quality im- required. If the threshold is set too low, for
This device can sense the presence and age allows greater detail to be discerned. instance, the sensor will go off if a strong
use of psychic abilities and energies. Because Enhanced Perception 4, Limited to Visual wind shakes a nearby tree. If the sensitivity
many games consider psychic abilities to be • +1 point threshold is set too high, the sensor won’t
a manifestation of an evolved state of being, • Infrared: Employed by high-end secure sound even if an armored tank rattles by.
it may be possible to detect its presence us- facilities for detecting intruders at night Vibration Motion Sensor: Senses 2 (Radius
ing normal―if advanced―technologies. and/or through heavy foliage and the Detect Vibration [Touch]); Perception 8
Adding Accurate allows the sensor to act like. Senses 1 (Infravision) • +1 point (+8) • 6 points
as a targeting sensor for a defense system. • Low-Light: The most common (and
Psychic Sensor: Senses 2 (Radius Mental cheapest) night vision option, the cam- Active Security and
Awareness [Mental]); Perception 8 (+8) • era’s captured images are presented in Defense Systems
6 points degrees of green that represent the light
being amplified as it reflects off various Defense systems and active security are
Security Camera surfaces. Because of this, however, it can the fangs and claws of a headquarters or base
be temporarily overloaded by bright light of operations. These systems tie into some
Operated; 5 points
and is useless under such conditions be- means of detection and observation, such as
The most prolific security device in the cause it loses its ability to differentiate a passive security system, and react to stimu-

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Attacking without an Attack Roll


Although it should be obvious that many active security systems and deathtraps use powers that, despite normally needing an attack roll, they are in-
tended to function in such a way that results in an attack roll not making sense.
Lowering someone into a pit filled with a deadly substance built using the Damage effect would be a good example of a deathtrap that should not re-
quire an attack roll despite how the effect normally functions. In the case of the harmful pit trap, the Damage effect would usually require an attack roll,
but this makes no sense for the trap’s concept. What happens if the Damage effect’s attack roll misses?
The person failed to drop into the yawning pit beneath them?
Gravity suddenly doesn’t work?
The pit “missed” and moves across the room?
None of those explanations makes much sense, so an
This aspect of the deathtrap is largely a matter of the concept being employed, and so the attack roll should just be ignored. But, for those of you
who absolutely must see all of a power’s elements represented in the game statistics, we’re providing you trap builders with a +0 extra, No Attack Roll
Required. In game terms, this is the same as the attack rolling a natural 20 (but without obtaining a threat.) In some instances, the Additional Resistance
(Dodge; replaces attack) flaw (pg 66) is a good way of handling this situation. The attack roll is replaced with a Dodge resistance check (essentially an attack
without the roll) that is followed by the usual resistance check if the former fails.

lus in a fashion specific to their purpose and intruder out to unleashing a storm of laser active security or defense system. The latter
means, just as a person uses his five senses to blasts that will burn through the target with is the weapon waiting to be fired and the
direct attacks made with his own body. ferocious efficiency. Such systems have but former are the senses and finger that guide
one purpose: stop people who are currently the weapon and pull the trigger. The most
An active security or defense system may common way to create a pairing between a
located where they do not belong or are en-
be designed to capture, harm, or outright surveillance system and active security is
gaged in something they shouldn’t be doing.
kill an intruder automatically, without dis- by applying the Linked or Triggered extras,
crimination or discernment. Alternatively, a Adding Sight to Bite although other means certainly do exist.
system may be keyed to a chain of circum- Another option is to add an operator to the
The default condition of active security
stances that makes its actions—by type and mix, such as a guard in a centralized control
and defense systems is to be blind―they
degree—very specific in how it will respond room or an artificial intelligence that is tied
are merely operational systems waiting for
to various scenarios. into all the facility’s systems.
something to tell it what to do. This means
Regardless of how it works, why it is they must be tied into a means of detection Ranged Active Security
triggered, and what it is supposed to do, an and/or observation, such as those found in
active security system is designed to make the Surveillance and Passive Security sec- Whether the intention is to capture or
itself known to its target in some way or an- tion found earlier in this work. kill, a ranged active security system strikes
other. Its effects are likely very obvious, and from a distance. It will likely be alerted by
Think of the surveillance or passive secu- passive systems located far enough away
range from releasing a gas that will knock an rity system as a module to be added to the

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Ranged Active Security
System Effect Critical Cost
Dart Projector * Ranged Damage 1 18-20 4
Flame Projector Line Area Damage 6 ― 12
Gas Jet, Nerve Cloud Area Affliction 8 (Resisted by Fortitude; Hindered, Immobilized, Paralyzed) ― 16
Gas Jet, Sleep Cloud Area Affliction 8 (Resisted by Fortitude; Fatigued, Exhausted, Asleep) ― 16
Gas Jet, Toxin Cloud Area Damage 8, Drawn Out ― 24
Cumulative Ranged Affliction 8 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized),
Glop Gun ― 24
Extra Condition, Limited Degrees
Gun, Heavy Ranged Damage 6 20 12
Gun, Light Ranged Damage 4 20 8
Gun,
Ranged Damage 10, Penetrating 10, Inaccurate 20 29
Super-Heavy
Ranged Affliction 6 (Resisted by Fortitude; Dazed, Stunned, Incapacitated); Ranged Affliction 6 (Resisted by
Sand Bagger ― 18
Dodge; Vulnerable, Prone), Limited Degrees
Cumulative Ranged Affliction 6 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized),
Extra Condition, Limited Degrees, Diminished Range; Ranged Affliction 6 (Resisted by Dodge; Vulnerable,
Tangle Line ― 27
Prone), Limited Degrees, Diminished Range; Move Object 20, Limited to Towards the Tangle Line Launcher,
Limited to Entangled Targets (must at least be hindered and vulnerable)
Cumulative Ranged Affliction 6 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized),
Taser,
Extra Condition, Limited Degrees, Diminished Range; Ranged Affliction 6 (Resisted by Fortitude; Dazed, ― 29
Metahuman
Stunned, Incapacitated)
* See the Item’s Description for More Information

as to give the former sufficient time to react on that can pepper an area with darts. Gas Jet, Sleep: The jet’s nozzles spew a
rather than letting an intruder get in close. cloud of knockout gas. The gas must be
Flame Projector: A flame-thrower shoots a
Dart Projector: The system projects a small stream of fire 5 feet wide and 30 feet long inhaled.
metal dart that, in and of itself, isn’t very in front of the projector as an area attack. Gas Jet, Toxin: The jet’s nozzles spew a
dangerous. However, it is often coated This device is ideal for clearing hallways cloud of poisonous gas. The gas must be
in a substance such as a poison or sleep and the like. inhaled.
drug, reducing the dart to a mere deliv-
Gas Jet, Nerve: The jet’s nozzles spew a Glop Gun: The nozzle projects large glob-
ery system for a more potent security im-
cloud of gas that acts upon the subject’s ules of a liquid that solidifies upon con-
plement (add as a linked power.) Some
nervous system, rendering them unable tact, constricting slightly in order to re-
also have the Multiattack or Area extra,
to move. The gas must be inhaled. strain the target.
making them a far more offensive weap-

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Close-Quarters Active Security
System Effect Critical Cost
Damage 4, Triggered (pressure); Cumulative Affliction 6 (Resisted by Dodge; Hindered and Vulnerable, De-
Bear Trap 19-20 19
fenseless and Immobilized), Extra Condition, Limited Degrees, Triggered (successfully struck by trap jaws)
Blade, Large Damage 5 19-20 6
Blade, Small Damage 2 18-20 4
Cage * ― ― 1
Collapsing Stair Affliction 9 (Resisted by Dodge; Prone), Limited Degrees 2; Speed 3 [16 mph], Affects only Others, Limited to
― 4
* Down Slide and Prone People, Uncontrolled
Detonating
Burst Area Damage 10, Triggered (pressure), Reduced Area 2 ― 19
Step
Electrified
Damage 10, Contagious 20 20
Surface
Laser Grid Shapeable Area Damage 8, Additional Resistance (0 Damage if Dodge Succeeds) 20 8
Null Field Shapeable Area Close Nullify 8 (Resisted by Fortitude), Broad, Effortless, Simultaneous ― 24
Press Damage 10, Additional Resistance (Dodge; replaces attack) 20 10
Vertigo Field Shapeable Area Cumulative Affliction 10 (Resisted by Fortitude; Impaired, Stunned, Incapacitated), Progressive ― 50
* See the Item’s Description for More Details
Gun, Heavy: This gun turret fires a light Sand Bagger: This weapon fires small, cloth ed by passive systems located immediately
ballistic round, and is typically used for bags filled with sand. These non-lethal projec- nearby, allowing the security system to react
anti-personnel purposes. The gun turret tiles have a good chance of knocking someone when the target moves into the target area.
is often modified to use Accurate, Mul- over and/or rendering them unconscious.
Bear Trap: ‘Bear trap’ is a general term used
tiattack, or Penetrating to increase its ef-
Tangle Line: A weighted line is fired at the to describe any sort of trap that uses
fectiveness. A heavy gun is just as likely
target with the intention of entangling, clamping “jaws” that swing up when a
to be set in a fixed position (Limited to
knocking down, and reeling them in. pressure point between them is stepped
Facing) as not. Diminished Range is also
on. Not only does the closing jaw cause
commonly applied when there is a con- Taser, Metahuman: An over-sized version
of a common taser intended to take down harm, but it can also hold the subject in
cern about close-quarters.
targets with super powers. place. Such traps are often concealed.
Gun, Light: A lighter version of the heavy
Blade, Small and Large: A scything or prob-
gun, the light gun is more likely to be seen Close-Quarters
ing blade ejects outward to strike at the
indoors within tight corridors and the like. Active Security
target. The Reach extra is often added to
Gun, Super-Heavy: This gun fires a large Whether the intention is to capture or make longer blades.
shell intended to take down metahumans kill, a close-quarters active security system
Cage: A metal cage (Toughness 10) drops
or vehicles. strikes from up close. It will likely be alert- down or springs up to encompass a

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predetermined area. The cage is large
enough to contain a normal adult human
to cover a larger surface, Line for a fence,
for example. Deathtraps
(size rank –2.) The cage can be made to What villainous lair would be complete
Laser Grid: The area, from floor to ceiling,
contain larger targets at a cost of 1 point without a deathtrap or two? Although not
is filled by a crisscrossing field of deadly
per size rank increase. always practical, deathtraps are a staple
lasers. Because the lasers are static, they
A Dodge resistance check (DC 10) do not use an attack roll, instead requir- of the super-hero genre and are excellent
is needed to avoid being trapped. Every ing anyone trying to move through the tools for advancing a story and elevating
size rank the cage is above –2 increases area make a Dodge resistance check to events. Deathtraps also allow the Game-
this DC by +2 because the target has far- avoid them. master to better control the game’s pace―
ther to go to get out of the way. Caught think of them as speed bumps that can grant
A truly devious Gamemaster will
subjects are still able to move and per- a much-needed breather for players and
render the lasers invisible to the naked
form normally within the cage, limited Gamemasters alike.
eye using Concealment or Subtle, often
only by the size within.
with the caveat that mists or infrared vi- Deathtraps Take Their Time
Collapsing Stair: The stairs fold under, cre- suals can detect the beams.
ating a downward slide. Anyone upon the While reading the sample deathtraps,
Null Field: The area nullifies certain power you’ve likely noticed many are somehow
steps when they collapse may be tripped.
descriptors. The version presented here designed with an extended time between
If rendered prone by the trip, they will
is broad in its scope, requiring the system their activation and their deadly results.
begin sliding down the stairs (Speed 3; 16
be set to a particular, broad descriptor. Certainly, this could be avoided―the villain
mph) but may attempt an Athletics check
(DC 30) to stop themselves. Climbing the Press: The ceiling and floor and/or walls pulls a lever and the chamber floods with
stairs while collapsed also requires an slam together, crushing anything caught water in seconds―but that would defeat the
Athletics check (DC 20.) If their sliding between. The surfaces are typically re- deathtrap’s purpose. After all, if the intent
fall cannot be stopped, the subject will inforced to be stronger than that used was to kill the hero quickly, we again find
eventually find themselves at the bottom. to construct the mundane surfaces sur- ourselves asking why not just quickly put a
rounding them (Toughness +2 or +4.) If bullet in their brain?
Detonating Step: Once activated, the explo-
the press is made to stay in place, con- The extended timeframe is to allow the
sives concealed within explode. This trap
tinuing to press in on anyone caught Gamemaster the opportunity to build sus-
is usually triggered by a pressure plate
between its surfaces, the Gamemaster pense and grant the heroes a chance to plan
that is deactivated during the facility’s
should add an Affliction effect to repre- and make good their escape (or, in the case of
regular operations.
sent this result. For an exceptionally large player characters used to punching their way
Electrified Surface: When the system is ac- press, add the Area extra. through their problems, it gives them time to
tivated, anyone touching it will receive think about what went wrong as they fail to
Vertigo Field: Entering the area sur-
an electrical shock. This is often used figure a way out.) In order for this aspect of
rounding the projector causes dis-
on fences, walls, and floors, but can also a deathtrap to be truly effective, the Game-
orientation and nausea, leaving the
be applied to door handles and the like. master should overlap a bit of reality to the
subject vulnerable.
Add an appropriately shaped Area extra situation. For example, use an actual timer in

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real life, stopping the timer only for instances
just as there should be a penalty for failure. A deathtrap communicates preparation
where the players need to ask something out The obvious reward is escape, just as the and care on the villain’s part ―after all, they
of character, otherwise forcing the players toobvious penalty is death, but the latter isn’t didn’t just take the hero out back behind the
think quickly and under duress. necessarily the best route to take. Instead, woodshed and put a bullet in their head.
each failed attempt can have a different The villain has put some thought into a way
The Puzzle Variation result, such as making the deathtrap more to kill their opponents in long, drawn out
Building suspense isn’t a skill all Game- dangerous by adding new elements to the fashion. Such a death is intended to be epic
masters possess, and their game shouldn’t peril, causing other heroes or hostages to be in presentation, perception, and implemen-
suffer for this fact. This means waiting for subjected to the deathtrap, or it can speed tation (or perhaps campy and comical, de-
a deathtrap’s timed trigger to tick down up the deathtrap’s timer. pending upon the villain and circumstanc-
can be both frustrating and excruciatingly Whatever the puzzle is and does, the es.) The deathtrap is the villain’s final slap
drawn out if the time is filled with some- consequences for failure will usually serve in the face ―it’s their way of saying “sure,
thing other than the players arguing over to enhance the game’s suspense so long as I could have killed you quick and easy, but
what to try next. A deathtrap can be more it remains difficult enough to pose a chal- this way will be tortuous and show you just
than just the sum of what is in place to be lenge without merely adding a new layer of how much you are in my mercy.”
the heroes’ ultimate demise―there can be Gamemaster-imposed impossibility to the In other words, the deathtrap is an ex-
more to it than avoiding death alone. This is deathtrap’s implementation. pression of the villain’s contempt by means
where puzzles come in. of silly, over the top showmanship.
There are far too many deathtrap types
The villain’s reason for leaving a puzzle and variations to include them all within Despite its name, so far as the Gamemas-
can be as varied as the puzzles themselves. this humble work. Still, we’ll do our best to ter is concerned, a deathtrap’s role isn’t to
Some bad guys just can’t leave well enough help along your own fiendishness by pro- kill the heroes even if it is the purpose of
alone because puzzles are a part of their viding you with some of the more sound the villain foolish or flamboyant enough to
criminal theme (or insanity.) Others possess and proven concepts, as well as some rather employ such a theatrical tool. Certainly, the
a screwed up sense of fair play that insists outlandish and outside-of-the-box designs heroes’ demise is a possibility if they are not
they leave their victims a way out. It’s also to illustrate just how far the idea of death- on the ball, but the deathtrap’s true purpose
possible the puzzle isn’t intentional, such traps may be pushed. is to communicate a sense of dread, danger,
as the restraints holding the heroes in place and looming, inevitable death so far as the
being controlled by a computer that must Anyone familiar with deathtraps from
comic books, movies, and television usually story is concerned. Mechanically, however,
somehow be hacked from where the heroes deathtraps are just another problem to be
are being held in order to initiate the com- has one rather obvious question after seeing solved and challenge to be surmounted.
mand that frees them. them almost certainly fail to kill the protag-
onist(s): why didn’t the bad guy just kill the Ultimately, every deathtrap must have
A Gamemaster can devise puzzles of heroes outright? Why the big show, predict- at least one “out”―one means of escape. If
his own to suit the villain’s particular pen- able monologue, and inevitable leaving to not, the deathtrap transforms from a prob-
chants or he can scour any number of rele- do something else as the hero is subjected to lem with a solution to nothing more than
vant websites for ideas. Keep in mind there the deathtrap, thus giving the hero the time the Gamemaster lording his power over
must be an incentive for doing the puzzle, and opportunity he needs to escape? the characters for a prolonged death scene

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that is certain to kill (no pun intended) the and Immobilized), Extra Condition, Lim- sufficiently strong and durable to hold the
players’ fun. ited Degrees • 22 points toughest metahuman in place, leaving it to
It is finding this available means of es- the heroes to use their brains to get free.
Press of Death
cape―intended or not by the villain to be Life Force Battery & Restraints: Weaken
a final tease rubbed in the heroes’ faces― 10 points Stamina 4 (Resisted by Fortitude), Pro-
where the fun of utilizing deathtraps is to The villain places the heroes in a room gressive, Limited to Retrained Metahu-
be found. Without the challenge of knowing with walls of sufficient Toughness to pre- mans; Close Nullify 8 (Resisted by For-
there is a way to escape, if only the heroes vent the captives from merely hammering titude), Broad, Effortless, Simultaneous
are smart enough to figure it out, there’s no their way out. This isn’t the danger, how- • 40 points
point to employing such devices. ever. The deathtrap aspect of this particu-
lar cell is the fact that the walls are slowly Death Ray: Burst Area Ranged Damage 20,
Filling Chamber Extended Range 10, Indirect, Penetrating
creeping towards each other with the inevi-
2/18 points table result that anyone caught between will 10, Activation, Fades, Fast Fade 10, Lim-
ited: Ranks Cannot be Higher than Cur-
Whether it is slowly filling with water, be crushed. Adding spikes to the press in-
sand, or dense gas, this chamber is strong volves applying the Penetrating extra. rent Stamina Ranks Drained by Battery
enough to contain the imprisoned heroes No attack roll is needed because there is • 29 points
while the chamber does its job. The major no way the walls can miss without the sub-
difference between the various ways these ject entirely escaping the deathtrap. Swing n’ Slice
possible substances are represented beyond
Press of Death: Damage 30, No Knockback, 17 points
their shared game mechanics is how the he-
Priming • 10 points While strapped to a surface (assuming
roes will interact with their contained envi-
ronment while trapped. Victims can swim Super Battery Death Ray the restraints are designed to be strong
through water and walk through gas, for enough), a large, heavy blade is attached
instance, but sand would make movement 69 points to a pendulum that slowly lowers towards
much more difficult (possibly requiring an Not merely a deathtrap, this is also a where the hero is held in place. Another,
Affliction that limits movement be added, super-weapon! By stealing the life force common variation of this trap is the laser
as per the alternate build to follow.) from up to six metahumans (likely heroes) that slowly creeps along the floor towards
Filling Chamber: Affliction 2 (Resisted by strapped to tables, sealed in unbreakable the hero rather than using a gradually low-
Fortitude; Impaired, Dazed, Incapacitat- glass tubes, etc., the deathtrap powers a ering blade.
ed), Continuous, Priming • 6 points deadly, satellite beam weapon. This weap-
on will likely be capable of leveling entire No attack roll is needed because there is
Filling Chamber (alternate): Affliction 2 city blocks once the heroes are dead and all no way the blade can miss without the sub-
(Resisted by Fortitude; Impaired, Dazed, their energy drained. ject entirely escaping the deathtrap.
Incapacitated), Continuous, Priming; Cu-
mulative Affliction 8 (Resisted by Dodge; The restraints not only nullify the he- Pendulum Blade: Damage 14, Penetrating
Hindered and Vulnerable, Defenseless roes’ powers but will also necessarily be 10, Priming • 17 points

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”The Pit” Lava Pit: Damage 20, Reaction (Contact/
Immersion); Affliction 5 (Resisted by For-
Just about every variation of “the Pit” is
titude; Impaired, Dazed, Incapacitated)
an oldy but a goody when it comes to a vil-
• 85 points;
lain’s deathtrap repertoire. The basic con-
cept is incredibly simple: dangle the heroes Shark Tank
over a pit (the same one or each with a pit to
6 points
call their own), and then drop them to die at
the mercy of whatever is found within. This water-filled pit wouldn’t be so
frightening if it weren’t filled with hungry
Whether the villain chooses to slowly
sharks. It would indeed make things worse
lower his captives into the pit or have some
if the villain first purposely inflicted one
device or creature slowly cut through the
or more cuts that would then slowly drip
rope or cable holding them is entirely a mat-
into the water as the heroes swayed above,
ter of taste. The means and timing is usually
awaiting their fate. If this is the case, a truly
inconsequential to the ultimate end: the he-
sadistic Gamemaster may want to rule the
roes fall down and become dead.
feeding frenzy this causes grants the sharks
Following are some popular versions of the benefit of the Rage power build (pg 57)
this deathtrap: for as long as the blood remains.

Molten Lava Sharks: Minion 6 (Eight Sharks *, 31


points each) • 6 points
85 points
The pit is filled with molten * See the Minion advan-
lava that will suffocate anyone it tage addendum, pg 40
doesn’t first burn to death. Mov- Stakes
ing through the lava requires a
24 points
successful (DC 20, +1 per consec-
utive round of being under the Quite simply, the bottom of the
surface) Swim check. pit is lined with long, sharp, pointy
stakes or spikes.
No attack roll is needed because
there is no way the lava can miss once Stakes: Damage 12, Penetrating 12,
the subject is immersed without the Additional Resistance (Dodge; Re-
subject entirely escaping the deathtrap. places Attack) • 24 points

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Tied Up and Ticking Popular variations of this deathtrap place Regardless of how and where the heroes
30 points it within an important landmark or in an are trapped with the bombs, a villain can
isolated section (a parking lot or steam tun- very easily make leaving without disarming
A somewhat old school and simple nels, for instance) of a building that is oth- the explosives an incredibly poor choice to
deathtrap, the heroes are restrained in a erwise packed with people. Perhaps it real- make.
building or the like with timed bombs hid- ly is an otherwise abandoned building but
den throughout. A truly theatrical bad guy Each of the demolition packages in the
hostages have likewise been restrained in Tied Up and Ticking deathtrap has the fol-
will even go so far as to put the heroes atop various, out of the way and distant locations
one of the bombs, underscoring the sup- lowing game statistics, with the villain plac-
throughout the property. It is also possible ing as many as are needed to suit the cir-
posed inevitability of their rapidly arriving the villain has sealed and booby-trapped
demise. The trick, then, is to escape the re- cumstances.
the heroes’ own headquarters.
straints and get out of the building before it Timed Bomb: Burst Area 2 (60 ft.) Damage
goes boom and falls down around and upon 12, Penetrating 6, Priming• 30 points
the good guys.

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Chapter 7
The Many FAces of Evil
Super-hero comic books are not only
known for presenting interesting villains
In this chapter, you’ll find a way to build
villainous organizations as separate enti- Evil Organizations,
that operate on their own or in small groups,ties, using the same basic game mechanics Step-By-Step
but also for those that act on behalf of or used for creating characters. How the orga-
head a massive, nefarious organization. nization then interacts with the characters Certain elements within the organiza-
Such organizations pursue sweeping and who rule it is handled in the same fashion tion building rules are purposely similar
or identical to other, existing rules so far as
grandiose goals that rarely stoop to such as most interactions in role-playing games.
game mechanics are concerned. However,
petty interests as common thievery, but in- It is a relationship to be played out rather they are presented here with a different fla-
stead act out plots on a much larger scale. than held to the confines of how points are vor to distinguish how their application and
Nation-crumbling terrorism, genocide, and/ spent. This not only allows the villains to purpose will vary from the norm.
or global domination are the sort of objec- be designed and grow on their own terms,
• An organization only has three abilities
tive these organizations chase. but also lets the organization reach its full
(Intellect, Awareness, Presence), but does
A single villain (or perhaps a few pool- potential without being tied to how quickly not gain any points from those that are
ing their resources) can spend their avail- characters can pump points into it. absent.
able points on traits such as equipment, Despite these new rules on building an • Because the organization is a collection
vehicles, headquarters, and minions in or- organization, there’s nothing to prevent a of people, places, and equipment rather
der to build an organization. This can be villain from purchasing minions, equip- than a single entity, it is immune to many
extremely limiting, however, because the ment, headquarters and the like separately effects and influences. Gamemasters
contributing character’s concept will still from those of the organization. However, should use common sense to govern this,
require a significant portion of his points such things will be especially loyal to their however, rather than representing these
be spent on himself, reducing what is avail- creator due to the special bond of being conditions with the Immunity effect. For
able for the organization to draw upon. purchased with the character’s own points. example, you cannot use poison or dis-
(Not to mention leaving the question of Traits purchased using a character’s points ease against an organization (although
what happens to the organization if the can represent personal guards, facilities you can against some of its members),
nor can an organization die of old age or
character supplying the points is killed or that are kept secret even from the organi-
be suffocated.
otherwise removed from the picture. Does zation, and so on.
the organization have the ability to survive Organizations are restricted by the same
beyond the character that built it?) PL limitations on powers, skills, abilities,
advantages, etc. that apply to characters.

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Organization Building without Points


Perhaps the most important part of running a game is working with the players to tell a story they participate in and help shape. Sometimes the story
you wish to tell while in the role of the Gamemaster doesn’t fit the clearly defined point structure laid out in the rules, so you need to fib a bit.
The need to play fast and loose with the rules may become outright necessary when surrounding your arch-villain with a terrifying organization, the
scope of which may normally surpass the current PL’s capacity to adequately accommodate. After all, you don’t want your arch-villain spending too many
points on his organization, leaving him weak and vulnerable in just about every other way. How would you justify the resulting pushover controlling such
a daunting organization of evil?
In such cases, it’s best to put the story first and fib, even if that means building the organization partly or even entirely based on the concept you want
rather than the points your villain has available to spend. Don’t feel guilty about doing this. So long as your motive is to enhance the story, your players will
ultimately be grateful the story is being driven by the potential for a fun challenge rather than bean counting.

When developing an organization, it may Anarchy: There is no real leadership in member’s weight need not necessarily be
simplify matters to think of the process as such an organization beyond whoever equal. Some members’ votes may have
one that is similar to designing a construct. can seize temporary power at any given more influence because of their position
Instead of an end result made of gears and moment. Such a leadership has very little and role in the organization, seniority,
bolts, though, the result will be comprised structure or ability to push onward to- etc., especially when the council is de-
of political clout, manpower, and economic wards goals that are more complex than partmentalized for the sake of expedi-
and material resources. destruction and terror. ency and efficiency. Such types of lead-
Co-Leadership: Leadership duties are split ership—especially amongst villainous
Step 1: Structure between two people who have, in theo- organizations—tend to suffer from polit-
ry at least, equal power. Responsibilities ical infighting.
& Leadership
and authority within the organization Democracy: The organization’s members
An organization needs leadership: some- may be divided evenly between the two, have a vote in determining the organiza-
one to tell its members what to do and how creating a tendency towards a more equi- tion’s leadership. Each vote carries equal
to do it. A leader keeps the members in line, table division of power, or each may be authority to that of every other vote, re-
defines goals, and looks ahead at the big pic- responsible for different aspects of the or- gardless of what position the member
ture while ensuring everyone stays on track. ganization’s operations. The latter case is currently has within the organization.
Just who is in charge and how they lead is prone to unbalance the power structure
a significant element of defining an organi- Dictatorship: A single being leads the orga-
to match the weights each assigned as-
zation, even though it is purely a matter of nization, regardless of the will or wishes
pect carries.
plot and does not cost any points. of others. This does not necessarily mean
Council: A board, panel, committee or sim- the leader is evil, harsh, or in any other
Following are some standard options re- ilar group of elite members governs the way bad for the organization, but mere-
garding possible leadership styles, most of organization. Council members collec- ly indicates the leader answers to no one
which may be combined as needed to suit tively vote on decisions although each else and has total control. Force is, how-
the organization.

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ever, a frequent necessity of retaining master through the process of running the can also be thought of in terms of other
control in a dictatorship. game, but it is founded within the organiza- resources the organization can bring to
Inherited: Whether a monarchy or aristoc- tion’s fundamental traits: its abilities, skills, bear to sway others, as suits the game.
racy, there is a defined blood line or other advantages, etc. Will Resistance Checks: An organization
defining trait that determining who com- uses its Will resistance check for any sit-
Abilities
mands, with power passing from one uation where the collective consciousness
generation to the next regardless of actu- Organizations only possess mental abil- of its members may be affected. The most
al competency. ities—Intellect, Awareness, and Presence— notable situation requiring an organiza-
each of which is purchased separately. tion to make a Will resistance check would
Meritocracy: Authority is bestowed based These abilities represent the organization’s
upon one’s abilities, placing the best-suit- overall capacity in the respective area. Al- be for the purpose of morale (pg 194.)
ed, most qualified person into the respec- though individual leaders may make the
Skills
tive position of authority. organization better or worse than this base- An organization’s skills generally indi-
Theocracy: An individual or group com- line in some or all regards in their partic- cate how well it can perform certain func-
mands in the name of religious ideals. ular sphere of control, an organization’s tions on a macro scale rather than on a small,
ability score indicates what is typical of the day-to-day operational scale that concerns
Zealous: Not a form of leadership on its own,
collective organization as a whole. individual characters. Such information
zealotry describes any type of leadership
that is dedicated to an ideal, person, dog- Intellect: This ability represents how compe- is especially useful when a Gamemaster is
ma, or the like beyond reason. Logic be- tent the organization is at managing and measuring how capable the organization is
comes secondary (often a far second) to directing itself and its operations―activi- at conducting operations that occur behind
blind loyalty and utter devotion. Such ties that require order and rationale to be the scenes and out of sight. Skill are less use-
an organization, regardless of leadership conducted efficiently and effectively. This ful to organizations up front while interact-
structure, is often easier to control so long ability is also used to determine what the ing with the player characters by means of
as the zealotry is properly channeled and organization knows, but not necessarily the organization’s NPC members, who will
manipulated. Such a hierarchy almost al- how well it can employ that knowledge. have their own skills.
ways becomes resistant to change, howev- Awareness: This ability represents how well Using one of its skills almost certainly re-
er, because members are wholly behind the organization can use the information quires an organization expend resources to
the existing path. The Zealous organiza- and resources available to it while also achieve the desired result. Making a Decep-
tion advantage is necessity to be consid- representing its overall resolve and com- tion check to bluff means having personnel
ered a zealous organization. mitment. In short, it’s how well it gets in place, for instance, just as Stealth requires
things done. greasing palms, destroying records, and the
Step 2: Basic Traits like. An organization does not generally use
Presence: How well an organization can in-
skills as easily as does an individual.
An organization is rooted in its ability fluence the world around it is a critical
to interact with the world around it. Much factor. Generally this ability is perceived Skills not mentioned here may be allowed
of this interaction comes from the Game- as the appeal and coercive capacity of at the Gamemaster’s discretion if an organi-
the organization’s ideals and goals. It zation-based use is explained. Otherwise,

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such skills have been left off the list because a powerful network with a vast arsenal What’s more, some organizations
they are primarily or entirely related to an of versatile software, for example. Exper- are better equipped to study data than
individual, and simply do not function on tise (Computers) could also be used to others, be it due to the available resources
the scale discussed here. oppose player characters seeking to crack or its members’ general competency and
Following is a list of skills organizations the organization’s network (if the partic- training. The Investigation skill is espe-
may take, accompanied with a description of ular situation doesn’t place the characters cially handy for Gamemasters who want
how they should be employed in the game. in direct opposition to NPCs or specific their players to understand just how real
equipment), as well as the organization’s the threat of their secret identities can be,
• Deception (Pre): Used to indicate how ability to infiltrate and access other, se- or who need an idea of how to otherwise
competent the organization is at subter- cure networks and databases. gauge how easily the villain can use clues
fuge, covert infiltration, and the like. De- the characters leave behind against them.
ception is handy when determining if an • Intimidation (Pre): Sometimes diplomat-
organization can infiltrate undercover ic channels and sliding money across the • Perception (Awe): Perception represents
agents into another organization, society, right palm isn’t enough. Intimidation indi- how tied into the world around them and
or the like by means of disinformation, cates how skilled (and willing) the organi- how attentive and perceptive the organiza-
fraud, and misdirection. zation is, as a whole, at obtaining informa- tion is. Rather than thinking of how this skill
tion using freezer room beatings, photos operates on a micro scale, such as noticing
• Expertise (Varies): Rather than mere- of loved ones asleep in their own beds, someone hiding in the shadows, think of it
ly representing the ability of individual electroshock, and similar nasty tricks. on the grand scale of the information age.
members, a permitted Expertise skill il-
lustrates the sort of relevant resources It is especially important to only This skill would be used to deter-
the organization has available and how employ this skill as a macro tool. When mine if the organization is able to take
capable they are at employing them. interacting directly with player charac- note of strange behavior amongst its
ters, Gamemasters should always em- members (especially if they are spies), if
In most cases, it can be assumed ploy NPCs and use their specific skills funds are being skimmed, unusual data
that an organization will be able to call rather than that of the organization. traffic on its computer network, an unex-
on rudimentary information covered by plained increase in the attention of law
most Expertise skills in some way due • Investigation (Int): Most organizations enforcement agencies, and the like.
to the breadth of their diverse personnel survive as much on what they know
and resources. As such, the skill is used as by how well they can defend them- • Persuasion (Pre): Useful for most groups,
to indicate specialized understanding selves. Gather Information checks using this skill determines how well the orga-
and the ability to use it practically within Investigation represents how many ears nization can use diplomatic and political
the organization’s operations. to the ground an organization possesses channels, along with negotiations and
and how well it utilizes them. This skill similar social tools, to get what it wants.
Expertise skills are also useful as an can represent everything from moles Persuasion is a good measure of an orga-
indication of what sort of resources and to snitches, wiretaps to email scans, de- nization’s ability to influence the world
tools an organization specializes in. An pending upon the organization’s nature around it without having to resort to
organization with many ranks of Exper- and resources. heavy-handed tactics (in other words, vi-
tise (Computers) can be expected to have olence, blackmail, and the like.)

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• Stealth (Int): Stealth lets the Gamemas- utilized in the game. Instead, this skill • Connected: Connections are another use-
ter know how capable the organization should be employed by the Gamemaster ful tool for identifying an organization’s
is at hiding itself from those who seek as a guideline of the organization’s capa- influence, especially if using the optional
it out. This use applies whether looking bilities on a macro scale, and should not revised version of this advantage.
for a general idea at how competently be used for many, if any, actual skill rolls.
• Contacts: Contacts are another useful
the organization keeps its agents out of
tool for identifying an organization’s in-
the public eye, how well it conceals its Advantages
fluence, especially if using the optional
facilities from the police, or stays off the Because an organization is a collection revised version of this advantage.
media’s “radar.” In the case of particular of people, ideas, and purposes rather than
instances that cross paths with the char- an individual, many advantages simply are • Ear to the Ground: A handy advantage
acters, such as the heroes hunting down not appropriate. for representing especially useful in-
an individual agent or looking for a con- telligence sources in a particular social
cealed base on a deserted island, one Organizations cannot take any combat faction, especially if the organization is
should use the specific subject’s and/or advantages, as most directly affect combat making good use of the Connected and
the headquarters abilities rather than that mechanics. Most other advantages are left Contact advantages.
of the organization. up to the Gamemaster’s approval to deter-
mine whether or not they may be used ap- • Equipment: See Step 4) Arsenal.
This skill uses Intellect rather than propriately by an organization. Following • Favored Foe: Organizations can have it
Agility because the nature of how an or- are some of the most likely advantages an out for a particular group, just as individ-
ganization hides itself from the world is organization will employ, along with expla- uals may.
much more the result of careful planning nations of how this is done.
and preparation than camouflage or the • Invention Expertise: Some organizations
like. The organizaton’s methods includes Organizations are also able to choose known for utilizing high-tech devices
record manipulation, layered shell cor- from their own new category of advantages, also have a reputation for employing a
porations, and so on rather than hiding as seen earlier in this work. particular type far more effectively. This
in a dumpster’s shadow. • Artificer: The organization has the re- advantage is useful for representing such
sources to manufacture magical devices an affinity.
• Technology (Int): Although this skill
should be used individually by mem- on a large scale. This means it is likely • Inventor: The organization has the re-
ber NPCs for most actual rolls related to agents will be employed with such items sources to manufacture devices on a large
making items or the like, Technology can commiserate to the operative’s function scale. Its agents will likely employ items
be used as a general indication of how and abilities. commiserate to the operative’s function
capable, resourceful, and dedicated the • Benefit: This advantage is especially use- and abilities.
organization is to anything related to the ful for representing many facets of the • Minion: See Step 3) Minions.
skill’s various aspects. organization and what sort of influence it
• Ritual Expertise: Some organizations
In practical terms, NPCs should still can enforce. Wealth, diplomatic immuni-
known for utilizing arcane artifacts also
roll Technology checks related to the ac- ty, and status are prime examples of ben-
have a reputation for employing a par-
tual creation and repair of items that are efits an organization would have.
ticular type far more effectively. This ad-

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vantage is useful for representing such an
affinity.
• Ritualist: The organization has the re-
sources to perform and utilize magic
rituals on a large scale. Its agents
will likely employ rituals commis-
erate to the operative’s function and
abilities.
• Sidekick: Organizations do not gain
sidekicks. Unique and important NPCs
are added as needed and appropriate.
This is done without expending the
organization’s points while all other
noteworthy members are handled us-
ing the Minion advantage.
• Specialization: Some organi-
zations are known for being far more
competent and capable at a particular
area covered by the organization’s
skills than in the skill’s other aspects.
• Well-Informed: This advan-
tage is incredibly useful to an organi-
zation that likes to stay on top of things.

Minion Advantages
Minions are purchased using points
gained from the Minion advantage. Many
organizations have more than one group of
notable minion, meaning multiple instanc-
es of this advantage are frequently used.

Powers
As groups of people, ideals, goals, and
things, organizations do not normally have
powers. Rather, it is up to the members and

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their resources to determine what manner An organization purchases minions nor- Any lost equipment is replaced between
of power-related traits are at the organiza- mally, as per the Minion advantage, but adventures, at the Gamemaster’s discretion.
tion’s disposal. There is the rare exception bookkeeping is much easier if they are Much like with the Minion advan-
to this rule, however, as illustrated in Step broken down into reasonable and re- tage, bookkeeping an organization’s
6: Super-Weapons. lated groups. Some example categories arsenal is much easier if you do so in
There may be instances where the Game- of minions where such a division might “packages.”
master decides a power is appropriate to the be made within a single organization
organization as a whole. As a general rule, include pilots, technicians, super-sol- For example, and organization that
diers, foot soldier, and undercover
though, all such matters are typically at- wants half its 1,000 espionage opera-
tributed to the individual members or their agents. Each such category of opera- tives to be able to draw upon its 20
tive would apply a separate instance
equipment, facilities, etc. points espionage equipment package
of the Minion advantage. at any one time would purchase
Hero Points Equipment 14 (Espionage
and Extra Effort Step 4: Arsenal package; 20 points, x 1,000.)
Organizations cannot acquire, accumu-
Because of the massive scope an
late, or use hero points, nor may they use Step 5: Headquarters
organization is likely to attain, using
extra effort.
the Equipment advantage normally to An organization buys headquarters
represent the organization’s available
Step 3: Personnel in the same fashion as does an indi-
equipment, weapons, and vehicles a
vidual character.
Within an organization, minions repre- member operative may employ will
Because of an organization’s
sent the rank and file members. They are the almost certainly be insufficient. As
nameless operatives and fodder who keep such, the organization uses the Equip- nature, it is far easier to pur-
the headquarters running and throw them- ment advantage in a fashion that resem- chase additional facilities.
selves at the heroes with the hope of stalling bles the updated Minion advantage. As such, a single instance of a
the latter long enough for the more import- Purchase as many ranks in the Equip- headquarters facility may
ant villains to get the job done. Minions are ment advantage as you’d like a given be increased by apply-
the solid back upon which any organization member to be able to draw upon as an ing additional ranks with
worth its salt will be built. arsenal’s pool (in other words, supplies each rank increasing the
It is the minion-level operative that heroic that do not cover from the minion’s amount by the appropriate val-
player characters will likely encounter most own point allotment.) Ranks may then ue on the Amounts Table. Five
often, acting as a relatively minor impediment be assigned to raise the amount of min- identical 50-point headquarters
while moving the story along until the time ions who may draw upon that type of would require Headquarters 7, for
comes to bring out the climax. They are the equipment by moving one step up the example―5 ranks for the original
common face that makes the organization’s Amounts Table (pg 80) per rank as- headquarters and 2 more ranks to
more elite members stand out all the more. signed in this manner. purchase the other four facilities.

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Step 6: Super-Weapons Within the limitation of available pending upon how severe the complication
points, further think about any restric- is. Other issues shall also arise, such as pos-
If there’s one thing players expect from tions that would universally apply to the sibly being targeted for demonstrations or
evil organizations in the super-hero genre, Variable effect based on the organization’s terrorist strikes (again, depending upon the
it’s super-weapons (or the like) designed to concept. This includes (but is not limited complication’s severity.)
conquer or destroy on a diabolically mas- to) just how many points each rank will
sive scale. To keep things simple, a Game- cost based on what options are to remain Disreputable
master can keep such devices in the realm of available. Once that’s been decided, begin For some reason, the organization’s
plot elements. This means they are built us- applying power modifiers that will round Reputation isn’t what it should be, for
ing whatever amount of points is needed to out the boundaries that will frame all the good or bad. For the purpose of the op-
suit the concept rather than siphoning from organization’s super-weapons. tional Reputation rules presented in the
a set, restricted number of points (such as Gamemaster’s Guide, the organization’s
what any one character is able to provide), For greater diversity, an organization
Reputation is halved.
or the Gamemaster can decide they must be may want to purchase two or more su-
purchased using a limited resource. per-weapon Variable effects. This allows
Easily Demoralized
Gamemasters to represent things such as
If opting for the limited resource option, weapons operated by separate, rival divi- The organization’s members lack the sort
the super-weapon(s) may be purchased as sions within a single organization, but also of cohesion or backbone typically needed
a Device, but this usually only works once permits fielding more than one such weap- to fully benefit from situations that should
unless the super-weapon is supposed to be on at a time. boost their morale. If using the mass com-
a reoccurring element in the game. Other- bat rules presented in the Gamemaster’s
wise, all points spent on the Device are lost Step 7: Complications Guide, a penalty is applied to any morale
once it has been defeated by the heroes. Be- checks based on how easily demoralized the
cause of this, super-weapons are perhaps Like characters, organizations can also organization’s members are.
best represented by employing a Variable have complications. Gamemasters should
effect that is open-ended enough to adapt freely devise their own organization com- Faint of Heart
to new ideas, but with power modifiers ap- plications if they think of something not If the organization’s members are en-
propriate to the organization and what it is covered by the following examples. gaged in battle using the mass combat
capable of. rules from the Gamemaster’s Guide, all
Cultural Pariah (Type) failed morale check results are one degree
Just how a Variable effect super-weapon
should be built depends on several factors. Select a culture the organization just worse than normal.
Foremost, what sort of resources does the doesn’t appeal to or work well with, be the
organization’s concept account for? An or- “culture” a religion, ethnicity, organization, Lax Security (Type)
ganization intended to be a grassroots ter- profession, or the like. All Interaction skill Choose one type of threat that places
rorist movement likely won’t have a Vari- checks and other, similar attempts to gain the organization’s security at risk. Your
able effect with sufficient points for creating favor, manipulate, or influence members of Gamemaster has the final say on what
nuclear death ray satellites, for instance. said culture suffer a penalty of –2 to –10, de- qualifies or not, but some examples in-

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clude arcane spying, mole operative, and other organization, type of person, kind of PL: 3
physical infiltration. situation, geographic region, and so on. Leadership: Theocratic Dictatorship
Any attempt to defeat the organiza- Intellect 1; Awareness 0; Presence 2
tion’s security measures of this type gain Step 8: Individuals
a bonus to do so, as determined by the Will 6
Gamemaster based on how severe the se- Although not purchased with the organi- Skills: Deception 6 (+8), Expertise: Chemistry
curity’s weakness is. zation’s available points, one should consid- 1 (+2), Expertise: Current Events 2 (+2),
er and list the individual non-player charac- Expertise: History 5 (+6), Expertise: Mag-
Legally Bound ters that work for the organization. This is ic 6 (+7), Intimidation 4 (+6), Investigation
where you would list characters such as the 1 (+2), Perception 3 (+3), Persuasion 2 (+4),
The organization’s nature is such that organization’s leader and elite members—
it remains subject to the law through the its pack of super-villains or top agents. Stealth 6 (+7)
latter’s usual channels. The organization Advantages: Connected (Occult Under-
is subject to government oversight, prohi- ground), Contacts (Occult Under-
bitions, and regulation. It can be sued and Sample Organizations ground), Equipment 2 (Headquarters;
charged with crimes. 4 ranks if capable of magic), Languages
The following are brief example capsules
(Occult Tongue), Minion 12, Mole Net-
Restricted Geography
of generic organizations. A more complete, work, Zealous 3
detailed organization, CORE, may be found
Something restricts the organization to a on pg 236. Add Artificer and Ritualist if actu-
particular region, be it as small as a single ally capable of magic.
neighborhood or as large (or greater) as an Demon Worshiping Cult Members: Minion 12 (25-points, x 32 Cult Ini-
entire hemisphere. There are detrimental 51 (55) points tiates)
(even dire) consequences for the organization
should it try operating beyond these bound- Whether or not demons actually exist Gear & Weapons: Individually provided.
aries. For example, a street gang might be re- in the game setting, or whether the cult is Vehicles: Individually provided.
stricted to a few city blocks and faces death just a bunch of wannabe losers or the real
Headquarters: Ritual Warren • 10 points
at the hands of other street gangs should they deal, is up to the Gamemaster. Regardless,
wander. A federal law enforcement agency the organization represented here does not Size Small; Spaces 4 of 8; Tou 10; Features: Ba-
can operate anywhere in the country, but not include any actual demons or supernatural sic Concealed 2 (DC 25; 0), Escape Tunnel
beyond its borders—any attempt to do so forces the cult may be able to call upon. (0), Holding Cells (2), Isolated (0), Library
will see their case thrown out of court. The cult will need somewhere secret to (2), Mystic Locale 2 (0); Complications: Ac-
meet and conduct their rituals (successful cessible Bowels
Restricted Influence or not.) This “sanctuary” is often a locale Add the following features if the
For some reason, the organization is un- that takes other factors, such as providing cult is actually able to access magic: Am-
able to bring its full influence to bear on mystical energy, into account when decid- plifier (One Magic Effect at a Time; 0),
someone or something. This could be an- ing where it shall be. Artificer Lab (Any One Trait at a Time;

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1), Ritual Chamber 2 (Any One Trait at Law 6 (+8), Expertise: Mechanics 1 (+3), Lax Security: Aside from the problems that
a Time, 10 points; 2), resulting in 7 of 8 Expertise: Sociology 6 (+8), Expertise: arise from trying to maintain total securi-
Spaces being used and a cost of 17 points. Streetwise 8 (+10), Expertise: Tactics 6 ty (personnel for a facility that has a high
Cultural Pariah: The cult’s religion and belief in (+8), Intimidation 6 (+8), Investigation 8 degree of public accessibility, police cor-
demonology make this group an outcast (+10), Perception 6 (+8), Persuasion 4 (+6), ruption also poses a problem.
in a civilized society, especially in game Technology 1 (+3) Legally Bound: The police are required to
settings wherein magic is real and such Advantages: Benefit (Law Enforcement), Con- abide by the law.
groups can work very real, serious harm. nected 4 (P: Police; S: Government, Feder- Restricted Geography: Although there are al-
Totals Abilities 6 + Advantages 21 (25 if capa-
al Law Enforcement, Criminals), Contacts lowances for some police operations,
ble of magic) + Skills 18 + Defenses 6 = 51 4 (P: Police; S: Government, Federal Law police officers are mostly confined to the
(55 if capable of magic) Enforcement, Criminals), Equipment areas assigned to their specific precinct.
7 (Headquarters), Favored Foe (Street Beyond this, each police force is wholly
Police Precinct, Urban Criminals), Minion 10 (or 19 with SWAT), limited to the larger area it oversees (i.e.,
Mole Network 3, Well-Informed a particular city or borough.)
79 (88) points
Members: Minion 10 (60-pt., x 50 police offi-
This organization represents a typical A police precinct’s influ-
Restricted Influence:
cers), Minion 9 (60-pt., x 25 SWAT offi-
urban precinct house. Snitches and interro- ence is largely restricted to its designated
cers) if a SWAT team is also stationed at
gations provide information, while efforts district, and is limited to local law en-
the precinct
are made to build trust with the community forcement capabilities.
through outreach and anti-crime programs. Headquarters: Precinct House • 33 points
Totals Abilities 12 + Advantages 31 (or 40
Friction and distrust exist between the offi-
Size Large; Spaces 32 of 32; Tou 10, Features: with SWAT) + Skills 32 + Defenses 4 = 79
cers and community, however, due to racial
Armory 3 (Surveillance Gear, 15 points, (88 with SWAT)
tensions and corruption on the Force.
16 minions; 3), Armory 2 (Weapons, 10
Were it to better suit the game, the police points, 32 minions; 4), Basic Communi- Terrorist Brotherhood
force could be built in its entirety for the cations (0), Basic Computer (0), Demoli- 76 points
whole city, breaking it down into precincts tions Disposal 2 (Tou 14; 1) Fire Preven-
with notations. tion System (0), Garage (16), Gym (1), The terrorists are devoted to their cause
Holding Cells (5), Kitchen (1), Crime Lab- and ideals, which usually have strong roots
PL: 4 (5 with SWAT)
oratory (1), Landmark 2 (0), Motor Pool 5 in their ethnicity and/or faith. They oper-
Leadership: Council if governed by a quorum (Police Cruisers x 16), Security System 2 ate out of the backrooms and basements
or the like, or a Dictatorship otherwise (DC 25; 0); Complications: Accessible Bow- belonging to sympathizing citizens and
Intellect 2, Awareness 2, Presence 2
els, Security Gap (Public Entrance) businesses, striking at their enemy who is
An urban police precinct usu-
Cultural Pariah: typically an (actual, historical, or believed)
Will 6 oppressing culture, ethnicity, or religion.
ally encounters difficulty gaining any
Skills:Deception 6 (+8), Expertise: Business acceptance or cooperation from ethnic Representing a single, troublesome ter-
1 (+3), Expertise: Current Events 2 (+4), minorities, youths, and other disenfran- rorist cell, the following organization may
Expertise: Electronics 1 (+3), Expertise: chised groups.

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be expanded to represent the entire terrorist Cultural Pariah: By association, terrorist Morale Resistance Check DC Modifiers
organization by adding new cell locations, groups usually bring negative attributes Situation/Status DC Modifier
or increasing the amount of members and to any religion or ethnicity they share and
Blind Devotion * −2
their allotted equipment. champion. This brings about a degree of
Bolstered Morale Status −3
PL: 4
discrimination that can make operations
difficult. Broken Morale Status +5
Leadership: Usually a Zealous Theocratic Rallied Morale Status −1
Totals Abilities 10 + Advantages 38 + Skills 20
Dictatorship Shaken Morale Status +3
+ Defenses 8 = 76
Intellect 1, Awareness 2, Presence 2 Vitalized Morale Status −5
Worried Morale Status +1
Will 10
Organization Morale Zealous −2 per rank
Skills: Deception 4 (+6), Expertise: Chem-
* To qualify, at least half of the members must
istry 4 (+5), Expertise: Current Events 1 The general state of mind and sense of have the Blind Devotion Minion advantage re-
(+3), Expertise: Electronics 2 (+3), Exper- garding the same leader. Furthermore, this
well-being of an organization’s members
tise: History 2 (+3), Expertise: Mechanics modifier only applies to morale resistance
2 (+3), Expertise: Tactics 4 (+5), Expertise: can have a very real affect on how that orga- checks directly related to that leader.
Theology & Philosophy (AWE/INT) 5 nization performs, grows, or possibly falls
Organization Morale Effect
(+7/+6), Intimidation 6 (+8), Perception 2 apart. Whenever events occur the Game- Resistance Check Effect
(+4), Persuasion 2 (+4), Stealth 6 (+7) master rules as worthy of affecting the orga-
Succeeds (four degrees) +3 Degrees *
Advantages: Connected 3 (P: Terrorists; S: nization’s overall morale, the organization Succeeds (three degrees) +2 Degrees
Black Market, Related Ideology), Con- must make a Will resistance check. Succeeds (two degrees) +1 Degree
tacts 4 (P: Terrorists; S: Black Market, Re-
Unlike a normal, character-based Will Succeeds (one degree) No Change
lated Ideology, Shared Ethnic/Ideological
Population), Equipment 16, Favored Foe resistance check, the organization’s resis- Fails (one degree) –1 Degree
(Oppressors, etc.), Minion 9, Mole Net- tance check is not merely a pass or fail Fails (two degrees) –2 Degrees
work, Zealous 4 situation. Instead, the outcome is deter- Fails (three degrees) –3 Degrees
Members: Minion 9 (45 pt., x 50 militants) mined much like that of a Toughness re- Fails (four degrees) –4 Degrees **
sistance check in so far as the degree of * Morale Status Cannot Be Improved Beyond Vitalized
Equipment: Equipment 9 (Small Arms; 20
failure impacts the results.
pt., x 25), Equipment 7 (Explosives and ** Morale Status Cannot Be Degraded Below Broken
Heavy Weapons; 15 pt., x 10) Organization Will Resistance Check = DC 15 + Situ-
Morale Conditions
ational Modifier
Vehicles: Individually provided One of the following morale conditions
Headquarters: Typically a series of “safe Whenever an organization makes a will apply to an organization that has been
houses” comprised of nothing more than Will resistance check for morale, consult forced to make a morale resistance check.
members’ basements and the like. the Organization Morale Effect Table to Unless otherwise indicated, “Unmoved” is
see what results. the default starting point for the organiza-

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tion’s morale. Improvements move towards organization’s Minion advantage loses will get better. This boosts their spirits (or
“Vitalized” and loss of morale moves to- 1d20 ranks *. Reducing the Minion ad- intimidate them into falling in line.) The
wards “Broken.” vantage to the point where fewer than specifics of who can rally the troops is
• (+3) Vitalized: The members have com- one member remains on the Amounts open to the Gamemaster’s discretion, but
plete faith, not only in the organization’s Table means no members remain. should be limited to leaders, individual
actions and goals, but also in their sure- NPCs that stand out from the flock (such
Remaining members cannot use the
ness that success is inevitable. as members of CORE’s Elite), or possibly
following minion advantages so long as
a lowly minion who is able to accomplish
• (+2) Bolstered: Confidence runs high re- the organization’s morale remains at this
something spectacular, such as defeating
garding the organization, its leadership, morale status or worse:
a renowned hero on his own.
and its members. Things are definitely on
the right track.
Against the Odds, Blaze of Glo- Rallying an organization, regardless of
ry, Create Opening, Hard as Nails, the Gamemaster approved circumstances
• (+1) Rallied: The troops are in good spir- Heed the Call, Horde, Loyalty, Pow- involved, requires the person(s) doing the
its and see bright times ahead. er of Many, Swarm, Wide Open. rallying roll either a successful Intimidation
• (+/–0) Unmoved: Everyone is neither es- • (–4) Broken: The members’ faith in the or Persuasion check, depending on how the
pecially hopeful or concerned—things rallying is to be done. The DC should be set
organization falls apart, causing many
are proceeding as per the status quo. This to suit the conditions and will be modified
to quit and flee. The Gamemaster can
is the default status of a newly formed or- by the organization’s current morale sta-
handle this arbitrarily or rule the organi-
ganization. tus, adding the latter’s appropriate modifi-
zation’s Minion advantage loses (1d20 +
er from the Morale Resistance Check DC
• (–1) Concerned: Members have a few 10) ranks *. Reducing the Minion advan-
Modifiers table. The Gamemaster should
doubts regarding the organization. tage to the point where fewer than one
also adjust the DC to suit the skill used be-
member remains on the Amounts Table
• (–2) Worried: The organization’s leader- cause there are some situations where the
means no members remain.
ship and recent decisions will be ques- honeyed tongue of diplomacy will certainly
tioned in whispers and behind closed Remaining members cannot use work better than gruff bluster and threats.
doors. any minion advantages so long as the or-
Much as with a morale resistance check,
ganization’s morale remains at this mo-
Members cannot use the following the effects of a rallying check upon an or-
rale status.
minion advantages so long as the orga- ganization’s existing morale is not a pass/
fail situation, but is represented by degrees
nization’s morale remains at this morale * If the organization has multiple instances of Min-
status or worse: of success or failure. Each degree of success
ion, spread the loss out amongst them evenly
improves the organization’s morale stand-
Hard as Nails, Heed the Call, Loyalty Rallying ing by one degree, and every degree of fail-
When suffering from bad morale, an or- ure similarly worsens it.
• (–3) Shaken: The members’ faith in the ganization’s members require someone to
organization is ready to crumble, with step forward and set a shining example to Rallying an organization is no simple feat,
some members leaving. The Gamemas- show them that all is not lost and things nor is it something that should be overly
ter can handle this arbitrarily or rule the codified by the Gamemaster. It is also some-

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thing that is not easily done, so the Game- rather than rolling for every individual NPC Crowd Entity Statistics
master should be careful in deciding what on its own. This is especially useful when
constitutes a suitable rallying situation, as the players are facing down swarming min- When defining a crowd’s capabilities,
well as when they are possible. Otherwise, ions. one need not worry about all the statistics
morale becomes meaningless.
But what defines a single group or crowd, of its component members, but only those
Gamemasters shouldn’t be afraid to rule and how many creatures must there be to that are relevant to the group’s unified ca-
that months or even years pass before a ral- constitute a “crowd?” pabilities. These statistics include all resis-
lying check is allowed to see if an organiza- tance checks, attack and defensive powers,
Because the circumstances are so varied,
tion can build itself back up from the most and combat statistics. A warning needs to be
the requirements are left in the Gamemas-
devastating failures and defeats. made, however:
ter’s hands to suit the particular situation.
Because these rules are intended to create a
In some cases, such as attacking a festival
shorthand for a group of NPCs, there is some
Crowds and Mobs filled with ordinary civilians packed togeth-
er around several stages while listening to
math involved that is a bit more complicat-
ed than one generally sees with the game’s
Most of the time, a Gamemaster will like- live bands, the Gamemaster may decide that
rule system. This is somewhat unavoidable
ly wish to portray crowds as a plot element, mere proximity is enough. The Gamemaster
using nothing more than common sense because of the nature of what these rules are
decides anyone not around the stages have
and storytelling. However, there are occa- meant to accomplish, and because they are
too many escape avenues available to them
sions where knowing just what game statis- meant to let the Gamemaster handle crowds
and are far enough away to not be consid-
tics collectively belong to a large group of ranging up to millions of creatures as a single
ered a part of this particular crowd entity.
creatures—be they a crazed mob, a horde of statistic block, if need be.
So, in this example, the Gamemaster rules
wild beasts, or a platoon of organized sol- proximity and location are the determining To keep things simple, examples are pro-
diers—is an excellent time-saving tool. factors of what constitutes the crowd entity. vided in most cases, as are other aids. Really,
To meet this need, the following rules use this makes it out to sound much worse than
Now, let us say that a detachment of po-
the base game statistics of a typical member it is. Still, if the math does indeed prove too
lice enters the previously defined crowd. Al-
of a crowd, along with the amount of be- much for you, you are welcome to bypass
though they meet both the proximity and loca-
ings comprising that group, to arrive at an these rules and keep track and roll for the
tion guidelines outlined for the audience, the
amalgamated stat block for the members. NPCs individually (which may take a while
Gamemaster decides the police’s armament,
This single stat block is then used for creat- if working with a lot of NPCs.)
training, and intention to help the civilians
ing them collectively as though acting as a
sets them apart. These factors will be what de- It’s up to each Gamemaster to decide
single character known as a “crowd entity.”
cides who constitutes this second group. what works best for them.
Not only do these new rules concern-
ing mobs and crowds add a new depth to So, in our example, we now have a single Crowd Size
the game (especially when it comes to how mass of people made up of two crowd en- Roughly, a crowd entity’s size is equal to
bystanders will react), but they can also be tities that would require two separate stat the rank on the Amounts Table (pg 80) that
used to save time by amalgamating NPCs blocks using the following rules. covers the amount of members it has, +3.

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A Comment on Crowd Building


The rules on building a crowd entity are meant to be a guideline and can be tinkered with as the Gamemaster sees fit, either to suit the individual crowd
entity or the particular circumstances.
While these rules are intended to allow a Gamemaster to calculate game statistics for a significant group of similar creatures, some shortcomings remain.
These rules simply aren’t going to be able to account for all the individuality that still exists between the lines, even in the case of characters that share
identical statistics, purposely leaving these rules fairly arbitrary.

A crowd entity of 220 members would have For Dodge and Parry resistance checks, individual members to the amalgamated
a combined size of rank 6. average the member’s Dodge and Parry re- crowd entity.
sistance modifiers, respectively. Next, apply
Crowd Toughness a –1 penalty per rank on the Amounts Table Crowd Skills
Resistance Checks representing the crowd entity’s overall size, Most skills will be useless for the pur-
Use the average Toughness resistance starting with a –1 penalty at the –4 Amounts pose of Gamemastering or interacting with
modifier for the crowd entity’s member rank. Consult the Crowd Calculations Ta- crowd entities because most skills are em-
creatures (rounded down.) Next, increase ble for a quick reference regarding this pen- ployed with the design and intention of use
alty. in an individual capacity.
this by the rank value of the number of
members according to their value on the Crowd Advantages Interaction skills will especially be mostly
Amounts Table (pg 80), plus 4. ineffective, although the Gamemaster may
For a crowd entity to gain the benefits of find some creative ways to use them. Intim-
(Sum of all Toughness modifiers / amount any advantage, at least three-quarters (of its idation, for instance, can be used to repre-
of members) + (Amounts value + 4) members 75%, rounded down) must pos- sent a crowd’s ability to cow others through
sess it. If the advantage is ranked, but not sheer weight of numbers.
A crowd entity with 64 members possess-
all the crowd’s members possess the advan-
ing an average Toughness of 2 would pos- When calculating a crowd entity’s skill
tage, halve the amount of ranks to a mini-
sess a collective Toughness of 7. ranks, first divide the crowd’s members
mum of 1 rank. into smaller groups of those who have
If you are confused by how the math Most advantages won’t apply to a crowd the skill, regardless of rank, and those
works, a shortcut for determining the re- entity because they simply won’t make any who do not. Next, average the skill ranks
sistance modifier has been provided in sense in the sort of situations one would of the first group (round down); do not
the accompanying Crowd Calculations need to know a crowd’s game statistics for. concern yourself with the amount of be-
Table (pg 199.) For instance, although advantages such as ings in each group.
Ranged Attack or Close Attack are likely go-
Other Crowd Resistance Checks ing to be useful for crowd entities, neither Round off the percentage of the overall
For Fortitude and Will resistance checks, Contacts or Benefit (Wealth) shall be. crowd members without the skill in ques-
use the average resistance modifier for the tion represents to the nearest 10%, and com-
Gamemasters must use their discretion pare that percentage to the Crowd Mem-
crowd entity’s member creatures. when transferring advantages over from bers without Skill or Power Table. Apply

Chapter 7: The Many Faces of Evil 197


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the indicated skill rank penalty to the aver- Intimidation and Stealth Modifiers Hero Points
age skill rank determined for those crowd A crowd gains a +2 bonus to Intimi- and Extra Effort
members who possess the skill. The result is dation at each amounts rank of its mem-
the crowd entity’s skill rank. Crowds cannot acquire, accumulate, or
bers beyond –4. Similarly, every rank of
use hero points, but can use extra effort.
Treat any results of 0 or fewer skill amount beyond –4 results in a –4 Stealth
ranks as the crowd entity not possessing penalty for the crowd. Amount of Crowd Attacks
the skill after all. A crowd entity may effectively attack as
Crowd Powers
Crowd Members without Skill or Power As with skills, not all powers will apply many times per round as the number of mem-
Crowd % Rank Penalty to a crowd entity. Unless every member has bers’ rank on the Amounts Table (pg 80), plus
0% None Comprehend, for instance, this power will 5. This doesn’t mean only 11 people with-
10% or less –1 be relatively useless in situations where it in a crowd entity comprised of 2,000 armed
20% –2 becomes necessary to employ a crowd en- members are able to attack while the remain-
30% –3 tity’s statistics. This is so even beyond situ- ing 1,989 people sit on their hands, however.
ations where individual members may find This number merely represents the amount
40% –4
the power extremely useful. of attacks that will give any other combatants
50% –5
something to worry about for that round. All
60% –6 In most instances, the amount of a
other attacks made at that time remain the
70% –7 power’s ranks a crowd entity has access
province of plot and storytelling, and are ac-
80% –8 to is determined using the same method
counted for in the crowd’s Damage modifier
90% or more –9 and formula used for determining skill
ranks. See the Crowd Members without (see Crowd Damage Modifier.)
Consider a crowd of 1,000 people, 600 of Skill or Power Table.
which have Stealth +5 and 200 of which Crowd Damage Modifier
have Stealth +3. Averaging these together, Gamemasters may want to bypass this Use the average Damage modifier(s) for
we arrive at Stealth +4. However, there are in particular circumstances, such as a sin- the crowd entity’s member creatures for ev-
200 people who do not possess the Stealth gle member being the only one within the ery attack of the same sort. Next, increase
skill at all. The latter 200 crowd members crowd entity possessing a power but the this number by the rank value of the amount
represent 20% of the overall crowd’s size. power alone is sufficiently potent to be ap- of members who share the attack type ac-
Referencing the Crowd Members with- plied to the crowd entity’s stat block at its cording to their value on the Amounts Ta-
out Skill or Power Table for this 20% re- full rank. Another common instance of this ble (pg 80), rounded down and plus 4.
sults in a –2 penalty. situation is when an individual’s power has
an area that covers the space occupied by A crowd entity with 1,500 unarmed civil-
According to the skill average of the crowd the crowd entity as a whole. ians (rounded down to 1,000) possessing
members with the skill and applying the pen- In such cases, these powers may only be an average unarmed Damage modifier of
alty resulting from those who do not, we deter- used once per round by the crowd entity if +0 would collectively possess a Damage
mine this crowd entity possesses Stealth +2. they have an instant duration. modifier of +9.

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Crowd Calculations Unless the Gamemaster decides there
Toughness / Dodge/Par- Amount of is some reason why it should not apply, a
Amount Members Intimidation Stealth
Damage ry Attacks crowd entity’s component members are ef-
–4 2 +0 −1 +2 –4 1 fectively always using aid actions to assist
–3 4 +1 −2 +4 –8 2 each other with regards to their attack capa-
–2 8 +2 −3 +6 –12 3 bilities. As such, further increase the crowd
entity’s attack modifier by +2.
–1 16 +3 −4 +8 –16 4
0 32 +4 −5 +10 –20 5 The aid bonus is lost if the crowd entity’s
1 64 +5 −6 +12 –24 6 moral status is reduced to Shaken or worse
(see pg 201.)
2 125 +6 −7 +14 –28 7
3 250 +7 −8 +16 –32 8 Crowd Movement
4 500 +8 −9 +18 –36 9
To be in the same crowd entity, all
5 1,000 +9 −10 +20 –40 10 members must possess the same form of
6 2,000 +10 −11 +22 –44 11 movement or at least be in a circumstance
7 4,000 +11 −12 +24 –48 12 that allows them to move together. For in-
8 8,000 +12 −13 +26 –52 13 stance, a crowd entity could be made of
9 16,000 +13 −14 +28 –56 14 two different races, one of which can only
10 32,000 +14 −15 +30 –60 15 walk and one that can only fly, but only
11 65,000 +15 −16 +32 –64 16 if the latter flew low and slow enough to
12 125,000 +16 −17 +34 –68 17 mingle with the former. As soon as the fly-
13 250,000 +17 −18 +36 –72 18 ers took to the air and moved far enough
14 500,000 +18 −19 +38 –76 19 away, they would no longer qualify as
15 1 million +19 −20 +40 –80 20 members of the crowd entity.
16 2 million +20 −21 +42 –84 21
Crowd PL
Etc. etc. etc. etc. etc. etc. etc.
Calculate a crowd entity’s PL in the same
In the case of attack powers that are not age modifier has been provided in the ac- fashion as you would for a regular NPC.
possessed by all members but remain us- companying Crowd Calculations Table.
able, calculate this Damage modifier based Crowd Entity Combat
on the amount of people who can use the Crowd Attack and Initiative
power rather than on the overall size of the Average the members’ attack and initia- Although the basic principles of
crowd (see Crowd Powers, earlier.) tive modifiers to arrive at those belonging combat remain unchanged for a crowd
If you are confused by how the math to the crowd entity, calculating the attack entity, there are some differences that
works, a shortcut for determining the Dam- modifier separately for each possible attack. require mentioning.

Chapter 7: The Many Faces of Evil 199


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across, this power would have a +4 Dam-
age modifier against the crowd if the entire
crowd is covered. The remaining 20 feet of
the burst is only hitting the empty space
surrounding the target.
Conversely, attacks without an area of af-
fect suffer from a reduced Damage modifier
by applying a –1 penalty per 10 feet of the
crowd along its widest point.

If using a Ranged Damage 8 power against


the 40-foot wide crowd from our previous
example, the power’s effective Damage
rank would be reduced to 4.
Some powers that do not result in dam-
age, such as Mind Control, may suffer re-
duced potency or be rendered useless
against a crowd entity unless they possess
sufficient area to cover all the crowd. If the
power has an area of affect, its effective ranks
for the sake of the power’s potency is either
increased or reduced as previously outlined
for the Damage modifier. In most cases it is
appropriate to use the power check against
Attacking the Crowd age bonus against the latter per 10 feet of
the crowd entity as though it were a Dam-
the crowd entity covered, rounded down.
Attacking a crowd is undertaken nor- age modifier, using the proper resistance
Any part of an area effect that goes be-
mally. Damaging more than one crowd
yond the location filled by the crowd is check rather than Toughness.
member is accounted for by ruling that the
not counted towards this bonus.
close proximity of the members will cause Damaging a Crowd
attacks to strike multiple creatures at once, Instead of the usual Damage results, con-
A Burst Area Ranged Damage 6 power
penetrate and keep on going to hit some- sult the Damaging a Crowd table when at-
one else, and so on. would have a 30-foot radius, meaning it
is 60 feet across for a potential +6 Dam- tacking a crowd entity.
Area attacks are especially useful age bonus against a crowd entity. If used
against crowd entities, gaining a +1 Dam- against a crowd entity that is only 40 feet

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Damaging a Crowd do organizations (pg 194), although the ef-
Resistance check Effect
Crowd Entity Size Reduction Shorthand fects are much more immediate. This is an
Every size rank a crowd entity loses due to optional system for determining crowd be-
Succeeds Negligible Damage Damage results in the following changes to its
Fails (one degree) Victims; −1 rank in size havior, but Gamemasters need not use it if
statistics: they feel more comfortable leaving issues of
Fails (two degrees) Carnage; −2 ranks in size
−1 Toughness, −1 Damage modifier, crowd morale entirely up to the whims of
Massacre; −3 ranks in +1 Dodge, +1 Parry, –2 Intimidation,
Fails (three degrees) the plot and character actions.
size
+4 Stealth, −1 attack per round.
Blood in the Streets; When crowds make use of the mo-
Fails (four degrees) rale rules, the resulting morale conditions
−4 ranks in size Reducing a crowd entity’s size to –5 or
Fails (per additional Minus an additional fewer ranks on the Amounts Table “kills” change to the following:
degree) rank in size it, effectively killing and/or dispersing all • Vitalized: The crowd has complete faith
• Negligible Damage: For the sake of plot its members. in whatever it is attempting to do.
and description, a few members of the The Gamemaster determines the exact • Bolstered: Confidence runs high regard-
crowd may be harmed or even killed, but not influence a power has on the crowd entity ing the crowd’s chances of success.
enough to affect the crowd entity’s statistics. if that power doesn’t cause actual Damage.
• Rallied: The crowd’s members are in
• Victims: The crowd entity’s cohesiveness In the case of Mind Control with an area good spirits and see bright times ahead.
has suffered, reducing its size by one of affect, for example, the amount of ranks
rank on the Amounts Table. the crowd entity’s size would have been • Unmoved: The previous morale status
reduced by on the Amounts Table (pg 80) remains unchanged. This is the default
• Carnage: The crowd entity’s cohesive- instead indicates how much of the crowd is status of a crowd entity.
ness has suffered, reducing its size by now under the character’s control.
• Concerned: Members have a few doubts
two ranks on the Amounts Table.
In this particular instance, the crowd en- about what the crowd is doing and its
• Massacre: The crowd entity’s cohesive- tity has been split into two crowd entities, chance of success.
ness has suffered, reducing its size by one under the character’s control and one
• Worried: The crowd’s actions and chance
three ranks on the Amounts Table.
that remains independent, with the latter of survival will be questioned in whis-
• Blood in the Streets: The crowd entity’s having a size equal to the remaining ranks. pers and muffled conversations.
cohesiveness has suffered, reducing its
Members cannot use the following
size by four ranks on the Amounts Table. Using Mind Control on a crowd entity of
advantages so long as the crowd’s morale
Every additional 5 points beyond 15 that 500 people (amount rank 4) suffers 50 peo-
remains at this morale status or worse:
the resistance check fails by reduces the ple (amount rank 1) succumbing to mind
crowd’s size by yet another rank. controlled and told to disperse. This leaves
Hard as Nails, Heed the Call, Loyalty.
Keep in mind that Damage reducing a crowd of amount rank 3 in size.
the crowd entity’s size in ranks also re- • Shaken: The members’ faith in the crowd
duces its calculated values that rely upon Crowd Morale is ready to crumble, with some members
the Amounts Table, such as its Toughness Crowds roll morale checks and make leaving. The Gamemaster can handle
check and Damage modifier. rally checks in much the same manner as this arbitrarily or rule the crowd loses

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an amount of members equal to 1 or 2 CORE Assault Team (PL 7) 6)
ranks on the Amounts Table (pg 80.) Re- Dodge –3, Parry –3, Fortitude 5, Toughness 10 (7
This crowd entity makes use of the CORE
ducing the crowd entity’s amount to –5 Field Agent supporting character archetype without body armor), Will 1
ranks means no members remain and the and is comprised of 16 members.
crowd entity is no more. Street Gang (PL 6)
Size: 2
Remaining members cannot use This crowd entity makes use of the Thug
the following advantages so long as the Advantages: Move as One, Ranged Combat 4, supporting character archetypes and is com-
crowd’s morale remains at this morale Swarm prised of 50 members.
status or worse: Skills: Athletics 4 (+5), Expertise: Tactics 4 Size: 4
(+4), Intimidation 2 (+10), Perception 4
Against the Odds, Blaze of Glory, Create (+4), Stealth 2 (–13) Athletics 4 (+6), Intimidation 4 (+15),
Skills:
Opening, Hard as Nails, Heed the Call, Stealth 2 (–21)
Maximum Attacks/Round: 4
Horde, Loyalty, Move as One, Power of Maximum Attacks/Round: 6
Many, Swarm, Wide Open. Offense: Initiative +1, CLW-006 Grenade +7
(Burst Area Ranged Damage 8), CLW-006 Initiative +1, Light Pistol +3 (Ranged
Offense:
The crowd entity also loses its in- Plasma +7 (Ranged Damage 10, 17-20, Damage 8), Unarmed +4 (Close Damage
herent aid bonus to its attack modifier. Multiattack), Unarmed +7 (Close Dam- 7)
• Broken: The members’ faith in the crowd age 4) Dodge –4, Parry –4, Fortitude 4, Toughness 8 (7
falls apart, causing many to quit and flee. Dodge –2, Parry 1, Fortitude 3, Toughness +7 (+4 without leather jacket), Will 0
The Gamemaster can handle this arbi- without bulletproof vest), Will 1
trarily or rule the crowd loses an amount SWAT Team (PL 6)
of members equal to 1d20 ranks on the Soldiers, Platoon (PL 9) This crowd entity makes use of the Swat
Amounts Table. Reducing the crowd en- This crowd entity makes use of the Sol- Officer supporting character archetype, and
tity’s size to –5 ranks means no members dier supporting character archetype and is is comprised of 8 members.
remain. comprised of 40 members, 4 of which have Size: 1
Remaining members cannot use any grenade launchers along with assault rifles. Advantages: Close Attack 2
minion advantages so long as the crowd en- Size: 4
tity’s morale remains at this morale status. Athletics 3 (+5), Intimidation 4 (+11),
Skills:
Advantages: Ranged Attack 4 Perception 2 (+3), Ranged Combat: Sub-
The crowd entity also loses its inherent aid
bonus to its attack modifier. Skills: Athletics 4 (+5), Intimidation +2 (+14), machine Gun 4 (+6), Stealth 4 (–6)
Perception 2 (+2), Stealth 0 (–23) Maximum Attacks/Round: 3
Sample Crowds 6 (max 2 w/grenade Offense: Initiative +2, SMG +8 (Ranged Dam-
Maximum Attacks/Round:
launchers) age 6, Multiattack), Tonfa +8 (Close Dam-
Note that all attack bonuses include the Offense: Initiative +1, Assault Rifle +7 age 5), Unarmed +8 (Close Damage 4)
assumed +2 aid bonus. Remove this bonus (Ranged Damage 10, Multiattack), Gre- Dodge 1, Parry 1, Fortitude 6, Toughness 8 (4
in situations where it should not apply. nade Launcher +7 (Burst Area Ranged without riot gear), Will 3
Damage 6), Unarmed +7 (Close Damage

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Chapter 8
Headquarters
What is a villainous mastermind without a Headquarters are assumed to provide A headquarters’ maximum Toughness
lair from which to plot and hide from his ene- suitable life-support conditions for their in- value is twice the game’s PL.
mies, such as the heroic player characters? habitants at no additional point cost. This
Headquarters Trait Cost
Simple: just another bad guy waiting is usually Earth-normal atmosphere, pres- Trait Starting Value Point Cost
to be spotted and swept up off the street. sure, temperature, and gravity, regardless of 1 point per size
That’s why so many villains build head- where the installation is located (particularly Size Small
category
quarters from which to scheme and act (not important for things like orbiting satellites,
to mention hide.) moon-bases, and deep sea facilities, etc.) Tough- 1 point per +2
6
There’s nothing wrong with the existing Immunity to other effects often requires ness Toughness
Varies (flat rate or
system for building headquarters, especially if a Feature, and the headquarters’ self-sus- Features ―
per rank/Space)
you wish to play things loose, easy and quick. tained environment does not generally
However, some players and Gamemasters prevent changes to the environment with- Headquarters Toughness
may be hoping for more detail than such rules in the facility, such as someone capable of
offer. For the latter, we provide the following manipulating the temperature, atmosphere, Nothing has changed with regards to
expanded and revised headquarters rules. etc. At the Gamemaster’s discretion, use of
a headquarters’ Toughness or the bench-
the headquarters’ environmental systems
One of the most obvious changes is how may be able to counter some of these effects marks illustrated in the core rules.
many headquarters features are now ranked (“I’ll use the ventilation fans to clear out
rather than keeping the degree of their abili- this gas!”) In such instances, substitute the Headquarters Size
ty directly tied to the headquarters’ PL. This installation’s PL for an effect rank for the
allows for a greater degree of customization countering check when permitted. A structure’s size is measured similar to
and variance, but you’ll find the added de- that of a character or vehicle, and gives a
tail means headquarters can easily cost far general idea of the overall space it occupies.
more than before. We think you’ll find the
tradeoff for the added detail and improved
Headquarters This also indicates how much area is avail-
able inside for development, as represented
control is worth it. Traits by the “Spaces” column. Structures are mea-
sured on a different scale than characters or
Headquarters and Environments Headquarters have two primary traits― vehicles, however.
This section details an alternative means Toughness and Size―and a number of pos-
See the Structure Size Categories Table
for devising headquarters versus the default sible features. Each of these costs equipment
for guidelines. A headquarters starts out at
system presented in the core rules. points to improve.

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Small size for 0 points. Each increase in size though some Gamemasters may make ac-
category costs 1 point, each decrease in size
Optional Rule: Cutting HQ Costs commodations for being built on adjacent
The amount of points required to purchase a land, open to the elements, if the Grounds
category gives you an additional point to
headquarters using the new rules can increase dra- feature is purchased.)
spend elsewhere on your headquarters.
matically because of the enhanced details added.
Structure Size Categories If the Gamemaster wants to counter this some- Some features may also demand other
what, they can utilize the following simple option. prerequisites from its builders to ensure
Structure Points
Size Cost
Spaces Examples that characters are only building features
Small town/vil- Points obtained from the Equipment ad- that are logically within their characters’
Awesome 6 500+ lage, sprawling vantage allow the character to spend 10 capabilities and not just a simple matter of
points on headquarters per rank instead spending the requisite points.
installation
City block, of the usual 5 points, although only 5 Gamemasters may allow some or all
Colossal 5 250 points are gained for other types of gear. of a feature’s prerequisites to be bypassed
private estate
Gargan- amount of equipment points, which some- under certain conditions, such as hiring on
4 125 Skyscraper someone to do the work or if the base has
tuan times appears as a flat rate, or as a cost per
rank or Space purchased for the feature. been inherited or otherwise taken over from
Huge 3 64 Castle
someone else who built it. Otherwise, a
Mansion, cave A feature also lists the amount of Space Gamemaster should allow the feature to be
Large 2 32
complex it uses within the headquarters. When all added without meeting the prerequisites at
Medium 1 16 Warehouse of the facility’s Space (as determined by double the point cost with the understand-
Small 0 8 House its size) is used up nothing more can be fit ing that outside help had to be taken on to
Tiny –1 4 Townhouse into the structure without expanding it (al- fill such needs. Alternatively, Gamemasters
looking to play things far more loosely can
Diminu-
–2 2 Apartment Headquarters without the Space Rule do away with the prerequisites altogether
tive The concept of Space and building headquar-
Fine –3 1 Loft (it’s about having options, after all.)
ters is meant to implement a degree of realism
Miniscule –4 0* Room and detail into the game. There will certainly be Amplifier Ranked
* A maximum of one Feature with a cost Gamemasters and players who don’t like this as-
A device that amplifies powers of a par-
of 0 Spaces may be applied pect of the new rules, however, and will prefer
ticular type by as many ranks as this fea-
sticking with the old system that favors concept
ture possesses. Once selected, the power
Headquarters Features over mechanics.
type(s) affected cannot be altered without
If this is the case, drop the rule about 1 point some wondrous effort, as determined by the
A headquarters may have a number
equaling 1 equipment point, and buy all aspects Gamemaster. Doing so should be no simple
of features, chosen from the list below. A
of a headquarters normally, as per the core rules. feat, and failure may result in losing the fea-
headquarters automatically has the basic
structural amenities like doors and win- See the Appendix (pg 289) for versions of ture altogether.
dows, power outlets, utilities, and so forth the new headquarters details written for the Using the amplifier requires an appropri-
at no cost. Each feature costs the indicated standard headquarters creation rules. ately empowered individual be in physical

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Headquarters Features
Feature Prerequisites Space Points Cost
Amplifier * Technology 8, +1 per additional rank, Inventor Varies 1 to 5/rank
Armory * ― Amount Rank + 4 1/rank
Artificer Lab * Expertise: Magic 4, Artificer 1 per 2 people 1 to 5/rank
Automation * Expertise: Electronics 8, Technology 8 0 1/rank
Barrier * ― 0 1/rank
Combat Simulator, Basic Technology equal to half PL 1 per 4 people 1
Combat Simulator, Advanced Basic combat simulator, Expertise: Electronics 12, Technology equal to PL 1 per 4 people 1 per 4 Spaces
Communications, Basic ― 0 1
Communications, Dimensional * Movement (Dimensional Travel) or a similar power 0 Varies
Communications, Encrypted * Any other Communications feature, Expertise: Electronics 8 0 1/rank
Communications, Global Basic Communications, Expertise: Electronic 4 0 1
Communications, Space Basic and Global Communications, Expertise: Electronics 12, Expertise: Physics 8, Technology 12 1 1
Computer, Basic * Varies 0 or more 1/rank
Computer, Advanced * Basic Computer, Expertise: Electronics 8, Technology 8 (and more) 0 or more 1/rank
Concealed, Basic * Expertise: Engineering 4, Stealth 4 0 1/rank
Concealed, Cosmetic * Expertise: Engineering 8, Stealth 8 0 1/rank
Concealed, Electronic * Expertise: Electronics 8 0 1/rank
Defense System * Expertise: Engineering 8 Varies 1/rank
Demolitions Disposal 8 Expertise: Demolitions 8, Expertise: Engineering 4 1 1/rank
Dimensional Capacity * Expertise: Engineering 12 (and more), Inventor, Movement (Dimensional Travel) or a similar power 0 1/rank
Dimensional Portal * Movement (Dimensional Travel) or a similar power, and more 0 or more 2/rank
Dock * ― Varies Varies
Drones Varies 0 or more 1
Electronics-Counter Measures Expertise: Electronics 8, and more 0 1/rank
Emergency Arresting System Expertise: Engineering 10 0 or more 1
Emergency Floatation System Expertise: Engineering 10 0 or more 1
Environmental Control * Varies 0 Varies
Escape Tunnel * ― 0 or more 1/rank
Fire Prevention System * ― 0 1/rank
Food Supply ― 0+ 1
* The feature is ranked

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Headquarters Features, Continued
Feature Prerequisites Space Points Cost
Game Room ― 1 per 8 people 1
Garage * ― Varies Varies
Grounds * ― Varies 1/rank
Gym ― 1 per 8 people 1
Habitat ― 1 per half acre 1
Hangar * ― Varies Varies
Hero Point Bank * ― 0 1/rank
Holding Cells * Expertise: Engineering 8, plus Technology 8 and Inventor if the Nullify effect is available 1 per 8 people 1/rank
Infirmary * Varies 1 per 4 people 1/rank
Intelligent * Varies Varies 1/rank
Inventor Lab * Technology 4, Inventor 1 per 4 people 1 to 5/rank
Isolated Varies 0 1 to 3 points
Kennel/Pen * ― Varies Varies
Kitchen/Mess Hall ― Varies 1
Laboratory, Basic * None; 8 ranks if specialized 1 per 4 people 1/rank
Laboratory, Crime * Expertise: Criminology 4 1 per 4 people 1/rank
Landmark * ― 0 1/rank
Library ― 1 per 8 people 1
Living Space, Barracks ― 1 per 20 people 1
Living Space, Basic ― 1 per 4 people 1
Living Space, Luxury ― 2 per 2 people 1
Motor Pool * Garage, Hangar, or Dock 0 1/rank
Movable Varies Varies 1
Mystic Locale * Expertise: Magic 12, +2 per additional rank 0 1/rank
Personnel ― 0+ 1
Pool ― 1+ 1
Power System ― Varies Varies
Remote Feature Varies 0 1
Ritual Chamber * Expertise: Magic 4, Ritualist 1 per 5 people 1 to 5/rank

* The feature is ranked

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Headquarters Features, Continued
Feature Prerequisites Space Points Cost
Sealed ― 0 1
Security System * Varies Varies 1/rank
Self-Destruct Expertise: Demolitions 8 0 1
Self-Repairing * Expertise: Engineering 12, Expertise: Robotics 8 0 1/rank
Sovereign ― 0 1
Teleport Lock Varies; relevant skill at 12 ranks 0 or 1 1
Temporal Warp * Time Travel or the like 0 1/rank
Translocation * Movement (Dimensional Travel) or a similar power 0 2/rank
Untraceable * Expertise: Survival 8 0 1/rank
Vault * Expertise: Engineering 12 0+ 1/rank
War Room ― 1 per 8 people 1
Weakened Reality Movement (Dimensional Travel) or a similar power 0 2
Workshop * Selected Expertise skill 4 ranks, +2 per additional rank 1 per 4 people 1/rank

* The feature is ranked

contact with the device, and spend a full requires an additional rank. For others, an ap- Space: Gamemasters should use their discre-
round calibrating and activating it. As long propriate check (DC 5 + the headquarters’ tion. An amplifying device in a steampunk
as this contact is maintained, the amplifier PL) is required with each attempt to access game could be massive and take up plenty
remains in effect, even if the power is not the amplifier’s ability. This could be a Tech- of Spaces, whereas resting the headquar-
sustained. The Gamemaster may even allow nology check if the amplifier is tech-based, ters on a pair of crossing ley lines to ampli-
the amplifier to boost the power’s effects Expertise: Magic if it is arcane, and so on. fy a spell would use no space.
beyond the campaign’s PL restrictions, al-
though doing so should be done with care. Unless a hero point is expended when the Cost: Varies according to the following:
character is finished using the amplifier, the • 1 point/rank: One trait of a single type
Spending an additional rank allows the character will become fatigued afterward.
(ability scores, skills, advantages, or pow-
amplifier to operate anywhere upon/within
ers of a particular type or descriptor) at a
the headquarters without requiring direct Prerequisites: Technology 8, + 1 per feature
rank beyond the first, Inventor. This skill time. So you could acquire any one skill at
contact with the amplifier (indicated by a
can be substituted for another, more ap- a time, for example, or any single appro-
Ranged notation.)
propriate skill if the amplifier is not of a priate power. The trait type must be spec-
Similarly, making the amplifier selective so technological nature. Most will require ified when the Amplifier is purchased.
that only the headquarters owners (and peo- the Power System feature (pg 223.) • 2 points/rank: Any single trait at a time.
ple they approve) can utilize it without effort

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• 3 points/rank: Multiple
traits of a single type
(ability scores, skills,
advantages, or powers
of a particular type or
descriptor), so long as
the total traits do not
add up to more than
the total available ranks
provided by the feature.
The trait type must be
specified when the Am-
plifier is purchased.
• 4 points/rank: Multiple
traits of a single type or
descriptor at once, so
long as the total traits do
not add up to more than
the total available ranks
provided by the feature.
• 5 points/rank: Any
combination of traits
adding up the total
available ranks provid- Space: Equal to 4 + the rank on the
ed by the feature. Amounts Table (pg 80) appropriate
Armory Ranked
to the amount of minions to be sup-
plied, with a minimum of 1 Space.
The headquarters is equipped with an For instance, supplies for 16 min-
ample supply of weapons or gear, allowing ions would use 3 Spaces. Double
minions to each draw up to 10 points worth the number of require spaces per 50
of equipment per feature rank. points provided by the Armory.
The Armory is limited to a particular sort of Cost: 1 point/rank residents to use it to provide unique, tem-
gear (weapons, spy gear, armor, mecha, etc.) porary magical inventions. The item is tem-
that must be decided when built. Separate Artificer Lab Ranked porary because there is a maximum amount
and/or conjoined armories may be purchased The Artificer Lab is equipped with all of items that may produced by the lab be-
for each additional type of gear desired. manner of arcane components, allowing fore the components must be replaced or re-

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turned in order to make new ones. destroyed, the Gamemaster may force the Automation Ranked
players to purchase the points again before
Using an Artificer Lab requires a design The headquarters is equipped with a
they can be used or make them go through
check, as normal for an artifact, but the Ar- slaved automation system that activates au-
a process to replenish the lost supplies and
tificer advantage is not required. Construc- tomatically under a specified set of parame-
components. Returning the points to the
tion checks and times are normal. If the ters. Every additional feature to be automat-
pool takes (15 x points spent on the magical
character has the Artificer advantage, inven- ed or each new circumstance for the same
invention) minutes once it is returned to the
tion times are halved. feature that will act as a trigger requires a
Artificer Lab.
new rank. Automation can be used to repre-
A single rank allows up to 5 points worth Prerequisites: Expertise: Magic 4, Artificer sent something as simple as a computer re-
of magical inventions to be supplied from cording keystrokes or as complex as robotic
the Artificer Lab simultaneously. Addition- Space: 1 per accommodations for 2 people arms within a kitchen.
al ranks may be spent in any of several pos- Cost: The cost per feature rank depends on
sible ways that must be specified upon pur- the type of magical inventions that may Conditions for Automation to activate
chasing and cannot be changed afterward: be provided simultaneously. must fit a single, brief sentence. These pa-
rameters must represent only conditions
• A total of 5 cumulative additional points • 1 point/rank: One trait of a single type happening in the immediate vicinity of the
may be spent on magical inventions si- (ability scores, skills, advantages, or pow- headquarters, so you can’t have an auto-
multaneously produced by the lab. ers of a particular type or descriptor) at a mated teleport function to pull people out
• Reduce the design time by one-quarter. time. So you could acquire any one skill of danger half a planet away.
This feature aspect may be purchased a at a time, for example, or any one power.
Any Automation that requires a skill bonus,
maximum of three times (this cannot be • 2 points/rank: Any single trait at a time. such as an “auto-doc” robot in an infirmary
reduced beyond one-quarter of normal.)
• 3 points/rank: Multiple traits of a single or an auto-targeting system for a weapons
• Reduce the construction time by one-quar- type (ability scores, skills, advantages, or emplacement, must be built as a construct. 5
ter. This feature aspect may be purchased powers of a particular type or descrip- points are spent on the system per rank of that
a maximum of three times (this cannot be tor), so long as the total traits do not add particular Automation feature.
reduced beyond one-quarter of normal.) up to more than the total available ranks Automated features can typically only
• +2 cumulative bonus to design checks. provided by the feature. activate once per round unless the power/
function they are activating requires more
• +2 cumulative bonus to construction • 4 points/rank: Multiple traits of a single than a one round to turn on. In such in-
checks. type or descriptor at once, so long as the
total traits do not add up to more than stances, use the normal activation time of
Once a magical invention is made from the total available ranks provided by the the power/function.
the pool of available points, those points feature. Prerequisites: Expertise: Electronics 8, Tech-
cannot be used for anything else until the nology 8
magical invention is disassembled and its • 5 points/rank: Any combination of traits
components returned. adding up the total available ranks pro- Space: 0
vided by the feature.
If the magical invention is lost, stolen, or Cost: 1 point/rank

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Barrier Ranked Generally, a combat simulator has a suite Also, clever heroes can try to lure intruders
of devices that can simulate any appropriate into the combat simulator, or an intruder
A physical barrier, obstacle, or impedi-
attack effect up to a maximum rank equal might override the simulator’s control sys-
ment surrounds the headquarters. It could be
a moat, high wall, steep cliff, maze, or the like. to the campaign’s PL. A combat simulator tems and trap the heroes in it, turning it into
normally has safety interlocks so its attacks a deathtrap.
Surmounting or bypassing the barrier are not lethal, but these can be disengaged
requires succeeding on as many appropri- Prerequisites: Technology equal to half PL
so the simulator’s attacks may cause severe
ate (DC 10 + 2 per feature rank) skill checks harm or even kill. Space: 1 per accommodations for 4 people
(Athletics to swim a moat or climb walls,
for example―Gamemasters use your judg- Combat simulators are useful for training Cost: 1 point
ment) as equals half the feature’s ranks. Us- and short war games (pitting the characters
ing an appropriate power (such as digging against each other or simulated opponents.)
under a wall) without invitation or proper,
permitted access may also get the job done.
The Gamemaster should only allow
physical barriers appropriate to the head-
quarters’ design and location.
Instead of spending ranks on increasing
the skill check DC, you can spend the ranks
on turning the barrier into a Reaction Dam-
age effect as well. This could be cliffs with
razor sharp ledges, lava in the moat rath-
er than water, and so on. Each rank spent
in this fashion provides 1 rank of Reaction
Damage effect—you can also spend ranks
on applying the Reach extra.
Space: 0 (the barrier is outside the head-
quarters)
Cost: 1 point/rank
Combat Simulator, Basic
A combat simulator (or “danger room”)
is a special room equipped with various
devices intended to test characters’ powers
and skills by allowing them to train in real-
istic combat situations.

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Combat Simulator, Advanced Communications, Dimensional unauthorized use, meaning an intercepted
signal must be decrypted. Cracking the code
An advanced combat simulator is similar This feature allows the headquarters
requires a Technology check (DC 25); increase
to the basic version but adds the ability to to communicate with dedicated reception
the DC by +5 per additional rank.
project realistic illusions, allowing it to rec- points in other dimensions. These receptors
reate or simulate almost any environment. could be magic mirrors, enchanted phones, Purchasing this feature once applies its
geomantic locations, and so on―it can be a protection to all other communications fea-
You must purchase as much Space with roaming item or fixed location, as specified.
tures in the headquarters.
the advanced combat simulator as you did
for the basic version because the latter is es- Each feature rank allows the headquar- Prerequisites: Any other Communications
sentially an ad-on to the basic variety. ters to communicate with a single, specified feature, Expertise: Electronics 8
dimension, and grants one dedicated recep-
Prerequisites: Basic combat simulator, Space: 0
tor in that same dimension.
Expertise: Electronics 12, Technology Cost: 1 point/rank
equal to PL For a flat rate of 10 points, the headquar-
ters can communicate with any dimension Communications, Global
Space: Same as basic combat simulator
and gains ten dedicated receptors. Addi- This system works in much the same
Cost: 1 point per 4 Spaces (rounded up, tional receptors dedicated to a specified
minimum of 1 point) fashion as the Basic Communications fea-
dimension can be purchased for 1 point ture except it is able to interact with commu-
Communications, Basic apiece, or for 2 points each if the receptor is nications devices on a global scale. This fea-
mobile and works in any of dimensions the ture is all that’s needed (rather than Space
A Communications system allows the headquarters can communicate with.
headquarters to receive and transmit on a Communications) to communicate between
wide range of radio and TV bands, monitor The dedicated receptors automatically Earth and something in orbit.
police and emergency channels, coordinate gained per feature rank may be improved to Prerequisites: Basic Communications, Ex-
communications between members of a universal receptors for +1 point each. pertise: Electronic 4
team, and so forth. It includes communica- Prerequisites: Movement (Dimensional Space: 0
tions equipment, consoles, and monitors. Travel) or a similar power
Cost: 1 point
The system’s access to restricted commu- Space: 0
nication bands depends on the clearance Cost: 1 point/rank or 10 points for universal Communications, Space
and skills of the user. Heroes often have ac- communications; +1 point per additional Possessing the same characteristics as the
cess to special government channels, while dedicated receptor or +2 points per each Basic and Global Communications systems,
a successful Technology skill check (DC 25) universal receptor this feature allows communications through
can grant a user illegal access to restricted outer space from one planet and/or system
systems. Communications, to another. The exact distance should be de-
Encrypted Ranked
Space: 0 termined by a combination of considering
All the headquarters’ inbound and out- the overall resources of those who made the
Cost: 1 point bound communications are scrambled against headquarters, along with the concept be-

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hind these characters and the overall cam- Prerequisites: None unless adding skills, in ied underground, and so forth. Note this is
paign PL and design. which case the programmer must have in addition to the Isolated Location feature,
the same skill of at least as many ranks if also applied. An isolated headquarters is
Prerequisites: Basic and Global Communi-
difficult to reach, while a concealed head-
cations, Expertise: Electronics 12, Exper- Space: 0; +1 per 3 ranks (rounded down)
quarters is difficult to find in the first place.
tise: Physics 8, Technology 12 Cost: 1 point/rank
Perception checks to locate/identify the
Space: 1
Computer, Advanced Ranked headquarters by a visual or tactile search in-
Cost: 1 point creases their DC by +5 per rank.
A state-of-the-art computer system ser-
Computer, Basic Ranked vices the entire headquarters (a mainframe Prerequisites: Expertise: Engineering 4,
Stealth 4
The entire headquarters is outfitted with or mini-frame system.) This allows charac-
a rudimentary network server with termi- ters to make use of the computer’s Technol- Space: 0
nals found in typical locations (Living Space, ogy skill untrained without penalty with Cost: 1 point/rank
War Room, etc.) This allows characters to regards to computer-related purposes, and
make untrained use of the Technology skill the computer can be programmed to handle
for computer-related purposes, although routine base functions (including monitor- Concealed, Cosmetic Ranked
advanced purposes, such as inventing and ing communications channels.)
The headquarters is equipped with slid-
security (for hacking and the like) using the Each additional rank grants users a +2 bo- ing walls, hidden compartments, and other
computer suffer a –4 penalty. nus to Technology checks solely for comput- devices that, when engaged, allow the facil-
ity to appear to be something else. Typical
The server runs conventional commercial er-related checks. Additional skills may also
be added, as per the Basic Computer feature. uses include making a seemingly normal
software and has Internet access with a fire- home’s or office building’s interior trans-
wall, but there isn’t much to it beyond what For an artificially intelligent computer form to reveal the headquarters’ special fea-
you’d expect of a computer network belong- system, build the computer as an immobile tures. Changing the headquarters’ appear-
ing to a mid-sized corporation. construct (see Constructs in the core rules.) ance requires a resident spend one round to
Computers may have additional skills add- Prerequisites: Basic Computer, Expertise: change the interior or exterior appearance
ed, representing their database capabilities, Electronics 8, Technology 8; if adding (or both.) While this feature is engaged, a
gaining 4 ranks with a single skill per addi- skills, the programmer must have the Perception check (DC 20) is required to no-
tional rank. A Gamemaster can rule that a par- same skill of at least as many ranks tice anything odd about it. Increase this DC
ticular skill isn’t appropriate for this use, how- by +5 per additional rank.
Space: 0; +1 per 2 ranks (rounded down)
ever. For example, many knowledge-based When this feature is added, the design-
Expertise skills are highly appropriate for Cost: 1 point/rank er must determine how and from where the
computer databases whereas Stealth would concealment can be manipulated. For in-
Concealed, Basic Ranked
likely be inappropriate. Each additional rank stance, is the control voice activated through
purchased for this feature increases this skill’s The headquarters is hidden from the out- the owners’ personal communicators or
capabilities by 4 more ranks (as with con- side world in some rudimentary way. It may is there a single switch in a central control
structs), or may add a new skill. be camouflaged behind a false façade, bur- room that must be flipped?

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Prerequisites: Expertise: Engineering 8, Concealed, Electronic Ranked origins but does not encrypt it whereas the
Stealth 8 latter encrypts but does not conceal where
The headquarters is proofed against elec-
the signal comes from or where it’s going.
Space: 0 tronic searches; its electro-magnetic signa-
ture, outbound communications, and simi- Skill checks to locate/identify the head-
Cost: 1 point/rank
lar electronics signals are masked. Masking quarters by use of an appropriate sensor have
communications is not the same as encryp- their DC increased by +10. Each additional
tion because the former hides the signal’s rank applied to this increases the DC +5.
Prerequisites: Expertise: Electronics 8
Space: 0
Cost: 1 point/rank
Defense System Ranked
A Defense System consists of various
weapon emplacements defending the head-
quarters’ exterior and interior. Heroic HQs
usually have nonlethal weapons or defenses,
such as a force field, while villainous defense
systems are often out to do harm or kill.
Each feature rank provides the headquar-
ters with 10 points to spend on any single ac-
tive Defense System—be it a weapon or death-
trap. However, the actual number of defense
systems is limited only by the headquarters’
concept and the Gamemaster’s opinion.
Gamemaster’s should use their discretion
when determining how much Space, if any,
these defense systems will use.
Prerequisites: Expertise: Engineering 8.
Gamemasters may demand other skills
to suit a particular aspect of the de-
fense system.
Space: Gamemaster’s judgment
Cost: 1 point/rank

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Demolitions Disposal Ranked passage to anything that enters the gateway. The Gamemaster may require the headquar-
Each additional rank allows the Dimensional ters be located within a reasonable distance of a
This room is equipped with explosives
Portal to link to another specified dimension, body of water in order to have this feature.
detection equipment, Senses 1 (Detect Ex-
or a flat fee of 10 ranks may be purchased to Space & Cost: Varies by vehicle size, see
plosives [Smell]), and an airtight sub-sec-
allow the gate to link to any dimension. In
tion with emergency venting for dealing the Vehicle Accommodations’ Size and
the latter case, Gamemasters may place lim-
with bio- and chemo-hazard explosives. The Cost table. The Gamemaster may rule the
itations on the gate’s use, such as only being
area’s Toughness can be increased by +4 per necessary Space can be disregarded if the
able to link to dimensions the gate’s operator
additional rank. dock isn’t built within the confines of the
knows the quantum coordinates for. headquarters area itself, such as by build-
Prerequisites: Expertise: Demolitions 8, Ex-
At the Gamemaster’s discretion, an ap- ing it upon expansive, otherwise-empty
pertise: Engineering 4
propriate skill check—typically Expertise property surrounding the headquarters.
Space: 1 or Technology—may be required to operate
Drones
Cost: 1 point/rank the portal.
Prerequisites: Movement (Dimensional A fleet of small maintenance and clean-
Travel) or similar power. Must have ac- ing drones occupy the headquarters. The
Dimensional Capacity Ranked
Through dimensional warping, the head- cess to another dimension and may vary “drones” may be small robots or living crea-
quarters’ interior is larger than its exteri- beyond this; the Gamemaster may set tures, but either way they are non-combat-
or. Each feature rank increases the head- other prerequisites to suit the type of ants considered to be PL 1 minions. They
quarters’ available Space to that of one size gate. Most will require the Power System have no skills beyond Expertise related to
category larger. So, for one rank, a small feature. rudimentary knowledge and profession
headquarters would have as much Space abilities related to appropriate tasks.
Space: 1 or more if designed to accommodate
as a medium-sized headquarters, as a large The headquarters houses up to as
the passage of exceptionally large items.
headquarters for 3 ranks, and so on. Beyond many drones as the HQ’s total used and
At the Gamemaster’s discretion, this could
an awesome sized headquarters, each addi- unused Spaces.
use 0 Space if the concept suits it.
tional rank doubles the amount of Spaces.
Cost: 2 point/rank (half this cost if the gate is Prerequisites: Varies by Gamemaster’s dis-
Prerequisites: Expertise: Engineering 12, +2 cretion to suit the drones’ nature. Robots,
one-way); 10 are necessary for a universal
per feature rank beyond the first; Inven- for instance, may require 8 ranks of Ex-
gateway
tor; Movement (Dimensional Travel) or pertise: Robotics.
similar power Dock Ranked
Space: 0, +1 per 25 drones (rounded down)
Space: 0 A dock accommodates water vehicles
Cost: 1 point
Cost: 1 point/rank and includes access to a nearby waterway,
an airlock, or lock system for moving ve- Electronic Counter
Dimensional Portal Ranked hicles in and out of the dock. Dry-dock fa- -Measures Ranked

This feature introduces a permanent portal cilities for repairing and maintaining water Attempts using ordinary technology (in-
that accesses a specified dimension and allows vehicles are also available. fra-red sensors, laser microphones, bugs,

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Vehicle Accommodations’ Size and Cost ters’ technology level and environment) de-
Amount of Appropriate Vehicles by Size * ploys and slows its descent to a rate of 10
Spaces feet per round. Even at such a slower rate,
Point Cost Gargantu-
Used Medium Large Huge Colossal Awesome
an damage may still be suffered because of the
0 1 1 ― ― ― ― ― environment or other conditions.
1 2 2 1 ― ― ― ― Prerequisites: Expertise: Engineering 10
2 3 4 2 1 ― ― ―
Space: 0, +1 per headquarters size category
4 4 8 4 2 1 ― ― above Small
8 5 16 8 4 2 1 ―
Cost: 1 point
16 6 32 16 8 4 2 1
32 7 64 32 16 8 4 2 Emergency Floatation System
64 8 125 64 32 16 8 4 The headquarters is equipped with a
125 9 250 125 64 32 16 8 means of floatation (typically inflatable de-
250 10 500 250 125 64 32 16 vices) or is inherently buoyant, even if it is
500 11 1,000 500 250 125 64 32 not intended to be waterborne. It will easi-
ly float if placed in water or similar liquid,
* The listings indicate the maximum amount of vehicles of any given size that may fit in the space simultaneously,
given that all vehicles are of the same size. Mixing and matching vehicles of various sizes allows for extrap-
and will rise to the surface at the rate of 20
olating how many vehicles of either size may fit in the area by cross-referencing vehicle sizes on the table. feet per round if forcibly submerged. Only
damaging the floatation system will cause
It is clear 1 gargantuan vehicle (requiring 8 Spaces) uses twice the space of a huge vehicle (requir- the headquarters to sink.
ing 4 Spaces), which in turn takes up twice the space of a large vehicle (requiring 2 Spaces.) As
such, the space normally reserved for a colossal vehicle area taking up 16 Spaces could otherwise Headquarters developed specifically to
hold, for example, 1 gargantuan vehicle, 1 huge vehicle, and 2 large vehicles. operate on or under water, such as one built
with the Swimming effect, do not require
etc.) to spy on the headquarters suffer a –2 Space: 0 this feature to be seaworthy. However, they
penalty to do so per rank. Cost: 1 point/rank may run into problems without it if their
The Gamemaster may instead allow this usual means of floatation is denied.
penalty to apply to other forms of spying, Emergency Arresting System Prerequisites: Expertise: Engineering 10
such as arcane scrying or the like. Doing so Usually only used in headquarters built
Space: 0, +1 per headquarters size category
means it won’t apply to mundane technol- as vehicles or that otherwise fly, the facili-
above Small
ogy without purchasing this feature sep- ty is equipped with an emergency system
arately for each such application. In such that will respond to the headquarters falling Cost: 1 point
instances, replace the Expertise: Electronics from its proper location by attempting to ar-
Environmental Control Ranked
prerequisite with an appropriate equivalent. rest such movement.
Each room may be sealed off into a sepa-
Prerequisites: Expertise: Electronics 8, +2 When falling, a parachute, retro engine,
rate section so its conditions may be adapt-
per feature rank beyond the first or the like (as appropriate to the headquar-

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ed to that of a single different environment. Space: 0 for a tunnel or the like. Something Game Room
For instance, Living Space could be filled like escape pods would take up as much
A game room is filled with entertain-
with water and adapted to house a visiting Space as half the rank of the people the
ment and recreational devices, be they tele-
aquatic alien. pods are meant to accommodate, as per
visions, video games, pool tables, pinball
the Amounts Table. Treat any amounts
Generally, changing a room’s environ- or the like. If large enough, it can even in-
rank of less than 1 as 1 Space.
ment takes a minute and can be performed clude a theater. This can be varied to suit
from the room in question or any major com- Cost: 1 point/rank individual tastes.
puter terminal or control room within the
Space: 1 per accommodations for 8 people
headquarters. Every feature rank allows for Fire Prevention System Ranked
the rooms to be independently altered to a The headquarters is equipped with an Cost: 1 point
different environment type. A flat rate of 10 advanced, automatic system for detecting
Garage Ranked
ranks allows the rooms to adapt to any rea- and extinguishing fires. Any large open
sonable environment, although the Game- flame sets the system off (beware, fire-using A garage houses ground vehicles, and in-
master may disallow unusual environments heroes!) It functions like the Nullify effect cludes a ramp or other access to move vehicles
such as those involving magic or the like. at rank 5 against fire―increase the power’s in and out, facilities for repairing and main-
taining vehicles, and a sliding access door.
If an environmental condition may be ranks by +2 per additional feature rank.
considered hazardous (such as if using the A computer-controlled fire prevention Space & Cost: Varies by vehicle size, see
previous example to drown someone), re- system can be programmed to ignore cer- the Vehicle Accommodations’ Size and
gard the conditions an attack of the same tain sources of fire, or the system can be Cost table on page 215. The Gamemaster
rank as the headquarters’ PL. placed on manual control (requiring some- may halve the necessary Space (round
one to throw a switch in order to activate it.) up, with a minimum of 1 Space) if the ve-
Prerequisites: Varies by Gamemaster’s dis-
hicles are not stored within the confines
cretion to suit the additional environ- Space: 0
of the headquarters area itself, such as by
ments’ nature.
Cost: 1 point/rank building a parking lot upon expansive,
Space: 0 otherwise-empty property surrounding
Food Supply Ranked
Cost: 1 point/rank or 10 points for any envi- the headquarters.
ronment The headquarters is capable of produc-
ing enough food and water for its residents, Grounds Ranked
Escape Tunnel Ranked representing such things as a hydroponics In addition to the headquarters’ actu-
The headquarters has one escape tunnel farm or food replication machines. Every al building(s), it has a considerable area of
(or like means of covert egress, such as an es- additional rank doubles the amount of peo- land surrounding it that is considered a part
cape pod) into the surrounding area per PL of ple the feature can feed comfortably. of its dominion. An HQ can have surround-
the headquarters. The tunnels (or whatever) Space: 0 for less than Small; 1 for a Small ing land equal to its size category at no cost,
may lead up to a mile away from the facility. headquarters, doubling per size category without having this feature. Possessing the
A Perception check (DC 20), +5 per addition- larger feature provides grounds sized for a head-
al rank, is required to find such a hidden exit. quarters one size bigger per feature rank.
Cost: 1 point

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The Gamemaster may allow certain fea- The habitat may serve primarily as a place They cannot be spent on its residents, opera-
tures to be placed upon the Grounds instead of rest and quiet contemplation, a home for tors, or anyone else unless the feature or trait
of being attached to the main facility, so pets or rare creatures, or have more practi- is specifically designed to affect such people,
long as the Grounds have sufficient Space. cal uses. These may include generating ox- as is the case with the Amplifier feature.
For instance, a Pool, Garage, Hangar, or ygen (from plants) or growing food for the Whoever is in control of the headquarters
Dock are ideal features to be added to the installation’s inhabitants. decides how and when such hero points are
Grounds. Features deployed in this fashion Space: 1 per half acre used.
are not directly attached to the headquar-
ters, however, meaning open ground must Cost: 1 point Spent hero points regenerate at a rate of
be covered between the two. 1 per week.
Hangar Ranked
If the headquarters has features like De- Space: 0
A hangar houses air and/or space vehi-
fense System and Security System, they also Cost: 1 point/rank
cles. It includes a hatch and/or runway for
extend over the grounds (with fences, sen-
the vehicles to launch, and facilities for re-
sors, weapon emplacements, and so forth.) Holding Cells Ranked
pairing and maintaining flying vehicles. For
Space: Provides external space equal to +1 some HQs, the hangar’s launch facilities These are cells for holding prisoners, usu-
size per rank may require a long tunnel or other access to ally temporarily, although some headquar-
the outside. ters might have more permanent contain-
Cost: 1/rank
ment facilities. For an additional 3 ranks, the
Space & Cost: Varies by vehicle size, see cell can be equipped with Nullify 5 (state
Gym
the Vehicle Accommodations’ Size and effect) devices―+2 ranks of Nullify per fea-
A gym consists of weight-training and Cost table on page 215. The Gamemaster ture rank purchased for this feature for that
other exercise machines, space for working may halve the necessary Space (round up, particular purpose. The cell’s basic Tough-
out, stretching, and similar exercises, and with a minimum of 1 Space) if the vehicles ness can also be increased by +4 for an ad-
all the necessary amenities (lockers, show- are not stored within the confines of the ditional rank. Making the cells’ Toughness
ers, etc.) Some HQs may incorporate the headquarters area itself, such as by building Impervious requires 1 rank, as does trans-
gym feature into the combat simulator, for an airfield upon expansive, otherwise-emp- forming the cells into “Punishment” cells
a multi-purpose training room. ty property surrounding the headquarters, (add an Affliction effect at the installation’s
Space: 1 per accommodations for 8 people or by adding access umbilical tubes to the PL), or “Sleeper” cells (add an Affliction ef-
exterior of a space station. fect at the installation’s PL that keeps pris-
Cost: 1 point
Hero Point Bank Ranked oners incapacitated.)
Habitat
Every feature rank grants the headquar- Prerequisites: Expertise: Engineering 8,
A portion of the headquarters is given ters a hero point to draw upon instead of plus Technology 8 and Inventor if the
over to an artificial environment suitable for using those of operators/owners (such as Nullify effect is available
certain plants or animals. It may be a green- characters.) These points may only be spent Space: 1 per accommodations for 8 people
house, arboretum, zoo, or even “living lab- in cooperation with the headquarters’ own
oratory” with a self-contained ecosystem. inherent features and traits (such as powers.) Cost: 1 point/rank

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Infirmary Ranked tain technology-oriented skills if it is a • Reduce the construction time by one-quar-
computer intelligence, for instance. ter. This feature aspect may be purchased
An infirmary consists of hospital beds
a maximum of three times (this cannot be
and equipment for the full use of the Exper- Space: 0; depending on the concept, time
period, etc. the Gamemaster may require reduced beyond one-quarter of normal.)
tise: Medicine and Treatment skills. It can be
assumed to have the necessary facilities to Space be spent on this feature • +2 cumulative bonus to design checks.
handle any unusual physiology of the base’s Cost: 1 point/rank • +2 cumulative bonus to construction
owner(s.) A –4 penalty (or more) is suffered checks.
for alien and unusual physiology, including Inventor Lab Ranked
Once a gadget is made from the pool
that of animals. The Inventor Lab is equipped with all of available points, those points cannot be
The infirmary can provide advanced manner of technological components, al- used for anything else until the gadget is
equipment that either provides a +2 bonus lowing residents to use its resources to disassembled and its components returned.
provide unique, temporary devices. They
per additional rank to Expertise: Medicine If the gadget is lost, stolen, or destroyed,
are temporary because there is a maximum
and Treatment checks or cancels out penal- the Gamemaster may force the players to
amount of items that may produced by the
ties from alien or animal physiology.
lab before the components must be replaced purchase the points again before they can be
Prerequisites: None unless additional ranks or returned in order to make new gadgets. used or make them go through a process to
are purchased for the Expertise: Medicine replenish the lost supplies and components.
Using an Inventor Lab requires a design Returning the points to the pool takes (15 x
skill or to counteract alien physiology
check, as normal for an invention, but the points spent on the invention) minutes once
penalties, in which case Expertise: Medi-
Inventor advantage is not required. Con- it is returned to the Inventor Lab.
cine 8, +2 per feature rank is required.
struction checks and times are normal. If
Space: 1 per accommodations for 4 people the character has the Inventor advantage, Prerequisites: Technology 4, Inventor
Cost: 1 point/rank invention times are halved. Space: 1 per accommodations for 4 people
A single rank allows for 5 points worth Cost: The cost per feature rank depends on
Intelligent Ranked
of gadgets simultaneously, with additional the type of gadgets that may be provided
The headquarters includes an intelli- ranks being spent in any of several possible simultaneously.
gence of some sort, such as an artificial in- ways that must be specified upon purchas-
telligence computer program or possessing ing and cannot be changed afterward: • 1 point/rank: One trait of a single type
spirit. Build the intelligence as a construct • A total of 5 cumulative additional points (ability scores, skills, advantages, or pow-
ers of a particular type or descriptor) at a
that is confined to the headquarters under may be spent on technological inventions time. So you could acquire any one skill
the same restrictions as used for building simultaneously produced by the lab. at a time, for example, or any one power.
HQ powers and special abilities. Every fea-
ture rank provides 15 points with which to • Reduce the design time by one-quarter. • 2 points/rank: Any single trait at a time.
build the intelligence construct. This feature aspect may be purchased a
maximum of three times (this cannot be • 3 points/rank: Multiple traits of a single
Prerequisites: Varies by the intelligence’s reduced beyond one-quarter of normal.) type (ability scores, skills, advantages, or
nature; the Gamemaster may require cer- powers of a particular type or descrip-

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tor), so long as the total traits do not add land), 2 points for a moderately unusu- Space: 1 with area enough for 2 people to work,
up to more than the total available ranks al location (e.g., atop a lonely mountain and accommodates 15 people to eat (or 4 peo-
provided by the feature. peak), or 3 points for an isolated location ple to eat per Space for a luxury mess)
that also involves extreme environmental Cost: 1 point
• 4 points/rank: Multiple traits of a single
conditions (e.g., a base on the Moon or
type or descriptor at once, so long as the
the bottom of the ocean.) Laboratory, Basic Ranked
total traits do not add up to more than
the total available ranks provided by the Kennel / Pen A Basic Laboratory is a facility for the use
feature. of particular science-based Expertise skills,
A kennel or animal pen contains and cares or for performing scientific tests or experi-
• 5 points/rank: Any combination of traits for the needs of animals. The area may be ments with other skills. Characters may use
adding up the total available ranks pro- comprised entirely of, or in combination, the laboratory to perform research, study
vided by the feature. stalls, cages, roosts, and dens, along with unusual phenomena (including many su-
standard tools of animal husbandry. An in- per-powers), and so forth.
Isolated
firmary feature may be purchased to care for
Headquarters with this feature are situ- It contains much of the necessary scien-
animals by applying its full effects to animals
ated somewhere out of the way. The base’s tific equipment, including dedicated and
instead of humans, with humans suffering a
owner doesn’t have to worry about things enclosed computer network (connecting it
penalty if cared for within the facility.
like door-to-door salesmen or other un- to the overall network is a free option if the
wanted visitors, but the headquarters is also Space & Cost: Varies by animal size in the headquarters has its own Basic or Advanced
far from civilization (which can be limiting same manner reserved for vehicles (see Computer feature.)
for heroes unable to travel fast.) the Vehicle Accommodations’ Size and A +2 bonus per additional rank is be-
Cost table on page 215.) The Gamemas- stowed to all relevant skills utilizing the lab.
The headquarters is assumed to provide ter may halve the necessary Space (round
all the necessary, rudimentary life-support up, with a minimum of 1 Space) if the an- Optionally, a Basic Laboratory can be
for its location, but it doesn’t provide char- imals are not stored within the confines dedicated to a particular skill. This grants a
acters with the means to get to the base or of the headquarters area itself, such as by +5 bonus to any of those skill checks, but im-
travel back. They need the appropriate pow- building a zoo outdoors upon expansive, posing a –5 penalty to all others due to the
ers or a vehicle. specialized nature of its equipment. Special-
otherwise-empty property surrounding
ized Basic Laboratories must be purchased
Prerequisites: Gamemasters use their dis- the headquarters.
and expanded separate from other laborato-
cretion based on the location. For ex- Kitchen / Mess Hall ries. Each additional rank provides the spe-
ample, a headquarters located in space cialized skill an additional +2 bonus without
would certainly require 12 or more ranks A Kitchen provides the space, applianc- increasing the penalty by a related degree.
in Expertise: Engineering and Technolo- es, and other tools necessary for storing, pre-
gy, if not additional skills. serving, and preparing food. Also included is Prerequisites: None; 8 ranks are required in
the space required for serving the food in ei- the relevant skill if specialized in it.
Space: 0 ther a basic form (long tables with benches or Space: 1 with area enough for 4 people to work
Cost: Varies; 1 point for isolated but not simple chairs) or luxury form (fine dining.)
Cost: 1 point/rank
too unusual locations (e.g., a deserted is-

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To see how
people will re-
act to the land-
mark, the head-
quarters makes
a Persuasion 4
check against
them, +4 ranks
per additional
feature rank. A
tyrant’s head-
quarters would
likely find the
people around
it to be “hostile”
for the sake of
their attitude on
the Persuasion
skill’s Attitudes
table because
they see the
Laboratory, Crime Ranked Prerequisites: place as a sym-
Expertise: bol of their slavery. The headquar-
The facility contains all the necessary sci- ters of heroes who regularly save the
Criminol-
entific equipment, including dedicated and world and perform charity work, on the
ogy 4
enclosed computer network (connecting it other hand, would likely consider their
to the overall network is a free option if the Space: 1 with neighbors “favorable” or even “help-
headquarters has its own basic or advanced area enough ful,” and so they may rush to help the
computer feature), needed to analyze clues for 4 people heroes if the facility came under attack.
and evidence using the Expertise: Criminol- to work
Gamemasters should use their best
ogy and Investigation skills. This includes Cost: 1 point/rank judgment and consider ongoing cir-
ballistic and chemical testing. cumstances and recent events, as well
Landmark Ranked
A +2 bonus per additional rank is be- as the people involved, when deciding what
The headquarters is well known and any given third-party’s attitude towards the
stowed to Expertise: Criminology and Inves-
carries a definite meaning and signifi- headquarters will be.
tigation utilizing the lab. An additional rank
cance to those who live in the vicinity or
may also be spent to allow a Crime Laborato- Space: 0
interact with it in other ways (such as it
ry to conduct DNA testing on evidence. Cost: 1 point/rank
being a tourist stop.)

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Library Space: 1 with area enough for 20 people to live Each vehicle has as many points to
spend on designing as your headquarters’
A Library allows various knowl- Cost: 1 point
PL x 5. An additional rank may be spent to
edge-based Expertise skills to be utilized
Living Space, Basic increase by 5 the headquarters’ effective
while doing research. It may consist of
PL for this purpose.
printed matter (books and periodicals), mi- The headquarters includes all the neces-
crofilm, computer databases, or a combina- sary amenities for people to live there full- You cannot have more or larger vehicles
tion of all three. time. It includes separate bedrooms, a small in your motor pool than the headquarters’
living area, and shared washroom. Garage, Hangar, or Dock feature can accom-
A library allows characters to consider
modate, appropriately. If destroyed, a vehi-
many appropriate Expertise checks to be Space: 1 with area enough for 4 people to
cle takes 1 week per PL of the headquarters
considered routine, or may provide a cir- live (or 2 people in greater comfort)
to replace unless a character spends their
cumstance bonus to related checks. It may Cost: 1 point
own points to acquire replacements sooner.
also allow the character to use some skills
untrained that are not usually allowed to Living Space, Luxury A Motor Pool must be purchased sepa-
be used untrained, unless the information rately for each general type of vehicle (land,
Outfitted for up to two people to live
being researched is particularly obscure (in together in comfort, this single living unit air, or water) to be accommodated by the
the Gamemaster’s judgment.) Hangar, Garage, and/or Dock feature, ap-
consists of a bedroom, living area, small
propriately.
Space: 1 with area enough for 8 people to dining area, and private washroom each.
work Other luxuries (hot tubs, private sauna, etc.) Prerequisites: Garage, Hangar, or Dock (as
may be added, although a Gamemaster may appropriate to vehicle type)
Cost: 1 point
require additional points be spent for the Space: 0; all vehicles are stored in the Ga-
Living Space, Barracks more expensive perks. rage, Hangar, or Dock
This is a cramped living area where peo- Space: 2 with area enough for 2 people to Cost: 1 point/rank
ple have little space to call their own beyond live (or 1 person in greater comfort)
a bed, small wardrobe/closet, and nightstand Cost: 1 point Movable
or footlocker. This feature is usually united The headquarters is capable of relocat-
through several purchases to create Barracks Motor Pool Ranked
ing from one place to another, but it is not
for common minions or crews who are not The headquarters is equipped with a as capable as a vehicle in that regard. Gen-
expected to enjoy much in the way of perks. supply of vehicles, all of which are ready erally speaking, moving the headquarters
Characters can live in a headquarters from your headquarters at a moment’s no- is a significant undertaking that can only
lacking living space for a short-term, but tice. You begin with one vehicle, and each occur (at most) once per game session, and
they’re not likely to be very comfortable. Re- additional rank increases the amount of probably less often than that. This may be
ducing the already pitiful comfort level and vehicles by one step on the Amounts Ta- due to the need to charge powerful batter-
changing the beds to bunk beds at no addi- ble. This amount cannot exceed the stor- ies, make complex calculations, wait for the
tional cost can double the amount of people age capacity of the Garage, Dock, or Han- right alignment of mystic energies, or any
accommodated. gar, as appropriate. number of other reasons.

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The key point is that the headquarters Anyone attuned to the locale may spon- ular non-player characters rather than
isn’t particularly useful for getting from taneously cast spells, as per using a hero personnel.
place-to-place within the context of a single point to perform a Power Stunt. No actual • Personnel should not be useful outside
adventure, although it may move between hero point is spent, however, and the char- of the context of the headquarters for the
adventures. It may serve as a primary means acter does not become fatigued by doing so. most part. Underlings who accompany
of conveying characters to adventures, such Each character may make use of his ability characters away from the headquarters
as a “Tower Beyond Time” that shifts from once per day per feature rank. should be acquired via Summon, Min-
dimension to dimension, with each dimen- Prerequisites: Expertise: Magic 12, +2 per ions, or Sidekick.
sional shift heralding a new locale and a feature rank beyond the first
new adventure. • Personnel are subject to the PL limits of
Space: 0 the headquarters and the game, and the
As a 0-cost Feature, the headquarters Gamemaster may require them to be
moves about beyond the occupants’ ability Cost: 1 point/rank even lower level (6 or less, for example.)
to control. This may require the occupants
Personnel
devise some special means of tracking it or • Personnel can create complications for
even entering it. The headquarters has a staff of personnel the headquarters’ owners of the instal-
commensurate with its size and facilities. lation, ranging from the need to protect
Prerequisites: Varies; Gamemasters use
The staff is made up of characters created them from potential harm (or rescue
their discretion based on the method of
and controlled by the Gamemaster, and them from danger) to interpersonal con-
relocation.
tasked with servicing the headquarters. As flicts or even betrayals.
Space: Varies; Gamemasters use their discre- such, they shouldn’t be considered all-pur- Space: 0 or more; if they live on the prem-
tion based on the method of relocation. pose Minions of the occupant(s.) ises, sufficient quarters and accommoda-
Cost: 1 point A base’s personnel may help defend it tions (e.g., Kitchen) must be supplied or
in case of attack, but they’re not going to go they will not stay long
Mystic Locale Ranked
out on missions or otherwise assist outside Cost: 1 point
A headquarters with this feature is built of their duties. This feature merely ensures
on a location of occult power and signifi- there’s someone taking care of the place Pool
cance, granting extra arcane powers to any- while the owner isn’t at home.
The headquarters has a temperature-con-
one attuned to such energies.
Note that a headquarters’ personnel do trolled Pool. At the owner’s discretion, a
Characters living in the headquarters not have to be ordinary humans. They could Pool can provide access to an outside body
will become attuned to the energies after be service robots, magical golems, animat- of water (connected to a lake, river, or even
one month per feature rank. Other charac- ed skeletons, enslaved aliens, trained apes, to the ocean), to the base’s dock, or both at
ters may become attuned by first detecting or just about anything else the Gamemaster no additional cost.
or otherwise taking note of the energies, and chooses to fit with the theme of the base and
then performing a ritual requiring 8 hours its owner(s.) Space: Minimum of 1, although may be in-
per rank and succeeding at an Expertise: creased in size category to suit one’s needs
• Personnel should always be considered
Magic check (DC 10, +2 per rank).
minions. Non-minions should be reg- Cost: 1 point

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Power Needs Power System Space: 0
Structure Size Point Cost * Spaces * A Power System makes the headquarters Cost: 1 point
Awesome 4 (6) 32 (40) entirely independent of outside power sup-
Colossal 3 (4) 16 (20) plies. It has its own source (which may be Ritual Chamber Ranked

Gargantuan 3 (4) 8 (10) solar, gas, geothermal, nuclear, or anything A Ritual Chamber is equipped with all
else the designer wants) to provide for the manner of unusual components, allowing
Huge 2 (3) 4 (5)
HQ’s power needs. residents to use it to create temporary mag-
Large 2 (3) 2 (2)
Medium 2 (3) 1 (1) By increasing the feature’s cost, and ical effects. They are temporary because
possibly also the Space required, the head- there is a maximum amount of rituals that
Small 1 (2) 0 (0)
quarters also has emergency backup power may produced and put into effect by the
Tiny 1 (2) 0 (0) should the primary source fail. This gener- chamber before the components must be
Diminutive 1 (2) 0 (0) ally lasts for a number of hours equal to the replaced or returned in order to orchestrate
Fine 1 (2) 0 (0) HQ’s PL. new rituals.
Miniscule 1 (2) 0 (0) Prerequisites: None; the Gamemaster may Using a ritual chamber requires a design
* The amount in parenthesis is if a back- decide unusual Power Systems have a check, as normal for a ritual, but the Ritualist
up Power System is purchased requirement, such as an arcane Power advantage is not required. Ritual performance
System requiring Expertise: Magic 8 and checks and times are normal. If the character
Artificer has the Ritualist advantage, the ritual’s design
and performance times are halved.
Space: See the Power Needs table to suit the
Making Sense of Power Needs headquarters’ size A single rank allows for 5 points worth
Gamemasters should feel free to reduce or
of rituals simultaneously, with additional
increase the point cost and/or Spaces used to Cost: See the Power Needs table to suit the
ranks being spent in any of several possible
suit headquarters that require very little or no headquarters’ size
ways that must be specified upon purchas-
power, or those that use incredible amounts of
Remote Feature ing and cannot be changed afterward:
energy. If the Gamemaster and players want to
avoid tinkering with the numbers, merely select One of the headquarters’ features is sep- • A total of 5 cumulative additional points
an appropriate power source that meets the fa- arate from the primary structure, such as a may be spent on rituals simultaneously
cility’s concept. laboratory in a remote area (for safety and produced by the chamber.
security) or a hangar high in the mountains • Reduce the design time by one-quarter.
If the base is so high-tech that its concep- overlooking a facility in a valley far below. This feature aspect may be purchased a
tion seems to demand more power than This feature is not typically necessary if the maximum of three times (this cannot be
one would think is typical for a headquar- isolated feature is still upon the grounds (if reduced beyond one-quarter of normal.)
ters of its size, the power source is defined as that feature is also possessed) unless being
a cutting- edge thermal tap. This tap gener- at a remote location is highly unusual. • Reduce the performance time by one-quar-
ates much more power than a mechanism ter. This feature aspect may be purchased
Prerequisites: Varies; Gamemasters use their a maximum of three times (this cannot be
of its size suggests. discretion based on the means of relocation. reduced beyond one-quarter of normal.)

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• +2 cumulative bonus to design checks. tal traits do not add up to more than the to- ately. A DC 20 Technology (security) check
tal available ranks provided by the feature. is needed to circumvent these systems, +5
• +2 cumulative bonus to performance checks.
per additional feature rank. The greater the
Once a ritual is made from the pool of • 5 points/rank: Any combination of traits Technology (security) check’s DC, the more
points, those points cannot be used for any- adding up the total available ranks pro-
sophisticated the security systems are gen-
thing else until the ritual’s effects end and vided by the feature.
erally understood to be.
any required components returned Sealed
Prerequisites: Varies; Gamemasters may
If the required components are destroyed This is similar to the Isolated feature, ex- demand certain skills to suit a particular
or stolen, the Gamemaster may force the cept the lair is sealed off from the outside aspect of the Security System.
players to purchase the points again before world rather than isolated by geographic lo-
they can be used or make them go through Space: Gamemaster’s judgment
cation. It may be a structure with no doors,
a process to replenish the lost supplies and
windows, or other means of outside access. Cost: 1 point/rank
components. Returning the points to the
Only the lair’s owner and designated guests
pool takes (15 minutes x points spent on the Self-Destruct
ritual) minutes once the ritual ends. may enter, although the Gamemaster should
determine means by which trespassers might This feature means the headquarters is
Prerequisites: Expertise: Magic 4, Ritualist do so, including effects like Dimensional equipped with explosives, a devastating
Space: 1 per accommodations for 5 people Travel, Insubstantial, Permeate, and Teleport. power overload function, or something sim-
ilar that will destroy the facility. The self-de-
Cost: The cost per feature rank depends on Space: 0 struct requires a password, key, or similar
the type of rituals that may be provided Cost: 1 point precaution be activated to begin the count-
simultaneously. down or immediate destruction.
Security System Ranked
• 1 point/rank: One trait of a single type It is up to the characters and the head-
(ability scores, skills, advantages, or pow- Security Systems may be purchased once quarters’ concept whether the countdown
ers of a particular type or descriptor) at a and considered to cover the entire head- will be audible throughout the facility.
time. So you could acquire any one skill quarters (or a particular area if the Game-
at a time, for example, or any one power. master feels that is more fitting) rather than Upon self-destruct, the headquarters is
purchasing for every single relevant loca- destroyed and everyone within must make
• 2 points/rank: Any single trait at a time.
tion. For example, while designing a typical a Toughness check versus a Damage effect
• 3 points/rank: Multiple traits of a single police station, the Gamemaster decides pur- of (10 + the headquarters’ PL) ranks. Anyone
type (ability scores, skills, advantages, or chasing this feature means all doors have within (5 feet x PL) of the headquarters is at-
powers of a particular type or descrip- alarms and improved locks. tacked by an explosion with a Damage rank
tor), so long as the total traits do not add equal to the PL. This is half fire and half
up to more than the total available ranks The security system may be tied into a bludgeoning Damage, although the Game-
provided by the feature. defense System at no additional cost (if the master and player may agree to change it to
headquarters is equipped with that feature), something else.
• 4 points/rank: Multiple traits of a single so triggering an alarm or the like activates
type or descriptor at once, so long as the to- the Defense System to respond appropri- Prerequisites: Expertise: Demolitions 8; this
can be replaced by something else if the

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self-destruct’s nature is something other Characters living in the headquarters re- to spend additional time planning, build-
than ordinary explosives quire using the Benefit (Diplomatic Immu- ing, or recovering while little or no time
Space: 0; Gamemasters may rule the na- nity) advantage to gain the same standing passes outside, for example. Conversely,
ture of the chosen form of self-destruct when not upon the facility’s grounds. it allows characters in a slowed Tempo-
requires an assigned amount of Space, ral Warp to pass considerable amounts of
Space: 0
however time outside without aging, perhaps al-
Cost: 1 point lowing for long periods of self-imposed
Cost: 1 point exile or contemplation.
Teleport Lock
Self-Repairing Ranked Prerequisites: Time Travel or similar power
The headquarters emits a “beacon” or
The headquarters’ structure “heals” any that allows control over time
“lock” for certain Teleport effects, making
Damage done to it over time. Essentially, it the headquarters a “well-known location.” Space: 0
recovers in the same fasion as does a charac- This makes teleporting to it Accurate (as
ter. A second rank indicates the structure will Cost: 1 point/rank
the extra) so long as the character is going
even rebuild itself in a week if it is destroyed! to the headquarters, has the right Teleport Translocation Ranked
If it cannot rebuild in its original location, it
descriptor(s), and is authorized. This is Headquarters with this feature are spe-
reappears in the nearest suitable place.
a common “escape hatch” for villains to cial abnormalities that exist in multiple lo-
Prerequisites: Expertise: Engineering 12, quickly teleport back to their hidden lair, cations at once. The headquarters may exist
Expertise: Robotics 8; these skills may be should plans go awry. simultaneously at up to one additional loca-
replaced by appropriate alternatives if
Prerequisites: Varies; Technology 12 if tech- tion per feature rank.
the repairing process is not technological
based, Expertise: Magic 12 if arcane, etc. The headquarters may be interacted with
in nature
Space: 0 or 1; Gamemaster’s discretion. normally at each location, and normally has
Space: 0 the same appearance regardless of where
Cost: 1 point/rank Cost: 1 point it is, but this can be changed if desired (al-
Temporal Warp Ranked
though the size remains unchanged.) Char-
Sovereign acters interacting with the outside world,
The headquarters is recognized as a sov- Time within the headquarters moves at a including leaving the headquarters, may
ereign nation or as belonging to a nation different rate than that of the world outside! mentally specify which location of the head-
other than that of the soil upon which it Time within the structure is either slowed quarters they seek to interact with. Alterna-
rests. This feature may be used to construct or sped up compared to the normal passage tively, they may be required to exit in differ-
embassies or the like, as well as small, inde- of time, passing at half or twice the normal ent ways to appear at the intended location.
pendent nations. rate. Each additional rank halves again dou- Prerequisites: Movement (Dimensional
bles the ratio of time passage, as appropri- Travel) or similar power’; most will re-
Local law enforcement has no jurisdiction ate: one-quarter or four times, one-eighth or
within the headquarters, but thwarting local quire the Power System feature
eight times, and so forth.
authorities may have long-term disadvan- Space: 0
tages in terms of a lack of cooperation and This time differential allows a charac-
trouble from higher levels of government. ter within an accelerated Temporal Warp Cost: 2 point/rank

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Untraceable Ranked War Room Workshop Ranked

Attempts to track anyone coming to or This room is fitted with strategy comput- A workshop has all the facilities for use
directly leaving the headquarters within its ers, whiteboards, wall screens or holograph- of various Expertise skills related to craft-
immediate vicinity suffers a −4 penalty to ic emitters, and the like (depending on the ing, building, maintaining, and repairing
do so per rank, regardless of the skill being technology level) needed to plan and moni- weapons items, and gear. It includes tools,
used (typically Perception.) tor strategy and tactics for ongoing and cur-
workbenches, supplies, and so forth.
rent engagements.
Prerequisites: Expertise: Survival 8 Generally speaking, each workshop
The computers contain their own data-
Space: 0 base that allows unskilled Expertise: Tac- only applies to an individual appropriate
tics checks. These systems may optionally Expertise skill while all other craft-related
Cost: 1 point/rank
be networked to the headquarters’ overall Expertise skills suffer a −4 penalty within
Vault Ranked computer feature (if it exists), although this the workshop. Other workshops need to
may not be desired for security reasons. be purchased to fully suit other craft-relat-
This feature represents a reinforced, lock-
able container located somewhere within Space: 1 per accommodations for 8 people ed Expertise skills, regardless of whether or
the headquarters. Picking the lock requires not the workshops are physically combined
Cost: 1 point
a Technology (security) check (DC 20, + 5 into a single area.
per additional rank.) The vault door and in- Weakened Reality
Purchasing additional ranks provides a
terior walls have a Toughness equal to that The fabric of reality around the head- +2 bonus to the workshop’s selected Exper-
of the headquarters, plus 5 per rank of this quarters is especially weak, allowing cer- tise check, but does not offset the penalty
feature spent on improving it. tain powers to operate more effectively than imposed to other Craft skills.
Ranks to improve the lock DC or vault’s normal. Reality warping or dimension-re- Prerequisites: Selected Expertise skill 4
Toughness are purchased separately. lated powers receive a bonus to any power
checks equal to the headquarters’ PL. This ranks, +2 per feature rank beyond the first
Alternatively, the Gamemaster may al- bonus only applies to powers used inside
Space: 1 with area enough for 4 people to
low the lock to be of a different sort, such as the headquarters.
work
a voice recognition system. This would re-
quire a skill or ability check other than Tech- This feature attracts a wide variety of oth- Cost: 1 point/rank
nology (security) be designated as one that er-dimensional visitors and creatures to the
may circumvent it. headquarters, meaning the characters will
regularly have unexpected visitors appear-
Prerequisites: Expertise: Engineering 12
ing on their doorstep.
Space: As much or as little as desired; min-
Prerequisites: Movement (Dimensional
imum of 0 for something the size of a
Travel) or similar power
closet or wall safe
Space: 0
Cost: 1 point/rank
Cost: 2 points

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Headquarters New Headquarters Extras


Power Effect
Name Effect Cost Description
Accident Proofing Move Object 1 flat Catches all loose/falling objects/people
Features Animal Security
Force
Affliction 1 flat Animals act as warning system
With the Gamemaster’s approval, a head- Astral Presence Remote Sensing 1 flat Simultaneously exists on astral plane
quarters may be equipped with any appro- Corrosive Surfaces Weaken +1 per rank HQ surfaces covered with corrosive
priate power effect (and possibly advan- Affliction, Dam-
tages as well), as a feature with a cost of 1 Draw Power age, or Environ- 1 flat Taps into external power source
point each. The power cannot have a total ment
cost greater than twice the campaign’s PL,
Emergency Down-
and its rank is similarly limited by PL. Such Affliction 1 flat Downloads HQ AI to alternate location
load
powers are assumed to affect either the
headquarters itself or its occupants. If they Expunge Teleport 1 flat Teleports nearby subjects within the HQ
do both, they count as two features. Extinguish Light Environment 1 flat Extinguishes all internal light sources
1 flat per
Space: A headquarters power effect fea- Impart Sorcery Any Bestow HQ spells upon occupants
rank
ture generally requires one-quarter its
ranks (rounded up) in Space. Howev- Insubstantial Pro-
Insubstantial 1 flat Blocks incorporeal objects and creatures
tection
er, this can be halved at the cost of an
additional point, or may be ignored Interior Field Protection 1 flat Interior surfaces and portals can use force fields
entirely if the implementing concept Approved occupants are not impeded by the HQ’s
Internal Stability Varies 1 flat
and Gamemaster permit. alternate form
Intruders become confused and wander in random
Maze Affliction 1 flat
directions
Headquarters Power
1 flat per Can temporarily store mimicked power effects to
Effect Extras Mimic Database Variable
rank use later
The following extras are applied to pur- Mobility Summon 1 flat Separated HQ sections can use movement powers
chased headquarter power effects for an ad- Plug Protection 1 flat Holes and the like are plugged with force fields
ditional cost. Repair Merge Summon 1 flat Absorb buildings to repair damage
Headquarters’ computers are more difficult to
Accident Proofing Super-Firewall Various 1 flat
(Move Object: Telekinesis Build) breach
Visible Interior Concealment 1 flat Occupants can see the invisible HQ’s interior
Flat • 1 point
Weather System Environment 1 flat The HQ may maintain its own weather system
When activated, the headquarters’ Move
Object effect automatically catches loose items Worthy Passage Only approved thought patterns are granted access
Mind Reading 1 flat
that are dropped, grabs people who fall, etc. to the HQ

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Animal Security Force Draw Power capacity to store all the information. This is
(Affliction: Animal Control Build) (Affliction, Damage, or especially useful for a headquarters that has
Environment: Electricity Control) built other facilities as Alternate Effects.
Flat • 1 point
Flat • 1 point Expunge (Teleport)
An army of small animals inhabits the
headquarters and its surroundings, acting as So long as a sufficient energy source is Flat • 1 point
a living surveillance system. Any intruders near enough to be tapped into, the head-
quarters doesn’t need a power source of its The headquarters may turn its teleport
suffer a penalty to their Stealth checks equal ability inwards, but only to evacuate all res-
own. Such an external power source must
to the headquarters’ PL as the beasts act to idents within an area immediately adjacent
be large enough to feed the headquarters to
warn the residents of unwanted guests. to its own location. This requires twice the
be of any use. If it isn’t also big enough to
Astral Presence continue powering whatever it was intend- effect’s usual action.
(Remote Sensing: ed to, the power source’s owners will notice Extinguish Light
Astral Projection Build) the energy is being diverted. (Environment: Darkness Control)
Flat • 1 point If the external power source is turned off Flat • 1 point
Instead of merely projecting its astral self or if the headquarters is otherwise cut off Any light source within the headquarters
from the energy the former provides, the fa-
into the astral plane, a headquarters with is extinguished simultaneously. Those light
cility will find itself without power.
this feature exists simultaneously in the As- sources that are able to resist, such as any
tral and mortal realms. This prevents both Draw Power: Non-Electrical generated by a character’s powers, may be
physical and astral intruders from penetrat- Not all headquarters use electricity as a allowed an opposed power check.
ing its defenses without first acting to defeat power source. In such instances, Gamemas-
Impart Sorcery
or circumvent them, as normal. ters should allow this extra to be applied to (Any Effect built as a Magic Spell)
any power that is an appropriate replace-
Applying Affect Others to the Astral Pro- Flat • 1 point per rank
ment to Electricity
jection power build will mean anyone with-
Somehow, any spells available to the
in the headquarters will similarly coexist on
Emergency Download headquarters may be temporarily bestowed
both planes simultaneously.
(Affliction: Mind Switch) to any of its residents who are also able to
Corrosive Surfaces cast spells. Doing so requires the resident
(Weaken Toughness:
Flat • 1 point spend a hero point and succeed at an Ex-
Corrosive Build) Usually only available to a headquarters pertise: Magic check (DC 10 + spell’s ranks.)
+1 cost per rank possessing an intelligence of its own, this ex- Once this is done, the person may retain the
tra allows that artificial mind to download spell, unused, for a duration equal to half
Once activated, all the headquarters’ inte- its personality and data to another location. the headquarters’ PL on the Measurements
rior and exterior surfaces (floors and walls) To do so, there must be an accessible con- Table, rounded down. If the spell isn’t ex-
will manifest this power. nection (e.g., Internet, sub-space signal) to pended in that time, it is lost and the hero
the targeted location, which must have the point spent is wasted.

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Only one spell may be imparted at a time Maze (Affliction: Confuse) Repair Merge
by the headquarters per rank. Flat • 1 point
(Summon: Combine)
Flat • 1 point
Insubstantial Protection Anyone entering the headquarters with-
(Insubstantial) out proper authorization is subject to a The headquarters may merge with oth-
the Affliction effect each round they move er, independent buildings to repair Dam-
Flat • 1 point
about within the facility. Failure results in age to itself.
The headquarters walls and surfaces are becoming confused and moving in a ran-
Repairing a –1 Toughness check penal-
treated as corporeal by incorporeal entities dom direction other than the one intended.
ty due to Damage requires merging with
unless this feature is purposely turned off.
Mimic Database buildings at least one-quarter the head-
(Variable: Mimic) quarters’ size.
Interior Field
(Protection: Force Field) Flat • 1 point per rank A –2 Toughness check penalty due to
Flat • 1 point Each rank allows the headquarters to re- Damage penalty means the headquarters
call one trait it has mimicked and later re- must absorb buildings equal to at least half
Interior walls, doors, hatches, and the leased within the past 24 hours. Alternative-
its own size to reduce the penalty to –1.
like may also benefit from force fields. This ly, additional ranks may be paid to increase
includes those used to detain prisoners. the amount of time the trait may be stored Removing penalties higher than this re-
in the database by moving up the Measure- quire the headquarters absorb buildings
Internal Stability ments Table by one step per rank spent in equal to at least three-quarters its own size
(Varies: Alternate Form) this manner. per –1 until at least a –2 penalty is achieved.
Flat • 1 point Mobility Super-Firewall
When the headquarters exists in its alter- (Summon: Anatomic Split) (Various: Tech Control/Interface)
nate form, the interior remains largely stable Flat • 1 point
Flat • 1 point
and functional for occupants designated as This extra grants every disgorged sec-
residents and/or approved personnel. Just tion of the headquarters access to any of its Increase the DC to hack into the head-
how this is handled depends on the facili- movement powers. quarters’ computer systems by the head-
ty’s concept, although tools such as badges quarters’ PL.
or wards are standard indicators. Plug (Protection: Force Field)
Flat • 1 point Visible Interior
Some functionality may be lost, such as (Concealment: Invisibility)
differentiating color from a base in shadow Holes in walls, opened doors, and so
on will almost immediately be sealed by a Flat • 1 point
form, but most of the facility may be still be
force field so long as this power is activated.
used normally. The headquarters’ exterior can be made
Breaching such a seal requires the force field
invisible while leaving the facility’s interior
fail a Toughness resistance check against
that particular area. visible to those within.

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Weather System
(Environment: Weather Control)
Flat • 1 point
The headquarters may continually main-
tain a localized weather system over itself
and the immediately surrounding area,
constructing a pattern of weather within its
usual means. Doing so prevents the head-
quarters from using its Weather Control
effect in any other fashion unless its own
weather system is dropped for the duration,
returning it to nature’s control.
Worthy Passage
(Mind Reading)
Flat • 1 point
Only someone who meets a particular,
pre-determined type of thought process
may enter the headquarters without defeat-
ing its security systems or without those
systems being overridden by someone who
is approved and knows how.
What qualifies as worthy can vary from
someone possessing unshakable bravery, plication that comes into play provides some Appropriated
uncompromising contempt for human life, other benefit to the HQ or its occupants, as The headquarters didn’t initially belong
or the individual brain scans of the head- the Gamemaster decides. to the current owners—it was appropriated
quarters’ residents. from someone else by hook, crook, or con-
Accessible Bowels
quest. However, the facility was acquired, the
The ductwork, plumbing, and other sim- original owners (or someone who otherwise
Headquarters ilar passageways in your headquarters are feels they are more deserving of the head-
all large enough for a man-sized creature quarters’ legacy) will want the place back.
Complications to crawl through without difficulty. These
passageways connect the rooms of your Dangerous Location
Much like characters, a headquarters may
headquarters, allowing infiltrators to move
possess complications. Instead of granting The headquarters’ location is innately
about your facility without being seen.
hero points, however, a headquarters com- dangerous, even to its occupants. This in-

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cludes locating the facility in areas such as creating a constant security risk as well as ic ghost, many spirits, or a generally malev-
inside volcanoes and deep space. Anyone putting the tours at risk should the head- olent entity that possesses the entire facility.
exposed to the hostile environment around quarters come under attack. The haunting could manifest in annoying
the base is subjected to the risks inherent to Applying this complication is almost cer- ways―things get moved, distracting sounds
this environment. tainly not appropriate if the headquarters is ex- and half-seen manifestations occur―but
Although the headquarters itself is im- tremely difficult (or even dangerous) to get to. nothing dangerous. Alternatively, there is a
risk of being harmed as events start small and
mune to its surrounding’s hazards under nor-
begin to escalate with time; the Gamemaster
mal circumstances, the hostile environment Fuel Dependent
may even wish for one or more ghosts to ap-
will affect the headquarters, such as lava flow- Your headquarters depends on an un- pear and attack at some point.
ing in or decompression (as appropriate), if usual fuel to sustain itself, such as a space
any of its walls are pierced. Occupants may station kept in orbit by psychic energy or an Getting rid of the spirits is no simple mat-
also be directly or indirectly subject to the haz- extradimensional space that requires mas- ter; some greater act must be performed to
ard when leaving the facility, such as having sive infusions of mystic power to keep the exorcize the entities from the headquarters.
to deal with the poisonous gasses that can be pocket dimension stable.
released by volcanic activity. Occupied
The required energy must be continually
Someone (or more than one being) occu-
Exposed gathered by equipment in the headquarters.
pies the headquarters along with the player
This requires 1 hour a week of calibration
It is normally assumed that a headquar- characters. Unlike minions, servants, or the
per 5 Spaces used by the headquarters (min-
ters is a closed environment, keeping out all like, these occupants have no interest in the
imum of 1 hour) to keep the headquarters
reasonable exterior environmental conditions heroes’ activities, and just want to go about
functional. If the calibration is missed for
and hazards. An exposed headquarters, how- their own lives unhindered by trouble or the
one week, the headquarters’ PL is reduced
ever, offers no such protection. The weather player characters. This could be a colony of
by one until the calibration is performed,
(entirely or only partially), humidity, gasses, faeries living in the walls, the heroes’ extend-
continuing to worsen per additional week
airborne pathogens, etc. are all able to infil- ed family, or a small village on the grounds
without the calibration being performed.
trate the headquarters, although individual (if the headquarters is large enough.)
The Gamemaster determines which Spaces
rooms within (e.g., a vault) may be sealed.
are affected. If the headquarters’ PL reaches It could be that the occupant(s) occasional-
0, it is destroyed. ly get in the way and likely resent the heroes’
Famous
presence in their lives, although the latter is
The calibration requires advanced knowl-
The headquarters is well known, and not necessarily so. It is also possible the occu-
edge of the headquarters, and cannot be
must contend with a steady stream of peo- pants and heroes are often at odds over who
performed by minions without the Game-
ple who come to see it and want inside. gets to use what in the headquarters. Defin-
master approval.
This feature is especially appropriate to ing anything as off limits is extremely prob-
headquarters that also have the Landmark lematic―everyone is always tripping over
Haunted
feature. Tourists constantly surround the everyone else at the worst possible times.
headquarters and guided tours may also oc- An unfriendly spirit of some sort dwells
within the headquarters. It could be a specif- Unlike the Personnel or Drones features,
cur at regular intervals throughout the day,
inhabitants represented by this complication

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do not contribute to the headquarters’ regular workings and operate its various features, • Severe Problems: Features will begin ex-
functions, and do not help out in any notable headquarters with this complication require periencing serious problems, such as any
way. Sure, they may keep the grounds tidy as crew or staff around the clock just to keep it bonus given to the operator being negat-
a matter of going about their own lives, but functioning. This complication is most often ed, effects having their efficiency (range,
they cannot help run the facility offer signifi- used to represent a headquarters that is in- speed, etc.) reduced by half, and so on.
cant aid to the heroes. They are a liability. credibly fragile or volatile for reasons such Some features will even begin to random-
as shoddy workmanship, age, complexity, ly become inoperable, on and off, for the
Security Gap or the unavoidable hazards of its nature
duration or rebel against their former mas-
There is a particular point in the head- and/or location.
ters in the case of features such as securi-
quarters’ secure perimeter where the Secu- The repercussions for being understaffed ty devices. Gamemasters should assign a
rity System doesn’t operate at its best. At depend on what fraction of the staff is missing. chance of this happening to each feature
this gap, any skill check DC to defeat securi- to suit the circumstances. This situation
Understaffed By … Problem Status
ty, or the ranks of a security power build, is will worsen into a devastating problem if
halved, as appropriate. Alternatively, there Everything is running
None the available staff doesn’t increase from its
could be no Security System presence at all smoothly
current amount within a day.
at this particular location. 25% or less Minor problems
26% to 50% Major problems • Catastrophic Problems: Features will be-
A chronically malfunctioning motion gin experiencing catastrophic problems,
sensor, a blind spot in a security camera’s 51% to 75% Severe problems
such as any bonus given to the operator
field of vision, or an unprotected air vent 76% to 99% Catastrophic problems actually imposing penalties, effects hav-
that is supposed to be concealed are exam- 100% Total disaster! ing their efficiency (range, speed, etc.) re-
ples of this complication in operation. The
duced by 75%, and so on. Some features
nature of the weakness must be indicated • Minor Problems: Features will begin
when this complication is applied. experiencing minor problems, such as will entirely shut down for the duration
any bonus given to the operator being or rebel against their former masters in
Obviously, a headquarters must have reduced by 1, effects having their effi- the case of features such as security devic-
the Security System feature to select this es. Gamemasters should assign a chance
ciency (range, speed, etc.) reduced by
complication. of this happening to each feature to suit
10%, and so on. This condition won’t
worsen if the available staff remains at the circumstances.
Spartan
its current amount. This condition will worsen into a
The headquarters is not equipped with complete disaster if the available staff
some or all of the basic amenities (doors, • Major Problems: Features will begin
experiencing major problems, such as doesn’t increase from its current amount
windows, power outlets, utilities, etc.) nor-
any bonus given to the operator being within a few hours (if not sooner.)
mally gained for free.
reduced by half, effects having their ef- • Total Disaster!: All features will become
Staff Dependent ficiency (range, speed, etc.) reduced by inoperable and the headquarters will es-
25%, and so on. This condition won’t sentially be nothing more than a hazardous
Although it’s not uncommon for a facil- worsen if the available staff remains at its
ity to utilize staff to regularly maintain its danger zone to its occupants. If the situation
current amount. is not rectified, the headquarters will suf-

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fer the equivalent of an attack equal to the Unpopular headquarters will be avoid-
campaign’s PL every 5 minutes (or more), ed by most people, and heroes known to be Sample Headquar-
representing the facility falling apart. based out of them are likely to be heavily ters (Revised)
mocked for their poor choice of real estate.
Terrifying Gamemasters can use the following sam-
Headquarters with the Landmark feature
ple headquarters as ready-made lairs for su-
Headquarters with this complication are and this complication cannot inspire atti- per-villains, while players can use them as
regarded with fear and repulsion by those tudes more favorable than “indifferent.” bases for their heroes. Space used by a fea-
who live in the vicinity. They will not will- ture is indicated in parenthesis.
ingly go near it and have no love for the Weak Defenses
structure. If given the chance, such as the Abandoned Warehouse • 15 points
There is a particular point in the head-
owner of the headquarters being away or a quarters’ perimeter where the Defense Sys- Size Medium; Spaces 12 of 16; Tou 8, Fea-
rabble-rouser whipping up an angry mob, tem doesn’t operate at its best. At this gap, tures: Basic Communications (0), Basic
the locals will attempt to destroy the head- any skill check DC to defeat a defensive Computer (1), Basic Concealed (0), Ga-
quarters. Also, they will take no steps to measure, or the ranks of a defense system rage (4), Gym (2), Basic Living Space x 2
defend the headquarters and may aid those power build, is halved, as appropriate. Al- (2 each; 4), Power System (Generator; 1),
who come to destroy it. Security System (DC 20; 0)
ternatively, there could be no Defense Sys-
Heroes with good reputations who have tem presence at all at this particular location.
such headquarters are likely to suffer if any- A hole in a field of fire is a common ex- Moon-Base • 82 points
one knows where they live and may be forced ample, as are environmental conditions that Size Awesome; Spaces 348 of 500; Tou 20, Fea-
by the locals to seek better accommodations. offer concealment or diffuse the defenses’ tures: Armory 3 (Armor, 30 points, 64 min-
Headquarters with the Landmark feature effects. The weakness’ nature must be indi- ions; 5), Armory 3 (Weapons, 30 points, 64
and this complication cannot inspire atti- cated when this complication is applied. minions; 5), Basic Combat Simulator (4),
tudes more favorable than “indifferent.” Advanced Combat Simulator (4), Basic
Obviously, a headquarters must have Communications (0), Encrypted Commu-
the Defense System feature to select this nications 2 (DC 30; 0), Space Communica-
Unpopular
complication. tions (1), Basic Computer (0), Advanced
Whereas Terrifying headquarters spur on Computer 5 (Technology +8; 2), Defense
those nearby to attempt to destroy it, facil- System 10 (50 points, Lethal and Non-Le-
ities with this complication instead simply thal; 5), Food Supply (64), Fire Prevention
inspire derision and mockery. These loca- System 3 (Nullify 9; 0), Gym (5), Hangar
tions are the subject of public ridicule due x 2 (32 each; 64) Holding Cells 4 (Nullify
to ugliness of architecture, emission of bad 5; 4), Infirmary 2 (+2; 4), Isolated (Moon;
smells, or because it is the home of a partic- 0), Basic Laboratory (16), Barracks Living
ularly repugnant character. Space (80), Kitchen (16), Pool (4), Power

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System (Nuclear w/Backup, 40), Security sion, 10 Receptors; 0), Dimensional Portal 10 Kitchen (4), Power System (Turbine; 8),
System 2 (DC 25; 0), Workshop (Expertise: (Universal; 1), Drones (8; 0), Environmental Security System 3 (DC 30; 2)
Electronics; 10), Workshop (Expertise: Me- Control 10 (Any; 0), Game Room (2), Kitch-
chanics; 10); Powers: Teleporter: Teleport 18 en (1), Library (2), Basic Living Space x 2 (1
(Affect Others Only, Easy, Extended, Lim- each; 2), Power System (Dimensional; 0), Se- Skyscraper (5 Floors) • 26 points
ited to Extended; 5); Complications: Accessi- curity System (DC 20; 0), Untraceable 2 (–8;
Size Large; Spaces 32 of 32; Tou 10, Features:
ble Bowels, Dangerous Location (Moon), 0), Weakened Reality (0)
Basic Communications (0), Basic Computer
Security Gap (Hangar Doors)
2 (Technology +0; 0), Defense System 2 (20
points, Non-Lethal; 0), Fire Prevention Sys-
Sanctum Sanctorum • 56 points
Orbiting Satellite • 74 points tem 2 (Nullify 7; 0), Gym (1), Hangar (16),
Size Medium; Spaces 11 of 16; Tou 10, Fea- Infirmary (2), Basic Laboratory (2), Library
Size Colossal; Spaces 215 of 250; Tou 20, Fea- tures: Amplifier 3 (Multiple Magic Traits; (3), Basic Living Space (4), Power System
tures: Basic Combat Simulator (4), Advanced 1), Artificer Lab 2 (Any Combination up (Generator; 2), Security System (DC 20; 0),
Combat Simulator (4), Basic Communica- to 10 points; 1), Basic Concealed 2 (DC Workshop (Select Type; 2); Complications:
tions (0), Encrypted Communications 2 (DC +10; 0), Drones (Golems, 16; 1), Electronic Accessible Bowels
30; 0), Space Communications (1), Basic Countermeasures 4 (Versus Magic, –8; 0),
Computer (0), Advanced Computer 5 (Tech- Hero Point Bank 4 (0), Library (3), Luxury
nology +8; 2), Defense System 10 (50 points, Living Space x 2 (2 each; 4), Mystic Locale
Lethal and Non-Lethal; 5), Emergency Ar- 2 (0), Ritual Chamber 3 (Any Combina- Stately Manor • 77 points
resting System (5), Fire Prevention System tion up to 15 points; 1), Security System 3 Size Huge; Spaces 62 of 64; Tou 10, Features:
3 (Nullify 9; 0), Food Supply (32), Gym (5), (Arcane, DC 30; 0) Basic Communications (0), Encrypted Com-
Hangar x 2 (32 each; 64), Holding Cells 6 munications 2 (DC 30; 0), Basic Computer
(Tou 24, Nullify 7; 12), Infirmary 2 (+2; 4), (0), Advanced Computer 4 (Technology +6;
Isolated (Orbit; 0), Basic Laboratory (8), Bar- 2), Cosmetic Concealed (DC 20; 0), Electron-
racks Living Space (36), Kitchen (12), Power Sea-Base • 42 points ic Concealed 2 (DC +15; 0), Dock (8), Elec-
System (Solar; 16), Security System 3 (DC 30; Size Gargantuan; Spaces 114 of 128; Tou 14, tronic Counter-Measures 4 (–8; 0), Escape
0); Powers: Scanners: Senses 3 (Accurate Ra- Features: Basic Communications (0), En- Tunnel (0), Garage (8), Grounds 2 (250 exter-
dio), Teleporter: Teleport 18 (Affect Others crypted Communications 2 (DC 30; 0), nal Spaces ), Gym (3), Hangar (16), Infirmary
Only, Easy, Extended, Limited to Extended; Basic Computer (0), Advanced Computer 4 (+6; 1), Inventor Lab 3 (Multiple Traits of
5); Complications: Dangerous Location (Or- 4 (Technology +6; 2), Basic Concealed (DC Any Type up to 15 points; 2), Basic Labora-
bit), Security Gap (Hangar Doors) +5; 0), Electronic Concealed 2 (DC +15; 0), tory (1), Crime Laboratory 3 (+4; 1), Library
Dock (32), Electronic Countermeasures 3 (2), Luxury Living Space x 5 (2 each; 10),
(–6; 0), Environmental Control (Water; 0), Power System (Generator; 4), Security Sys-
Pocket Universe • 42 points
Fire Prevention System (0), Food Supply tem 5 (DC 45; 0), Workshop 4 (Select Type,
Small; Spaces 8 of 8; Tou 6, Features: Di-
Size (32), Isolated (Submerged; 0), Barracks +6; 4); Complications: Accessible Bowels
mensional Communications 10 (Any Dimen- Living Space (30), Basic Living Space (4),

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Underground Lair • 87 points Urban Fortress • 50 points Volcano Lair • 77 points
Size Huge; Spaces 37 of 64; Tou 14, Features: Size Large; Spaces 32 of 32; Tou 12, Features: Size Gargantuan; Spaces 106 of 125; Tou 14,
Basic Communications (0), Encrypted Basic Combat Simulator (2), Basic Commu- Features: Armory 2 (Weapons, 10 points, 32
Communications 2 (DC 30; 0), Basic Com- nications (0), Encrypted Communications 2 minions; 4), Barrier 3 (Lava Moat, DC 16; 0),
puter (1), Advanced Computer 4 (Tech- (DC 30; 0), Basic Computer (0), Advanced Basic Communications (0), Encrypted Com-
nology +6; 2), Cosmetic Concealed 4 (DC Computer 2 (Technology +2; 1), Cosmetic munications 3 (DC 35; 0), Global Commu-
35; 0), Electronic Concealed 3 (DC +20; 0), Concealed 4 (DC 35; 0), Defense System 6 nications (0), Basic Computer (0), Advanced
Defense System 5 (50 points, Lethal and (60 points, Lethal and Non-Lethal; 2), Fire Computer 2 (Technology +2; 1), Electronic
Non-Lethal; 2), Electronic Counter-Mea- Prevention System 3 (Nullify 9; 0); Garage Concealed 3 (DC +20; 0), Defense System 5
sures 6 (–12; 0), Escape Tunnel 2 (0), Garage (16), Gym (2), Holding Cells 3 (Tou 20; 1), (50 points, Lethal and Non-Lethal; 5), Elec-
(16), Holding Cells 4 (Tou 26; 2), Inventor Infirmary 2 (+2; 2), Basic Living Space x 3 (1 tronic Counter-Measures 4 (–8; 0), Escape
Lab 3 (Any Combination up to 15 points; each; 3), Power System (Generator; 2), Secu- Tunnel (Escape Capsules; 5), Fire Preven-
1), Isolated (Subterranean; 0), Basic Labo- rity System 5 (DC 40; 0), Workshop 3 (Select tion System 2 (Nullify 7; 0), Food Supply
ratory 4 (+6; 1), Crime Laboratory 4 (+6; Type, +4; 1); Complications: Accessible Bowels (16), Garage (16), Hangar (16), Holding Cells
1), Library (1), Luxury Living Space x 2 (2 3 (Tou 18; 4), Isolated (Volcano; 0), Kitch-
each; 4), Motor Pool 3 (Garage; 0), Power en (5), Basic Laboratory 4 (+6; 4), Barracks
System (Generator; 4), Security System 4 Living Space (10), Luxury Living Space x 2
(DC 35; 0), Untraceable 4 (–16; 0), Vault 2 (2 each; 4), Power System (Geothermal; 8),
(DC 25; 2); Complications: Accessible Bowels Security System 4 (DC 35; 0), Self-Destruct
(Lava Flood; 0), Sovereign (0), War Room
(4), Workshop 2 (Select Type, +2; 4); Compli-
cations: Accessible Bowels, Dangerous Loca-
tion (Volcano), Security Gap (Lava Tunnels)

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Chapter 9
Evil to the Utmost
Now that you’ve had a taste of the new The many crimes CORE is currently
materials behind creating villains, it is time suspected of being involved with include
to have a detailed look at some full-blown smuggling cheap knock-offs of their own
villain organizations. This includes their re- weapons into war-torn and embargoed re-
spective leaders, super-powered members gions, channeling funds into certain South
of note, minions, vehicles, weapons, and American countries with loose regulations
headquarters―the whole nine yards regarding genetic experimentation, escalat-
ing friction between Russia and several of
Between the two example groups found
its surrounding ex-soviet states, and sup-
herein, you’ll be provided with enough specif-
porting the slave trade in Africa and the
ics to illustrate the many ways Better Mouse-
trap’s contents may be used when designing The organization that calls itself CORE Philippines. They are also suspected of buy-
opponents to throw against your players. (Cooperative Order for the Ruling of Earth) ing cheap nuclear weapons from ex-soviet
However, the content remains generic enough fully intends to write itself an entire chapter powers (though none have yet to be used),
into that story. planting harmful mutagens into African wa-
to fit in most super-hero settings.
ter supplies, terrorist insurrections against
Founded by the enigmatic being known global powers, and collaborating with hos-
to the world only as Center (for what pur- tile alien races.
CORE pose other than uniting the globe under his
This list is by no means complete, but
heel is anybody’s guess), CORE promises a
International Terrorists, Warmongers, and Would- does provide an idea of the range of deprav-
better economic, political, and moral soci-
Be Conquerors ity with which this insidious organization
ety under its rule and doctrines. Center has involves itself. CORE is the embodiment of
Human civilization has always been in- combed the third world and countries un- what every regular Joe fears about metahu-
fested with people who feel they, for one der the command of fascists for his recruits, mans and those who would ally with them.
reason or another, are better suited to rule swelling CORE in the past thirty years from They are evil, power mad, and totally lacking
than everyone else. These people have a few hundred political exiles and refugees of any conscience, making CORE one of the
caused untold misery and death in pursuit
to a powerful, dedicated army of thousands greatest threats to world peace ever known.
of their goals, some even resulting in the an-
of “freedom fighters.” CORE now also en-
nihilation of the very society they sought to CORE will do anything from trying to
joys the full support of ingenious scientists
command. And yet, such men and women destroy a country’s economy by taking over
and (ironically) the ambitious wealthy to
shall always be a part of the tumultuous sto- its industries and either running them into
ry that is human history. back their cause.
the ground or laundering profits out of civil

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coffers, to directly assaulting their cities and PL: 17
military bases. They do so in the attempt to
conquer through might what they cannot Leadership: Dictatorship (Center)
through Machiavellian guile. Intellect 5, Awareness 6, Presence 9
The general public knows about CORE Will 10
and will usually recognize one of their ve-
hicles or uniformed agents on sight. Many Skills: Deception 8 (+17), Expertise: Business 7 (+12), Expertise: Chemistry 6 (+11), Expertise: Cur-
world governments have conducted media rent Events 5 (+11), Expertise: Electrical 12 (+17), Expertise: Engineering 8 (+13), Expertise:
blitzes on these terrorists and have done History 4 (+9), Expertise: Law 7 (+12), Expertise: Mechanics 12 (+17), Expertise: Science 10
their best to warn the citizenry about trust- (+15), Expertise: Sociology 5 (+10), Expertise: Streetwise 4 (+10), Expertise: Tactics 12 (+17),
ing CORE’s lies. The problem with this is Intimidation 10 (+19), Investigation 8 (+13), Perception 8 (+14), Persuasion 4 (+13), Stealth 10
that not all people believe everything they (+15), Technology 12 (+17)
see on the television or read in the newspa-
per (as hard as this may be to believe.) Many Advantages: Benefit 5 (Wealth), Connected 8 (P: Criminal; S: Business, Espionage, Justice System,
grassroots weapons and political rights, mi- Law Enforcement, Military, Terrorist, World Governments), Contacts 8 (P: Criminal; S: Business,
litia, and racial supremacist groups fall into Espionage, Justice System, Law Enforcement, Military, Terrorist, World Governments), Equip-
this category, and have overtly or covertly ment 29 (Gear), Equipment 117 (Headquarters), Equipment 169 (Vehicles), Invention Expertise,
joined CORE. However, many have signed Inventor, Minion 48, Mole Network 6, Reinforcements 12 (250 minions, 30 minutes), Secure (Mole
on without knowing whom they are really Operatives), Well-Informed
working for.
Members: Minion 13 (45-pt. Field Agents and Pilots, x 50,000), Minion 18 (120-pt. Champions, x
Using terrorist tactics and inventive pro- 1,000), Minion 17 (120-pt. Ghost Operatives, x 500), The Elite (individuals; no cost)
paganda, CORE has caused more trouble
for the various governments of the world Equipment: Equipment 13 (Espionage; 20 pt., x 500), 16 Equipment (Heavy weapons; 30 pt., x
than any other entity or group now still in 1,000)
existence. Even countries that are considered Detect Collision [Radio}; Detect Radar [Radio]; Infravision, Extended; Normal Vision, Extended])
(relatively speaking) politically and econom-
ically stable, such as the U.S. and Canada, Vehicles: Equipment 25 (Devilwing; 83 pt., x 250), Equipment 40 (Firststrike; 168 pt., x 64), Equip-
must regularly deal with militant and covert ment 24 (Vyper; 69 pt., x 1,000), Equipment 23 (Hornet; 73 pt., x 500), Equipment 32 (Armadil-
operations meant to sow unrest on their na- lo; 130 pt., x 64), Equipment 12 (Conventional Aircraft; 20 pt., x 250), Equipment 13 (Conven-
tive soil. Such nations also frequently suffer tional Vehicles; 15 pt., x 1,000); this tally does not include the vehicles contained within CORE’s
actions against their interests abroad. Citadel Air Fortresses
To make matters worse, some European Headquarters: Citadel Air Fortress (146 x 4) 146 pts
countries must deal with anarchist polit-
ical parties that are secretly or even open- Powers: Variable 6 (WMDs) • 42 points
ly fronts for CORE! And it does not help Totals Abilities 40 + Powers 42 + Advantages 406 + Skills 76 + Defenses 4 = 568
knowing that CORE has managed to plant

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Here are some sample DCs for using ous mastermind, if “he” is really a male EBA-1 Exoskeletal Body Armor
Expertise: Metahuman (or an otherwise appro- at all, or if CORE’s leader is more than
41 points
priate skill) to indicate what an individual may one person acting from behind the safety
know of CORE. of an amalgamate, anonymous identity. CORE’s Exoskeletal Body Armor is de-
What is known is Center (or someone us- signed to protect the organization’s best
CORE Expertise: Metahuman Checks ing the title) has commanded CORE since warriors while also providing them with
DC Example the beginning and seems to be leading the a modicum of heavy firepower (a small
Being able to recognize a CORE vehi- organization towards the ultimate goal of chaingun mounted on the forearm and a
10 global domination. miniature missile launcher upon the op-
cle or operative in uniform.
15 Being able to name the Elite’s members. posite shoulder) for facing down police
In recent years alone, dozens of law
and low-powered metahumans. Guards
Knowing which countries CORE has enforcement agents and intelligence op-
20 assigned to high-priority tasks and areas
been publicly known to operate in. eratives have lost their lives unsuccess-
within a CORE facility are also often as-
Seeing subtle patterns in the countriesfully attempting to uncover the secret of
signed the EBA-1.
CORE operates in, as well as their com-Center’s identity. If anyone were to mi-
25
mon economic, military, and political raculously come by the truth, that person
strategies. would find himself the target of every EBA-1 Exoskeletal Body Armor Removable
CORE agent and independent bounty (–11 points)
agents into various levels of law enforce- hunter on the planet (and perhaps be- Armor: Protection 4 • 4 points
ment, metahuman control, and intelligence yond.) They probably die before they
Enhanced Reflexes: Enhanced Improved
organizations the world over. could pass the information along.
Initiative • 1 point
This fanatical organization will do what- Forearm Chaingun: Ranged Damage 4,
ever it must, whenever it may, to bring the CORE Equipment Multiattack • 12 points
world to its knees. and Weapons
Integrated Jet Pack: Flight 4 (30 mph)
The following equipment is typical of • 8 points
Center, Shadow Ruler CORE’s arsenal. The Gamemaster is encour-
Life Support: Immunity 2 (Suffocation)
of a Dark Empire aged to add their own weapons, vehicles, • 2 points
and equipment as desired.
Revealing himself (?) only as a comput- Missile Launcher: Burst Area Ranged
er modulated voice broadcast through a Body Armor Damage 6 • 18 points
radio or across a blackened video monitor,
CORE’s leader is as much a mystery to the CORE combat agents usually wear ar- Power Lifting: Enhanced Strength 1,
organization’s own members as he is to the mor-plated tactical vests, and intelligence Limited to Lifting • 1 point
world’s varied law enforcement agencies. agents either go without or are restricted to Sensors: Senses 6 (Normal Vision, Ex-
undercover vests. Only the best operatives tended 2; Infravision, Extended 2; Ra-
No one is sure who Center may be—if are assigned the EBA-1.
he is really another well-known villain- dio) • 6 points

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CSS-PX001 “Phantom” Armor Weapons CLW-010 Plasma Squad
Support Weapon
19 points
CLW-002 Plasma Pistol 25 points
The phantom suit is employed by CORE’s
16 points Built to fill the role of a support weapon,
elite Ghost units. Although it provides the
user with slight performance enhancements This weapon fires a highly concentrated much as is done in the conventional military by
and minor weaponry, its primary benefit is plasma energy pulse that is capable of melt- the M60 and M240 SAW. A heavy energy drum
ing steel. makes this an awkward weapon to handle.
its stealth capabilities. The stealth capabili-
ties render the armor’s wearer invisible to CLW-002: Ranged Damage 5, Improved CLW-010: Ranged Damage 8, Improved Criti-
all visuals, and muffle all sounds the wearer Critical 3, Multiattack, Diminished cal 3, Multiattack, Bulky, Diminished Range
and armor make. Range 2
CLX-XX5 Power Negator
Phantom Armor Removable (–5 points)
CLW-006 Plasma Rifle 20 points
Armor: Protection 3 • 3 points 24 points * A dangerous weapon to be in the posses-
Cloaking: Concealment 4 (All Visual), This rifle is the primary weapon of CORE sion of such evil men and women, the “Triple
Blending • 4 points field agents. It is commonly equipped with X” can temporarily deny a target the use of
all super-powers (but not magic or psionics.)
Enhanced Reflexes: Enhanced Improved an under-barrel grenade launcher add-on,
Fortunately for all super-heroes, the weapon
Initiative • 1 point and all come with a telescopic sight and in-
is bulky, slow firing, inaccurate, and has not
tegrated laser targeting system.
Finger Blades: Strength-Based Damage yet had all of the bugs worked out.
CLW-006: Ranged Damage 7, Improved
3, Penetrating • 4 points CLX-XX5: Nullify 10 (Resisted by Fortitude;
Critical 3, Multiattack, Diminished Range Super-Powers), Broad, Effortless, Simul-
Sensors: Senses 6 (Normal Vision, Ex- 2; Senses 1 (Visual, Extended); AE: Burst taneous, Reload 10 (1 round, self-reload,
tended 2; Infravision, Extended 2; Ra- Area Ranged Damage 5, Indirect 1 use), Unreliable
dio) • 6 points * Increase the cost by 1 per additional type
Silent Running: Enhanced Stealth 9, of grenade carried as an Alternate Effect Vehicles and Mecha
Limited to Auditory • 3 points CLT-99 Jet Pack
Super-Movement: Array (2 points) 3 points
Leg Boosters: Leaping 2 • 2 points Designed so it can be fit over most com-
mon body armors, the gasoline powered
• Wall-Crawling: Movement 1
CLT-99 allows CORE to deploy its agents
(Wall-Crawling) • 1 point from low-flying helicopters or from roof-
tops onto targets at ground level.
CLT-99: Flight 3 (16 mph), Vehicles Check
Required 3 (DC 13)

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CORE Devilwing
Exoskeleton
83 points
The Devilwing
is a nuclear powered,
heavy exoskeleton that
is often assigned to CORE’s
shock troopers. They are perfect
for lightning-quick raids, often in
tandem with Hornets and Vypers, Self-De-
and are especially useful for assas- struct: Burst
sination, kidnapping, and battling Area Damage
troublesome super-heroes. 12, Triggered
Armed with a plasma machine (Countdown
gun fed by the exoskeleton’s or Instant)
mini-fusion reactor, the Devil- • 25 points
wing also sports missile launchers Suit Senses:
on each shoulder and lower legs. Senses 13
Besides supplying directional (Accurate Ra-
control in flight, the exoskeleton’s dio; Ranged
razor-sharp wings can be used to Detect Colli-
slice targets or to wrap around the sion [Radio];
suit to act as a protective shield. Detect Radar
Devilwing Removable (–28 [Radio]; De-
points), Self-Destruct (Destroys Suit & tect Radiation [Tactile];
Kills Operator; –28 points) Infravision, Extend-
• Jump Jets: Leaping 4 • 1 point ed 2; Normal Hearing,
Armored Chassis: Enhanced Improved Extended; Normal Vision,
Initiative; Enhanced Strength 6; Cone • Aqua Jets: Swimming 2 (8 mph)
• 1 point Extended 2) • 13 points
Environmental Control 1 (Light; Chest
Spotlight); Immunity 4 (Cold, High Missile Wings: Array (14 points)
Pressure, Suffocation); Protection 7 • Launcher: Burst Area Ranged Dam- Razor Wings: Damage 10, Penetrating 2,
25 points age 6, Multiattack • 24 points Reach 2 • 14 point
Jet Thrusters: Array (8 points) Plasma Machine Gun: Ranged Damage • Wing Shield: Enhanced Dodge 6, En-
Flight Jets: Flight 4 (30 mph) • 8 points 9, Multiattack • 27 points hanced Parry 6, Activation (Move),
Limited to Not While Flying • 1 point

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CORE Firststrike (Mecha)
168 points
The Firststrike is designed for one pur-
pose: the complete annihilation of CORE’s
enemies.
Heavily armored and decked out with a
frighteningly impressive weapons array, the
Firststrike is a humanoid mecha capable of
taking on an entire platoon of main battle
tanks and coming out on top. They are ex-
pensive, bulky, and slow, however, so they
are seldom sent into battle on their own. Typ-
ically, a Firststrike is guarded by a detach-
ment of infantry whose job it is to ensure no
one destroys the walking artillery piece.
The Firststrike has a stubby, broad frame,
giving it a dwarfish appearance despite its
height. Its sensor head has a wide angle lens
and segmented face, granting it the semblance
of a knight’s helm. Adding to this image is a
massive metal shield slung upon its off-hand’s
arm for the purpose of blocking incoming
physical attacks and small arms fire.
Concealed beneath the armor plating of its
bulbous shoulders and squat lower legs is an
impressive store of missiles for hammering
down even the most resilient of opponents.
Add this to the Firststrike’s daunting multi-ri-
fle and the 81mm mortar mounted upon its
back, and this mecha truly becomes an oppo-
nent to be feared by even the bravest heroes.
The tubular mortar is mounted behind
the left shoulder and is aimed by bracing
and tilting the mecha’s body while its pri-

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mary weapon, the gun pod, is hand held. Offense Initiative +2, 81mm Mortar (Burst Vyper Assault Bike
The gun pod is a combination clip-fed 90mm Area Ranged Damage 10); Bayonet (Close 69 points
cannon with a drum-fed chaingun mounted Damage 10); Concussion Missiles (Burst
beneath for close work. It is also fitted with Area [6 ft.] Ranged Damage 6, Enhanced The Vyper is the mainstay of CORE’s mo-
a bayonet. Knockback 4, Multiattack, Reduced Pen- bile assault capabilities, providing its rider
with a moderate amount of both armament
etration 2); Multi-Rifle 90mm (Burst Area
CORE Firststrike PL10 • 168 points and armor.
[6 ft.] Ranged Damage 10); Multi-Rifle
Abilities Str 10, Sta —, Agl 2, Dex 5, Fgt 4, Int Although not capable of holding their
Chaingun (Ranged Damage 5, Multiat-
—, Awe 5, Pre — own one-on-one against most metahumans,
tack); Unarmed (Close Damage 10)
Powers 81mm Mortar (Burst Area Ranged Vyper riders typically operate in unison, us-
Damage 10, Extended Range, Indirect, Defense Dodge 11 (5 without Forearm ing pack and swarm tactics to overwhelm the
Limited to Forward, Reload 10 [1 round, Shield), Parry 11 (5 without Forearm enemy. This vehicle uses small maneuvering
self-reload, 1 use]); Armor (Impervious Shield), Fortitude Immune, Toughness thrusters which, when combined with its low
Protection 2, Impervious Toughness 8); 10, Will Immune center of gravity, grants it enhanced handling
Chest Spotlights (Cone Area Environ- Totals Abilities 6 + Powers 150 + Defenses 12 and cornering abilities―the jets even allow
mental Control 4 [Light, 2 points/rank]); it to perform short, thrusting jumps. To pro-
= 168
Concussion Missiles (Burst Area [6 ft.] vide a speedier availability of combat data to
Ranged Damage 6, Enhanced Knockback the pilot, all information from the onboard
4, Multiattack, Heavy Recoil 2, Reduced computer is projected to a translucent LCD
Area 2, Reduced Penetration 2); Con- HUD system built into the entire windshield.
struct (Immunity 30 [Fortitude Effects]);
Forearm Shield (Enhanced Dodge 6, En-
hanced Parry 6); Huge (Growth 8, Innate,
Permanent); Multi-Rifle (28 point Array,
Bulky 2, Easily Removable –12 points),
90mm Cannon (Burst Area [6 ft.] Ranged
Damage 10, Reduced Area 2), AE: Chain-
gun (Ranged Damage 5, Multiattack),
AE: Bayonet (Damage 10, Penetrating
2); Powered Legs (Leaping 2, Speed 2 [8
mph; 3 Total]); Sensors (Senses 13 [Ac-
curate Radio; Ranged Detect Collision
[Radio}; Detect Radar [Radio]; Detect Ra-
diation [Touch]; Infravision, Extended 2;
Normal Hearing, Extended; Normal Vi-
sion, Extended 2])

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Unlike with conventional motorcycles, a The Hornet’s minigun is mounted in a troops in body armor, six wearing EBA-1s,
Vyper rider does not sit back in a seat. The ball turret in its nose, with a missile pod lo- four Devilwings, or two Firststrike robots
rider leans forward, resting their chest on cated beneath each stubby wing. (crouched low.)
the “seat” in an extreme racer position that Large; Crew 1, Str 7, Speed Flight 6 (120 Gargantuan; Crew 5, Str 15, Speed Flight 4
grants greater control at high speeds. A but- mph), Ground 1, Def 9 (13 vs missiles), Tou (30 mph), Def 6 (10 vs missiles), Tou 15, Fea-
terfly, wing-style door allows access to the 7, Features: Alarm, Chaff, Ejection System, tures: Alarm, Chaff, Ejection System, Navi-
elongated cycle’s cockpit and lowers to seal Improved Handling, Navigation System,
the rider within a protective cocoon. The gation System, Concussion Missiles (Burst
Concussion Missiles (Burst Area [6 ft.]
small missile tubes are mounted to either Area [6 ft.] Ranged Damage 6, Enhanced
Ranged Damage 6, Enhanced Knockback
side of the rider while the narrow channels 4, Multiattack, Heavy Recoil 2, Reduced Knockback 4, Multiattack, Heavy Recoil 2,
for the machine gun appear two per side, Area 2, Reduced Penetration 2), Minigun Reduced Area 2, Reduced Penetration 2),
behind the forward wheel. (Ranged Damage 6, Multiattack), Missile Laser Turret (Ranged Damage 8, Accurate
Large; Crew 1, Str 5, Speed 6, Leaping 2, Def Avoidance (Enhanced Dodge 4, Only ver- 2, Extended Range 2), AE: Grenade Launch-
9, Tou 9, Features: Alarm, Improved Han- sus Missiles), Sensor Suite (Senses 9 [Accu- er (Burst Area Ranged Damage 6, Extend-
dling, Navigation System, Oil Slick, Con- rate Radio; Ranged Detect Collision [Radio]; ed Range, Indirect), Minigun x 3 (Ranged
cussion Missiles (Burst Area [6 ft.] Ranged Detect Radar [Radio]; Infravision, Extended Damage 6, Multiattack), Sensor Suite (Sens-
Damage 6, Enhanced Knockback 4, Multiat- 2; Normal Vision, Extended 2]) es 11, [Accurate Radio; Ranged Detect Colli-
tack, Heavy Recoil 2, Reduced Area 2, Re- sion [Radio}; Detect Radar [Radio]; Infravi-
duced Penetration 2), Quad Machine Gun Armadillo Hover Troop Transport sion, Extended; Normal Vision, Extended 2;
(Ranged Damage 5, Multiattack, Limited to 130 points Normal Hearing, Extended])
Forward), Sensor Suite (Senses 9 [Accurate
A well-armored, airborne carrier that keeps
Radio; Ranged Detect Collision [Radio}; De-
aloft by means of a powerful hover jet system,
tect Radar [Radio]; Infravision, Extended; the Armadillo is recognized around the world
Normal Vision, Extended]) Headquarters
as a tool of this despicable organization.
Hornet Strike Craft Armadillos commonly come in at a high CORE generally likes to keep its forces
73 points altitude and drop suddenly into a landing decentralized within largely autonomous
zone, rapidly deploying its cargo out of side cells of various sizes. Each cell acts according
The Hornet is a relatively small, one man, and rear armored doors. As it does so, it raz-
open cockpit hover vehicle meant to pro- to the individual designs of its commander
es the area with its impressive armaments: an
vide air support for Vyper and foot soldier from whatever facility best suits their needs
independent minigun mounted on each side
ground assaults. It also performs outstand- while staying off law enforcement’s radar.
with an additional turret on the top, a nose
ingly as a patrol craft. Powerful, twin VTOL Still, CORE’s globe-spanning plans require
laser and grenade launcher turret, and two
engines, mounted one per wing, grant this the cells maintain at least a few unified
missile pods located beneath the chassis.
vehicle its darting speed and an ability to points from which to rally their plans and
weave in between towering buildings as The Armadillo is crewed by a pilot, co-pi- formulate goals that stretch beyond each
easily as it does the clouds. lot, and three gunners. It carries up to twelve cell’s immediate goals.

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Main Base of Operations Citadel Air Fortress was destroyed a few years ago) are massive
(Mobile Headquarters) hover vehicles capable of carrying thousands
CORE’s decentralized nature and global
of men and dozens of vehicles.
fluidity means they do not have a primary Glorious achievements in the field of ve-
Held aloft by a half-dozen
headquarters (that anyone knows of, that is.) hicular engineering, the Citadels (of which
turbines, each of which
The organization’s Citadel Air Fortresses (see there are known to be four (a fifth
is bigger than a large
following) are the nearest thing
they have to such a location,
but even these massive stag-
ing points always remain mo-
bile. Still, rumors persist within
law enforcement circles (and
amongst those heroes that make
a habit of fighting CORE) that
this global threat-level terrorist
organization maintains a per-
manent facility tucked away at
some remote location where its
key personnel and data are kept.
As such unsubstantiated
tales tell it, Center rules from
this hidden headquarters like
a spider at the core (excuse the
pun) of his web. From there,
Center feels the vibrations
rippling back to him through
countless strands and acting
accordingly. No interrogated
CORE agent has ever veri-
fied the site’s existence, but
some people just can’t
fathom such a large and
dangerous organiza-
tion operating without
a central point from
which to gather their
forces and pounce.

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home, a Citadel Air Fortress allows CORE Two Phalanx turrets apiece are located Garage Compliment: 12 Vypers, 5 Firststrikes,
to sweep its greedy hand from one hot spot on the Citadel’s top and bottom, and one 20 EBA-1s
to the next, evading or destroying almost per each side, providing a nearly complete Hangar Compliment :
4 Armadillos, 20 Hornets,
anything that would dare try to attack it. field of anti-aircraft fire. Not only can these 12 Devilwings, 5 Helicopters, 4 Military
Because of their slow speed and relative powerful and accurate guns shoot down in- Helicopters
vulnerability to ground-based missile as- coming aircraft, but they are also effective
Headquarters: Citadel Air Fortress • 146 points
saults, the Citadel Air Fortresses are kept in against missiles and flying super-heroes.
constant movement around the world. They The main weapons are huge turrets that Size Colossal; Spaces 248 of 250; Tou 14, Fea-
never stay in one place too long, and care- mount three naval guns apiece. They rotate tures: Armory 2 (Weapons, 10 pts, 1,000
fully being used so as to not risk squander- slowly and take too long to aim to be very minions; 9), Basic Combat Simulator
ing them recklessly. The Citadels are per- effective against small targets or aircraft. (5), Basic Communications (0), Encrypt-
haps CORE’s greatest tool in its war against Two turrets are found each on both the Cit- ed Communications 3 (DC 35; 0), Basic
global order and peace. adel’s top and bottom. Computer (0), Advanced Computer 2
Somewhat box-like, but tapering down- (+2; 1), Electronic Concealed 2 (+15; 0),
Six laser turrets are mounted on the Defense System 10 (100 points, Lethal
wards towards its bottom, a Citadel’s hull is craft’s top hull (three of which are close to
ringed by its immense hover jets. Sitting in the conning tower to offer it a solid defense), and Non-Lethal Systems; 0), Electron-
the giant aircraft’s mid-section, on its upper while the other six are on the bottom. The ic Counter-Measures 2 (–4; 0), Escape
shell, is the conning tower. It is from here laser cannons are used to bombard ground Tunnel (Escape Pods; 6), Fire Preven-
that the Citadels are piloted, and its vehi- targets (mostly armored vehicles and light tion System 3 (Nullify 9; 0), Game Room
cles and troops are monitored and directed. buildings) and to attack relatively slow (10), Garage (32), Gym (5), Hangar (64),
Along the air fortress’ long axis, with two moving aircraft. Holding Cells 3 (Tou 22; 2), Infirmary 2
doors per side, are the cavernous aircraft (+2; 5), Inventor Lab 3 (Any Combination
hangars that contain deadly Hornet craft Rounding out the Citadel’s armaments of Traits up to 15 points; 2), Kitchen (4),
and Armadillo troop carriers. are eight retractable missile launchers scat- Basic Laboratory 2 (+2; 3), Barracks Liv-
tered around the craft’s hull, hidden in ing Space x 2 (29 each; 58), Basic Living
Also peppering the craft’s outer skin are sealed compartments. Space x 4 (1 each; 4), Luxury Living Space
sixteen smaller doors used to disembark x 2 (2 each; 4), Garage Motor Pool 10 (PL
flying soldiers in Devilwings, jet packs, or This massive vehicle weighs in at roughly
+15; 0), Hangar Motor Pool 11 (PL +20; 0),
EBA-1s deployed from those same internal 86,000 tons (not including additional weight
Movable (0), Personnel (0), Power System
hangars. These vehicles and troops help de- from other vehicles, crew, supplies, etc.) It
(Nuclear w/Backup; 20), Security System
fend the Citadel or can assault ground tar- is a little over 1,300 feet long, 115 feet high,
gets, doing so with the knowledge that the and 130 feet wide (nearly 200 feet wide in- 3 (DC 35; 0), Self-Destruct (Power Plant
many weapon emplacements bristling the cluding its massive turbines.) Overload; 0), War Room (2), Workshop
air fortress’ surface will offer them covering (Expertise: Electronics; 6), Workshop
Crew: 1,500 total; Personnel (1,000 crewmem- (Expertise: Mechanics; 6); Powers: Chaff
fire. Adding to this arsenal are top-of-the-
bers), Minion 11 (250 45-pt air assault 2 Vehicle Feature [Feature 1]; Cloak
line sensors, countermeasures, and a stealth
system that cloaks the Citadel against visual wing), Minion 11 (250 45-pt ground as- (Concealment 2 [Normal Vision], Blend-
detection by allowing it to blend into the sky. sault troops) ing); Laser Turret x 6 (Ranged Damage 8,

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Penetrating 2, Diminished Range); Mis- of these men and women come from poor or Equipment Light pistol, submachine gun, un-
sile Launchers x 8 (Burst Area Ranged disenfranchised nations where their talents dercover shirt (20 points) OR CLW-006,
Damage 10, Accurate, Homing); Naval likely wouldn’t be supported or permitted bulletproof vest (26 points)
Guns x 4 (Burst Area Ranged Damage by the local infrastructure or culture.
Advantages Equipment 6, Move as One,
13, Extended Range 2, Activation 2 [Stan- Abilities Str 0, Sta 1, Agl 2, Dex 2, Fgt 0, Int 1, Ranged Attack 4, Swarm
dard], Inaccurate 4); Phalanx AA Turret Awe 0, Pre 0
x 6 (Ranged Multiattack Damage 7, Ex- Skills Athletics 3 (+4), Expertise: Soldier (AWE)
tended Range), AE: Anti-Missile (Deflect Equipment Armored jumpsuit (+3), knife, 4 (+4), Expertise: Streetwise 2 (+2), Exper-
14, Extended Range, Limited to Physical light pistol tise: Tactics 3 (+3), Intimidation 2 (+2), Per-
Attacks); Sensor Suit (Senses 9 [Accurate Advantages Ace (appropriate vehicle), Equip- ception 4 (+4), Stealth 2 (+3), Vehicles 2 (+3)
Radio, Extended 3; Detect Radar (Radio); ment 4, Great Endurance, Ranged Attack 3 Offense Initiative +1, CLW-006 Grenade +5
Normal Vision, Extended 3]); Complica- (Burst Area Ranged Damage 5), CLW-
Skills Expertise: Soldier (AWE) 2 (+2), Exper-
tions: Accessible Bowels 006 Plasma +5 (Ranged Damage 7, Mul-
tise: Survival 2 (+2), Expertise: Tactics 4
(+5), Perception 4 (+4), Vehicles 4 (+6) tiattack, 17-20), Light Pistol +5 (Ranged
CORE Rank And File Damage 3), Submachine Gun +5 (Ranged
Offense Initiative +2, Knife +0 (Close Damage Damage 4, Multiattack), Unarmed +5
CORE recruits only those people with 1), Light Pistol +5 (Ranged Damage 3), (Close Damage 1)
the drive and raw ability to suit the orga- Unarmed +0 (Close Damage 0)
nization’s goal of global conquest. Many Defense Dodge 2, Parry 5, Fortitude 3,
Defense Dodge 4, Parry 2, Fortitude 2, Tough- Toughness 1 (3 undercover shirt or 4
of CORE’s foot soldiers are taken from im-
poverished countries and then trained from ness 1 (4 armored jumpsuit), Will 1 bulletproof vest), Will 1
scratch or are hired mercenaries who have Totals Abilities 12 + Advantages 9 + Skills 8 + Totals Abilities 18 + Advantages 12 + Skills 11
proven their loyalty to the cause. Defenses 6 = 35 + Defenses 4 = 45
CORE’s lowly cannon fodder, although Threat Level: Beta Threat Level: Beta
bent on carrying out the organization’s
foul and dastardly plots, are not necessar- Champion PL7 • 111 points
Field Agent PL5 • 45 points
ily evil—the world does not exist solely
Field agents are typically armed with Amongst its ranks, CORE has a num-
in terms of black and white. Rather, they
a concealable pistol and submachine gun ber of champions who stand out from the
could be doing what they feel is right for the
world’s current environmental and/or polit- when undercover or CLW- 006 when acting crowd. Such minions are a bit tougher,
ical circumstances, even if their command- openly. A Vyper or Hornet, or possibly a slightly smarter, and more dangerous than
ers are acting out of purely selfish reasons. souped-up undercover car or jetpack, may a typical field agent. A champion is a good
be assigned if the mission warrants it. choice for representing a competent CORE
Driver/Pilot PL4 • 35 points officer or just someone who has the guts to
All body armor and uniforms are blue
CORE employs skilled pilots and drivers and white—CORE’s colors. make a stand against the player characters.
to direct their war machines into combat. As Abilities Str 2 (3 *), Sta 2, Agl 2, Dex 2, Fgt 6,
with the organization’s foot soldiers, many Abilities Str 1, Sta 1, Agl 1, Dex 1, Fgt 5, Int 0, Int 1, Awe 1, Pre 1
Awe 0, Pre 0

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Powers EBA-1 Exoskeletal Body Armor Re- Totals Abilities 34 + Powers 41 + Advantages Ghost PL9 • 120 points
movable (–11 points): Armor (Protection 12 + Skills 16 + Defenses 8 = 111
CORE employs several small, elite units
4); Enhanced Reflexes (Enhanced Im- * In EBA-1 suit
of commandos known as Ghosts for their
proved Initiative); Forearm Chaingun
armor’s extraordinary stealth capabilities.
(Ranged Damage 4, Multiattack); Inte- Threat Level: Gamma
A Ghost’s primary duties include sabotage,
grated Jet Pack (Flight 4; 30 mph); Life
assassination, subversion, and intrusion op-
Support (Immunity 2 [Suffocation]);
erations against metahuman, government,
Missile Launcher (Burst Area Ranged
and military targets. They are masters of
Damage 6); Power Lifting (Enhanced
“sneaking and slashing,” as the saying goes.
Strength 1, Limited to Lifting); Sensors
(Senses 6 [Normal Vision, Extended 2; In- Str 2, Sta 3, Agl 4, Dex 2, Fgt 5, Int 1,
Abilities
fravision, Extended 2; Radio]) Awe 2, Pre 0
Equipment EBA-1 suit, knife, light pistol, sub- Powers Phantom Armor Removable (–5
machine gun, OR knife, CLW-006 w/gre- points): Armor (Protection 3); Cloaking
nade launcher, bulletproof vest (Concealment 4 (All Visual), Blending);
AdvantagesEquipment 4, Hard as Nails, Enhanced Reflexes (Enhanced Improved
Improved Initiative, Ranged Attack 4, Initiative); Finger Blades (Strength-Based
Power of One, Swarm Damage 3, Penetrating); Sensors (Senses
6 ]Normal Vision, Extended 2; Infravi-
SkillsAcrobatics 4 (+6), Athletics 4 (+6/+7 *), sion, Extended 2; Radio]); Silent Run-
Expertise: Soldier (AWE) 4 (+5), Exper- ning (Enhanced Stealth 8, Limited to Au-
tise: Streetwise 2 (+3), Expertise: Tactics ditory); Super-Movement Array
4 (+5), Intimidation 4 (+5), Perception 4 (2 points): Leg Boosters (Leaping
(+5), Stealth 4 (+6), Vehicles 2 (+4) 2); AE: Wall-Crawling (Movement
Offense Initiative +5 (+9 *), CLW-006 Gre- 1 [Wall-Crawling])
nade +6 (Burst Area Ranged Damage 5),
Equipment Assault carbine, grenades, CSS-
CLW-006 Plasma +6 (Ranged Damage 7,
PX001
Multiattack, 17-20), Forearm Chaingun *
+6 (Ranged Damage 4 Multiattack), Knife Advantages Chokehold, Equipment 6, Fast
+6 (Close Damage 3), Light Pistol +6 Grab, Hard as Nails, Improved Grab, Im-
(Ranged Damage 3), Missile Launcher +6 proved Initiative, Lucky Shot, Power of
(Burst Area Ranged Damage 5), Subma- Many, Power of One, Ranged Attack 6
chine Gun +6 (Ranged Damage 4, Multi- Skills Athletics 8 (+10), Expertise: Soldier
attack), Unarmed +6 (Close Damage 2) (AWE) 5 (+7), Expertise: Survival 7 (+9),
Defense Dodge 6, Parry 6, Fortitude 4, Tough- Expertise: Tactics 7 (+8), Intimidation 5
ness 2 (6 EBA-1, 5 vest), Will 3 (+5), Perception 4 (+6), Stealth 8 (+12/+20
versus Auditory *), Technology 8 (+9)

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Offense Initiative +8, Assault Carbine +8 Most of the Elite choose to work on their Advantages
(Ranged Multiattack Damage 5), Finger own or in pairs (Major Minor in particu- Agile Feint, Assessment, Benefit 3 (Wealth),
Blades +5 (Close Damage 5, Penetrating *), lar), and have difficulty overcoming their Connected 3 (P: Espionage; S: Wealthy, World
Grenades +8 (Effect Varies), Unarmed +5 personal differences when Center demands Governments), Contacts 5 (P: Espionage;
(Close Damage 2) they all work together. Such collaboration is World Governments, International Police,
DefenseDodge 10, Parry 8, Fortitude 8, a rare event that signals something big and Military, Wealthy), Daze (Deception), Ear to
Toughness 3 (6 *), Will 6 bad is in the air. the Ground 3 (Espionage, Wealthy, World
Governments), Eidetic Memory, Equipment
TotalsAbilities 38 + Powers 18 + Advantages Annex PL9 8, Hide in Plain Sight, Languages 4 (Arabic,
20 + Skills 26 + Defenses 18 = 120
Cantonese, French, German, Italian, Japanese,
* In CSS-PX001 suit Abilities
Russian, Spanish), Well-Informed
Strength 2 Fighting 6
Threat Level: Gamma
Skills
Stamina 1 Intellect 3
Acrobatics 12 (+16), Athletics 8 (+10), Close
Agility 4 Awareness 6
Combat: Knife 2 (+8), Deception 16 (+26),
The Elite
Dexterity 5 Presence 10 Expertise: Actor 10 (+20), Expertise: Busi-
A simple name used to encompass all ness 8 (+11), Expertise: Chemistry 6 (+9),
Powers Expertise: Espionage 12 (+15), Expertise:
the metahumans working with CORE, the
Elite are as experienced, dangerous, and Assume Identity: Morph 2 (Roughly Same Science 8 (+11), Expertise: Sociology 8 (+11),
powerful as the title suggests. CORE is not Mass) • 10 points Expertise: Streetwise 7 (+13), Expertise: Sur-
above hiring other super-villains for a single vival 4 (+10), Insight 14 (+20), Investigation
Equipment 12 (+15), Perception 12 (+18), Persuasion 12
mission or a short term of service, but only
Varies, but typically at least an undercover (+22), Sleight of Hand 13 (+18), Stealth 14
those who are willing to join for the long
shirt, blaster pistol, and knife. (+18), Technology 14 (+17), Vehicles 4 (+9)
haul (and are considered acceptable) are
ever granted the title of “Elite.” Offense
The Elite The Elite Expertise: Metahuman Checks Initiative +4
Base: Mobile DC Example Blaster Pistol +5 Ranged Damage 5
Current Members: Annex, Erratic, Heartache, Knowing the Elite are CORE’s metahu- Knife +8 Close Damage 3, 19-20
10
Jaundice, Magma, Major, Minor, Ramrod, man enforcers.
Unarmed +6 Close Damage 2
Regulator 15 Being able to name the Elite’s members.
Former Members: None Knowing a given Elite member’s pre- Defense
20 ferred role and assignments for the Dodge 12 Fortitude 8
team. Parry 8 Toughness 3/1 *
Being aware of how two or more Elite
25 Will 15
members feel about each other.
* Without undercover shirt.

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Power Points less and devoid of features, and his
Abilities 74 Skills 98 fingers free of fingerprints. This is to
make it virtually impossible for any-
Powers 10 Defenses 26 one (including his allies) to deter-
Advantages 32 Total 240 mine his true identity. (It is also pos-
sible his “blank slate” appearance is
Complications a manifestation of his seeming tenu-
Who Am I?: Based on some of the things ous hold on who he truly is.)
this faceless villain has said, and how he
reacts periodically, it is believed he has Personality
lost all attachment to his original identity While not assuming someone else’s
and sense of self. He now seems only ca- personality, Annex is cold, emotion-
pable of functioning within the context of less, and without apparent feeling.
a blank slate operative and the identities He reacts with calm reason and un-
he assumes. flappable tact. Once he dons someone
else’s face, however, he acts within
Real Name: Unknown that person’s behavior patterns at all
Aliases: Too many to list times as closely as possible without
compromising his objectives.
Threat Level: Gamma
Age: Unknown Powers & Abilities
Though fully capable of
Height: 5 feet, 10 in.
handling himself in combat,
Weight: 180 lbs Annex’s strength is found in
Native Language: English his expansive knowledge and
superb ability to create false
Typical Quote: Did you really think your identities for himself in or-
secrets were safe from me? How naïve. der to infiltrate places where
Occupation: CORE operative, espionage he does not belong.
agent If a fight seems imminent,
Base: None Annex will use his head
first and his pistol second,
Appearance trying to talk or bluff his
Annex likes to wear the finest, most ex- way out of the situation.
pensive clothing he can get his hands on More often than not, his unshake-
while not on the job. When not assuming a able cool and confidence sees him
disguise, Annex keeps his face entirely hair- through the dilemma and safely

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away before anyone realizes what he has done. Caper Ideas Erratic PL14
The epitome of professionalism, Annex never The following may give Gamemasters
loses his cool in a tight situation and cannot be ideas on how to incorporate Annex into Abilities
goaded into acting rashly or doing something their game. Strength 2 Fighting 4
stupid. He is always all business and never al- Stamina 3 Intellect 0
lows his pleasure to get in the way―probably Higher Office
because, for him, business is pleasure. Agility 4 Awareness 0
CORE has kidnapped or killed (or is in
the process of planning to do so) a candi- Dexterity 4 Presence 1
Allies
date for high office in a country where great
A true mercenary, Annex will ally him- Powers
political upheaval and divisions create in-
self with whoever is willing and able to pay Flying: Flight 4 (30 mph) • 8 points
comparable opportunity to gather power
his fees. At the moment, he is solely con-
tracted to CORE. unto whoever is in charge. They plan to do Power Mimicry:Variable 20 (Powers Possessed
so seamlessly so that Annex can slide in and by Catalyst), Limited to Catalysts in Per-
CORE uses him to gather information take control in CORE’s name. Somehow the ception Range, Quirk 2 (Mimics Cata-
and sow the seeds of dissension among heroes get wind of this and must act quick- lyst’s Power-Related Complications),
the planet’s governments, a task for which ly to either save the real candidate or reveal Unreliable • 98 points
he is ideally suited and all too happy to be the truth if they are too late for the former.
employed at. Annex is easily CORE’s most Advantages
valuable and skilled intelligence operative. When the Mirror Cracks Diehard, Great Endurance, Improved Ini-
Annex’s psyche has cracked, resulting in tiative, Languages 2 (Berber, English), Seize
Enemies
Initiative, Taunt
Many of the opponents Annex has pre- an amalgamated personality comprised of
viously faced off against (no pun intended) components from all the varied identities Skills
consider him to be their foe, including entire he has assumed through the years. The ul- Athletics 4 (+6), Expertise: Flute 2 (+6), Ex-
governments. For his part, however, Annex timate split personality, Annex is now out pertise: Mechanics 4 (+4), Expertise: Street-
holds no such animosities. To him, every- of control, acting in a fashion that partially wise 10 (+10), Sleight of Hand 10 (+14),
thing he does is merely a job. pursues courses of action similar to previ- Stealth 6 (+10), Vehicles 4 (+8)
ous missions associated with those iden-
Background tities, walking away from the plots when- Offense
Nobody knows who Annex really is ex- ever a new identity can assert control long Initiative +8
cept, it is rumored, the equally enigmatic enough to begin a new course of action.
Center. Before joining CORE, the person Unarmed +4 Close Damage 2
If the heroes cannot locate Annex and
now calling himself Annex was a spy-for- Defense
stop him, there is no limit to the amount of
hire (one of the best) who worked both sides
unpredictable havoc he can cause during Dodge 8 Fortitude 8
of the fence during the Cold War. Now this
mysterious agent has offered his skills ex- the course of his random pursuit of previ- Parry 6 Toughness 3
clusively (at a very high price) to CORE. ous, disparate objectives.
Will 5

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Power Points Personality Background
Abilities 36 Skills 20 Jamol is selfish and conniving, willing to An orphan from Cairo’s dirty back streets,
do just about anything to get what he wants. Jamol began his criminal career as a petty
Powers 106 Defenses 16
CORE has taught him that he has the pow- thief, stealing from street vendors in order
Advantages 7 Total 185 er to take what he desires, and he intends to survive. Each day, Jamol would go to the
to do so. He despises the wealthy or those more prosperous areas of the city and watch
Complications the powerful citizens in their big cars and fan-
who even look like they may have money or
Self-Interest: Erratic is totally incapable of fame. This often puts him at odds with An- cy clothes, always dreaming of one day taking
putting the interests of anyone or any- nex, who, for his part, sees Erratic as jumped all their money for himself. When he became
thing else ahead of himself. He is the up street trash. a teenager and his mutant powers manifested,
epitome of selfishness, and his behavior Jamol seized the opportunity to do just that.
is entirely unpredictable when his self-in- Powers & Abilities
It did not take long for CORE to take no-
terests are concerned, beyond knowing Since joining CORE, Jamol has received tice of the youth and recruit him for their bat-
he will do what is necessary to protect as much training in his unpredictable pow-
tle to “bring the world’s rich to their knees.”
what he feels is best for him. ers as is possible. He is a wild card in any
Real Name: Jamol Melbatut battle, and CORE makes sure to use this Caper Ideas
unknown element to their best advantage. The following may give Gamemasters
Aliases: Jamol Shaheen, Ashiq Ramdial
When doing battle with annoying super-he- ideas on how to incorporate Erratic into
Threat Level: Delta roes, Erratic will try to stay close to the most their game.
Age: 19 powerful good guy with the hope of copy-
The Crack in the Armor
ing their abilities. Of course, this is a danger-
Height: 5 feet, 8 in. ous venture because this also makes Jamol A powerful hero with a reputation for be-
Weight: 180 lbs an easy target while doing so. ing unstoppable and indestructible has in-
terfered with CORE’s plans for the last time.
Native Language: Arabic Allies The evil organization has concocted a plot
Typical Quote: Taste some of your own Erratic is as loyal to anyone as is required to use the rest of the Elite as a distraction to
medicine, rich boy. to serve his own, selfish needs. What’s best lure the hero out by staging a crime the hero
for him drives everything in his life, in- is ideally (or only) suited to handle.
Occupation: Criminal
cluding who he is willing to side with in
Base: None When the hero arrives, Erratic shall be
any given situation.
hiding nearby and plans to mimic the for-
Appearance Enemies mer’s powers. This shall either afford CORE
Erratic is a plain looking young man with This former thief considers himself in op- the opportunity to learn what the hero’s
dark blue skin, long black hair usually tied position to anything resembling established vulnerabilities are by experimenting on
in a ponytail, and pure white, disinterested authority and figureheads of wealth. He has Erratic or to use the do-gooder’s own abil-
eyes. His costume is entirely black, allowing also acquired the animosity of a number of su- ities against them via Erratic. Either way,
him to ply his trade as thief whenever he per-heroes (and villains) after mimicking their the hero is in grave danger (whether he is a
isn’t needed by CORE. powers to use against them and their allies. player character or an ally to be saved.)

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The Overflowing Sponge Psychic Camouflage: Concealment 2 (Mental) * Without force field.
While mimicking another metahuman, • 4 points ** Without psychic shields.
something went wrong—Erratic was ex- Psychic Senses: Senses 7 (Danger Sense
posed to some form of radiation or simi- [Mental]; Mental Awareness, Radius; Power Points
lar catalyst that caused his unique cellular Psychometry) • 7 points Abilities 42 Skills 32
memory to activate without shutting off.
This has caused him to randomly manifest Psychic Shields: Impervious Enhanced Will Powers 85 Defenses 14
super-powers and complications he has pre- 10 • 20 points Advantages 6 Total 179
viously mimicked, mixing them in unpre-
dictable and unnatural combinations. Advantages Complications
Attractive 2, Daze 2, Fascinate 2 (Deception, Persecution Complex: Heartache believes
This unforeseen effect of the exposure
Persuasion)
has also affected the villain’s mind, caus- men are out to get her—to keep her down
ing it to flood with flashes of memory and Skills and suppress her superiority—for no
thoughts from his previous metahuman other reason than because she is a wom-
Athletics 2 (+1), Deception 8 (+17), Expertise:
victims. These flashes are causing Erratic in- an. She filters her interactions and rela-
Current Events 1 (+8), Expertise: Dancing 13
credible pain and making it impossible for tionships through this perception, which
him to focus long enough to control his ram- (+13), Expertise: Geology 4 (+4), Expertise:
can easily and quickly drive her to anger
paging powers. As such, he is lashing out at Makeup 6 (+6), Expertise: Model 6 (+15),
everything around him, inflicting incredible Expertise: Riding 2 (+2), Expertise: Science and vengeance.
devastation upon his surroundings. 4 (+4), Expertise: Singing 2 (+11), Insight 6
(+13), Persuasion 8 (+17), Vehicles 2 (+2)
Heartache PL10 Real Name: Claire Dawn
Offense
Abilities Initiative +0 Aliases: Stephanie Raymond
Strength –1 Fighting 5 Heartbreak Blast Perception Range Threat Level: Gamma-P
Stamina 1 Intellect 0 Damage 10, Age: 24
Resisted by Fortitude
Agility 0 Awareness 7 Height: 6 feet
Psychic Blast Perception Range
Dexterity 0 Presence 9
Damage 5, Weight: 132 lbs
Powers Resisted by Will
Native Language: English
Force Field: Protection 9, Sustained • 9 points Unarmed +5 Close Damage –1
Typical Quote: Surely a big, strong, hand-
Heartbreak Blast:Perception Range Damage Defense some man wouldn’t stoop so low as to
10 (Resisted by Fortitude), Concentra- Dodge 5 Fortitude 4 hurting a defenseless woman, would you?
tion, Limited to Males • 30 points
Parry 5 Toughness 10/1* Occupation: Model
Psychic Blast:Perception Range Damage 5
Will 23/13 ** Base: None
(Resisted by Will) • 15 points

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Appearance Besides the edge that she brings to the Caper Ideas
Tall, buxom, blue-eyed and blonde, to battlefield, her beauty, skill with makeup, The following may give Gamemasters
say that Heartache is stunningly beautiful and intense charm also makes Heartache a ideas on how to incorporate Heartache into
would be to do her an injustice. Her cos- natural for covert intelligence operations. their game.
tume displays the standard blue and white
Allies Heartbreak City
of CORE, but she has added some red high-
lights and lining “for color.” Heartache is (mostly) loyal to CORE, a Something has enabled Heartache to
relationship that is justifiable in her mind drastically boost her abilities, enabling her
Personality because she believes Center hides their to use her Heartbreak power over an entire
Claire is a vindictive woman who will identity because it is truly a woman (and city block. As time goes on, the power con-
do whatever it takes to get what she wants, thus would not be able to retain the orga- tinues to get more powerful, allowing this
nization’s allegiance were the truth known.) villain to use it over an increasingly wider
holding little remorse for anyone who
She will take orders from whoever is put in area. In another 24 hours or so, she will be
stands in her way. She resents the way men
charge of a mission, but only reluctantly if it able to use it over a whole city!
tend to view her, as a sex object while at the
is a man (which is usually the case.) If this was not of concern enough, the
same time acknowledging the power that
her charm and beauty grant her. She detests Enemies strain on Heartache mounts as her abili-
chauvinism and will give a great deal of her ties become more potent. This makes her
Animosity tends to spring up between increasingly prone to uncontainable fits
attention to such men. Heartache and female superheroes with of rage, headaches (and eventually, nose
strong, public ties to men, such as those in bleeds), and an inability to control her own
Powers & Abilities
male-led groups or in romantic relation- powers. Something has to be done, and
Although possessing common psychic ships with male super-heroes.
quick, before an insane Heartache gives all
abilities such as mental defenses, a psychic
the city’s men heart attacks.
force field, and psychic blast, Heartache’s Background
primary attack her ability to psychically in- Once a New York-based model whose Only a Fool Gives Away Her Heart
duce cardiac arrest in men. star was rapidly rising, that star fell when Heartache has ignored her own rule, and
she was blacklisted under a veil of secrecy fallen in love. This could be a good thing,
Heartache will try to use her beauty and
(it was rumored that she used sex to help
“innocent, weak woman” routine to get negotiate contracts, something not all that possibly undermining her motivation to be
male opponents to lower their guard long strange for the modeling world, but she ap- a man-killer, but there is one catch: she has
enough for her to use her psychic talents on parently took it to extremes.) Claire used fallen for a hero (ideally one of the player
them. She will use every bit of her beauty the powers she had always hidden from characters.) After an act of kindness from
the hero, this villain’s cynical worldview
and feminine guile to gain what she wants, her friends and family to get even with her
was stripped from her eyes long enough to
including the advantage in combat, all the hypocritical accusers, making her a fugitive.
become enamored of her benefactor.
while despising the people it works upon CORE found her soon after, and gave her a
because of how they clearly reduce her to chance to strike back at a world that had set The Gamemaster may use this opportu-
the role of sex object. out the rules of the game and then punished nity to cultivate a “star-crossed lovers” sce-
her for getting caught. nario, or things could play out that neither

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is able to fully cast aside the rest of who Advantages Power Points
they are, leaving their love to idle in limbo. Close Attack, Defensive Attack, Equipment Abilities 36 Skills 45
Worse yet, however, would be a situation 5, Fearless, Languages 3 (Hebrew, Latin, Powers 129 Defenses 20
where the hero does not return Heartache’s Spanish, Swahili), Skill Adept 3 (Treatment,
feelings (or does, but a tragic breakup re- DC 8), Specialization (Expertise: Physician, Advantages 15 Total 245
sults), an outcome that would certainly send Pathology) Complications
Heartache on a rampage.
Antibiotic Vulnerability: Each dose of anti-
Skills
Jaundice PL12 biotics acts as a Weaken Stamina 1 effect
Athletics 2 (+2), Expertise: Biology 12 (+16), Jaundice is not capable of making a re-
Abilities Expertise: Electronics 6 (+10), Expertise: sistance check against. Especially potent
Strength 0 Fighting 6 Mechanics 6 (+10), Expertise: Physician 10 antibiotics will have more ranks, or may
(+14), Expertise: Science 12 (+16), Expertise: act as a poison.
Stamina 3 Intellect 4
Survival 6 (+8), Intimidation 4 (+5), Inves- Real Name: Dr. Larry Smythe.
Agility 1 Awareness 2 tigation 4 (+8), Perception 4 (+6), Ranged
Dexterity 1 Presence 1 Combat: Pistol 6 (+7), Technology 4 (+8), Aliases: Larry Smith, Lenny Smits.
Treatment 10 (+14), Vehicles 4 (+5) Threat Level: Delta
Powers
Age: 37
Fearsome Presence: Perception [Visual] Area Offense
Affliction 4 [Resisted by Will; Impaired, Initiative +1 Height: 5 feet, 10 in
Disabled, Paralyzed], Selective) • 12 points Crippling Disease +7 Weaken Stamina 8 Weight: 145 lbs
Infection: Array (40 points) Knife +7 Close Damage 1, 19- Native Language: English
Crippling Disease: Weaken Stamina 8, 20 Typical Quote: You do not look at all well.
Contagious, Drawn Out, Progressive Light Pistol +7 Ranged Damage 3 As a doctor, I’d prescribe eternal rest.
• 40 points
Nauseating Disease +7 Weaken Agility 4, Occupation: Pathologist, criminal
• Nauseating Disease: Weaken Agility 4, Weaken Dexterity 4
Contagious, Drawn Out, Progres- Base: None
sive; Weaken Dexterity 4, Contagious, Unarmed +7 Close Damage 0,
Appearance
Drawn Out, Progressive • 1 point Infection
Jaundice’s very pale, yellow skin is tightly
Patient Zero: Immunity 1 (Disease) • 1 point Defense stretched across his gaunt figure, which he
Weaken Stamina 15, Drawn Dodge
Plague Carrier: 9 Fortitude 9 hides beneath a trench coat. His eyes are all
Out, Reaction (Contact) • 75 points white except for the tiny, pure black irises that
Parry 6 Toughness 5/3 *
stare out from beneath the fedora that is al-
Equipment Will 8 ways pulled low over his face, concealing his
Undercover shirt, boot knife, 2 light pistols * Without undercover shirt. frightening features until he is ready to strike.

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Personality sands of deaths his powers have wrought. Outbreaks
Larry Smythe of old is gone, and all that Many superheroes with healing abilities Jaundice has spent a great deal of time
remains is the maniacal Jaundice personal- would go to great lengths to see this walk- collecting samples of especially potent dis-
ity. This man enjoys inflicting suffering al- ing disease imprisoned and contained. eases and viruses, and CORE is now ready
most as much as he enjoys watching it. to use them to their advantage. Under Jaun-
Background dice’s supervision, CORE plans on releasing
Jaundice’s real passion lies in watching Once a volunteer pathologist with the a number of deadly, difficult to counter dis-
big, strong super-heroes wither, become Red Cross, Dr. Larry Smythe, MD was called eases in large population centers all around
weak, and then die at his touch. to an African war zone to investigate an out- the world. As each targeted country scram-
Powers & Abilities break of a strange malady killing refugees bles to both contain and cure the outbreaks,
by the hundreds. It turned out the guerril- CORE will spring into action.
To merely touch Jaundice is to have one’s
las had released a stolen biological agent With their police, military, and civil re-
life force sapped by a quick-acting, wasting
against the oppressive government forces, sources stretched thinly in order to cope
disease, whether the villain desires this out-
heedless of the civilian casualties they knew with the epidemics, creating quarantines
come or not (which is partly responsible for
would result. and helping gather, treat, and (when nec-
his insanity.) He can also purposefully in-
fect others with a touch, passing on a weak- Smythe’s examinations revealed the epi- essary) give solace to the victims and their
er variation of this ailment that is highly demic had spread beyond the refugees. He families, these nations are extremely vulner-
contagious, or a mutated strain that robs its had himself been exposed to the pathogen able. CORE will go after each target coun-
victims of their coordination. prior to putting on his NBC protection suit try’s infrastructure, and wealthy and politi-
after realizing what he was dealing with. cal elite. It will take a globally coordinated,
This villain is typically deployed to sow super-heroic effort to stop them.
disorder among urban centers, his diseases But Larry didn’t die like everyone else.
causing widespread panic and keeping the An undiscovered genetic anomaly in the Plague Beasts
police occupied prior to CORE operations. pathologist’s blood turned the kind-hearted Jaundice has been conducting experiments,
pathologist into a walking plague―a meta- the results of which have resulted in crazed
Allies beasts of just about every stripe—from urban
human Typhoid Mary. Becoming the hu-
After taking on his new identity as Jaun- man embodiment of the diseases to which to wild animals—that carry a wide range of
dice, this sadistic villain was recruited into he had devoted his life to fighting broke his diseases. This has also made them crazed to
CORE. His dark desires (not to mention his mind and spirit. When his shattered sani- the point that they will attack people on sight.
touch) have gained him no friends, however. ty once more found a semblance of order, On his own or as part of a larger, CORE
Other CORE operatives will work with Jaun- it had been rearranged into the opposite of plot, Jaundice has released the diseased an-
dice, but none of them trust him or consider what it had previously been. imals into both rural and urban areas. His
him anything more than an ally of necessity. plan is to let the creatures spread his highly
Enemies
Caper Ideas contagious diseases, to what end is up to the
The following may give Gamemasters Gamemaster to decide (it could be for little
Jaundice has acquired numerous enemies ideas on how to incorporate Jaundice into more than to have some fun or watch how
over the years because of the many thou- their game. the contagion trajectories develop.)

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Magma PL11 Magma Balls +10 Ranged Combat 10 Occupation: Criminal

Abilities Magma Form Close Damage 6 Base: None


Strength 12 Fighting 5 Unarmed +10 Close Damage 12, Appearance
plus Magma Form
Stamina 10 Intellect 0 Magma’s body is shaped from plates of
Agility 2 Awareness –1 Defense burnt stone with rivers of glowing, molten
Dodge 8 Fortitude 14 rock flowing between.
Dexterity 2 Presence 0
Parry 5 Toughness 10 Personality
Powers
Will 3 Magma has an ego problem. Like most
Magma Balls:Ranged Damage 10, Ricochet, bullies, he is constantly trying to prove his
Diminished Range 3 • 18 points Power Points worth to those around him, especially the
Magma Form: Damage 6, Reaction [Contact], Abilities 60 Skills 26 other Elite, but is in truth a coward. He blus-
Permanent; Feature 1 (Suffers No Detri- Powers ters, booms, and flaunts his strength in front
80 Defenses 14 of “normals” because somewhere inside he
ments to Movement within Magma/Lava);
Immunity 11 (Fire Effects, Volcanic Gas); Advantages 9 Total 189 knows that he isn’t a match for most compe-
Impervious Toughness 10 • 58 points tent super-beings.
Complications
Power Lifting:Enhanced Strength 4, Limited The inability to be intimate or so much
Burning Touch: Everything Magma touch-
to Lifting • 4 points as touch someone without burning them
es burns unless protected, meaning he
has made Magma extremely hot tem-
wears special boots to walk around with-
Advantages pered and mean.
out leaving smoldering footprints, and
Close Attack 5, Favored Environment (Ex- must even use special utensils to eat. Powers & Abilities
treme Heat), Great Endurance, Languages
(Polish), Interpose Real Name: David Tremmor The experiment has permanently altered
Tremmor’s body into one of living magma.
Aliases: Big Dave
Skills His new form is incredibly strong and du-
Athletics 2 (+14), Expertise: Chemistry 6 Threat Level: Gamma rable, but constantly emits incredible heat.
(+6), Expertise: Electronics 4 (+4), Expertise: Age: 24 This heat allows him to scoop up earth, con-
Mechanics 4 (+4), Expertise: Soldier (AWE) crete, metal, and so on in his hand and then
4 (+3), Expertise: Survival 4 (+3), Expertise: Height: 6 feet, 2 in toss the molten results at his opponents
Tactics 8 (+8), Ranged Combat: Magma Balls Weight: 840 lbs
Allies
8 (+10), Stealth 4 (+6), Technology 4 (+4),
Native Language: English Magma’s combination of plenty of power
Treatment 2 (+2), Vehicles 2 (+4)
Typical Quote: Do not you know who I am? and not enough brains doesn’t really bring
Offense You’ve messed with the wrong guy this anything of great value to the team. However,
Initiative +2 time, pal. his eagerness to prove his value and joy at bul-
lying those weaker than him has convinced

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the other Elite to keep him around for now— excite volcanic activity. He can now draw So, the heroes find themselves in a posi-
for his entertainment value if nothing else. magma up from the earth’s depths to in- tion where they must both protect Magma
crease existing volcanic activity or create it and locate and destroy the super-weapon.
Enemies where there was none before (doing the lat-
This burning bully has acquired a num- ter merely takes more time than the former.) Major Minor, a Duo
ber of enemies through the years, including
CORE has opted to exploit this ability to These identical twin brothers used to
both heroes and villains he has been espe-
hold a vital city hostage. By hiding Magma work as strong men in Europe before their
cially outspoken or violent towards. He
somewhere in a prepared location within circus train collided with an unscheduled
draws the ire of people he felt they needed
that city, and building volcanic activity to train hauling radioactive waste along the
to be taken down a peg or two, or couldn’t
the point of eruption, CORE threatens to same tracks. Only the two Jackman brothers
help himself from terrorizing them.
cause multiple volcanoes to form and wipe survived.
Background out the city if their demands are not met. The twins soon learned—once their ex-
As a lowly grunt in the great CORE war tremely long hospital stay was over—that
Maximum Magma
machine, David Tremmor saw far more the radioactive sludge they had lain in for
competent warriors than he promoted up Magma and CORE have had a falling out, hours while waiting to be rescued had al-
the ranks past him, embittering him and causing him to leave. The thing is, CORE tered their genetic structures. Unfortunate-
creating a need to be noticed. To attain the didn’t exactly approve of the villain’s ab- ly, the burning toxins, forever ending their
fame and recognition he so desperately sence. Magma is on the run. careers, also horribly disfigured them.
sought, Tremmor signed on for a “volun- Desperate to get away, Magma has been CORE had heard of the distraught Jack-
teers only” project conducted by the organi- causing quite a bit of mayhem by burning man brothers through one of their many
zation’s brain boys. and destroying anything in his way. Heroes moles in the medical community and ap-
Tremmor was the only survivor of the may engage him, believing he is on some proached them with an offer. Desperate
hundred or so test subjects. sort of purposeful rampage, but his rage at for money to pay their enormous medical
being impeded and desperation to get away expenses, and looking for a way to vent the
Now possessing the strength and power before “they” show up will quickly become anger they felt towards the world for what
he has always desired, Magma has joined apparent. This is when CORE will arrive on it had done to them, the twins joined up un-
the Elite as one of its more common enforc- the scene. der the collaborative name of Major Minor.
ers and all-around thugs.
CORE has created a new super-weapon
Caper Ideas that will allow them to cause deadly vol- Major PL16

The following may give Gamemasters canic activity anywhere they want in the
Abilities
ideas on how to incorporate Magma into world, but there is a catch: it needs Magma
to power and direct it. This means fitting Strength 8 / 20 * Fighting 7
their game.
Magma into the device and slowly draining Stamina 6 / 18 * Intellect –1
Blowing Up This Town! his life force, a torturous process that will
Agility 0 Awareness 0
Magma has somehow (additional CORE make the criminal wish for death long be-
experimentation?) obtained the ability to fore it happens. Dexterity 0 Presence –3

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Powers Power Points ured by the accident, it is little wonder that
Fearsome Presence:Perception (Visual) Area Abilities 34 Skills 20 Major almost never removes his mask. His
Affliction 5 (Resisted by Will; Impaired), Powers costume is a dark blue with white high-
46 Defenses 21 lights, arms and legs. A white symbol for
Selective, Limited Degree 2• 5 points
Advantages 7 Total 128 Alpha rests in the middle of his otherwise
Immovable: Enhanced Athletics 18, Limited to entirely blue mask.
Resisting Push, Trip, or Throw Attempts * Size 1
• 6 points Personality
Complications
Major Size: Growth 12 (Size 1) • 24 points Jack takes great pleasure in destroy-
Brotherly Rage: Should Minor be hurt or oth- ing property and bullying others. He will,
Power Lifting: Enhanced Strength 5, Limited erwise get into trouble, Major will madly however, not accept anyone making fun of
to Lifting • 5 points rush to his rescue. He will not stop fighting someone (himself or anyone else) for being
until he is himself defeated or Minor’s at- ugly, regardless of who that person may be.
Thick Skinned: Impervious Toughness 6
tacker is a bleeding, ruined mass of flesh. If he overhears any comments such as this,
• 6 points
Dyslexic: Major suffers from severe dyslex- he will likely fly into a blind rage and pum-
Advantages ia, the results of which can infuriate him mel the person.
All-Out Attack, Improved Defense, Inter- and lead to problems of following direc- Powers & Abilities
pose, Languages 3 (English, Italian, Polish, tions while carrying out a plan.
Russian), Teamwork The eldest of the twins by almost three
Real Name: Jack Jackman minutes, Major uses his height and incredi-
Skills Aliases: Jack Trade ble strength to pound his enemies into sub-
mission. He will do what he must to see his
Expertise: Art 4 (+3), Expertise: Metahuman Threat Level: Gamma
assignment fulfilled, and he hates retreating.
4 (+3), Expertise: Streetwise 4 (+4), Exper-
tise: Survival 4 (+4), Intimidation 12 (+9/+15 Age: 26 One of his favorite tactics is to cause as
*), Sleight of Hand 4 (+4), Stealth 4 (+4/–8 *), Height: 6 feet, 4 in much collateral damage as possible to the
Vehicles 4 (+4) area surrounding a battle, especially by us-
Weight: 230 lbs ing heroes as human baseballs.
Offense
Native Language: German Allies
Initiative +0
Typical Quote: Do not vorry, shorty, zis This villain’s only real friend is his broth-
Unarmed +7 Close Damage 8/20 * von’t hurt. Much. er. Although he is loyal to CORE, he doesn’t
Defense Occupation: Circus strongman, criminal get along with the rest of the Elite (he knows
they consider him to be nothing more than
Dodge 10/4 * Fortitude 12/24 Base: None dumb muscle.) Major also feels a kinship
* for anyone afflicted with a mutilated ap-
Appearance
Parry 8/2 * Toughness 6/18 * pearance. If opponents, Major will actually
With no hair on his head or body, and a try taking it easy on them, and only fight as
Will 4 face that was horribly scarred and disfig- much as is necessary to win.

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Enemies Perception 3 (+3), Sleight of Hand 2 (+4), Typical Quote: Try picking on somevone
Major makes a point of being especially Stealth 3 (+5/+21 *), Vehicles 4 (+6) your own size!
aggressive towards exceptionally attractive Occupation: Circus strongman, criminal
Offense
heroes.
Initiative +8 Base: None
Minor PL13 Unarmed +8 Close Damage 7 Appearance
Abilities Defense Minor’s costume is the same as Major’s
Strength 7 Fighting 7 except the blue and white are reversed, and
Dodge 10/18 * Fortitude 8
he has the symbol for Omega on his mask.
Stamina 4 Intellect 0 Parry 7/ 15 * Toughness 4 Despite still having his body hair, Minor’s
Agility 2 Awareness 0 Will 4 face and skin are as mutilated as his broth-
er’s, so he too rarely removes his mask.
Dexterity 2 Presence –3
Power Points
Personality
Powers Abilities 38 Skills 15
Jerry enjoys the devastation of a well-
Shrinking 16 (Size –6), Normal
Minor Size: Powers 89 Defenses 16 planned sabotage more than simple, wan-
Strength • 48 points
Advantages 11 Total 169 ton destruction. He almost views it as art.
Power Lifting:Enhanced Strength 5, Limited Unlike Jack, Jerry lets comments about his
to Lifting • 5 points * Size –6 own ugliness roll harmlessly off of him, but
Shrink Item: Shrinking 16 (Size –6; Resisted by Complications will not allow anyone to attack his brother,
Fortitude), Affects Only Objects, Attack either verbally or physically.
Brotherly Rage: Should Major be hurt or
• 32 points otherwise get into trouble, Minor will Powers & Abilities
Thick Skinned: Impervious Toughness 4 madly rush to his rescue. He will not The smarter of the two brothers (which
• 4 points stop fighting until he is himself defeated is not saying much), Minor usually directs
or Major’s attacker is a bleeding, ruined their actions in the field. Minor uses the
Advantages mass of flesh. combination of being able to shrink and his
Close Attack, Defensive Attack, Evasion 2, Real Name: Jerry Jackman extraordinary might to move about a fight
Improved Initiative 2, Languages 3 (English, virtually unseen, striking with surprise.
Italian, Polish, Russian), Monkeywrencher, Aliases: Jerry Sign
Teamwork He enjoys sneaking up on gadget-us-
Threat Level: Gamma
ing and weapon-wielding foes embattled
Skills Age: 26 by his allies in order to suddenly shrink
Acrobatics 6 (+8), Athletics 1 (+7), Exper- Height: 6 feet, 4 in their equipment, rendering it unusable.
tise: Engineering 2 (+2), Expertise: Mechan- This is an especially devastating (and po-
Weight: 280 lbs tentially deadly) strategy against heroes
ics 4 (+4), Expertise: Piano 1 (+3), Expertise:
Streetwise 4 (+4), Intimidation 0 (–3/–11 *), Native Language: German wearing battlesuits.

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Allies clothes) in a bank’s safety deposit vault. After Power Lifting: Enhanced Strength 5, Limited
Minor’s best friend is his brother, Jack. the bank closes, Minor breaks out and opens to Lifting • 5 points
He also works well with the rest of the Elite the vault from within via the vault door’s rel- Ramrod Baton: Array (11 points), Easily Re-
(except Heartache), and doesn’t care much atively exposed inward-facing mechanisms. movable (–6 points)
about what they may think of him or say be- Once this is done, Major shows up and uses
hind his back. his growth (and resulting strength) to help High-Speed Slam: Strength-Based Damage
quickly loot the valuables. 7, Reach 4 • 11 points
Enemies
Major does not appear in his own cos- • High-Speed Clothesline: Affliction 7 (Re-
Anyone who makes a point of giving Ma- tume, so security cameras at the victimized sisted by Fortitude; Dazed, Stunned,
jor a hard time will make Jerry’s “list,” earn- banks only capture an oversized metahu- Incapacitated), Reach 4 • 1 points
ing his undying enmity. man removing the goods. Major even makes • High-Speed Pole Vault: Leaping 4, Limited
Caper Ideas (Major Minor) an impotent gesture at the vault door before to While at Speed 3 or More • 1 point
Minor opens it to make it look as though he
The following may give Gamemasters • High-Speed Trip: Cumulative Affliction
has some manner of additional power that
ideas on how to incorporate Major Minor 7 (Resisted by Dodge; Vulnerable,
grants him access, covering up Minor’s in-
into their game. Prone), Reach 4, Limited Degree
volvement.
• 1 points
Minor Major It will take an especially skilled group
Following an unpredictable accident of investigators to go over the crime scenes Super-Running: Speed 6 (120 mph) • 6 points
while engaged with some super-heroes (pos- without any preconceptions in order to see Advantages
sibly the player characters), the powers pos- through the charade and uncover the truth.
Great Endurance, Evasion 2, Gambler 2,
sessed by both Jackman brothers have been
Improved Critical 3 (High-Speed Slam),
altered. Now, both brothers have the ability Ramrod PL12
Improved Initiative 2, Instant Up, Move-By
to shrink and grow, giving them a dangerous
Abilities Action, Takedown
degree of unpredictability in a fight.
Strength 8 Fighting 8
How long this may continue is up to the Skills
Gamemaster, but it should stretch across Stamina 2 Intellect 0 Acrobatics 10 (+14), Athletics 2 (+10), Exper-
several incidents that create problems for Agility 4 Awareness 1 tise: Electronics 4 (+4), Expertise: Gambling
the authorities. 6 (+6), Expertise: Science 4 (+4), Expertise:
Dexterity 4 Presence 0 Streetwise 4 (+5), Stealth 6 (+10), Technology
The Minor Bank Job Powers 4 (+4), Vehicles 2 (+6)
Major Minor have decided to do some Enhanced Body: Immunity 2 (Chemical), Im-
Offense
moonlighting without CORE’s knowledge pervious Protection 6 • 14 points
(the organization would not approve.) The Initiative +12
plan is surprisingly clever for the Jackman Immovable: Enhanced Athletics 18, Limited to High-Speed Clothesline +8 Affliction 7,
brothers, as it involves Minor shrinking down Resisting Push, Trip, or Throw Attempts Reach 4
and being deposited by his brother (in plain • 6 points

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High-Speed Slam +8 Close Damage 15, Typical Quote: Woohoo! It’s like bowling come a little over twenty feet long and sur-
Reach 4 for wimps! prisingly flexible for use in pole vaulting (an
especially handy thing to do while moving
High-Speed Trip +8 Affliction 7, Occupation: Really fast criminal
at super-speed.)
Cumulative, Reach 4 Base: None
In combat, this aggressive speedster likes
Unarmed +8 Close Damage 8
Appearance to bounce himself off of weaker opponents,
Defense Slightly handsome and sporting a shaven or will “clothesline” them with his deadly
Dodge 12 Fortitude 7 head, Ramrod is an African-American with ramrod staff as he makes a high-speed pass.
Parry 8 Toughness 8 rippling muscles. His relatively short height He also enjoys using his staff to joust with
gives him a squat appearance despite his other speedsters, to trip up strongmen, and
Will 4 lean runner’s legs. His full-body costume is to pole vault his enemies only to land be-
in CORE’s standard blue and white. hind them for a surprise, rear attack.
Power Points
Ramrod is a very imaginative combatant
Abilities 54 Skills 21 Personality
and usually takes the point in any mission.
Powers 39 Defenses 16 Ramrod has your typical tough-guy atti-
tude and believes he can take on just about Allies
Advantages 13 Total 143 anything. Unlike most bullies, however, he Ramrod jokes around with most other Elite
Complications
is not easily intimidated by other strong- members, but usually in a very aggressive
men, even those who are stronger than him- way. Aside from CORE, however, he does not
There Can Be Only One!: Ramrod cannot self. He also considers himself quite the la- seem to make contact with anyone at all.
abide the existence of other speedsters. dy’s man and frequenty hits on Heartache,
He will go to extraordinary lengths (in- a course of action that probably won’t go at Enemies
cluding those that put his mission in all that well for him, ultimately. This villain is offended by the existence
jeopardy) to remove them from the situ- of any other speedsters for some reason,
ation (preferably by killing them) by any Ramrod won’t admit it to anyone, but he and will go out of his way to remove them
means required. does not remember his life before joining from the fight as soon as possible.
CORE. Even trying to think about it causes
Real Name: Unknown his mind to become cloudy and lose focus. Background
Aliases: None As such, he very much lives in the now. Nobody knows for certain who Ramrod
Threat Level: Gamma Powers & Abilities
is or how he got his powers―sometimes it
seems even he doesn’t know, although he
Age: Unknown, but looks to be in his early The high-tech staff of unknown origin
claims that it simply a matter of nobody’s
30s from which Ramrod gains his name is nev-
business but his own. Ramrod was only re-
er far from hand. The staff is collapsible to
Height: 5 feet, 8 in cently hired into CORE’s ranks, seemingly
about the size of a short flashlight. It can be
out of the blue without anybody having
Weight: 220 lbs made to be completely rigid for combat or,
previously heard of him. This leads many
Native Language: English with the flip of a switch, it extends to be-
to believe he may have been sent by Center

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to keep an eye on the organization’s other power increases by 1 rank and will continue • Thunderclap: Burst Area Affliction 10
metahumans. to do so until no more speedsters retain their (Resisted by Fortitude, Overcome by
power unless the process can be stopped. Fortitude; Dazed and Vulnerable, De-
Caper Ideas fenseless and Stunned), Extra Condi-
The following may give Gamemasters Regulator PL11 tion, Limited Degree • 1 point
ideas on how to incorporate Ramrod into
Abilities • Cracking the Whip: Line Area 2 [60 ft.] Af-
their game.
Strength 10 Fighting 10 fliction 9 (Resisted by Dodge, Overcome
I Remember it All! by Fortitude; Dazed and Vulnerable,
Stamina 6 Intellect 0 Prone and Stunned), Extra Condition,
Somehow, this villain has regained all
Agility 2 Awareness 0 Limited Degree, Limited to Targets on
his lost memories. What this entails for the
an Appropriate Surface • 1 point
criminal is entirely up to the Gamemaster. Dexterity 2 Presence –1
Is he an artificially created, living weapon? Advantages
Is he the clone of a deceased speedster who Powers
All-Out Attack, Diehard, Great Endurance,
has now regained his progenitor’s memo- High Density Body: Immunity 1 (Disease); Im- Power Attack, Taunt
ries? Is he a brainwashed former hero? Was pervious Protection 6, Limited to Energy;
he someone taken off the street and experi- Impervious Toughness 6 • 13 points Skills
mented on? Acrobatics 2 (+4), Athletics 4 (+14), Decep-
Kinetic Absorption: Array (28 points)
tion 8 (+7), Expertise: Business 2 (+2), Exper-
Slow the World Down Kinetic Boost: Enhanced Strength 8, Re-
tise: Chemistry 6 (+6), Expertise: Metahu-
Ramrod has found some sort of ancient, action (Sustains Kinetic Impact), Fades, man 4 (+4), Expertise: Soldier (AWE) 4 (+4),
arcane object, other-dimensional gadget, Limited by Absorbed Physical Effect Expertise: Streetwise 4 (+4), Expertise: Tac-
or similar item that allows him to rob oth- Rank, Slow Fade 4 • 28 points tics 4 (+4), Technology 6 (+6), Vehicles 2 (+4)
er speedsters of their abilities and give it to • Healing Boost: Regeneration 8, Persistent,
them. Over weeks and months, the rest of Reaction (Sustains Kinetic Impact), Offense
the world’s speedsters, regardless of where Sustained, Fades, Limited by Ab- Initiative +2
they are, have been incrementally getting sorbed Physical Effect Rank, Slow Cracking the Whip Line Area Affliction 9
slower. At first it was not perceptible, but Fade 4 • 1 point
now they are beginning to take notice. Shockwave Burst Area Affliction 10
Super-Strength: Array (20 points)
Despite this occurring, these other speed- Unarmed +10 Close Damage 10
sters will remain super-fast for quite some Shockwave: Burst Area 2 [60 ft.] Affliction 10
time if the slowing of their abilities con- (Resisted by Dodge, Overcome by Fortitude; Defense
tinues at its current rate (roughly losing 1 Dazed and Vulnerable, Stunned and Prone), Dodge 7 Fortitude 14
rank of their respective Movement power Extra Condition, Limited Degree, Limited to
Targets on the Ground • 20 points Parry 10 Toughness 12 */6
effects every three months.) This is not the
real problem, however. Approximately ev- • Power Lifting: Enhanced Strength 8, Limit-
Will 5
ery three months, Ramrod’s Super-Running ed to Lifting • 1 point * Versus Energy.

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Power Points hance the menacing aura of this huge figure. Enemies
Abilities 58 Skills 23 His costume is styled in the blue and white Regulator considers all psychics to be his
of CORE. enemies, even those who work for CORE.
Powers 65 Defenses 18
The way he figures it, even a current ally is
Advantages 5 Total 169 Personality
a potential opponent, so they are not to be
He is a vicious man who delights in hurt- trusted, and he doesn’t even permit them to
Complications ing and bullying others. He has no problem get any closer than absolutely necessary.
High Density: Regulator’s abilities arise with harming or killing innocents, and will
from his much-enhanced density, giving do so readily to suit his needs. He prefers This villain is known to hold grudges,
him a mass 4 ranks higher than is the norm to act alone, and vocally considers the other and will typically seek revenge on anyone
for a person his size. For every 4 ranks his metahumans in CORE’s employ to be infe- who defeats him in a fight, especially if he
Strength increases via his Kinetic Boost rior second stringers. perceives the victor to be a weakling.
power, his mass increases by 1 rank. Background
Powers & Abilities
Vulnerable to Psionics: Increase all ranks A muscular powerhouse and ex-soldier,
Already extremely strong, Regulator ab-
for powers with the Psychic descriptor Robert O’Sheanne was an up-and-com-
sorbs kinetic energy from physical blows
used against Regulator by half. ing (if notoriously brutal) underground
(e.g., explosions, punches, bullets), alterna-
Real Name: Robert O’Sheanne tively increasing his own might or healing pit fighter struck by tragedy. An unlucky
himself by 1 rank per rank of the kinetic ef- punch during a match caused him to suffer
Aliases: Rodney Burns a severe concussion and brain hemorrhage
fect used against him.
Threat Level: Gamma that nearly killed him. When he pulled
When fighting a band of super-heroes, through the ordeal, Robert found his sur-
Age: 32 Regulator will immediately seek out any geon had used him as a guinea pig to test
Height: 6 feet, 3 in fellow muscle heads and taunt them into experimental brain surgery techniques and
attacking him, allowing him to absorb their pharmaceutical treatments, resulting in
Weight: 610 lbs blows and boost his own strength or heal the unexpected side-effect of Robert’s new
Native Language: English himself. He will avoid any magic users and powers. He immediately thanked both the
foes with long ranged attacks, usually toss- doctor and, later, the opponent who had
Typical Quote: You’ve been warned, now
ing nearby cars and rubble at them to keep landed the ill-fated blow to his head, with
you’ll be regulated.
them at bay. His primary targets are always super-strength driven killing blows.
Occupation: None known psychics, which he will attempt to
kill as quickly as possible. Now a wanted criminal in his native
Base: None Scotland, Robert destroyed two full teams
Appearance Allies of British anti-metahuman agents before
O’Sheanne has a finely-cropped, red A real loner, Regulator considers no one being found and recruited by CORE. It did
mustache with shoulder length, fiery hair. to be his friend. His loyalty extends only so not take long for the organization to harness
His green eyes stare out from deep sockets far as his employer’s bank accounts will al- O’Sheanne’s anger and violent tendencies,
low, and no further. shaping him into their chief enforcer.
set above hard, angular cheekbones that en-

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Regulator is now undisputedly one of the The MFL arranges one-on-one fights be-
most physically dangerous super-villains tween super-powered combatants, some- Masters Inc. Expertise: Business /
in the world and has thousands of deaths times to the death, as part of illegal web- Metahuman Check
on his hands, a few dozen of which are su- casts. Secure, dynamic websites host the DC Example
per-heroes that got in his way. broadcasts and take online bets. Much like Knowing Maxwell Masters owns Mas-
their websites, the MLF’s operation is con- 10
Caper Ideas ters Inc.
stantly on the move, never hosting a fight in
The following may give Gamemasters the same place twice as a matter of security. Being able to identify one of Master
15
ideas on how to incorporate Regulator into Inc.’s well-known subsidiaries.
Since Regulator has joined, numerous fights Being able to identify one of Master
their game. 20
that were not meant to be death matches have Inc.’s lesser-known subsidiaries.
Unregulated Powerhouse resulted in his opponent’s final appearance.
Knowing Masters Inc. is involved with
The uproar and cry for something to be done 25
Something has happened to Regulator, criminal activity.
about this brutal, illegal sport has become so
destabilizing the pharmaceutical cocktail
loud that politicians are scrambling to jump
that gave him his powers and still flows and its chairmen and founder, Masters him-
on the bandwagon of outrage. They are all
through his blood. As a result, his powers self. A very tidy paper trails always leave
quick to blame the outclassed police for not
are increasingly spinning out of control, responsibility for its misdeeds and shame
finding and stopping the underground orga-
making him uncontrollably strong and in- at someone else’s feet. After all, how can
nization. As such, a police contact approaches
credibly heavy. Now, it seems, he cannot so someone as busy as Maxwell Masters keep
the heroes to go undercover, find and stop the
much as walk without the kinetic energy re- an eye on all his tens of thousands of em-
MLF, and bring in Regulator.
sulting from his foot hitting the ground be- ployees and hundreds of companies? That’s
ing absorbed and channeled into his might. why he hires managers and the like. Can he
What’s more, his ability to heal himself au-
tomatically activates with each impact! Masters, Inc. be blamed if the people he employs some-
times turn out to be untrustworthy?
As he keeps getting stronger and heavier, Masters Inc., an international conglomer- According to the courts and voice of pop-
he becomes a deadlier weapon—his mere ate owned by the paradoxical Maxwell Mas- ular opinion, the answer is “no,” time and
steps crack roads and crumble bridges. Not ters, is a corporation with a checkered past. again.
knowing what to do with him, CORE has Although it and its many subsidiaries are
pointed Regulator at the capitol and told often lauded for their many scientific break- Aside from its above-board, legitimate
him to have fun. Will the heroes find a way throughs and charitable donations—much to operations, Masters Inc. is the heart of a
to stop this villain and uncover a way to re- mankind’s benefit—the name, Masters Inc. is criminal empire. This organization em-
verse his power mutations? equally referred to when the topic of corpo- ploys bureaucracy and legal loopholes to
rate corruption, industrial abuse and miscon- get the work done like gangsters of old
The Metahuman Fighting League duct, and unethical pursuits are spoken of. used to employ broken legs and Tommy
Having grown bored, Regulator has guns. Masters would never dirty his hands
The good this web of companies does is
signed on to a recent, highly illegal opera- usually attributed to the parent company with anything so petty as racketeering or
tion: the Metahuman Fighting League. other illegitimate endeavors that occupy

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The presented organization statistics are for Masters, Inc., as an independent corporation. Any one of its varied subsidiaries may (and almost cer-
tainly will) have very different statistics that suit their nature and purpose.
PL: 18
Leadership: Dictatorship (although nominally a council)
Intellect 7, Awareness 10, Presence 10
Will 15
Skills: Deception 12 (+22), Expertise: Business 12 (+19), Expertise: Current Events 7 (+17), Expertise: Electronics 12 (+19), Expertise: Engineering 10
(+17), Expertise: History 6 (+13), Expertise: Law 14 (+21), Expertise: Mechanics 12 (+19), Expertise: Tactics 10 (+17), Intimidation 8 (+18), Investi-
gation 10 (+17), Perception 12 (+22), Persuasion 15 (+25), Technology 14 (+21), Stealth 10 (+17)
Advantages: Benefit 5 (Wealth), Connected 8 (P: Business; S: Criminal, Espionage, Justice System, Law Enforcement, Military, Terrorist, World Govern-
ments), Contacts 8 (P: Business; S: Criminal, Espionage, Justice System, Law Enforcement, Military, Terrorist, World Governments), Equipment 10
(Headquarters), Equipment 10 (Vehicles), Minion 47, Mole Network 4, Secure 2 (Hostile Takeover, Whistle Blowing), Well-Informed
Members: Minion 15 (5-pt Uh Huh Employees, x 16,000), Minion 15 (25-pt Scientist, x 1,000) , Militant 17 (45-pt Security Guard, x 250)
Vehicles: Equipment 10 (10-pt Fleet Vehicles, x 250)
Headquarters: Equipment 10 (30-pt, x 16)
Legally Bound: Masters, Inc. is (supposedly) bound by the laws of the various nations within which the company and its subsidiaries operate.
Totals Abilities 54 + Advantages 95 + Skills 82 + Defenses 5 = 236

the Mafia’s time, though―such crimes are warring parties for profit and to field test Astroxeno Corp.
beneath his goals and capabilities. Instead, new designs (including those of a biological
Masters utilizes his vast resources to influ- and chemical nature), financially supporting Publicly, Astroxeno Corp., based out of
ence global political and social changes that tyrannical and even genocidal governments Houston, is a research and design company
favor his businesses and long-term goal of that enact policies in his favor, conducting with labs around the country operating in
being the faceless power behind as many inhumane and illegal experiments on and to the aerospace industry, especially with re-
thrones as possible. create metahumans, and so on. gards to working with NASA and private
space agencies. Some of their more notable
The sort of crimes Maxwell Masters under- Masters is himself carefully insulated projects include exploring new (and often
takes through the many strands of his corpo- from all such activities, of course. theoretical) types of propulsion, designing
rate web include, but are not limited to, start- Some of Masters Inc.’s more notable sub- new space shuttles, satellites and probes,
ing brushfire wars to peripherally increase the sidiaries that have been known to become and astronomical studies.
value of his rare commodities (such as oil and entangled with the law and various su-
diamonds), selling weapons to these same Secretly, this company is also the gov-
per-heroes include: ernment’s “go-to” civilian contractor when

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Astroxeno Corp. Expertise: Business / Genepad Labs Expertise: Business /


Metahuman Check Metahuman Check
DC Example DC Example
Knowing Astroxeno Corp. is owned by Knowing Genepad Labs is owned by
10 10
Masters Inc. Masters Inc.
Being able to name a project Astroxeno Being able to identify a medical breakthrough
15 15
was publicly involved with. Genepad Labs is publicly known for.
Knowing Astroxeno contracts to the Knowing Genepad Labs has been fined
20 government regarding projects involv- 20 and otherwise sanctioned for illegal
ing extraterrestrials. and contained aliens in secret, without gov- experiments.
Being aware that Astroxeno operates ernment knowledge, which they have then Knowing Genepad Labs’ experiments
25 25
the AASP teams. experimented on and even killed in order have resulted in metahuman criminals.
to dissect. Several times this has resulted in
friendly militaries), Genepad Labs has un-
it comes to dealing with alien relations. The breakouts that put civilian lives in jeopardy. dertaken government contracts to study
company employs linguists, psychologists,
metahumans in order to develop ways to
and sociologists who specialize in alien cul- Genepad Labs
counter such beings. The results have ranged
tures (both real and theoretical. Astroxeno
has also created and maintains a paramili- Genepad Labs owns several cutting-edge from restraints and cells designed to negate
powers or superhuman strength to develop-
tary team (known as AASPs―Alien Assess- genetics labs around the country, with a
ment Strike Personnel) of ready-response few lesser known sites in South American ing weaponized biological agents that target
personnel with training and equipment for and African countries with less restrictive mutant metahuman genes.
tackling and containing alien threats, pref- scientific ethic regulations. Publicly, the
erably without public knowledge. company is conducting medical research
for the betterment of mankind through
The company is also often tapped to ex- gene therapy, but in the past decade
amine and reverse engineer alien technolo- it has been charged well over a dozen
gy the government acquires. Even the gov- times with conducting illegal
ernment is not aware of all of Astroxeno’s experiments pertaining to
activities, however. metahumans. There were
Masters has held back data from the gov- only ever two convictions.
ernment when examining alien technology, Aside from projects em-
filtering such findings to his other com-
ploying various approaches to creat-
panies, which then claim to make break-
ing (mostly illegal) metahumans in the
through discoveries that can be patented
lab for military use (and not always for
for millions. Astroxeno has also sought out

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Legion Defense Designs vices to unethical global powers, criminal


organizations, and super-villains. Projects
Holding many defense contracts, LDD commonly undertaken for such customers
is an up and coming designer and man- include developing plans for conquest, de-
ufacturer of high-tech weapon systems, vising how to undertake a masterful crime
ranging from hand-held energy small and get away with it, or to calculate the de-
feat of an especially troublesome hero.
arms to WMD satellites.
Headquartered in Nevada, LDD made its Zero Solutions Expertise: Business /
name by designing several “brick-buster”
weapons. These devices were used by the Metahuman Check
military in arresting (and, in one case, kill- DC Example
ing) several notorious super-villains known Knowing Zero Solutions is owned by
10
for their brute strength and ability to soak Masters Inc.
up punishment.
Zero Solutions Knowing Zero Solutions is a think tank
A think tank that draws on the best and 15 that works for governments, as well as
Unbeknownst to its legitimate clientele,
private citizens and corporations.
LDD also works hard at developing dead- the brightest from the world over, Zero
ly and cheap weapons that are funneled to Solutions contracts to governments and cor- 20
Being able to name a project Zero
porations alike from its base of operations in Solutions publicly contributed to.
warring, embargoed nations for testing and
London, England. Knowing Zero Solutions has worked
profit. Several times, investigations and he- 25
roes have found ties between LDD and such Most of Zero Solutions’ contracts involve upon illegal and illicit projects.
illicit activity, but nothing has ever stuck. politics and social issues ranging from lon-
gitudinal crime statistic trend projections
for the purpose of developing law enforce-
LDD Expertise: Business / ment strategies to examining medical data
in anticipation of humanity’s next
Metahuman Check evolutionary step. Zero Solutions has
DC Example received many awards and accolades
10 Knowing LDD is owned by Masters Inc. for its professional achievements and
Identifying a publicly known project strides to better humanity.
15 Behind the curtain, Zero
LDD has worked on for the government.
Solution has a far more lu-
Identifying a project LDD has worked
crative—if illegal—trade
20 on for the government that is not wide-
in the works.
ly known to the public.
Being aware of LDD’s illegal weapons By sectioning projects so no one group is
25 able to grasp the big picture (or go to the
dealing activities.
authorities), Zero Solutions offers its ser-

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Maxwell Masters PL10 Offense Height: 6 feet, 1 in
Initiative +1 Weight: 185 lbs
Abilities
Unarmed +3 Close Damage 0 Native Language: English
Strength 0 Fighting 3
Stamina 0 Intellect 7 Defense Typical Quote: To truly be a master of one’s
Dodge 7 Fortitude 4 fate, one must be a master of all one sees.
Agility 1 Awareness 4
Parry 7 Toughness 0 Occupation: Multinational CEO
Dexterity 1 Presence 7
Will 10 Base: Various corporate headquarters
Powers
Super-Device: Variable 10 (Tech Devices), De- Power Points Appearance
vice Design and Construction Checks Re- Abilities 46 Skills 53 Maxwell Masters looks like the man he is:
quired *, Slow • 50 points powerful. He stands tall and straight, and
Powers 50 Defenses 20 always adorns himself in “power” business
* The super-device is not otherwise limited suits of the finest and most expensive kind.
Advantages 37 Total 206
in the manner normal devices are He exudes the sort of confidence that can
Complications only come with the power Masters wields.
Advantages
Egomaniacal: Maxwell Masters possesses
Benefit (Alternate Identity), Benefit 5 Personality
an incorporable ego. Granted, his feelings
(Wealth), Connected 3 (P: Business; S: Masters is a power-mad megalomaniac
about himself are typically reinforced by
Criminal Underworld, Politics), Contacts whose sole goal is control over the planet,
his many successes and overall compe-
3 (P: Business; S: Criminal Underworld, first by being the man behind the power and
tency, but it also leads him to frequently
Politics), Ear to the Ground 3 (Business, eventually by openly lording over all he sur-
underestimate opponents.
Criminal Underworld, Politics), Jack-of- veys. He is careful to maintain the false face
all-Trades, Languages 3 (Cantonese, Greek, Megalomaniac: No matter how soft a of a law-abiding, socially conscious busi-
Japanese, Latin), Organization 16, Team- façade this man assumes, to his core he nessman who believes in giving back to the
work, Well-Informed is a power-hungry dictator who craves community. Behind this facade, he is a selfish
world domination. Cautious and careful egomaniac with no qualms about stepping
Skills though he may be to conceal this fact, the over (or on) anyone to get what he wants.
Deception 10 (+17), Expertise: Business 10 truth still leaks out to those observant
(+17), Expertise: Current Events 8 (+12), Ex- enough to know how to spot it. Powers & Abilities
pertise: Electronics 10 (+17), Expertise: His- This incomparable businessman has no
Real Name: Maxwell Masters
tory 8 (+15), Expertise: Law 10 (+17), Exper- metahuman abilities, but possesses enough
tise: Tactics 12 (+19), Expertise: Theology & Threat Level: Alpha (Epsilon as head of wealth to hire villains (or even armies) to do
Philosophy (AWE/INT) 6 (+10/+13), Insight Masters, Inc.) his bidding, if need be. He does, however,
8 (+12), Investigation 4 (+11), Perception 4 Aliases: None have a habit of tinkering with powerful de-
(+8), Persuasion 10 (+17), Technology 6 (+13) vices he hides somewhere reachable as part
Age: 38
of his contingency against failure.

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Allies But it is all a carefully crafted façade.
Countless government agencies, politi- Born from poverty in London’s back al-
cians, corporate heads, non-profit organiza- leys and now one of the planet’s most influ-
tions, and other private citizens believe they ential people, Maxwell Masters is both a bane
can count Maxwell Masters as their friend and inspiration to millions of people. Since a
(or at least a contact to be called upon if child, Masters has clawed his way up from
need be.) This has enabled Masters to collect the bottom rungs of society, burying or buy-
a great many favors from extremely power- ing off anyone who knows where the bodies
ful men and women. were kept. Now, only those who are too deep
Enemies
in his pocket to dare do anything and himself
know the full, sordid truth of his life’s story.
Not everyone is fooled by Masters and
the façade he maintains for the public. Some Caper Ideas
people—both ordinary and extraordinary— The following may give Gamemasters
have taken note of the evil his companies ideas on how to incorporate Maxwell Mas-
have done or realize who is behind the dis- ters and Masters, Inc. into their game.
appearance of loved ones. The problem is,
always, proving it. Evil Eye in the Sky
Background Legion Defense Designs has recently
completed a project it undertook on behalf
A globe-spanning conglomerate, Masters
of the US Air Force. The purpose? To create
Inc. is chaired by one of the world’s richest,
the ultimate spy satellite that would inter-
most powerful men: Maxwell Masters. Al-
cept and decipher the electrical transmission
though a ruthless businessman, Masters is
that ultimately represent people’s thoughts
also a well-known philanthropist who pur-
rather than capturing anything so mundane
chases the world’s good will with properly
as photos or radio transmissions.
sized donations to the correct charity at just
the right time. Soon after the satellite’s launch (which was
secret—it wouldn’t do for the world to know
To the average person, Maxwell Masters
what the US military was up to), the satel-
is a paradox. He is a driven, vicious busi-
lite’s controls were somehow hacked and tak-
nessman who lets nothing get in the way of
en over by an unknown third party. Equally
sealing the deal, who will then turn around
mysterious is how this unknown party has
and sponsor medical research, open orphan-
managed to alter the satellite’s technology. It
ages, and so on. He’s also been known to put
now not only receives thought patterns, but
the full weight of his many corporations to
can project them, granting the offenders the
pressure political powers to step back from
ability to control minds from space!
the brink of war.

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The satellite’s broadcast is capable of afforded by international laws, and will le- (0), Basic Computer (0), Advanced Com-
spanning entire city blocks at a time, allow- gally be able to begin forming its own army. puter 6 (+10; 1), Cosmetic Concealed 4 (DC
ing the device’s new owners to command As heroes who have come to learn of 35; 0), Electronic Concealed 4 (DC +25; 0),
average citizens going about their lives to the evil this company represents, and of its Defense System 10 (100 points, Lethal and
wreak havoc upon their homes and neigh- head’s nefarious goal of world domination, Nonlethal; 1), Drones (Robots; 1), Electronic
bors. There is no telling where the satellite it is up to the player characters to ensure Counter-Measures 10 (–20; 0), Escape Tun-
will focus this devastating power if it is not nel 2 (DC 25; 0), Fire Prevention System 3
this does not happen.
stopped and the perpetrator discovered. (Nullify 9; 0), Garage (Contains 16 Spaces
worth; 14), Holding Cells 3 (Tou 26; 1), In-
The One That Got Away
An alien life form that had been cap- Solo Villains telligent 3 (Cobbler AI, pg 273; 1), Inventor
Lab 5 (Any Combination of Traits up to 25
tured by an Astroxeno Corp AASP team at This section’s purpose is simple: to pro- points; 1), Isolated (Island; 0), Basic Labo-
the American government’s request has es- vide you with some villains that make use of ratory 4 (+6; 1), Library (1), Luxury Living
caped from the facility where it was under what this product has to offer. This includes Space (1), Motor Pool 2 (0), Power System
observation. Depending on what is going on the new game mechanics and archetypes, or (Geo-Thermal w/Backup; 3), Security Sys-
in the game at the time, the player characters merely the many suggestions on building tem 4 (DC 35; 0), Self-Destruct (0), Untrace-
may encounter this fugitive as it rampages interesting bad guys. able 3 (–12; 0), Vault 7 (DC 35, Tou 29; 1),
across the countryside, or may help hide the Workshop 4 (Expertise: Engineering +6; 6);
innocent being (perhaps creating an oppor- Complications: Accessible Bowels
The Craftsman PL3
tunity to introduce a new character.) * This includes the benefits of Micro-Archi-
Abilities
tect; leftover Space represents open caverns
A Sovereign Corporation Strength 0 Fighting 3 where pre-fabricated building units may be
An opportunity has arisen for Masters, constructed
Stamina 1 Intellect 11
Inc. to finally step out from behind the cur-
tain somewhat and move to the next stage of Agility 1 Awareness 3 Advantages
the company’s primary shareholder’s plans. Dexterity 1 Presence 3 Benefit 3 (Wealth), Connected 3 (P: Crimi-
A small, island nation struggling under the nal; S: Government, Super-Hero), Contacts
weight of its impoverishment has taken the Equipment 3 (P: Criminal; S: Government, Super-Hero),
extraordinary step of offering itself up for sale. Various tools and weapons, as needed. Al- Equipment 4, Headquarters 21 (The Shop),
Currently, Masters, Inc. is the top con- ways wears a bulletproof vest in public or Inventor, Jack-Of-All-Trades, Languages 3
tender to make the purchase. when with clients. (Cantonese, English, Italian, Spanish), Mi-
cro-Architect 2, Minion 14 (150-pt BuildBots;
If Masters, Inc. manages to buy its own Headquarters: The Shop • 104 points
x 16), Rapid Builder 3 (Expertise: Engineer-
country, it will be able to create and enforce Size Huge; Spaces 33 * of 64; Tou 14, Features: ing), Skill Adept 3 (Expertise: Engineering)
laws by means of corporate vote rather than Automation (Maintenance; 0), Basic Com-
a just, democratic process. The company munications (0), Encrypted Communica- Skills
will also enjoy the benefits of the protection tions 3 (DC 35; 0), Global Communications Deception 8 (+11), Expertise: Architect 15

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(+26), Expertise: Chemistry 10 (+21), Ex- DC based on the situation.) Failure im-
pertise: Electronics 15 (+26), Expertise: En- poses a –4 penalty to initiative.
gineering 15 (+26), Expertise: Mechanics Real Name: William Grosser
15 (+26), Expertise: Robotics 8 (+19), Exper-
tise: Science 14 (+25), Expertise: Visual Arts Aliases: The Blacksmith
(DEX/INT) 8 (+9/+19), Persuasion 10 (+13), Threat Level: Beta
Technology 10 (+21), Vehicles 4 (+5)
Age: 56
Offense
Height: 5 feet, 4 in
Initiative +1/–3
Weight: 194 lbs
Tool +3 Close Damage 1
Native Language: German
Unarmed +3 Close Damage 0
Typical Quote: I told Dr. Deathdealer the
Defense subatomic negator doorbells would have
Dodge 6 Fortitude 5 paid for themselves in dead heroes, but
would the cheapskate listen to me? Nope.
Parry 5 Toughness 4/1* That’s why he’s in jail.
Will 6 Occupation: Criminal Architect
* Without Bulletproof Vest. Base: The Shop
Power Points Appearance
Abilities 46 Skills 66 Grosser is a short, balding man with
Powers 0 Defenses 14 a bushy peppered mustache below tiny, to getting a job done. Nor has his age less-
round glasses. If one didn’t know of his ened his greed. Incredibly wealthy though
Advantages 61 Total 187 dark past, he could easily be described he already may be, he continues to seek
as having a kind, portly “teddy-bearish” work to grow his “retirement fund.”
Complications
look about him. As the Craftsman, Grosser Despite enjoying playing the role of the
Incompetent (Strength): The Craftsman is doesn’t even want his clients knowing his
not able to use Strength skills unskilled, real identity, so he typically wears a simple crotchety, sometimes-forgetful old man
and cannot make a routine check when workman’s jumpsuit with a facemask and (and being a former super-villain), the
using any Strength skill. Craftsman is not truly evil. Still, he will free-
voice modulator.
ly turn a blind eye to it so long as a customer
Indecisive: The Craftsman has difficulty pays him appropriately. In his own way, the
Personality
making decisions and acting earnestly Craftsman is an honorable and loyal man
in a confrontation, requiring a Will resis- A true “old fart,” as he likes to refer to
who will not betray a trust or go back on
tance check whenever initiative is to be himself, the fact that the Craftsman is now his word (although he is not beyond going
rolled (the Gamemaster determines the in his twilight years has not mellowed his around it sideways.)
“down-to-business” nature when it comes

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Powers & Abilities Background Blacksmith II
The Craftsman has no metahuman abil- Once a well-known super-villain who Most people believe the original Black-
ities, but has an incomparable capacity for employed his considerable genius in pursuit smith to be retired, not knowing William
architecture, design, and construction when of his greed, William Grosser retired his pre- Grosser has set up shop as the Craftsmen.
it comes to developing and building struc- vious identity of Blacksmith over a decade In his days as Blacksmith, Grosser commit-
tures ideally suited to metahumans. This ago. So far as international law enforcement ted many crimes using his ingenious gad-
goes for villains and heroes alike, as long as is concerned, has retired to a small, private gets, but he had rules. For example, he nev-
their money is good. island in the Caribbean from which he can- er used more violence than was necessary,
not be extradited. In truth, however, William and he was wary of collateral damage and
With his trademark “BuildBots,” the has merely shifted the focus from being an
Craftsman travels the world (and some- bystanders—especially when children were
active villain to a facilitator while operating
times beyond) constructing headquarters involved. Someone has now come along
under the new nom de plume, Craftsman.
to meet his clients’ needs. Total confidenti- to pick up his legacy, but does not seem to
ality is assured, and nothing short of mind Although law enforcement agencies the share his thief’s code, however.
world over know the Craftsman has been
control can force Grosser to betray a client’s Using devices that appear to be updated
trust, even in the face of his own death. offering his services to any villain (or hero)
and improved versions of Blacksmith’s orig-
who can pay the prices he demands for his
He carries out his designs and contracts services, none have yet to draw a connection inal gadgets, a new villain has come onto
from deep under his island home from a to the retired Blacksmith. A combination of the scene using the same name and wearing
massive facility he has simply named “the body doubles, beyond state-of-the-art holo- a costume that is undeniably an evolution of
Shop.” The Shop is also where the Crafts- grams, and the like are all used to convince Grosser’s original getup. Unlike his prede-
man builds and tests his latest inventions anyone keeping an eye on William Grosser cessor, though, this second Blacksmith has
before manufacturing them for distribution that the supposedly reformed criminal is no compunctions about harming the inno-
to clients. cent during the course of his crimes. Indeed,
always at home whenever the Craftsman is
this exceedingly violent criminal seems to
suspected of operating elsewhere.
Allies put bystanders’ safety in jeopardy as part of
The Craftsman still counts some of his And just what is it that the Craftsman his strategies.
old criminal friends as allies, although none does that has law enforcement and intelli-
Grosser is infuriated that anyone would
are aware of his new identity—they all be- gence agencies turning over every stone to take up his mantle and commit atrocities
find him? He supplies other villains with
lieve he, the Blacksmith, has retired. while using his former name. He cannot
high-tech gear and weapons, but special-
izes in constructing made-to-specifications abide the association to himself or his pre-
Enemies
headquarters, all for a fee matching his top- vious deeds. As such, his Craftsman perso-
William Grosser still has several enemies na has reached out to the heroes to stop the
notch services.
on both sides of the law from his days as criminal (perhaps because they are former
Blacksmith. There are governments and he- Caper Ideas clients?), although he cannot say why with-
roes who would still like to see him behind The following may give Gamemasters out giving away his true identity.
bars despite his age, and there are also vil- ideas on how to incorporate Craftsman into
lains who would like to settle old scores. In exchange for their aid, the Craftsman
their game. promises to provide some additions to the

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heroes’ headquarters for free (or build them regarding delivery dates, account numbers, ing 10 (+14), Expertise: Mechanics 8 (+12),
a basic one if they do not yet possess such a build locations, and facility schematics of Technology 10 (+4)
facility.) who knows how many super-villains (and Defense Dodge Immobile, Parry Immobile,
heroes) is found within its memory. Fortitude Immune, Toughness 0, Will 10
The Shopping List
Unfortunately, someone has stolen this TotalsAbilities –18 + Powers 30 + Advantag-
The Craftsman has been hired to con- invaluable treasure from the Craftsman’s
struct an incomparable element for a vil- vault. Now, the installations he has built es 2 + Skills 23 + Defenses 8 = 45
lain’s headquarters. Just what this may be is are mysteriously being destroyed the world
up to the Gamemaster, but it does not bode over—their weaknesses easily exploited
well for the world if it is completed. The and security effortlessly circumvented—of-
heroes catch on to the installation’s ongo- ten with the occupants still inside. Not only
Buildbots
ing construction because of a rash of crimes is the Craftsman horrified that someone has
PL9 Minions • 148 points
around the world that seem unrelated ex- stolen and then accessed his most confiden-
cept for the fact that they all involve one tial records, but the damage being done to Str 7, Sta ―, Agl 1, Dex 0, Fgt 2, Int
Abilities
or more unbelievably rare (or even unique) his reputation (not to mention his customer –5, Awe 1, Pre 1
materials or artifacts. base) shall be irreparable if something is not Powers Armor (Protection 8); Construct
The reason no other similarities exist done fast. (Immunity 60 [Fortitude Effects, Will Ef-
between the crimes is because the Crafts- fects]); Digging (Burrowing 4); Heavy
Through an intermediary, the heroes
man has outsourced stealing the materials Lifter (Enhanced Strength 8, Limited to
are somehow put onto the scent of this
he needs to complete the project to free- Lifting); Large (Growth 4, Innate, Perma-
unknown party who is killing heroes and
lance villains, each of which has their own nent); Laser Welder (Line Area Damage
villains alike. The Craftsman will covertly
methods of operation. However, the heroes 10, Precise, Sustained)
keep an eye on their progress, waiting for
should begin to notice a pattern in what is the moment where the perpetrator’s identi- Skills Expertise: Electronics 11 (+6), Exper-
being taken that will lead them to the con- ty is uncovered so he can enact his revenge tise: Engineering 13 (+8), Expertise: Me-
clusion that something insidious is being and recover his prized possession. chanics 12 (+7)
built somewhere. This realization should be
enough to put them on the right track to fig- Cobbler A.I. OffenseInitiative +1, Laser Welder +2 (Line
uring out what else is needed to finish the PL5 Minions • 45 points Area Damage 10), Unarmed+2 (Close
project, and perhaps safeguard the last com- Damage 7)
Abilities Str —, Sta —, Agl —, Dex 0, Fgt 0, Int
ponents before they too are stolen. 4, Awe 2, Pre 0 Defense Dodge 1, Parry 2, Fortitude Immune,
Toughness 12, Will Immune
The Little Black Book Powers Software: Immunity 30 (Fortitude Ef-
fects) Totals Abilities –4 + Powers 130 + Skills 18 +
The Craftsman’s infamous “little black
Defenses 4 = 148
book” (in actuality, an unbelievably en- Advantages Eidetic Memory, Fearless
crypted computer tablet) contains all the
Skills Expertise: Architect 8 (+12), Expertise:
details on his dealings with previous and
Electronics 10 (+14), Expertise: Engineer-
existing clients. This means all information

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The Gamemaster PL8 Skills the Gamemaster is incredibly inept and
Deception 4 (+8), Expertise: Chemistry 12 tongue-tied. He must assume an identity
Abilities (+20), Expertise: Electronics 12 (+20), Exper- of his own devising (even if only that of
Strength 0 Fighting 5 tise: Engineering 15 (+23), Expertise: Me- the master assassin role-player) if he is to
Stamina 1 Intellect 8 chanics 16 (+24), Expertise: Metahumans 12 interact with people with any degree of
(+20), Expertise: Popular Culture (AWE) 12 confidence and effectiveness.
Agility 2 Awareness 5 (+17), Expertise: Robotics 8 (+16), Expertise: Need for Control: The Gamemaster views
Dexterity 2 Presence 4 Science 13 (+21), Expertise: Tactics 8 (+16), control over himself and his environment
Expertise: Traps 8 (+16), Perception 4 (+9), as the most valuable things possible. As
Powers Persuasion 8 (+12), Technology 8 (+16) such, removing control from him—be it
Dungeon Shadows: Concealment 2 (Nor- by turning a situation of his creation on
mal Vision), Limited to in the Dungeon Offense its head and back at him, or more literally
• 2 points Initiative +1 by ensnaring or trapping him—will drive
Gamemaster’s Cloak: Concealment 8 (All Visu- Death Dice +2 Burst Area Ranged him into a rage and compel him to take
al), Blending; Teleport 3, Easy, Extended, Damage 6 revenge.
Removable (–4 pts) • 16 points Lightsword +5 Close Damage 10,
Spontaneous Traps: Variable 5 (Traps), Activa- Penetrating
tion (Move Action), Limited to the Dun- Unarmed +5 Close Damage 0
geon, Slow • 24 points
Defense
Equipment
Dodge 10/6 * Fortitude 5
A variety of weapons and gear comprised
of inventions this criminal refers to as his Parry 10/6 * Toughness 1
Gamemaster’s Gear (see sidebar.) Will 8
Headquarters: The Dungeon • Up to 100 points * Without Gamemaster’s Screen
Configuration varies. See sidebar. Power Points
Advantages Abilities 54 Skills 70
Benefits 3 (Wealth), Contacts 2 (P: Criminal Powers 42 Defenses 12
Underworld; S: Mercenaries), Distract (De-
Advantages 51 Total 229
ception), Enduring Inventions 6, Equipment
15, Equipment 20 (Headquarters), Favored Complications
Environment (Headquarters), Inventor,
Awkward: When placed in social situations
Master Trap-Maker, Rapid Builder (Exper-
he cannot control or define within the
tise: Engineering)
fabricated boundaries of his “games,”

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Real Name: Gerald Dimsby ple, the Gamemaster is actually a gracious mosity. Furthermore, there are some peo-
loser (“it’s part of playing the game”) if he ple and organizations that would like to get
Aliases: Lucas Skywalker, Elminster Gygax,
is beaten properly (although no one says he their hands on the Gamemaster for killing
Clark Wayne, Jim Kirk
has to make things easy or play fair—he is people who were important to them.
Threat Level: Gamma a big fan of what he refers to as “Gamemas-
Background
Age: 42 ter’s fiat” to swing things his way.)
Having suffered from being noticeably
Height: 6 feet, 1 in Powers & Abilities overweight since a young child, Gerald
Weight: 282 lbs This criminal has no metahuman powers had few friends and was often singled out
or abilities, but possesses an exceptional in- to be every bully’s favorite target. His tor-
Native Language: English ment only got worse once the socially inept
tellect and imagination, coupled with an im-
Typical Quote: Oops, was that door trapped? pressive capacity for invention and the skills youth’s startling intelligence became evi-
Feeble heroes, as you enter my darkened to go with it. He creates devices, robots, and dent. It surprised no one that Gerald turned
ten-foot by ten-foot room you see the facilities that suit his idea of a deadly live to the escape provided by pen and paper
skeletons of those who came before you. action role-playing game in order to pursue role-playing games wherein he was afford-
That’s when the darkness attacks you, and his objectives. The endless possibilities this ed the chance to be the strong, handsome
you seem to be all out of fireballs. opens up makes predicting the Gamemas- hero everyone admired.
Occupation: Assassin ter’s arsenal difficult. As an adult, Gerald’s love for acting out
the role of someone else―someone whose
Base: The Dungeon Allies
life was incredibly fantastic, especially
The Gamemaster works alone, except for when compared to his own―continued to
Appearance
hiring mercenaries when necessary or ro- grow. He often organized immense game
Overweight and sporting a dated, comb- bots of his own creation. He has preferred nights and conventions for local gaming
over hairstyle, the Gamemaster usually customers—corporations, organized crime and live-action RPG clubs. He would usu-
adorns himself in items and clothing refer- bosses, super-villains, and even govern- ally use these opportunities to showcase the
ring popular “geek” culture. These items ments—who use his services, but that is as amazing robots (often modeled after popu-
could be as mundane as a T-shirt related to close as he comes to having any allies. lar fantasy and science-fiction creatures) he
a popular science-fiction show or as deadly built in his spare time as a robotic engineer
as a movie prop replica that actually works! Enemies
for a local toy company.
This assassin does not have many ene-
Personality mies, per se, so much as he has targets. He became something of a figurehead
The Gamemaster is an egomaniacal so- and folk-hero amongst geek culture. How-
His actions are driven by his status as a ever, when a live-action event he’d ar-
ciopath who needs to both prove his superi- professional (if extravagant) killer-for-hire, ranged in a number of abandoned build-
ority to and control over others. He does so so he rarely takes things personally. How- ings within a dilapidated neighborhood
by creating his imaginary world and draw- ever, there are some individuals—heroes went horribly wrong, resulting in a pair of
ing others into it as unwilling participants. and villains alike—who have managed to accidental deaths, Gerald’s life was turned
Despite his need for power over other peo- insult him to the point of gaining his ani- upside down.

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Charged with negligence resulting in middle class, and social elite and wealthy lesser beings. He has taken the metaphor of
death and manslaughter, Gerald found are all being victimized, across all ethnic, a role-playing game’s storyteller and mod-
himself in jail, once more subjected to a so- geographic, gender, and age demographics. erator to its ultimate extreme. To this end,
cial structure that left him at the bottom and There is no recognizable pattern except all the Gamemaster has been slowly transform-
at the whims of bullies. Rather than teach- the victims are taken from areas where the ing the city to suit his ends. Although there
ing him any sort of lesson, Gerald’s prison architecture protects the kidnappings from may have been subtle clues something has
time first broke and then hardened him. being monitored, and when all local CCTV been going on (to be subtly seeded through-
Upon his release a few years later for good cameras are mysteriously down. out previous game sessions), such as minor
behavior, Gerald constructed a number of
It turns out the Gamemaster has been seismic activity, gas leaks, suspicious con-
highly-advanced robots modeled to appear
hired by another villain to conduct an on- struction projects and renovations, and the
as a horde of ferocious orcs and goblins. In a
going experiment upon people of all demo- like, the city has been none the wiser.
single night, they besieged the prison where
graphics in order to gain the most accurate Until now.
he’d been locked up and slaughtered every-
possible data. All subjects are forced to enter
one within, inmate and guard alike. One morning, the city’s inhabitants awak-
the Gamemaster’s current Dungeon config-
en to find every morning show on the televi-
Donning the moniker, ‘the Gamemaster,’ uration and attempt to complete a number
sion and radio hijacked by the Gamemaster.
Gerald is now a globetrotting assassin who of tests and trials that, despite being dressed
He unleashes a speech about his divinity
uses his incredible mind and advanced un- up to resemble a role-playing game come to
and the role of all citizens as his mortal sub-
derstanding of engineering to live out his life, serve a scientific purpose. The survivors
jects. As he makes this proclamation, streets
role-playing fantasies in a much darker, are being kept for further testing, whereas
and bridges will flip and crumble, leaving
deadlier way. Within his Dungeon facility, those who fail are studied (even dissected?)
no means of escape across rivers, and sur-
the Gamemaster constructs elaborate death- and disposed of.
rounding the city with a massive wall from
trap scenarios usually modeled after popu-
The nature of these experiments depends which a force field dome shall arise. The
lar fantasy, science fiction, and comic book
on the nature of the villains that exist in the dome will encase the entire metropolis be-
stories and characters. Doing so allows him
game. The client villain could be testing a neath its impenetrable surface.
to play out the ultimate role-playing game
new fear gas because his abilities rely upon
with real lives hanging in the balance. The Gamemaster’s modifications have
such chemicals. He wants to see how sub-
transformed the entire city into an enor-
jects are able to act and reason while under
Caper Ideas mous variation of his Dungeon headquar-
its effects, or the victims may be hunted
The following may give Gamemasters ters, giving him the ability to manipulate
throughout the Dungeon by the client’s lat-
ideas on how to incorporate the Gamemas- just about every aspect of the metropolis’
est lab-grown monstrosities.
ter into their game. construction, architecture, and operations.
All citizens are forced to comply to this vil-
Deadly Delusions
The Grand Experiment lain’s wishes lest he unleash his role-play-
Something has finally snapped in the ing game inspired nightmares upon them,
Whether during the course of their own
Gamemaster’s mind, and he has come to even as his hirelings and robots walk the
adventures or by tracking news reports,
believe that he is actually a god with the streets dressed as monsters and the like,
the heroes have noticed people have begun
ability to manipulate and control the fate of keeping their master’s peace.
disappearing off the streets. The homeless,

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Somehow, the heroes will need to find and preparation required for the plan being • Heavy Slug: Ranged Damage 7, Accurate,
the Gamemaster (no simple thing consider- in line with the Gamemaster’s usual meth- Enhanced Knockback 7 • 1 point
ing he refuses to appear in public—after all, ods of operation, his motives are extremely
gods are above the people.) They must stop out of character. Equipment
him before too many deaths result, and the A wide variety of pistols are hung and hid-
Has he grown tired of his occupation and
city is irreparably damaged. den about his person. He also wears a bul-
is planning one final, massive payout before
letproof vest.
he retires, or is he serving some other agen-
Amusement Park of Doom
da? Is he acting as a distraction by drawing Advantages
A new amusement park has opened up the city’s police force and attention to the
in the city and quickly becomes popular amusement park while something far more Agile Feint, Benefit (Ambidexterity), Contacts
due to its various fantasy and science-fic- sinister is happening? 3 (P: Assassins; S: Anarchists, Mercenaries),
tion themes. After several weeks of opera- Diehard, Equipment 10, Evasion, Fearless,
tions, attendance is peeking as word gets Gunpunk Improved Aim, Improved Critical 3 (Pistols),
PL14
out regarding how amazing the park’s fa- Improved Initiative, Precise Attack 2 (Ranged;
cilities and attractions are. This culminates Abilities Cover, Concealment), Quick Draw, Ranged
in incredibly long lines within which people Strength Attack 4, Tracking, Uncanny Dodge
2 Fighting 6
wait for up to six hours to get in. The entire
park is part of a ploy, however, and nothing Stamina 3 Intellect 2 Skills

is as it seems. Agility 7 Awareness 1 Acrobatics 10 (+17), Athletics 10 (+12), De-


ception 10 (+10), Expertise: Chemistry 8
One sunny Saturday, the park ignores all Dexterity 5 Presence 0 (+10), Expertise: mechanics 10 (+12), Exper-
city regulations regarding its maximum ca- tise: Streetwise 8 (+9), Expertise: Survival
pacity and lets everyone in at once. As the Powers 8 (+9), Expertise: Tactics 6 (+8), Intimida-
police on hand scramble to make sense of Marksman: Ranged Damage 6, Limited to tion 12 (+12), Perception 10 (+11), Sleight of
what’s going on and call their supervisors Ranged Weapons; Enhanced Ranged At- Hand 6 (+11), Stealth 6 (+13), Technology 6
and the fire marshal, the park is sudden- tack 6; Feature 3 (Extra Effort, Long Shot, (+8), Vehicles 2 (+7)
ly sealed off within high metal walls that Trick Shot) • 15 points
spring out of the ground. Multipistols: Array (22 points), Easily Re-
Offense

At this point, the Gamemaster notifies moved (–10 points) Initiative +11
the city that he is the amusement park’s true Single Shot: Ranged Damage 10, Accurate Autofire +19 Ranged Damage 7,
owner, and the whole thing was staged to 2 • 22 points Multiattack, 17-20
gather as many people as possible within a
location he controls. He assures the police • Autofire: Ranged Damage 7, Accurate, Explosive Slug +21 Burst Area Ranged
Multiattack • 1 point Damage 7, 17-20
that any attempts to penetrate the park’s pe-
rimeter will result in hostages dying unless • Explosive Slug: Burst Area (15 ft.) Ranged Heavy Slug +19 Ranged Damage 7,
his demands are met (a threat he will follow Damage 7, Accurate 2, Reduced Area Enhanced Knockback
through on.) Despite the degree of planning • 1 point 7, 17-20

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Single Shot +21 Ranged Damage 10, how strong the temptation is.
17-20 Real Name: Felix Gallagher
Unarmed +6 Close Damage 2 Aliases: Frank Gun
Defense Threat Level: Beta
Dodge 12 Fortitude 9 Age: 24
Parry 8 Toughness 6/3* Height: 5 feet, 2 in
Will 5 Weight: 182 lbs
* Without Bulletproof Vest Native Language: English
Power Points Typical Quote: Did ya see ‘is brains splat-
Abilities 52 Skills 56 ter when that .50 hit? That was WICKED
COOL!
Powers 30 Defenses 17
Occupation: Assassin
Advantages 32 Total 187
Base: None
Complications
Anarchist: Gunpunk has totally given up on Appearance
any idea of social authority and finds it Felix is a rather plain, redheaded young
to be entirely untrustworthy. He believes man with a freckle-covered face. As Gun-
the only type of social order worth hav- punk, he wears a dark body glove fitted
ing is a total lack of authority, meaning with all manner of bandoliers and holsters
he cannot abide people in such positions. for his weapons, with a fluorescent anarchy
He will go out of his way to attack sym- symbol on the chest. His face is entirely cov-
bols of government authority, and will ered with a form fitting mask that allows
go to great excesses during jobs involv- his fiery hair to stick out from the top in its
ing political figures and the like. punk-spiked style.
Trigger Happy: This pistol-wielding assas- Personality
sin has difficulty controlling his impuls- Considering his unorthodox and violent
es when an opportunity presents itself upbringing and childhood, it should be no show off, although he rarely lets his pride
for him to “get his gun on,” as he puts it. surprise that Felix turned out to be such a interfere with a job.
If there is an opportunity for gunplay, a sadistic psychopath. He not only enjoys kill- Despite his obviously cracked mind, Gun-
Will resistance check is required for Gun- ing, looking at it more like a hobby or game
punk to maintain control of himself; the punk is very professional when it comes to
than a job, but also takes great pride his abil- planning a job. He heavily favors loud nois-
Gamemaster should set the DC based on ity. As such, he welcomes opportunities to es (as in explosions) and peripheral carnage

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as a means of creating a distraction away Enemies Anarchy in the UK
from his real targets. The British would love to get their hands Ultimately fed up with Britain’s role in
on Gunpunk, making him a prime target for Ireland, Gunpunk has decided to teach the
Powers & Abilities
many of the UK’s more prominent super-he- Brits a lesson.
Although the diminutive mercenary has roes. He also bounces around the top spots
only made his services available on the of Interpol’s most wanted list, and has nu- He has set up a number of explosive de-
global market for a few years, Gunpunk has merous bounties on his head from govern- vices around London, all set to go off on
already garnered a reputation as one of the ments and loved ones of previous victims. Commonwealth Day. While the police and
world’s best shots and deadliest men. local super-heroes are scrambling around
Background dealing with the mess and casualties these
His weapon of choice is a pair of cus-
Born to parents deeply involved with detonations create, Gunpunk plans to inter-
tom multipistols. These weapons appear the IRA’s guerrilla actions against the oc- cept the Royal Family as they are (predict-
to be normal heavy caliber weapons at first cupying British forces, Felix learned to ably) sped away to a safe place. He intends
glance. Upon closer inspection, one will wield firearms with great skill at an early to assassinate the entire family.
notice the adapting barrel, enlarged maga- age. Indeed, his talent soon had his father
zine, and additional selector switch. This is sending him off to the local brigade com- Blowing Off the Head of State’s Head
because each multipistol is capable of firing mander for sniper training. The teen then Gunpunk has been hired to kill the Pres-
standard bullets, or explosive or concussive used his talents to great effect against oc- ident (or comparable nation’s leader.) Just
rounds with the flip of a switch. cupying patrols and even against VIPs who what leads the heroes to learn of this varies,
Although he prefers his multipistols, thought themselves secure in their own ter- as does the target and why they are selected.
Gunpunk believes in the right tool for the ritory, such as London itself. Is the President being targeted by terrorists
job and has no problem using other weap- When the IRA declared itself open to or elements within a rogue state? Is it a po-
ons better suited to his immediate needs. He peace efforts, Felix turned away from his litical rival around campaign time, or is it
also prepares beforehand, researching his former brothers-in-arms (even his parents, the Vice-President looking for a promotion?
target and plan of attack as much as time al- who welcomed the chance to put up their The characters could learn of the plot af-
lows while always readying several escape weapons.) Instead, he cast an eye towards ter stumbling upon some of its preliminary
routes should things go sideways. the private sector. His beliefs shattered, Fe-
events, such as coming across victims who
lix is no longer capable of taking on a cause
were killed because of their ties to the Pres-
Allies beyond his own needs and greed, and so he
ident and their awareness of his activities
Gunpunk still has several friends from took on the cool (to him, anyway) moniker,
or protocols. It could be the heroes have to
the old guard IRA―people who, like him, Gunpunk, and entered the world stage as
try and save the President even as suspicion
have not yet given up the fight against Brit- an assassin and gun for hire.
turns to them, and the Secret Service and
ish tyranny. He also gets along well with
Caper Ideas other super-heroes are told to apprehend
several violent anarchist groups and ter-
rorists around the world, and can count on The following may give Gamemasters them. This is all as part of Gunpunk’s plan
to create a distraction so he can get close
them for a place to hold over during trouble. ideas on how to incorporate Gunpunk into
their game. enough to do the job.

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Gunplay Games Gag Gadgets: Array (40 points), Removable Size Medium; Str 20, Speed 5, Def 9, Tou
Word has gotten out that a criminal mas- (–8 points) 10, Features: Caltrops, Hidden Compart-
termind has an incomparably risky (and Goofy Gas Bombs: Cloud Area Ranged Af-
ments, Navigation System, Remote Control,
thus unbelievably high-paying) need for fliction 9 (Resisted by Fortitude, Over- Smokescreen; Machineguns: Ranged Dam-
an assassin, so he is holding auditions. He come by Will; Dazed, Compelled, age 5, Multiattack
insists the assassin be capable of attacking Controlled), Compact Range 7; Cloud
from a considerable distance with unerring Advantages
Area Ranged Weaken Stamina 9, Com-
accuracy, so the villain has selected a re- Ace (Clipper), Close Attack, Banter 4 (No
pact Range 7 • 40 points
mote location to conduct a series of events Penalties), Daze (Deception), Fascinate 2
that will put all applicants’ skill to the test • Bozo Bombs: Burst Area (6 ft.) Ranged (Deception, Expertise: Comedy), Equip-
under a variety of circumstances. Damage 8, Compact Range 6, Reduced ment 15, Evasion, Fearless, Inventor, Startle,
The heroes somehow catch wind of the Area 2 • 1 point Taunt, Throwing Mastery 4
tryouts and, being long-standing foes of • Buzz Killer: Contagious Damage 12 • 1 point Skills
Gunpunk (and perhaps several other as-
Cone Area (15 ft.)
• Goofy Gas Wrist Spray: Acrobatics 12 (+18), Deception 8 (+13), Ex-
sassins likely to show up), decide to use the
situation to their advantage. Whether they Affliction 9 (Resisted by Fortitude, pertise: Acting 8 (+13), Expertise: Art 6 (+9),
try and sneak in, assume an assassin’s iden- Overcome by Will; Dazed, Compelled, Expertise: Chemistry 8 (+11), Expertise:
tity, or just storm the gates, so to speak, the Controlled), Reduced Area 2; Cone Comedy (INT/PER) 12 (+15/+17), Expertise:
heroes must first find the event’s location, Area (15 ft.) Weaken Stamina 9, Re- Dancing (AGI/INT) 6 (+12/+9) ,Expertise:
which will be no simple task. duced Area 2 • 1 point Electronics 6 (+9), Expertise: Mechanics 6
• Screamers: Cumulative Burst Area (+9), Expertise: Popular Culture 8 (+11), In-
Scarlet Jester PL12 Ranged Affliction 12 (Resisted by Will; timidation 4 (+9), Perception 6 (+7), Sleight
Impaired, Disabled, Unaware), Au- of Hand 8 (+14), Stealth 8 (+14), Technology
Abilities
ditory Dependent, Limited Effects to 2 (+5), Vehicles 4 (+10)
Strength 2 Fighting 8 Auditory, Compact Range 10 • 1 point Offense
Stamina 1 Intellect 3 Jester’s Bound: Leaping 2 • 2 points Initiative +6
Agility 6 Awareness 1 Power-Lifting:Enhanced Strength 4, Limited Bozo Bombs +6 Burst Area Ranged
Dexterity 6 Presence 5 to Lifting • 4 points Damage 8
Powers Equipment Buzz Killer +6 Contagious Ranged
Death Rattle:Strength-Based Damage 10, En- In addition to her various jester gadgets Damage 12
hanced Knockback 8, Easily Removed (–8 (see “powers”), she also carries a number of Death Rattle +9 Close Damage 12,
points) • 10 points mundane items such as smoke pellets, cal- Enhanced
trops, and so on. Knockback 8
Fearsome Presence: Perception (Visual) Area
Affliction 8 (Resisted by Will; Impaired, Vehicle: Clipper • 65 points Goofy Gas Bombs +6 Cloud Area Ranged
Disabled, Paralyzed) • 16 points Affliction 9; Cloud

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Area Ranged Weaken Aliases: Sara Cubic, Sara Rounder
Stamina 9 Threat Level: Gamma
Goofy Gas Wrist Spray Cone Area Affliction 9; Age: 31
Cone Area Weaken
Stamina 9 Height: 5 feet, 4 in
Screamers +6 BurstArea Cumulative Weight: 125 lbs
Ranged Affliction 12 Native Language: English
Unarmed +9 Close Damage 2 Typical Quote: Want to hear a joke? A blind-
Defense
ed superhero walks into a bar … [said
as she throws her foe into a metal bar of
Dodge 12 Fortitude 8 some kind] Teeheehee! Watch out for that
Parry 8 Toughness 1 punch line―it’s a killer.
Will 9 Occupation: Criminal

Power Points Base: Various


Abilities 64 Skills 56 Appearance
Powers 68 Defenses 21 Scarlet Jester wears a red and white
Advantages 33 Total 242 checkerboard suit reminiscent of a me-
dieval jester’s costume. Her scarlet hair
Complications is tied back away from her face, which is
Dark Humor: This mad villain has a witty powdered white with bright red lips, as
sense of humor, although it mostly tends well as eye makeup and red diamonds
towards the darker (and frequently deadli- painted on her cheeks.
er) side of comedy. She has a weakness for Totally insane, Scarlet Jester
jokes and those who can make her laugh, Personality slides between moments of manic
which has been known to unpredictably Scarlet Jester is not very interested in tra- ranting, surprisingly sedate expositions,
change her moods and intentions. ditional petty or grand crimes such as mea- and sudden, angry outbursts often marked
ger theft or global conquest. To her, “grand” with equally explosive violence. No mat-
Madness: Scarlet Jester is entirely insane,
is defined by the degree of showmanship ter how dangerous a situation is for herself
a fact that makes her unpredictable and
and suffering her activities cause society. or others (usually because of her), Scarlet
irrational. She enjoys chaos and anarchy
She considers herself an expert in the art Jester always has time for a quip and well-
for its own sake rather than it being a
of violence and comedic insanity, and the timed practical joke. She is especially fond
means to an end.
world is a stage just waiting for her to show of deadly slapstick.
Real Name: Sasha Kubric her ultimate opus.

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Powers & Abilities Background Scarlet Jester TV
Initially possessing no super-powers Sasha grew up in a wandering circus of The Scarlet Jester has kidnaped a popu-
when she first undertook a criminal career, some repute, her father a clown and her lar investigative reporter known for their
Scarlet Jester has since used artificial means mother a high-wire artist and tumbler, al- sensationalistic, lopsided reporting meth-
to give herself limited enhanced strength. lowing her to learn the ways of both careers. ods and aggressive techniques. She will
This allows her to lift objects beyond her As a young teen, she signed on to the act force the news crew to film and narrate a
normal means and to bound impressive as a talented trapeze artist who quickly be- deadly game show she has decided to host
heights and distances. Her acrobatic antics came renowned for her comedic shows. from a hidden location using civilian hos-
and deadly gadgets remain her most im- This talented young woman’s bright star tages as the contestants. If the reporter’s TV
pressive tools, however. came crashing to earth, however, when her station cuts the broadcast, the Scarlet Jester
parents were accidentally killed by a su- has threatened to immediately kill the news
In a fight, she will use her Clipper’s team and all the hostages.
machineguns and thrown bombs to deal perhero local to the area their circus was
performing. The hero was thrown through
with weaker foes. This tactic is also meant It Must Have Been Something They Ate
the tent while engaged in combat with a su-
disperse the sturdier ones long enough for People all over the city have begun dis-
per-villain, slamming into and crushing Sa-
her to get close (preferably with a rapid fly- playing unpredictable, crazy behavior sud-
sha’s parents, both of whom were standing
by) so she can knock them for a loop with denly and without warning that can best
nearby, watching her act.
her Death Rattle. be described as deluded and insane. These
Devastated by the tragedy, Sasha blamed people rarely get violent, but their irrational
Allies the hero for the deaths and began sending actions have led to many deaths already—
She will rarely ally herself with others dark, threatening jokes to him via the local and not just their own. Sufferers behind the
because she feels no one else “gets” her. police. This anger continued to build within wheel of their car, a city bus, heavy machin-
Scarlet Jester believes that if you don’t un- her until finally she snapped and ambushed ery, air traffic control instruments, etc. have
derstand the joke, you are only worthy of the hero, killing him in a spectacular explo- all contributed to additional carnage.
sion detonated from within a giant Jack-in- Solid detective work will reveal Scarlet
being its target.
the-Box she had created and left along his Jester is behind the madness, but how she is
Enemies patrol route to find. What little was left of doing it and why is up to the Gamemaster
Sasha’s morality and sanity died with that to determine.
Scarlet Jester has accumulated an expan-
hero, leaving only Scarlet Jester.
sive gallery of enemies throughout her ca- The Blood Circus
reer. She has earned the vengeful hatred of Caper Ideas In a rare example of esprit de corps, the
many heroes she has fought, as well as other The following may give Gamemasters Scarlet Jester has organized a group of cir-
super-villains she has crossed. Even a num- ideas on how to incorporate Scarlet Jester cus-themed villains into a team she has
ber of citizens have put prices on her head into their game. named the Blood Circus. This group of crimi-
for what she has done to their loved ones. nals, with Scarlet Jester in the lead, will go on
a murderous crime spree without any regard
for collateral damage and civilian casualties.

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Tarantula PL13 Power Points
Advantages
Abilities 88 Skills 52
Abilities Banter 6 (No Penalties), Benefit (Ambidex-
Strength 6 Fighting 10 trous), Favored Environment (Vertical Surfac- Powers 53 Defenses 15

Stamina 4 Intellect 3 es), Evasion, Improved Initiative, Instant Up, Advantages 17 Total 225
Inventor, Languages (English), Precise Attack
Agility 10 Awareness 1 Complications
(Close, Concealment), Takedown 2, Taunt
Dexterity 8 Presence 2 Immature: Despite his age, Tarantula is in-
Skills credibly socially and emotionally imma-
Powers ture. He has trouble dealing with social
Acrobatics 12 (+22), Athletics 4 (+10), Close
Power-Lifting:Enhanced Strength 4, Limited situations and his own emotions, leading
to Lifting • 4 points Combat: Webbing 2 (+12), Deception 8 (+10),
him to start rattling off quips or allow
Expertise: Biology 8 (+11), Expertise: Chem-
Sticky Touch:Enhanced Acrobatics 9, Limited any such situation to descend into unbe-
istry 10 (+13), Expertise: Electronics 10 (+13), lievable awkwardness.
to Resisting Knockback and Trips; Move-
Expertise: Mechanics 10 (+13), Expertise:
ment 1 (Safe Fall), Limited to Near Surfac-
es; Movement 2 (Wall-Crawling) • 8 points Science 10 (+13), Intimidation 4 (+6), Investi- Violent Outbursts: Tarantula is prone to
gation 6 (+9), Perception 10 (+11), Sleight of losing his temper, especially in the pres-
Leaping 3; Movement
Tarantula’s Nimbleness: ence of (even perceived) bullies and
Hand 4 (+12), Stealth 6 (+16)
4 (Sure-Footed) • 11 points “muscular types.” He uses violence as a
Tarantula Senses: Senses 1 (Danger Sense Offense way of proving to the world how tough
[Mental]) • 1 point Initiative +14 he has become, and is so unaccustomed
to reigning in his temper that he is now
Webbing: Array (26 points) Entangle Webbing +12 Close Cumulative largely unable to do so without consider-
Cumulative Affliction 8 (Resist-
Entangle: Affliction 8, Reach 10 able effort (possibly requiring a Will re-
ed by Dodge, Overcome by Damage; Suffocate Webbing +12 Close Cumulative sistance check.)
Hindered and Vulnerable, Defenseless Affliction 8, Reach 10 Real Name: Pierre Pokér
and Immobilized), Extra Condition,
Reach 10, Limited Degree • 26 points Trip Webbing +12 Close Affliction 8, Aliases: Peter Poker
Reach 10
• Suffocate:Cumulative Affliction 8 (Re- Threat Level: Gamma
sisted by Fortitude, Overcome by Unarmed +10 Close Damage 6
Age: 24
Damage; Impaired, Dazed, Incapaci- Defense
tated), Reach 10 • 1 point Height: 5 feet, 10 in
Dodge 15 Fortitude 8
• Swinging: Movement 1 (Swinging) • 1 point Weight: 185 lbs
Parry 10 Toughness 4
Affliction 8 (Resisted by Dodge;
• Trip: Native Language: French
Will 7
Hindered and Vulnerable, Defenseless Typical Quote: Like a fly in my web, it’s
and Prone), Extra Condition, Reach 10, time to squish you.
Limited Degree • 1 point

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Appearance with others. Still, he will periodically join
A thin-if-muscular young man with a team of villains temporarily as his desire
closely cropped brown hair, Tarantula’s cos- to be noticed and fill the loneliness that has
tume is a black body glove covered in silver been with him most of his life takes hold.
and red spider- and web-pattern designs. Such team-ups rarely last long due to Taran-
tula’s independent nature and abrasive per-
Personality sonality, however.
Tarantula likes to talk as he fights or con-
ducts a crime, insulting his opponents and Enemies
cracking jokes. He is also incredibly rash and Interpol and many international law en-
loves taking risks, often to the point of being forcement agencies would certainly like to
reckless. While not especially cruel in most get their hands on Tarantula, as will many
other regards, Tarantula enjoys pulping any- of their local counterparts once Tarantula
one who considers himself a tough guy or becomes more established in his new home.
“brick,” especially if they are a bully or thug.
Background
Powers & Abilities A science geek orphan living with his
The mutagen he was exposed to provided elderly uncle and aunt in Paris’ outskirts,
Tarantula with the ability to stick to vertical Pierre was often the victim of his classmates’
surfaces, and even ceilings and the like. He bullying until a spider infused with a biolog-
also possesses superior strength, incredible ical mutating agent bit him while on a school
reflexes, and the ability to perceive when he trip to pharmaceutical lab. The spider’s bite
is in jeopardy. gifted him with remarkable powers.
Tarantula compliments his extraordinary At first Pierre thought to use his powers
powers with a talent for invention and an to turn a profit, so he joined the European
impressive mind. He has used these to de- wrestling circuit under the nom de plume
sign and produce his wrist-mounted web- of Tarantula, quickly rising in popularity
bing sprayers. Controlled by flexing his because of his amazing agility and strength.
forearm muscles in a particular way, the The violence inherent to the sport, coupled
sprayers are capable of emitting web lines with the rush of power his abilities gave
that can entangle or trip a target, wrap about him, soon began to influence young Pierre’s
their head to deprive them of air, or enable behavior. It wasn’t long before he was turn-
him to swing from web lines. ing the tables on the kids who once bullied
him at school.
Allies
Occupation: Criminal Exulting in his new strength, Pierre inev-
Because of his temper and distrust of itably pushed things too far.
Base: None other people, Tarantula does not work well

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After savagely beating the worst of his for- force Tarantula to have visions of his uncle If the heroes cannot uncover the truth be-
mer bullies, Pierre found himself the subject come back to haunt him. The apparition’s hind the plot to blame them for the tragic loss
of a police investigation and at the receiving return is driving the villain mad with guilt of life and property, they will become total pa-
end of a very haughty sermon from his be- and recrimination. Unfortunately for every- riahs at best, or even wanted criminals at worst.
loved uncle concerning the responsibility of one else, this effect is also influencing every-
great power. In a fit of rage, Pierre lashed out one else for miles around. Metamorphosis
at his uncle, accidentally killing him. It would seem the mutagen that gave Ta-
Whether it is another villain Tarantula
rantula his abilities remained in his system
Now on the run from the law, much of wronged, a former victim looking for re-
more active than anyone thought. Either due
Pierre’s empathy died with his uncle—he has venge, or merely a plot to use Tarantula as
to the passage of time or recent exposure to
since wholly embraced his Tarantula identity a diversion for something else, other people
some manner of catalyst, the mutagen has
and turned to crime. Pierre quickly became are having similar experiences. Regardless
reactivated, initiating further changes in the
one of Europe’s most wanted criminals. of whether it is magic (possibly meaning
criminal. He is slowly transforming into a
the delusions aren’t delusions after all!), su-
Despite the often unnecessarily brutal na- man-spider, including his skin hardening,
per-science, or some manner of mind-alter-
ture of his crimes, Pierre’s bold grandstand- growing extra arms and eyes, poisoned
ing drug causing the effect, how it influenc-
ing and witty banter worked to expand the mandibles, and so on.
es people varies, so the city is going mad at
fan base he had first developed as a wrestler
a varied pace that is beginning to speed up. As the change continues to take hold,
into a strong following, especially amongst
Tarantula loses increasingly more of his
society’s pariahs and outcast youth. In fact, The heroes will have to find out what is
humanity and mind, becoming a predator
his popularity with Europe’s countercul- going on, tracing the effect back to its source
driven by instinct. If he is not captured and
ture and notoriety with its law enforcement or to Victim X: Tarantula. They don’t have a
contained immediately, it is only a matter of
agencies grew to the extent that he was re- lot of time, though, because they will them-
time before the mutating villain’s violent at-
cently forced overseas to begin anew. selves begin to feel the affect’s tug upon their
tacks against civilians escalate into hunting
own regrets and guilt, breaking their ability
Caper Ideas people for food.
to act with emotion-shattering visions and
The following may give Gamemasters haunting visitations.
ideas on how to incorporate Tarantula into
their game. The Spider’s Web
At some previous point in time, the he-
Haunted by the Past roes have crossed Tarantula’s path and got-
Despite Tarantula’s gruff demeanor and ten in his way or insulted him in some way
violent, tough guy attitude, he has many that has earned his enmity. As such, he has
regrets about his past, including his uncle’s crafted an ingenious frame up that blames
death. As it turns out, someone has decided the heroes for a disaster that occurs during
to turn this against him by finding a way to one of their conflicts with other villains.

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The Termite PL10 Advantages
Banter, Evasion, Improved Defense, Impro-
Abilities vised Tools, Inventor, Monkeywrencher 2,
Strength 5 */1 Fighting 6 */4 Specialization (Expertise: Engineering, sab-
Stamina 2 Intellect 1 otage), Taunt, Well-Informed

Agility 3 */1 Awareness 3 Skills

Dexterity 1 Presence 1 Athletics 4 (+5/+9 *), Expertise: Chemistry 10


(+11), Expertise: Demolitions 10 (+11), Ex-
Powers pertise: Engineering 10 (+11), Expertise: Me-
Termite Sabotage-Suit: Removable (–13 points) chanics 6 (+7), Insight 4 (+7), Stealth 4 (+5/+7
*), Technology 10 (+11)
Armor: Impervious Protection 5; Immuni-
ty 1 (Termite Suit Acid) • 11 points Offense
Flight Jets: Flight 2 (8 mph) • 4 points Initiative +7 */+1
Fluidic Muscles:Enhanced Strength 4; En- Inorganic Acid +6 Weaken Stamina 12,
hanced Agility 2, Speed 2 (8 mph) Incurable
• 14 points Organic Acid +6 Weaken Toughness 12,
Sensor Suite: Senses 9 (Darkvision; Detect Incurable
Structural Flaw, Ranged [Infravision]; Unarmed +6 Close Damage 5 */1
Direction Sense; Distance Sense; In-
fravision; Time Sense; Ultra Hearing) Defense
• 9 points Dodge 10 */4 Fortitude 8
Tactical Computer: Enhanced Improved Ini- Parry 8 */6 Toughness 7 */2
tiative; Enhanced Dodge 4; Enhanced
Fighting 2 • 9 points Will 5

Termite Acid: Array (13 points) Power Points

Organic Acid: Weaken Stamina 12, Incur- Abilities 28 Skills 29


able • 13 points Powers 49 Defenses 13
• Inorganic Acid: Weaken Toughness 12, Af- Advantages 10 Total 129
fects Only Objects, Incurable • 1 point
* Termite Sabotage-Suit
• Tunneling: Burrowing 1 • 1 point

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Complications ply to him because he doesn’t believe in the Background
Compulsive: The Termite is compelled to morals that bind it together. A native New Yorker, Jeremy always
destroy property and the like. The longer Although he is more interested in caus- had a knack for math and chemistry, but
he goes without doing so, the more agi- ing property damage than hurting anyone, he was also sadistic. All through school, he
tated and aggressive he becomes. was known to torment those he considered
the Termite doesn’t lose any sleep about any
Real Name: Jeremy Dorfe collateral loss of life from one of his “proj- weaker than him, often pestering them with
ects.” homemade booby traps made of rudimenta-
Aliases: Jim Doe ry (and largely harmless) explosives and the
Threat Level: Gamma Powers & Abilities like. This got him into no end of trouble, but
Age: 31 The Termite possesses advanced knowl- eventually he graduated high-school, went
edge of explosives and engineering, en- to MIT, and entered the private sector.
Height: 6 feet, 1 in. abling him to discern the best points in a Seeking a way to make the most of his pro-
Weight: 190 lbs structure to attack in order to bring it down. clivity for destruction, Jeremy found no trou-
Native Language: English This knowledge is complimented by the ar- ble finding work in the demolitions industry.
mored suit he wears—its hands may emit Little effort was required to find this bored—
Typical Quote: Time to bring down the one of two possible powerful acids, one of but talented—demolitions expert jobs all over
house. which works on inorganic materials while the world. He even discovered ways to often
Occupation: Saboteur the others work only on organics. employ chemicals other than explosives to
Base: None Allies
undertake incredibly tricky jobs. Indeed, his
services were much in demand. It was said
The Termite has few friends, but may be
Appearance that if you needed something blown up prop-
acquainted and infrequent colleagues with
Jeremy keeps himself in good shape, but erly, you called Jeremy Dorfe.
other villains in your game who likewise
doesn’t otherwise enjoy spending time on It took several years for people to put two
work as mercenaries with similarly destruc-
his unkempt appearance. He has rough, san- and two together and realize Jeremy was
tive specializations.
dy hair with an uneven cut, and a droopy frequently working a job in the vicinity of
mustache above a scraggly beard. He has Enemies many tragic and unexpected structural fail-
altered the sabotage-suit to have an insect This saboteur is wanted by a variety of ures of some sort, whether it was a highway
appearance to suit his termite motif but has governments and law enforcement agencies bridge collapsing, killing dozens, or a ten-
left its dark green paint job. around the world. There are also private ement crumpling in upon itself. It seemed
Personality contracts on his life that have been taken that Jeremy’s youthful pleasures has not
out by family members of people who were been left behind, but rather expanded to
The Termite is abrasive and cannot help
collateral victims of his work. taking human life as a consequence of his
himself when it comes to insulting his oppo-
compulsive need to see property destroyed.
nents. A definite sociopath, he feels superior
to most other people—the law doesn’t ap- Luckily for Jeremy, his extracurricular
activities were discovered while he was on

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the job for a military contract to test a new Alternatively, it could be a new ability that Opening Day
battlesuit for the US Army. Intended to in- will end up sticking around. It is the first day of operations for a new
filtrate behind enemy lines, it would enable building in the heroes’ city—a marvel of
the wearer to sabotage vital infrastructure. The Hostage City modern architecture—and everyone is look-
He fled with the suit before he could be cap- Using carefully placed explosive charges, ing forward to the accompanying festivities.
tured and, after modifying it a bit, he has the Termite contacts a city’s government to Whether the new structure is a government
since used it to assume the guise of the Ter- demand a massive ransom. If the demands building, tourist attraction, or something
mite, globe-trotting saboteur for hire. are not met, this mercenary will detonate else entirely, it is of great importance to the
his many packages. city. This, means government officials, ce-
Caper Ideas
Normally, such a threat would be worri- lebrities, and other noteworthy people are
The following may give Gamemasters all on hand to participate in the ceremony
some in its own right, but the threat is all the
ideas on how to incorporate the Termite into and celebrations to follow.
more severe because of the Termite’s choice
their game.
of targets. The city being held for ransom is The heroes learn the Termite plans to de-
King of the Termites one that is built upon a previous city (e.g., stroy the building (whether for its own sake
Seattle), atop a massive sewer and cistern or as part of a job is for the Gamemaster to
After a lot of experimentation, this vil-
system (e.g., Manhattan), or some other decide), but officials are not going to evac-
lain-for-hire has added a new ability to his
vulnerable foundation (e.g., Venice.) If the uate. Whether the heroes are themselves
sabotage-suit’s arsenal: the ability to control
explosives are all detonated, the outcome pariahs or vigilantes who are not taken se-
actual termites. Although this may seem like
won’t merely be a matter of buildings blow- riously by the city’s officials or if sounding
a useless power, just imagine the destruc-
ing up. Large portions of the city will actual- an alarm is otherwise impossible doesn’t
tion a mass of these creatures could cause
ly sink into the ground irreparably, ruining matter. The building is full of people, so if
if they were forced to binge themselves at
the city for generations (if not entirely.) Termite is allowed to destroy it, hundreds if
an unnatural pace. They could also be used
to create distracting havoc amongst crowds Whether the Termite is acting on his own not thousands of innocent people would be
while the Termite is engaged in a fight. or has been hired by someone else is for the hurt or killed.
Depending upon how the Gamemaster
Gamemaster to determine. Regardless, the Termite Expertise: Metahuman Checks
heroes will have to act quickly to find the
decides this power operates, it may be pos- DC Example
Termite or otherwise neutralize the explo-
sible for the heroes to counter it or even ren- 10 Knowing Termite’s real name.
sives. There are just too many bombs for
der it entirely inoperable for the future if it Knowing Termite’s powers come from
them all to be found and individually dis- 15
is only intended to spice up one adventure. the armor he wears.
armed before the deadline.
Realizing Termite must have a histo-
20 ry in engineering after examining his
handiwork.
Recognizing Termite’s destructive
25
handiwork after the fact.

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Appendix
Original Format Head-
quarters Design
For those of you who do not wish to use sustained. The Gamemaster may even allow The Armory is limited to a particular sort of
the new headquarters design system pre- the amplifier to boost the power’s effects gear (weapons, spy gear, armor, mecha, etc.)
sented in Better Mousetrap, here following beyond the campaign’s PL restrictions, al- that must be decided when built. However,
are the new design elements presented in though doing so should be done with care. separate and/or conjoined armories may be
the core rules’ original format. Spending an additional rank allows the purchased for each type of gear desired.
amplifier to operate anywhere upon/within
Amplifier Ranked Artificer Lab
the headquarters without requiring direct
A device that amplifies powers by 1 rank contact with the amplifier (indicated by a An Artificer Lab has all the facilities for
per instance of selecting this feature. Affect- Ranged notation.) making various magical inventions. It in-
ed powers are limited to a single power type cludes tools, workbenches, supplies, and
Similarly, making the amplifier selective so
(e.g., attack or control powers) or descriptor so forth. The Gamemaster may rule cer-
that only the headquarters owners (and peo-
(e.g., weather, flame), as determined when tain projects require a dedicated Artificer
ple they approve) can utilize it without effort
the feature is added. It is also possible to Lab of their own (which is an additional
requires an additional rank. For others, an
apply this feature more than once, build- feature.) This replaces the ability to use a
appropriate check (DC 5 + the headquarters’
ing multiple amplifiers that affect different Workshop to create magical inventions, as
PL) is required with each attempt to access the
power types or descriptors. Once selected, per the core rules.
amplifier’s ability. This could be a Technology
the power and its descriptor cannot be al-
check if the amplifier is tech-based, Expertise: The user does not require the Artificer ad-
tered without some wondrous effort, as
Magic if it is arcane, and so on. vantage to create artifacts within this lab. How-
determined by the Gamemaster. Doing so ever, if the character does possess this advan-
should be no simple feat, and failure may Unless a hero point is expended when the
tage, the artifact’s construction time is halved.
result in losing the feature altogether. character is finished using the amplifier, the
character will become fatigued afterward. Once a magical invention is made within
Using the amplifier requires an appropri- the Artificer Lab, another cannot be created
ately empowered individual be in physical
Armory until the magical invention is disassembled
contact with the device, and spend a full
The headquarters is equipped with an and its components returned. If the magical
round calibrating and activating it. As long
ample supply of weapons or gear, allowing invention is lost, stolen, or destroyed, the
as this contact is maintained, the amplifier Gamemaster may force the players to pur-
remains in effect, even if the power is not minions to each draw up to (10 points x HQ
PL) worth of equipment. chase the feature again before the Artificer

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Lab can be used or make them go through Barrier nents.) Also, clever heroes can try to lure
a process to replenish the lost supplies and intruders into the combat simulator or an
A physical barrier, obstacle, or impedi-
components.
ment surrounds the headquarters. It could be intruder might override the simulator’s con-
a moat, high wall, steep cliff, maze, or the like. trol systems and trap the heroes in it, turn-
Automation ing it into a deathtrap.
The headquarters is equipped with a Surmounting or bypassing the barrier re-
slaved automation system that activates au- quires succeeding on as many appropriate Communications, Basic
tomatically under a specified set of parame- (DC 10 + 1/2 HQ PL) skill checks (Athletics to
swim a moat or climb walls, for example― The communications feature allows the
ters. Every additional feature to be automat- headquarters to receive and transmit on a
ed or each new circumstance for the same Gamemasters use your judgment) as equals
feature that will act as a trigger requires an- half the headquarters’ PL, rounded down. wide range of radio and TV bands, moni-
other instance of this feature be purchased. Alternatively, the use of an appropriate pow- tor police and emergency channels, coordi-
Automation can be used to represent some- er (such as digging under a wall) can obtain nate communications between members of
access without invitation or proper means. a team, and so forth. It includes communi-
thing as simple as a computer recording cations equipment, consoles, and monitors.
keystrokes or as complex as robotic arms The Gamemaster should only allow The system’s access to restricted communi-
within a kitchen. physical barriers appropriate to the head-
cation bands depends on the clearance and
Conditions for Automation to activate quarters’ design and location.
skills of the user. Heroes often have access
must fit a single, brief sentence. These pa- You may also purchase power effects as to special government channels, while a
rameters must represent only conditions features that are linked to the Barrier, such successful Technology skill check (DC 25)
happening in the immediate vicinity of the as razor sharp rocks on a cliff. can grant a user illegal access to restricted
headquarters, so you can’t have an auto- systems.
mated teleport function to pull people out Combat Simulator Ranked
of danger half a planet away. A combat simulator is a special room
Communications, Dimensional
Ranked
Any Automation that requires a skill bo- equipped with various devices intended to
nus, such as an “auto-doc” robot in an in- test characters’ powers and skills, and allow This feature allows the headquarters
firmary or an auto-targeting system for a them to train in realistic combat situations. to communicate with dedicated reception
weapons emplacement, has as many skill Generally, a combat simulator has a suite of points in other dimensions. These receptors
ranks or an attack modifier equal to half the equipment that can simulate any appropriate could be magic mirrors, enchanted phones,
headquarters’ PL, rounded down. attack effect at a rank up to the HQ PL. For geomantic locations, and so on―it can be a
an additional rank, the combat simulator can roaming item or fixed location, as specified.
Automated features can typically only
activate once per round unless the power/ project realistic illusions, allowing it to recre-
Each application of this feature allows the
function they are activating requires more ate or simulate almost any environment. headquarters to communicate with a single,
than one round to activate, using the stan- Combat simulators are useful for training specified dimension, and grants one ded-
dard activation time of the power/function and short “war games” (pitting the charac- icated receptor in that same dimension. A
in such cases. ters against each other or simulated oppo- flat rate of 10 applications allows the head-

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quarters to communicate with any dimen- tage, perhaps with the cost shared among is there a single switch in a central control
sion and gains a dedicated receptor in each. members of a team. room that must be flipped?
Communications, Encrypted Concealed, Basic Ranked Concealed, Electronic
Ranked Ranked
The headquarters is hidden from the out-
All the headquarters’ inbound and out- The headquarters is proofed against elec-
side world in some way. It may be camou-
bound communications are scrambled against tronic searches; its electro-magnetic signa-
flaged behind a false façade, buried under-
unauthorized use, meaning an intercepted ture, outbound communications, and simi-
ground, or something similar. Note this is
signal must be decrypted. Cracking the code lar electronics signals are masked. Masking
in addition to the Isolated feature, if any. An
requires a Technology check (DC 25); increase communications is not the same as encryp-
isolated headquarters is difficult to reach,
the DC by +5 per additional rank. tion because the former hides the signal’s
while a concealed headquarters is difficult
origins but does not encrypt it whereas the
Purchasing this feature once applies its to find in the first place. Skill checks to locate
latter encrypts but does not conceal where
protection to all other communications fea- the headquarters have their DC increased
the signal comes from or where it’s going.
tures in the headquarters. by +10. Each additional rank applied to this
increases the DC +5, to a maximum of +30. Skill checks to locate/identify the head-
Communications, Space quarters by use of an appropriate sensor have
Possessing the same characteristics as the Concealed, Cosmetic Ranked their DC increased by +10. Each additional ap-
Basic Communications systems, this feature The headquarters is equipped with slid- plication of this feature increases the DC +5.
allows communications through outer space ing walls, hidden compartments, and other
Deathtraps
from one planet and/or system to another. devices that, when engaged, allow the build-
The exact distance should be determined by ing to appear to be something else. Typical A villainous version of the Defense Sys-
a combination of considering the overall re- uses include making a seemingly normal tem feature is deathtraps: the villain’s lair has
sources of those who made the headquarters, home’s or office building’s interior transform one or more fiendish traps suitable for dis-
along with the concept behind these charac- to reveal the headquarters’ special features. posing of those pesky heroes. Some death-
ters and the overall campaign PL and design. Changing the headquarters’ appearance re- traps are designed as security systems to
quires a resident spend one round to change keep heroes out: concealed auto-guns, walls
Computer the interior or exterior appearance (or both.) of flames, sealing rooms that fill with water
A state-of-the-art computer system serves While this feature is engaged, a Perception or sand, and so forth. Others are intended for
the entire headquarters. This allows charac- check (DC 20) is required to notice anything the slow elimination of captured heroes.
ters to make full use of the Technology skill odd about it. Increase this DC by +5 per addi-
tional application of this feature. Note that not having this feature does not
untrained, and the computer can be pro-
mean a villain cannot jury-rig a deathtrap
grammed to handle routine base functions When this feature is added, the design- within the lair—say, by chaining heroes be-
(including monitoring communications er must determine how and where from the neath a rocket counting down to launch, or
channels.) An artificially intelligent comput- concealment can be manipulated. For in-
slowly lowering them into a volcano’s cal-
er system should be created as an immobile stance, is the control voice activated through
construct via the Minion or Sidekick advan- dera. It just means there’s no part of the base
the owners’ personal communicators or
specifically designed as a deathtrap.
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Also note that, in spite of the name, not Dimensional Portal Dual Size Ranked
all “deathtraps” are necessarily lethal. Some
The headquarters has a portal or gate- The headquarters has two separate Size
may be intended to merely incapacitate and
way to another dimension or dimensions. categories: its interior category (purchased
capture intruders (more along the lines of a
This can range from an otherwise innocu- normally), which determines the structure’s
nonlethal Defense System), allowing the vil-
ous-looking door to a humming high-tech interior space, and an outside category, one
lain to interrogate them ... and then perhaps
portal surrounded by support equipment or more size categories smaller. In essence,
put them into a real deathtrap!
and monitors. The portal provides two-way the head-quarters is larger on the inside than
Defense System
travel to and from the other dimension, and on the outside! So a small house, for exam-
it may even reach a number of related di- ple, might contain the space of a huge castle
A defense system consists of various mensions. At the Gamemaster’s discretion, on the inside. The Gamemaster may even al-
weapon emplacements defending the ex- an appropriate skill check—typically Exper- low size categories beyond Awesome, with
terior and interior of the head-quarters. A tise or Technology—may be required to op- each additional category doubling size; ex-
defense system can have any attack effect erate the portal. pensive HQs could be pocket universes! Pay
with a cost no greater than twice the HQ PL. the cost of the larger size, plus this feature,
Their attack bonus is equal to the PL. Dock Ranked which lets you set the exterior size at any
Demolitions Disposal Ranked A dock houses water vehicles and in- smaller category.
cludes access to a nearby waterway, an air- In general, the exterior dimensions of
This room is equipped with explosives
lock or lock system for moving vehicles in the HQ cannot be smaller than a miniscule
detection equipment, Senses 1 (Detect Ex-
and out of the dock, and dry-dock facilities structure, about the size of a closet or phone
plosives [Smell]), and an airtight sub-sec-
for repairing and maintaining water vehi- booth (or, say, a wardrobe or police box.) It
tion with emergency venting for dealing
with bio- and chemo-hazard explosives. The cles. The headquarters should be located must be large enough for an adult human to
area’s Toughness can be increased by +4 per within a reasonable distance of a body of pass through whatever serves as the base’s
additional application of this feature. water to have this feature. entrance. Headquarters that have no “exte-
rior” structure, such as an extra-dimension-
Dimensional Capacity Ranked Drones al fortress accessed by a magical talisman,
Through dimensional warping, the head- A fleet of small maintenance and clean- do not have this feature, but instead have
quarters’ interior is larger than its exterior. ing drones occupy the headquarters. The things like Dimensional Portal, Isolated,
Each feature rank increases the headquar- “drones” may be small robots or living crea- and the like.
ters’ interior area to that of one size category tures. Either way, they are non-combatants
Electronic Counter-Measures
larger. So, for one rank, a small headquar- considered to be PL 1 minions with no skills Ranked
ters would be as big on the inside as a me- beyond Expertise related to rudimentary
knowledge and profession abilities related Attempts using mundane technology (in-
dium-sized headquarters, as a large head-
quarters for 3 ranks, and so on. Beyond an to appropriate tasks. fra-red sensors, laser microphones, bugs,
awesome sized headquarters, each addition- etc.) to spy on the headquarters suffer a –2
al rank doubles the amount of interior space. penalty to do so per rank of this feature.

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The Gamemaster may instead allow this problems without it if their usual means of a Nullify Fire 5 effect―increase the power’s
penalty to apply to other forms of spying, floatation is denied. ranks by +2 per additional feature rank. A
such as arcane scrying or the like. Doing so computer-controlled fire prevention system
means it won’t apply to ordinary technol- Environmental Control can be programmed to ignore certain sources
ogy without purchasing this feature sepa- Each room may be sealed off into a sepa- of fire or the system can be placed on manual
rately for each such instance. rate section so its conditions may be adapt- control (requiring someone to throw a switch
ed to that of various different environments. in order to activate it.)
Emergency Arresting System For instance, Living Space could be filled
Typically only used in headquarters built with water and adapted to house a visiting Food Supply Ranked
as vehicles or that otherwise fly, the facili- aquatic alien. The headquarters is capable of producing
ty is equipped with an emergency system Typically, changing a room’s environ- enough food and water for its residents, rep-
that will respond to the headquarters falling ment takes a minute and can be performed resenting such things as a hydroponics farm
from its proper location by attempting to ar- from the room in question or any major or food replication machines. Every addition-
rest such movement. computer terminal or control room within al rank of this feature doubles the amount of
When falling, a parachute, retro engine, the headquarters. In general, any somewhat people the feature can feed comfortably.
normal environment can be made—one
or the like (as appropriate to the headquar-
filled with common elements, gasses, or ex-
ters’ technology level and environment) de- Game Room
treme temperature conditions—the Game-
ploys and slows its descent to a rate of 10 A game room is filled with entertainment
master may disallow unusual environments
feet per round. Even at such a slower rate, such as those involving magic or the like. and recreational devices, be they televisions,
damage may still be suffered because of the
video games, pool tables, pinball or the like.
environment or other conditions. Escape Tunnel Ranked If large enough, it can even include a theater.
Emergency Floatation System The headquarters has one escape tunnel This can be varied to suit individual tastes.
(or like means of covert egress, such as an
The headquarters is equipped with a escape pod) into the surrounding area per Garage
means of floatation (typically inflatable de- PL of the headquarters. The tunnels (or A garage houses ground vehicles, and
vices) or is inherently buoyant, even if it is whatever) may lead up to a mile away from includes a ramp, elevator, or other access
not intended to be waterborne. It will easi- the facility. A Perception check (DC 20), +5 to move vehicles in and out, facilities for
ly float if placed in water or similar liquid, per additional rank, is required to find such
and will rise to the surface at the rate of 20 repairing and maintaining vehicles, and a
a hidden exit.
feet per round if forcibly submerged. Only sliding access door.
damaging the floatation system will cause Fire Prevention System Ranked
Grounds Ranked
the headquarters to sink.
The headquarters is equipped with an au-
In addition to the actual building(s) of the
Headquarters built specifically to operate tomatic system for detecting and extinguish-
headquarters, it has a considerable area of
on or under water, such as one built with the ing fires. Any large open flame sets the system
land surrounding it. An HQ can have sur-
Swimming effect, do not require this feature off (beware, fire-using heroes!) It functions as
rounding land equal to its size category at no
to be seaworthy. However, there may be

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cost, without having this feature. Possessing Hero Point Bank Ranked Infirmary
the feature provides grounds sized for a head-
Every rank of this feature grants the head- An infirmary consists of hospital beds
quarters one size bigger per feature rank.
quarters a hero point to draw upon instead and equipment for the full use of the Treat-
If the headquarters has features like De- of using those of operators/owners (such as ment skill. An infirmary can provide treat-
fense System and Security System, they also characters.) These points may only be spent ment for a number of characters equal to the
extend over the grounds (with fences, sen- in cooperation with the headquarters’ own base’s PL at one time. It can be assumed to
sors, weapon emplacements, and so forth.) inherent features and traits (such as powers.) have the necessary facilities to handle any
They cannot be spent on its residents, opera- unusual physiology of the base’s owner(s.)
Gym tors, or anyone else unless the feature or trait
A gym consists of weight-training and is specifically designed to affect such people, Intelligent
other exercise machines, space for working as is the case with the Amplifier feature. The headquarters includes an intelli-
out, stretching, and similar exercises, and Whoever is in control of the headquarters de- gence of some sort, such as an artificial in-
all the necessary amenities (lockers, show- cides how and when such hero points are used. telligence computer program or possessing
ers, etc.) Some HQs may incorporate the Spent hero points regenerate at a rate of spirit. Build the intelligence as a construct
gym feature into the combat simulator, for 1 per week. that is confined to the headquarters under
a multi-purpose training room. the same restrictions as used for building
Holding Cells Ranked HQ powers and special abilities. This con-
Habitat struct is built with as many points as are
These are cells for holding prisoners, usu- provided by half the headquarters’ PL.
A portion of the headquarters is given ally temporarily, although some headquar-
over to an artificial environment suitable for ters might have more permanent holding
certain plants or animals. It may be a green- Inventor Lab
facilities. The cells are equipped with Nul-
house, arboretum, zoo, or even “living lab- lify devices (ranked at the HQ PL) or their An Inventor Lab has all the facilities for
oratory” with a self-contained ecosystem. basic Toughness is increased by 50%, which making various devices. It includes tools,
The habitat may serve primarily as a place option should be agreed upon by both play- workbenches, supplies, and so forth. The
of rest and quiet contemplation, a home for er and Gamemaster (both options may be Gamemaster may rule certain projects re-
pets or rare creatures, or have more practi- purchased for two ranks.) Making the cells’ quire a dedicated Inventor Lab of their own
cal uses. These may include generating oxy- Toughness Impervious requires 1 rank, as (which is an additional feature.) This replac-
gen (from plants) or the growth of food for does transforming the cells into “Punish- es the ability to use a Workshop to create in-
the inhabitants of the installation. ment” cells (add an Affliction effect at the ventions, as per the core rules.
installation’s PL), or “Sleeper” cells (add an
Hangar Isolated
Affliction effect at the installation’s PL that
A hangar houses air and space vehicles. It in- keeps prisoners incapacitated. Headquarters with this feature are situat-
cludes a hatch and/or runway for the vehicles to Heroes use holding cells to contain cap- ed somewhere out of the way like the Ant-
launch, and facilities for repairing and maintain- tured villains until they can be turned over arctic, the bottom of the ocean, on top of a
ing flying vehicles. For some HQs, the launch to the proper authorities while villains use lonely mountain peak, even in orbit or on
facilities of the hangar may require a long tunnel them to keep heroes prisoner until they can the Moon. The base’s owner doesn’t have
or other means of access to the outside. dispose of them in their latest death-trap. to worry about things like door-to-door

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salesmen or other unwanted visitors but oratory to perform research, study unusual sion skill’s Attitudes table because they see
the headquarters is also far from civilizationphenomena (including many super-pow- the place as a symbol of their slavery. The
(which can be limiting for heroes unable to ers), and so forth. A Basic Laboratory may headquarters of heroes who regularly save
travel fast.) be required for certain Expertise or Technol- the world and perform charity work, on
The headquarters is assumed to provide ogy skill checks, or provide a circumstance the other hand, would likely consider their
all the necessary life-support for its loca- bonus to those checks. neighbors “favorable” or even “helpful,”
and so they may rush to help the heroes if
tion, but doesn’t provide characters with the Optionally, a Basic Laboratory can be ded-
the facility came under attack.
means to get to the base or travel back. They icated to a particular skill. This grants a +5
need the appropriate powers, a vehicle, or a bonus to any of those skill checks, but impos- Gamemasters should use their best judg-
separate base feature. es a –5 penalty to all others due to the spe- ment and consider ongoing circumstanc-
cialized nature of its equipment. Specialized es and recent events, as well as the people
Kennel / Pen Basic Laboratories must be purchased and involved, when deciding what any given
A kennel or animal pen contains and cares expanded separate from other laboratories. third-party’s attitude towards the head-
for the needs of animals. The area may be quarters will be.
Laboratory, Crime
comprised entirely of, or in combination,
Library
stalls, cages, roosts, and dens, along with A Crime Laboratory contains all the
standard tools of animal husbandry. An in- necessary scientific equipment, including A library allows for use of various knowl-
firmary feature may be purchased to care for dedicated and enclosed computer network edge-based Expertise skills when doing re-
animals by applying its full effects to animals (connecting it to the overall network is a free search. A library may consist of printed
instead of humans, with humans suffering a option if the headquarters has its own basic matter (books and periodicals), microfilm,
penalty if cared for within the facility. or advanced computer feature) needed to digital files, or a combination of all three.
analyze clues and evidence using the Exper- A library may facilitate certain Expertise
Kitchen / Mess Hall tise: Criminology and Investigation skills. skill checks and provide a circumstance bo-
This includes ballistic and chemical testing, nus for them, or allow them to be made as
A Kitchen provides the space, appliances,
and may provide a circumstance bonus. routine checks. The Library may also allow
and other tools necessary for storing, pre-
the character to use untrained some skills
serving, and preparing food. Also included is
Landmark that are not normally allowed to be used
the space required for serving the food in ei- untrained, unless the information being
ther a basic form (long tables with benches or The headquarters is well known, and car-
ries a definite meaning and significance to researched is particularly obscure (in the
simple chairs) or luxury form (fine dining.) Gamemaster’s judgment.)
those who live in the vicinity or interact with it
Laboratory, Basic in other ways (such as it being a tourist stop.)
Living Space, Barracks
A Basic Laboratory is a facility for per- To see how people will react to the land-
This is a cramped living area where
forming scientific tests or experiments. It mark, the headquarters makes a Persuasion
people have little space to call their own
contains all the necessary scientific equip- check of as many ranks as the headquarters’
beyond a bed, small wardrobe/closet, and
ment, including dedicated computers, if the PL. A tyrant’s headquarters would likely
nightstand or footlocker. This feature is
headquarters doesn’t have its own comput- consider the people around it to be “hostile”
usually united through several purchases
er system. Characters can use a Basic Lab- for the sake of their attitude on the Persua-

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to create Barracks for common minions or Each vehicle has as many points to spend As a 0-cost Feature, the headquarters
crews who are not expected to enjoy much on designing as your headquarters’ PL x 5. moves about beyond the occupants’ ability
in the way of perks. to control. This may require the occupants
You cannot have more or larger vehicles devise some special means of tracking it or
Characters can live in a headquarters in your motor pool than the headquarters’ even entering it.
lacking living quarters for a short-term, but Garage, Hangar, or Dock feature can accom-
they’re not likely to be very comfortable. Re- modate. If destroyed, a vehicle takes 1 week
Mystic Locale
ducing the already pitiful comfort level and per PL of the headquarters to replace unless
changing the beds to bunk beds at no addi- a character spends their own points to ac- A headquarters with this feature is built
tional cost can double the amount of people quire replacements sooner. on a location of mystic power and signifi-
accommodated. cance, granting extra arcane powers to any-
A Motor Pool must be purchased sepa- one attuned to such energies.
rately for each general type of vehicle (land,
Living Space, Basic Characters living in the headquarters
air, or water) to be accommodated by the
The headquarters includes all the neces- Hangar, Garage, and/or Dock feature, ap- will become attuned to the energies after as
sary amenities for people to live there full- propriately. many weeks as the HQ’s PL. Other charac-
ters may become attuned by first detecting
time. It includes separate bedrooms, a small
Movable or otherwise taking note of the energies,
living area, and shared washroom.
performing a ritual requiring (8 x HQ PL)
The headquarters is capable of relocat- hours, and then succeeding at an Expertise:
Living Space, Luxury ing from one place to another, but it is not Magic check (DC 10, + HQ PL.)
Outfitted for occupants to live in com- as capable as a vehicle in that regard. Gen-
erally speaking, moving the headquarters Anyone attuned to the locale may spon-
fort, this single living unit consists of a taneously cast spells, as per using a hero
is a significant undertaking that can only
bedroom, living area, small dining area, point to perform a Power Stunt. No actual
occur (at most) once per game session, and
and private washroom each. Additional probably less often than that. This may be hero point is spent, however, and the char-
luxuries (hot tubs, private sauna, etc.) may due to the need to charge powerful batter- acter does not become fatigued. Each char-
be added, although a Gamemaster may ies, make complex calculations, wait for the acter may make use of his ability as many
require additional points be spent for the right alignment of mystic energies, or any times per day as the headquarters’ PL.
more expensive perks. number of other reasons.
Personnel
Motor Pool Ranked
The key point is that the headquarters
isn’t particularly useful for getting from The HQ has a staff of personnel commen-
The headquarters is equipped with a place-to-place within the context of a single surate with its size and facilities. The staff
supply of vehicles, all of which are ready adventure. However, it may move between is made up of characters created and con-
from your headquarters at a moment’s no- adventures, and even serve as a primary trolled by the Gamemaster, and tasked with
tice. You begin with one vehicle with each means of conveying characters to adven- servicing the headquarters. As such, they
shouldn’t be considered all-purpose Min-
additional vehicle requiring another rank in tures, such as a “Tower Beyond Time” that
ions of the occupant(s.)
this feature (essentially buying them as Al- shifts from dimension to dimension, with
ternate Effects.) each dimensional shift heralding a new lo- A base’s personnel may help defend it
cale and a new adventure. in case of attack, but they’re not going to go

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out on missions or otherwise assist outside Pool Sealed
of their duties. This feature simply ensures
The headquarters has a temperature-con- This is similar to the Isolated feature, ex-
there’s someone taking care of the place trolled Pool. At the owner’s discretion, a
cept the lair is sealed off from the outside
while the owner isn’t at home. Pool can provide access to an outside body world rather than isolated by geographic lo-
Note that a headquarters’ personnel do of water (connected to a lake, river, or even cation. It may be a structure with no doors,
not have to be ordinary humans. They could to the ocean), to the base’s dock, or both at windows, or other outside access. Only the
be service robots, magical golems, animat- no additional cost. lair’s owner and designated guests may en-
ed skeletons, enslaved aliens, trained apes, ter, although the Gamemaster should deter-
or just about anything else the Gamemas- Power System mine means by which trespassers might do
ter chooses to fit with the theme of the base A power system makes the headquarters so, including effects like Dimensional Trav-
and its owner(s.) entirely independent of outside power. It el, Insubstantial, Permeate, and Teleport.
has its own generators (which may be solar,
The following guidelines may be helpful
geothermal, nuclear, cosmic, or anything Security System Ranked
in describing and defining installation Per- else the designer wants) that provide for
sonnel in game terms. the facility’s entire power needs. The head- Various locks and alarms protect the
• Personnel should always be considered quarters also has emergency back-up pow- headquarters from unauthorized access. A
minions. Non-minions should be reg- er should the generators fail. The backup Technology check (DC 20) overcomes these
ular non-player characters rather than power generally lasts for a number of hours systems. Each additional feature rank in-
personnel. equal to the HQ’s PL. creases the DC by +5, to a maximum of DC
40. The security system may be tied into
• Personnel should not be useful outside Remote Feature a defense system (if the headquarters is
of the context of the headquarters for the
One of the headquarters’ features is sepa- equipped with that feature), so triggering
most part. Underlings who accompany rate from the main structure. For example, a an alarm activates the defense system to dis-
characters away from the headquarters laboratory in an isolated area (for safety and able or restrain the intruder(s.)
should be acquired via Summon, Min- security) or a hangar high in the mountains
ions, or Sidekick. overlooking a facility in a valley far below. Self-Destruct
• Personnel are subject to the PL limits of This feature is not typically necessary if the
isolated feature is still upon the grounds (if This feature means the headquarters is
the headquarters and the game, and the
that feature is also possessed) unless being equipped with explosives, a devastating
Gamemaster may require them to be
at a remote location is highly unusual. power overload function, or something sim-
even lower level (6 or less, for example.)
ilar that will destroy the facility. The self-de-
• Personnel can create complications for Ritual Chamber struct requires a password, key, or similar
the headquarters’ owners of the instal- A Ritual Chamber has all the facilities precaution be activated to begin the count-
lation, ranging from the need to protect for creating and casting magic rituals. It down or immediate destruction.
them from potential harm (or rescue includes tools, supplies, and so forth. The
them from danger) to interpersonal con- It is up to the characters and the head-
Gamemaster may rule certain rituals re-
flicts or even betrayals. quire a dedicated Ritual Chamber of their quarters’ concept whether the countdown
own (which is an additional feature.) will be audible throughout the facility.

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Upon self-destruct, the headquarters is Teleport Lock simultaneously at up to one additional loca-
destroyed and everyone within must make tion per rank of this feature.
The headquarters emits a “beacon” or
a Toughness check versus a Damage effect
“lock” for certain Teleport effects, making The headquarters may be interacted with
of (10 + the headquarters’ PL) ranks. Anyone
the headquarters a “well-known location.” normally at each location, and normally has
within (5 feet x PL) of the headquarters is at-
This effectively makes teleporting to it Ac- the same appearance regardless of where
tacked by an explosion with a Damage rank
curate (as the extra) so long as the character it is, but this can be changed if desired (al-
equal to the PL. This is half fire and half
is going to the headquarters, has the right though the size remains unchanged.) Char-
bludgeoning Damage, although the Game-
Teleport descriptor(s), and is authorized. acters interacting with the outside world,
master and player may agree to change it to
This is a common “escape hatch” for villains including leaving the headquarters, may
something else.
to quickly teleport back to their hidden lair, mentally specify which location of the head-
should plans go awry. quarters they seek to interact with. Alterna-
Self-Repairing Ranked
tively, they may be required to exit in differ-
The structure of the headquarters “heals” Temporal Warp ent ways to appear at the intended location.
any Damage done to it over time. Essential-
Time within the headquarters actually
ly, it recovers like a character does. For two Untraceable Ranked
moves at a different rate than that of the
ranks, the structure will even rebuild itself
world outside! Time within the structure is Attempts to track anyone coming to or
in a week if it is destroyed! If it cannot re-
either slowed or sped up compared to the directly leaving the headquarters within
build in its original location, it reappears in
nor-mal passage of time, passing at half its immediate vicinity suffers a −10 penalty
the nearest suitable place.
or twice the normal rate. Each additional to do so, regardless of the skill being used
rank of this feature halves again or doubles (typically Perception.)
Sovereign
the ratio of time passage, as appropriate:
The headquarters is recognized as a sov- one-quarter or four times, one-eighth or Vault
ereign nation or as belonging to a nation eight times, and so forth. This feature represents a reinforced, lock-
other than that of the soil upon which it This time differential allows a character able container located somewhere within
rests. This feature may be used to construct within an accelerated Temporal Warp to the headquarters. Picking the lock requires
embassies or the like, as well as small, inde- spend additional time planning, building, a Technology (security) check (DC 20.) The
pendent nations. or recovering while little or no time passes vault door and interior walls have a Tough-
Local law enforcement has no jurisdiction outside, for example. Conversely, it allows ness equal to that of the headquarters, plus
within the headquarters, but thwarting local characters in a slowed Temporal Warp to 50%. Each additional rank of this feature in-
authorities may have long-term disadvan- pass great amounts of time outside without creases the Technology check DC by +5.
tages in terms of a lack of cooperation and aging, perhaps allowing for long periods of Alternatively, the Gamemaster may al-
trouble from higher levels of government. self-imposed exile or contemplation.
low the lock to be of an alternative sort, such
Characters living in the headquarters re- Translocation Ranked as a voice recognition system. This would
quire using the Benefit (Diplomatic Immu- require a skill or ability check other than
Headquarters with this feature are spe- Technology (security) be designated as one
nity) advantage to gain the same standing
cial abnormalities that exist in multiple lo-
when not upon the facility’s grounds. that may circumvent it.
cations at once. The headquarters may exist

Appendix: Original Format Headquarters Design 298


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War Room Open Game License 3. Offer and Acceptance: By Using the Open Game Content
You indicate Your acceptance of the terms of this License.
The following text is the property of Wizards of the Coast, Inc.
This room is fitted with strategy comput- and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”.) 4. Grant and Consideration: In consideration for agreeing
ers, whiteboards, wall screens or holograph- All Rights Reserved. to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact
ic emitters, and the like (depending on the 1. Definitions: (a)”Contributors” means the copyright and/or
terms of this License to Use, the Open Game Content.
trademark owners who have contributed Open Game Con-
technology level) needed to plan and moni- tent; (b)”Derivative Material” means copyrighted material 5. Representation of Authority to Contribute: If You are contribut-
tor strategy and tactics for ongoing and cur- including derivative works and translations (including into ing original material as Open Game Content, You represent that
rent engagements. other computer languages), potation, modification, correc- Your Contributions are Your original creation and/or You have
tion, addition, extension, upgrade, improvement, compilation, sufficient rights to grant the rights conveyed by this License.
The computers contain their own data- abridgment or other form in which an existing work may be
6. Notice of License Copyright: You must update the COPYRIGHT
recast, transformed or adapted; (c) “Distribute” means to re-
base that allows unskilled Expertise: Tac- produce, license, rent, lease, sell, broadcast, publicly display,
NOTICE portion of this License to include the exact text of the
tics checks. These systems may optionally COPYRIGHT NOTICE of any Open Game Content You are copy-
transmit or otherwise distribute; (d)”Open Game Content”
ing, modifying or distributing, and You must add the title, the copy-
be networked to the headquarters’ overall means the game mechanic and includes the methods, proce-
right date, and the copyright holder’s name to the COPYRIGHT
dures, processes and routines to the extent such content does
computer feature (if it exists), although this not embody the Product Identity and is an enhancement over
NOTICE of any original Open Game Content you Distribute.
may not be desired for security reasons. the prior art and any additional content clearly identified as 7. Use of Product Identity: You agree not to Use any Product
Open Game Content by the Contributor, and means any work Identity, including as an indication as to compatibility, except
covered by this License, including translations and derivative as expressly licensed in another, independent Agreement with
Weakened Reality works under copyright law, but specifically excludes Product the owner of each element of that Product Identity. You agree
Identity. (e) “Product Identity” means product and product not to indicate compatibility or co-adaptability with any Trade-
The fabric of reality around the head- line names, logos and identifying marks including trade dress; mark or Registered Trademark in conjunction with a work
quarters is especially weak, allowing cer- artifacts; creatures characters; stories, storylines, plots, the- containing Open Game Content except as expressly licensed
tain powers to operate more effectively than matic elements, dialogue, incidents, language, artwork, sym- in another, independent Agreement with the owner of such
bols, designs, depictions, likenesses, formats, poses, concepts, Trademark or Registered Trademark. The use of any Product
normal. Reality warping or dimension-re- themes and graphic, photographic and other visual or audio Identity in Open Game Content does not constitute a challenge
lated powers receive a bonus to any power representations; names and descriptions of characters, spells, to the ownership of that Product Identity. The owner of any
checks equal to the headquarters’ PL. This enchantments, personalities, teams, personas, likenesses and Product Identity used in Open Game Content shall retain all
special abilities; places, locations, environments, creatures, rights, title and interest in and to that Product Identity.
bonus only applies to powers used inside equipment, magical or supernatural abilities or effects, logos, 8. Identification: If you distribute Open Game Content You
the headquarters. symbols, or graphic designs; and any other trademark or reg- must clearly indicate which portions of the work that you are
istered trademark clearly identified as Product identity by the distributing are Open Game Content.
This feature attracts a wide variety of oth- owner of the Product Identity, and which specifically excludes
9. Updating the License: Wizards or its designated Agents
er-dimensional visitors and creatures to the the Open Game Content; (f) “Trademark” means the logos,
may publish updated versions of this License. You may use
names, mark, sign, motto, designs that are used by a Contrib-
headquarters, meaning the characters will utor to identify itself or its products or the associated products any authorized version of this License to copy, modify and
regularly have unexpected visitors appear- contributed to the Open Game License by the Contributor (g) distribute any Open Game Content originally distributed un-
der any version of this License.
ing on their doorstep. “Use”, “Used” or “Using” means to use, Distribute, copy, edit,
format, modify, translate and otherwise create Derivative Ma- 10 Copy of this License: You MUST include a copy of this License
terial of Open Game Content. (h) “You” or “Your” means the with every copy of the Open Game Content You Distribute.
Workshop licensee in terms of this agreement.
11. Use of Contributor Credits: You may not market or advertise
2. The License: This License applies to any Open Game Con-
A workshop has all the facilities for mak- tent that contains a notice indicating that the Open Game Con-
the Open Game Content using the name of any Contributor un-
less You have written permission from the Contributor to do so.
ing various things. It includes tools, work- tent may only be Used under and in terms of this License. You
12. Inability to Comply: If it is impossible for You to comply
benches, supplies, and so forth. The Gam- must affix such a notice to any Open Game Content that you
with any of the terms of this License with respect to some or
Use. No terms may be added to or subtracted from this Li-
emaster may rule certain projects require a cense except as described by the License itself. No other terms all of the Open Game Content due to statute, judicial order,
dedicated workshop of their own (which is or conditions may be applied to any Open Game Content dis- or governmental regulation then You may not Use any Open
Game Material so affected.
an additional feature.) tributed using this License.
13. Termination: This License will terminate automatically if

Appendix: Original Format Headquarters Design 299


T.o.C. Prev Chap Prev Page
You fail to comply with all terms herein and fail to cure such Cook. All rights reserved. Unearthed Arcana, Copyright 2003, Wizards of the Coast, Inc.;
breach within 30 days of becoming aware of the breach. All Andy Collins, Jesse Decker, David Noonan, Rich Redman.
Monte Cook’s Arcana Unearthed, Copyright 2003, Monte J.
sublicenses shall survive the termination of this License.
Cook. All rights reserved. The Mastermind’s Manual, Copyright 2006, Green Ronin Pub-
14. Reformation: If any provision of this License is held to be lishing; Author Steve Kenson.
Mutants & Masterminds Annual #1, Copyright 2004, Green
unenforceable, such provision shall be reformed only to the
Ronin Publishing, LLC; Editor Erik Mona. Power Corrupts, Power Corrupts 2, Power Corrupts 3, Power
extent necessary to make it enforceable.
Corrupted Copyright 2005 Louis Porter Jr. Design, Inc.
Possessors: Children of the Outer Gods Copyright 2003, Philip
15. COPYRIGHT NOTICE
Reed and Christopher Shy, www.philipjreed.com and www. The Algernon Files, Copyright 2004, BlackWyrm Games; Au-
Open Game License v 1.0 Copyright 2000, Wizards of the studioronin.com. thors Aaron Sullivan and Dave Mattingly.
Coast, Inc. System Reference Document Copyright 2000-
Spycraft 1960s Decade Book, Copyright 2003, Alderac Enter- Blood and Fists Copyright 2003, RPGObjects; Author Charles
2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
tainment Group, Inc.; Authors Robert J. Defendi, B. D. Flory, Rice
Monte Cook, Skip Williams, Rich Baker, Andy Collins, David
Scott Gearin, Clayton A. Oliver.
Noonan, Rich Redman, Bruce R. Cordell, based on original Above and Beyond, Copyright 2003, Colin Fredericks
material by E. Gary Gygax and Dave Arneson. Spycraft Agency, Copyright 2004, Alderac Entertainment
Superline #4: Hell’s Belles copyright 2005 Michael Hammes
Group, Inc.; Authors Steve Crow Alexander Flagg, B. D. Flory,
Modern System Reference Document Copyright 2002, Wiz- and Philip Reed published by Ronin Arts.
Clayton A. Oliver, Steven Peterson.
ards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Headquarters and Hideouts, Headquarters and Hideouts 2
Redman, Charles Ryan, based on material by Jonathan Tweet, Spycraft Battlegrounds, Copyright 2005, Alderac Entertain-
and Power
Monte Cook, Skip Williams, Richard Baker, ment Group, Inc.; Authors Andy C. David, Alexander Flagg,
Clayton A. Oliver, Jason Olsan, Patrick Parish. Corrupted Copyright 2004, Louis Porter Jr. Designs, Inc.
Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins,
and JD Wiker. Spycraft Copyright 2002, Alderac Entertainment Group. Gimmick’s Guide to Gadgets ©2005 Green Ronin Publishing;
Design Mike Mearls
Mutants & Masterminds, Copyright 2002, Green Ronin Pub- Spycraft Espionage Handbook, Copyright 2002, Alderac En-
lishing; Author Steve Kenson tertainment Group, Inc.; Authors Patrick Kapera and Kevin Instant Superheroes, Copyright 2007, Green Ronin Publishing,
Wilson. LLC, Author Michael Hammes, produced by Ronin Arts
A Magical Medieval Society: Western Europe Copyright 2003, Ex-
peditious Retreat Press; authors Suzi Yee and Joseph Browning. Spycraft Faceman/Snoop Class Guide, Copyright 2003, Alderac En- Ultimate Power, Copyright 2006, Green Ronin Publishing; Au-
tertainment Group, Inc.; Authors Alexander Flagg, Clayton A. Oliver. thor Steve Kenson.
Advanced Gamemaster’s Guide, Copyright 2005, Green Ronin
Publishing, LLC; Author Owen K.C. Stephens. Spycraft Fixer/Pointman Class Guide, Copyright 2003, Alder- Metahuman Mystics & Supernatural Supers Copyright 2005,
ac Entertainment Group, Inc.; Authors Scott Gearin. Misfit Studios;Author Steven Trustrum
Advanced Player’s Manual, Copyright 2005, Green Ronin
Publishing; Author Skip Williams Spycraft Mastermind Guide, Copyright 2004, Alderac Enter- Metahuman Mystics & Supernatural Supers 2 Copyright 2006,
tainment Group, Inc.; Steve Crow, Alexander Flagg, B. D. Flo- Misfit Studios;Author Steven Trustrum
Silver Age Sentinels d20, Copyright 2002, Guardians of Order,
ry, Clayton A. Oliver. Metahuman Mystics & Supernatural Supers 3 Copyright 2007,
Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mack-
intosh, Jesse Scoble Spycraft Modern Arms Guide, Copyright 2002, Alderac Enter- Misfit Studios; Author Steven Trustrum
tainment Group, Inc.; Authors Chad Brunner, Tim D’Allard, DC Adventures Hero’s Handbook, Copyright 2010, Green Ro-
Mutants & Masterminds, Second Edition, Copyright 2005,
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Green Ronin Publishing; Author Steve Kenson
Kapera, Michael Petrovich, Jim Wardrip, Stephen Wilcoxon.
Crooks!, Copyright 2003, Green Ronin Publishing; Authors Mutants & Masterminds Hero’s Handbook, Copyright 2011,
Spycraft Soldier/Wheelman Class Guide, Copyright 2003, Green Ronin Publishing; Author Steve Kenson.
Sean Glenn, Kyle Hunter, and Erik Mona.
Alderac Entertainment Group, Inc.; Authors Chad Brunner,
Cry Havoc © 2003 Skip Williams. All rights reserved. Shawn Carman, B. D. Flory, Scott Gearin, Patrick Kapera. Mutants & Masterminds Gamemaster’s Guide, Copyright
2011, Green Ronin Publishing; Author Steve Kenson.
Grim Tales, Copyright 2004, Benjamin R. Durbin, published by Spycraft U.S. Militaries Guide, Copyright 2004, Alderac En-
Bad Axe Games, LLC. tertainment Group, Inc.; Authors Dave McAlister, Clayton A. Better Mousetrap Copyright 2007, Misfit Studios; Author Ste-
Oliver, Patrick Kapera. ven Trustrum
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Author Steve Kenson.
Immortals Handbook, Copyright 2003, Craig Cochrane. Swords of Our Fathers, Copyright 2003, The Game Mechanics.
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nus Ryan.
Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J.

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