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by Bruce Humphrey
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History: Before the Adventure .FIRE AND ICE
© 1986 DC Comics Inc.
All Rights Reserved.
Published by Mayfair Games Inc.
Author: Bruce Humphrey
Editor: Thomas Cook
Cover Art
Pencils and Inks: George Perez
Colors: Bob LeRose
Layout: Ed Hannigan
Interior Art: Terry Pavlet
Maps: Jonathan M. Coke
Playtesters: Mike Fortner and the group at the Adventurers Guild
© isatrademark of DC Comics Inc., used under license by Mayfair Games Inc.
[No part of this book may be reproduced in any form or by any means except for the inclusion of brief quotations in a
‘review, without permission in writing from the publisher. Permission is granted to the purchaser of this book to copy the
‘maps and histories for personal use, provided that none of the copies are sold or traded.
All characters in this book are fictitious. Any resemblance to actual persons, living or dead, is purely coincidental.
Manufactured in the United States,
_ISBN; 0-912771-59-3
Mayfair Games Inc. © P.O. Box 48539 © Niles, IL ¢ 60648The Heroes
This module is intended to be the first DC Heroes
adventure ever played by the participants. In this case,
they will be running completely new Characters in the
original and exciting environment of DC Heroes. Once
they have prepared their Characters according to de-
sign rules, read them the following
“From many different places and origins comes a
new group of heroes. Your varied backgrounds repre-
Sent the variety of people who fight for good all around
the world. Yet despite your differences you have one
great cause which binds you together: to use your pow:
ers to protect and help the people of Earth, And be:
cause you represent all that is good in people, your
cause is actually the protection of all creatures every:
where, whether they be human, animal, or alien.
“Your path is not an easy one. Villainy often seems
simpler and more profitable than virtue. Yet despite
the abilities which ‘make you more powerful than your
neighbors, you heroes realize that everyone has the
same right to freedom and happiness. Your powers do
not give you license to do your will; they are a respon:
sibility, not a right. By becoming heroes, you accept
this responsibility and all the struggling, dangers,
and rewards which accompany it.
“In this struggle the hero team is your family. You
History: Before the Adventure
‘must work together in order that all. might survive
and succeed in the trials ahead. For this reason, you
‘must join together in friendship, not just for expedien-
cy, You are not meré co-workers; as'a team of heroes
you comprise the vanguard of freedom and coopera
tion among peoples. You symbolize the brotherhood of
ali peoptes and must work to marintain it.”
The Players should be encouraged to make the most
of the group in terms of role-playing. They might want
to decide on a rallying cry to be used as a team call-to-
action. They should definitely decide early on how the
different Characters react toward one another. ‘To do
this, each Player should first be encouraged to specify
his own Character’s personality: how he thinks, why he
fights, how he got his powers, ete. The interplay of
these traits should help the Players work out the in-
teraction of their Characters during the adventure. DC
Heroes is a role-playing game. Half the fun is in por-
traying Characters to the fullest extent. As Gamemas-
ter, you must be the one to encourage this, rewarding
role-playing and acting in Character.
‘The Players should decide who will be the leader for
this adventure. They should also be encouraged to
spell out exactly what the group stands for and what.
its goals are. As heroes, their actions must be heroic;
‘an agreed-upon group organization and charter is use:
ful in establishing a background for the adventure.
Gamemaster Only
The study of history is not al
ways for scholarly purposes .
Dr. Uilyen Svoboda is a genius,
and he knows it. His theories in the
areas of Astrophysics and Xenobi-
ology (the study of alien life forms)
are billiant but not generally ac-
cepted by the seientific community.
In short, they laughed him out of
respectable circles,
That was ten years ago. Since
then, Svoboda has been studying
and ‘researching, plotting his re-
venge. One of his theories was that
‘a great explosion in the early 1900s
at Tunguska, Siberia, was caused by
a crashing alien spaceship. This he
had proven, but his peers refused
to even review the scientific find-
ings. By studying maps and re-
searching related events of the
time, Svoboda determined that at
least one “survival ship" ejected
from the main craft before impact,
the survival ship itself crashing into
the polar ice cap not far from the
North Pole. Svoboda decided to
claim that ship for himself.
Svoboda still had influential col
Jeagues in scientific circles. To these
he proposed an expedition to the
Arctic to study the microscopic
creatures which had evolved under
the ice cap. His friends, eager to see
him return to respectability, recom-
mended Svoboda to ST.AR. Indus-
tries’ research department. Svoboda.
received STAR. funding to do his
research.
Over his years as an outcast,
Svoboda turned to crime to survive.
In the past he had developed a
number of weapons and equipment
for villains and he now has many
underworld connections. Through
these associations he hired the
Fearsome Five (now only four,
Mammoth, Shimmer, Jinx, and
Gizmo) to’aid and protect the ven.
ture. He has put them on STLAR's
payroll as support personnel, and
STAR. gathered a team of scien-
tists to aid Svoboda in his research.
Altogether, ten people travelled
north with the expedition.
Svoboda quickly found the ship.
It was intact and deep within the
ice. The other scientists, still un.
aware of Svoboda’s true intent,
were surprised by the discovery but
excited. Using STAR. equipment
brought along by Svoboda, the team
cut a tunnel down to ‘the ship,
Svoboda himself claiming the honor
of being the first to enter.
Inside the Alien ship, the seien-
tists found six Aliens in suspendedanimation and Svoboda immediate:
ly began performing experiments to
revive them. Alien tissue samples
were sent to STAR. for study. Us-
ing the Alien’s equipment, Svoboda
also located a second ship in the
Canadian Klondikes. He later sent
Jinx south, by plane, to investigate
the site,
‘Svoboda was not aware that the
survival ships housed two very dif-
ferent sets of occupants. The one
he had entered contained six Alien
police, the other a single, powerful
Alien criminal. The police had cap-
tured the criminal, but the battle to
do so damaged ‘their own ship.
While taking the criminal back to
their home planet, the police ship
malfunctioned,
‘The Alien police were preparing
to land in Siberia for repairs when
the systems completely failed, and
they and their prisoner were ejec:
ted in different survival craft. The
prisoner's ship is a combination
lifeboat and prison, made to con:
tain him while also’ protecting him
against all natural hazards and at-
tempts at internal or external
breakout,
In experimenting with the Alien
tissue samples, Svoboda made a
discovery which both excited and
disturbed him. The Aliens had many
remarkable powers and the injec-
tion of their tissue into an earth
creature gave that animal similar
abilities. However, Svoboda had sent
samples to STAR. which might al
so discover their properties, and
Svoboda wanted everything for
himself.
He continued to experiment, test-
ing the effects of the tissue by se-
cretly injecting different prepara-
tions into the other scientists on
the team, Three died, Svoboda re-
garding those deaths with cool im-
passivity. The fourth survived, how-
ever, and was taken into Svoboda's
confidence. Amazed at the powers
he now possessed, the scientist,
Arthur Motrel, willingly joined
Svoboda, who aiso injected himself
with the perfected formula, To re-
tain the powers they now have,
both Motrel and Svoboda daily in-
ject themselves with Alien tissue.
Not all vampires, it seems, drink
blood.
Svoboda decided that he must
recover the tissue samples sent to
STAR, To this end, he contacted
his underworld friends and sent
them several vials of tissue . Once
in the hands of Svoboda’s goons,
the vials’ contents were to be in:
jected into some dependable crimi-
nals, With the resulting powers
these hoods could easily raid
STAR. and destroy the tissue
samples, records of Svoboda’s ex-
pedition, and anyone who knew any:
thing about either.
Thomas Typson is a research bi
ologist. with STAR, who recently
received a vial of strange organic
matter from one Dr. Illyen Svoboda
in the Arctic and who has not yet
been able to determine its origin. AS
he was returning to his office after
dinner, he saw several suspicious
characters enter his STAR, office
and lab, Unfortunately, they also
saw him, He fled in search of our
new hero group which recently es-
tablished headquarters nearby. He
valiantly dodged lightning bolts and
attacks all the way but was still in
jured, arriving with barely the
strength to pound on the door of
the headquarters as the villains
closed in on him.
‘The Players will find Typson on
their doorstep and several villains
blasting at them from down the
street. During and after the battle
the Players will gain enough clues
to lead them to STAR. They will
then find a full-scale fight on their
hands. After the fight, and given
any further research, they should
have sufficient clues to lead them
to investigate Svoboda’s expedition
site (the Arctic Research Center-
ARC).
Once at ARC, the Players will
meet several strangers. The Fear-
some Five are disguised, and so
cannot be recognized. Investigation
of ARC will eventually result in a
battle with Svoboda, Motrel, and
the three of the Five present. From
that combat, the Players will be led
to the other Alien ship in the Klon-
dikes. There they will meet Jinx
and the Alien villain, TalHalar. How
the story is carried out and how it
ends will be up to the Players.
Tf left to himself, Svoboda would
perfect his formulas. In doing s0, he
‘would also kill several of the Aliens
in the first ship. But this would
leave him and his people in control
of the ship and its advanced tech
nology. Jinx, in trying to enter the
prison ship on her own, would suc
ceed but free the prisoner. The re-
sult would then be the unleashing
of two powerful new forces for evil,
Svoboda and the Alien, Talfalar.Timeline
Day1
Q a Breakfast.
| Adventure Synopsis JJ 0 D_ THO; Fake tests for day begin,
a Alarms in lab triggered. 1 8:00: Svoboda to ship
1 9:20: Hoods (entire group) leave Allens left.
STAR. 1 9:00: ‘Transformer/Motrel get-
Cl 9:80: Oificials arrive at lab, send ting tense (Svoboda over-
for or talk to heroes. due); next time heroes on
(10:00: Hoods fall unconscious. snow, he attacks,
1 11:00: Plane to ARC ordered. 9:80: Svoboda returns
(11:48: Plane leaves for ARC. © 9:40: Jinx finds ship, reports.
Day 2 Fae Poe Jot Coat
6:00 a.m. Plane nears ARC. G_ 12:00p.m.: Svoboda to ship — 4
(6:10: Lands at ARC. "Aliens left
o ARC awakens. Q 12:45: Svoboda returns.
Q Breakfast. 2:00: Jinx calls for instructions,
a ‘Transformer/Motrel shows (3:80: Second. fake equipment
Players around. trip.
(70: ARCers begin fake tests 9 4:00; Svoboda to ship.
and work. 1 5:00: Svoboda returns
D_ 8:00: Svoboda goes into Alien 5:30; Meeting
following is @ rough gui s returns, DB 9.00; ing to leave.
suggesting when certain events with- End of Tour. 1 10:00: ARC attacks group
in the adventure might occur. a : ARC meeting to decide 11,00; Scheduled time to leave.
what action to take,
© 12:00p.m.: Lunch. Day 4
8:00: End fake tests for day. 1D 10:00a.m.: If heroes have not
8:50 p.m Hoods enter STAR. T7490: Dinner. arrived yet, Jinx enters
faa cn oe Tab; 8:00: Svoboda returns to ship ship herself.
we sees and escapes. 6 Aliens left 12:00pam.: Jinx awakens Alien,
} Three Hoods begin search ©) 6,00; Lights out =
for Biologist.
900: Biologist approaches head- Day 3
quarters. 6:15 am: ARC awakens.
ENC. ENC. ENC.
#4 #9 |] #10
Potential
in | f |
Attack
rc ENC. ENC. ENC. ENC.
#5 #8 #11 #14
|
ENC. ENC.
#12 #13Several new powers and skills are
included in this module, These are
powers and skills which villains and
NPGS use in the adventure. Players
should be allowed to include these
powers in the design of their
Characters.
Matter Control, Mental Power
Link: Will
Range: Normal
‘Type: Standard
Base Cost: 25
Matter Control is the ability to
change a substance into another
substance. ‘The original substance
can be of any form or composition,
but the resultant substance must
be uniform in composition (all
stone, all one element, ete.) and will
occupy as much relative space as
the original substance. The only
way to change a substance into
something more complex is if the
Laser, Physical Power
Link: Dexterity
Range: Normal
‘Type: Standard
Base Cost: 15,
Laser is a ray of power similar to
the Starbolt or Bio-Energy attack
forms. Laser, however, can be one
ray or many. For each additional
ray, subtract 2 from the normal AP
of the power for each ray. Thus a
Character with Laser: 8 firing three
rays will subtract four from each
rays effect (two additional rays
times two points for each), so each
ray will have an AP of 4 and may
New Powers and Abilities
‘Stability, Physical Power
Link: Body
Range: Self
‘Type: Automatic
Base Cost: 10
Stability prevents a Character
from being easily knocked back. The
power increases the mass of the
Character so that only an attack
which does damage to the Charac-
previously altered item.
power, a Character can
‘ter’s BODY will do knockback. Nor-
mally knockback occurs when a
Physical attack succeeds in gaining
column shifts, whereas in this case
the RAPs equal the number of col-
umn shifts reduced. Characters with
this power are typically hulking,
blocky figures, although this is not
necessarily the case. The power
works even if the Character is in
flight or is swimming.
resistance (WILL APs) to this
power.
If the affected object is dispersed
after the change, such as the case
of a cloud of gas being blown away,
it cannot be reformed by the Chi
acter, When returning an object to
its original form, the act is auto-
‘matic and requires no action throw.Optional Rules
Escape velocity note: An object
‘must be thrown at an initial speed
of 15 APs in order toachieve orbit-
alvelocity. Thus aCharacter witha
Strength (STR) of 15 can toss a
sack of grain (weight: 0 APs) into
orbit. A Character with a STR of20
‘can toss a grizzly bear (weight: 2-5
APs) into orbit. Superman can send
into orbit a large office building
with one throw. This assumes no
power of flight on the part of the
‘thrown item which might counter-
act the throw. It also assumes a
throw straight up.
Thrown items: Damage done by
thrown items results from the STR
ofthe thrower (impact being equal
to a derivation of velocity and
mass). Ifthe STR of the thrower is
greater than the BODY of the
thrown item, the item is destroyed.
when it hits anything,
For example, Trigon (STR 38)
hurls a street sign (BODY of 3) at
Starfire, Trigon can throw the sign
35 APs, when it strikes Starfire, its
Acting Value will be 38: 35 APS of
Trigon’s throw plus the 3 APs of
BODY from the sign itself. The re-
sult of the damage done as an Act-
ing Value Js always equal to the
STR of the thrower.
Dropping Small Items: When
an item is dropped on or to an ob-
Ject or Character, the Effect Value
is determined as follows: Caleulate
the AP distance in space the item
has gravitationally fallen and add
this number (up to 7 APs, Earth's
terminal velocity) to the BODY of
the item. The Acting Value of this
attack is the DEX of the Character
initiating the drop. The GM should
be wary of the respective difficulty
or simplicity of the drop and apply
appropriate Universal Modifiers to,
the attempt.
Player Characters
‘This adventure is intended for nov-
ice Players using Characters who have
been newly created under the Charac-
ter Design rules for DC Heroes. More
experienced Players may adventure,
or Players may use DC Heroes provided
in the basic set, but the result will be a
loss of play balance.The only standard
DC Characters considered permissible
in this module are Robin, Nighvwing,
Starfire, Cyborg, Wonder Girl, Change
ling, Hawkman, Elongated Man, Green
Arrow, and Jericho. Guidelines for bal-
ancing the adventure with such Char-
acters are given within the module.
The module allows Player Charae
tersto learn each other's powers, begin
working together, and make mistakes
without major repercussions, The ad-
venture tarts out simply and gets pro-
gressively more involved, making it a
good way for a new GM or new Players
to learn. The Players are guided along
and will be forced by cireumstance to
make certain decisions, although they
always have the opportunity to exam-
ine alternatives.
Clues are available at every turn,
When the Players search an area, talk
to people, or study and item, they will
use Skills or Attributes to try to discern
these clues. Each section has a list of
clues, where they are found, and what
Skills or Attributes are used to gather
‘them,
‘Because this adventure is prepared
for a variable group of Players, some
Players’ Characters might have powers,
which unbalance the module, At var-
ious points, encounters may be altered
by the Gamemaster to adjust fora par
ticularly strong (or weak) group of
Characters,
This module is intended to give
‘enough guidelines and specifics for you
to run the adventure with little or no
preparation. But ifthe Players are do
ing too well or too poorly, feel free to
make such additions or changes as you
feel necessary to maintain balance for
that group. The play is the important
thing, not the words found in the
modi.
Headquarters
‘The beginning of this module as:
sumes the purchase or rental of a
building or rooms to be used as the
team’s headquarters. Such a head
quarters willbe useful in future adven
tures and should be obtained by any
new group. You should stress the need
for such headquarters to open onto
the street for easy access by those
needing the heroes’ services. This al-
lows the adventure to begin right on
the heroes’ doorstep,
‘The Players may equip the head-
quarters as they see fit, depending on
their wealth. Various charts applicable
in creating headquarters may be found
in the GM's Manual, pp. 2837
Encourage the Players to make the
headquarters as detailed as they like:
the more detailed, the more the head:
quarters will lend itself to later adven:
turing. In this adventure only the front
and immediate door areas will be im
portant, 90 Players need not have an
in-depth plan prepared for this
module,
Locales and the Real World
(Subplots for Headquarters)
A headquarters will attract consid
erable attention froman assortment of
people. Not only are there those who
appreciate the relative protection of
nearby heroes, but some people will
realize that the headquarters is likely
to become a target for villains — a vir~
tual war zone when criminals want
control of the area. Other people will
be attracted to the glamour and hero-
ies of the Player Characters.
Neighbors can prove very interest
ing. Some will be supportive, offering
themselves as witnesses and inform:
ants or gathering to encourage the he-
roes when need be. A crowd of such
locals can even distract avillain, aiding
a hard-pressed hero.
Of course, there will also be those
who do not want the heroes in the
area, The headquarters might bring
down property values ifthe heroes’ ac-
tions bring down property. Such neigh:
bors may picket, bring charges against
the heroes, or get in the way in combat,
Both types of neighbors can easily got
‘caught in a battle and require saving.
No hero can allow abystander, no mat-
ter how obnoxious, to be harmed.
‘The heroes’ fans can be the most dif-
ficult of spectators around a head-
quarters. Such people have read of and
dreamed about heroes and love to fol:
low their exploits. Some seek auto-‘fraphs, some souvenirs. All tend to get
in the way. Some unstable people may
actually believe they are heroes. These
‘ean become quite challenging for the
heroes to handle and can make even a
simple situation interestingly difficult.
Of course, public relations can make a
hero's life much easier or much harder,
and Players must handle every situa-
tion carefully.
Concocting some of the subplots re-
volving around the headquarters or ==>
‘Then there aretthe usual functions of
running any business. The Characters
will be bothered by salesmen, people
asking for donations, bill collectors re-
questing payment for equipment deliv-
ered to theheadquarters, police asking
questions or for help, deliveries (oF
equipment or furnishings) to be re
ceived, and reporters to be avoided.
Some may lead to adventures, others
can improve the heroes’ connections.
ping clues to the group's next big ad-
venture is challenging, All the little
day-to-day activities around the arg
can be adventures in themselves,
little imagination and you can tu
Players into role-playing without
ing them, Play on their curiosit
you can get them to adventure wit
resorting to contrived situations.
Friendly NPCs
"AMY SHECKLESTON
Amy is a “bag lady.” She often
sleeps near the heroes’ headquar-
ters and is very interested in the
new neighbors, She is very helpful,
telling the heroes all about the
people in the neighborhood. Dur-
ing street combat, she will be sit~
ting behind the large parked car
on the western edge of the map,
She will coach the heroes, yelling
out encouragement and’ telling
them what the villains are doing.
She is very loud and talkative, but
also brave and friendly.
DETECTIVE DAVID KUEHR
SKILLS:
Detective: 4, Scholar (Computer
Science): 4, (Film): 3
EQUIPMENT:
38 pistol (AV: 0, EV: 8, 0-2/3/4,
‘Ammo: 6)
A detective on the local police
force, Kuehr was once a senior of-
ficer in a major city but could not
stand the politicking and corrup:
tion. Kuehr is a decent and hard.
working cop, but somewhat cyni
cal about the intentions of others,
He will be the main police repre
sentative in the adventure,
Hostile/Neutral NPCs
ROGER LOESCH
SKILLS:
Butcher: 3
Scholar (Marketing): 4
Equipment:
Meat Cleaver (AV: 0, EV: 4, 0/1
2/3, Ammo: NA.
Loesch is one of those who does
not want the heroes in the neigh-
borhood. He frequently comes over
to the heroes’ headquarters to
complain, particularly after an es
pecially violent combat nearby.
Most of his antagonism is due to
envy of the heroes’ powers, which
he always dreamed of having as a
child. He stands about 6 feet tall,
is balding, and has a pot belly.
After the street battle, ifany of the
cars on the street has been dam-
aged, Roger will comealong wearing
hissplattered apron and shout, “My
car! Look what you've done to my
car!” He will be waving his cleaver
and be bouncing up and down. The
car he talks about will be ablack and
gold ten-year-old wreck, so previ-
ously beat up that the heroes will
barely be able to see the damage
done by the battle,ARC Villains
Powers:
Growth: 6, Bio-Energy Blast
(from hands): 5, Energy Ab-
sorption: 4
SKILLS:
Scholar (Astrophysics/Xenobi-
ology): 6, Scientist (Biology): 8
Svoboda’s Scientist skill allows
him to create gadgets and po-
tions which affect creatures, and
enables him to interpret alien
technology.
Ilyen Svoboda is your typical
power-mad genius. Having been
ridiculed by his fellow scientists,
he is determined to have the last
laugh. To this end he intends to
prove his theories correct, attain
great power and control. over
scientific studies, and acquire great
wealth. He would sacrifice one of
the latter goals to achieve one of
the former.
Svoboda is unbalanced. He will
treat any heroes or visitors very
well, considering them to be little
more than a trivial problem, After
all, he’s a genius, so what could a
rag-tag bunch of heroes do to his
scheme? If the Characters discov-
er his plans, Svoboda will go to
great extremes to falsely explain
away susy
Svoboda refined and tested the
Alien tissue samples before inject-
ing himself. As a result, he gained
a variety of powers, whereas the
others who took it gained only one
or two related powers. He will use
his Growth to impress any heroes
who try to fight him then fire his
Bio-Energy Blasts at the gaping
heroes. He will take great pleasure
from any combat until he is hit for
more than 2 RAPs of damage,
after which he will become en’
raged (-1 to AV, +2 to EV),
TRANSFORMER stn ator mora
PoweERs:
Air Animation: 8
‘SPECIAL POWERS:
Able to link physical self to a
power; may become column of
air, tornado, etc.
sents:
intist: (Geology): 5
‘Transformer is the sole survivor
of Svoboda’s initial experiments
with the Alien tissue injections. He
has always been a nervous indi:
vidual and the situation at ARC
has his composure extremely
strained,
Heroes’ Headquarters Attackers
"TRAVELLER is satin Gramm
PoweERs:
Teleportation: 6
Like the other “hoods" sent to
wreck the STAR, lab housing the
Alien tissue, Traveller has had his
powers for just a few hours. The
hoods are “expendable” in the eyes
of their bosses, and Traveller has
no personal abilities or skills.
Traveller's teleportation power
creates a doorway from where he
is to where he wants to go. The
Transformer enjoys his new
powers and practices frequently
but he fears some kind of delayed
complications. He saw the other
scientists die from the injections
and dreads that happening to
him. Part of the reason he joined
with Svoboda is because ‘he is
afraid of what might happen to
him without his periodic injections
to maintain his powers
Transformer will appear very
nervous and tense around the
Player Characters. He will avoid
being in the same area with them
and will leave at the earliest op-
portunity. He feels guilty about
and is fearful of the place where
the other scientists have been bur-
ied. If the Characters approach
that area, he will become nearly
hysterical.
opening of this door is accompa-
nied by a loud tearing sound. The
door remains open until he passes
through or cancels it out, and
others may also pass through it
‘Traveller is a small-time crook
with a record of pick-pocketing
and shoplifting. He has also been
involved in muggings, but only of
the most helpless of people. He is
really a coward and only joined
organized crime because his friend,
‘Jorge Constabulos (Shocker), di
In any situation, Traveller wil
remain out of the line of fire and
as far from combat as possible. He
will also suggest fleeing at the first
sign of trouble, He will not leave
Shocker, however, unless absolute-
ly necessary.Lightning: 7
SKILLS!
Electronics: 1
EQupMenr
UL Balt 5 (ball and chain he
clectrifies for total Action/Effeet
Values of 6)
lusion: 6
(Limited to Mlusions involving
himself.)
Vehicles (Land): 2
Shocker revels in his recently
acquired powers and feels invinei:
ble. He has been an “employee” of
his criminal bosses for some time
and enjoys his job, He has fee
quently been sent out masquer
ading as a telephone or computer
repairman and so has acquired a
minimal background in electronics,
Shocker has a powerful Mystical
lightning bolt which he uses with
relish, In combat he has a ball and
chain which he picked up some
time ago as an antique, His elec
Apparition is the leader of
MO.VE,, the Metropolitan Organi
zation of Villains for Evil, and
chauffeur for the leader of the
city’s crime syndicate. Wanting to
rise in the syndication, he volun-
tered to lead in this job in order
to show his abilities
Apparition’s Illusion powers are
limited to illusions involving him.
self. He can change his form, with
the illusion occupying an apparent
volume of up to 6 APs. He can fire
rays or cause effects which remain
in contact with his body. He ean
trical powers charge the weapon
to do additional damage in
combat.
Shocker is virtually fearless,
more from his ignorance, inexpe-
rience, and overconfidence than
through any justified cause. He
will be the first to attack and the
last to retreat, a fact which dis-
‘Traveller, who. wi
cause any effect (darkness, crea
tion of a building, etc.) around his
body up to 6 APs in volume. Any
attack he makes on a Character is,
done against that Character’s
Mental Attributes.
‘Apparition cannot_move, sup.
port, or affect anything physically
beyond his normal Physical At
tributes, although he can use his
illusions to make it appear so.
(Any Action Check to test reality
is done against Apparition’s WILL
of 5.)
ANIMOTION sinsson serum
‘SHROUD sins hve ovarian
TRIPLET vines
[pa
Dex 6. Sees Bs Bovey 4]
vrmariin 12
Powe:
Animate Objects: 9
(Limited range: 2 APS. Obj
stops moving if Animotion fal:
unconscious or moves out of
range.)
Skits:
‘Acrobaties: 2
Animotion is an unsuccessful
track and field star whe turned to
crime when he failed to make the
regional Olympic tryouts, He is
convinced that others are out to
get him and trusts no one,
Animotion uses his Animate Ob-
Jects power to do his bidding. His
favorite trick is to create “crea-
tures” out of road signs or tools.
He also enjoys driving cars with
his power,
Powers:
Dispersal: 6
SKILLS:
Thiet 4
Shroud is one of the two erimé:
nals respected by the crime syndi-
cate to be sent on this job. He is
there to make sure that the lab is
entered and the correct items
found and destroyed.
Shroud’s skills as a thief are ex-
cellent. He is very over-cautious,
however, and this leads him to
take more time than necessary
when doing his job (may only per-
form an Automatic Action every
‘other combat phase as he weighs
his options). His Dispersal power
allows him to enter areas without
unlocking doors. He also main-
tas the dispersal in combat, so
that he cannot be struck with
physical objects, returning to
normal only to attack
Powsns:
Split into 3 duplicates, subtract-
ing 1 AP each split’ from all
Attributes
SKIL
‘Martial Arts: 5
‘Obsessed with martial arts
movies and books, Triplet has
been honing his skills in the serv.
jee of minor criminals for several
‘Triplet has modeled himself on.
his martial arts heroes, As a re
sult, he often exaggerates his ac
tions before and during combat
resulting ina +1 column shift to
an opponent's Opposing Value. He
likes to make yells and jumping
attacks. Any person hitting him
becomes the target of his next at-
tack. At the same time, his re-
Hance on the martial arts causes
him to fear anyone who is better
than he or immune to Physical
attacks,The Fearsome Five
Gadgetry: 12
EQuiPMENT:
Flight Suit: 3 (BODY: 4), 3 AB
Omni-Gadgets, Gas Mask (as per
Systemic Antidote at 8 APs;
Uses: 12, Duration: 10), assorted
tools,
Gizmo is a dwarf possessing an
extraordinary skill with gadgets,
He can create nearly any item he
wants from any ordinary object,
such as a fire extinguisher, el
tric motor, or transistor radio,
Gizmo can be quite bloodthirsty.
He routinely makes gadgets which
can do killing damage and gloats
over his successes, He is boastful
about what gadgets he is working
on and will announce what he
holds even before using it, Of
course, this can warn heroes. He
respects intelligence and scientific
skill,
Powers:
Matter Control: 10
Shimmer has the ability to
change any substance into any
other substance, limited only by
volume and range, although living
creatures have a resistance equal
to their WILLs (as per any Mental
attack).
Mammoth’s sister, Shimmer does
the thinking for the pair, and
Mammoth depends on her. She,
however, exhibits neither the same
dependence on him nor the same
strong reaction to threats to him
as Mammoth does when she is
hurt or threatened
Shimmer is very evil and excep-
tionally willful. Anyone who at-
tacks or harms her becomes a
special target on whom she seeks
revenge. She generally avoids di
rectly attacking heroes, preferring
instead to change their clothes in:
to steel, their perspiration into
poisonous gas, etc, She has a very
devious mind and uses her powers
in new ways at every opportunity.
Skin Armor: 3, Stability: 3
Mammoth is the brother of
Shimmer and together they make
@ powerful team. He is not the
brightest of villains but he makes
up for it through raw strength
and power. He is also not as
clined to evil as his sister, who is,
actually the force behind their
lives of crime. They are both here
merely as hired bodyguards for
Svoboda, having no true allegiance
to the mad scientist,
Mammoth may be convinced to
refrain from combat. If a Player
attempts to Persuade him from
participating and the RAPs from
the Persuasion Check are equal to
or greater than 4, he will not join
the other villains in the fight.
Shimmer may automatically di
suade him from this decision by
merely telling him to fight. Svobo:
da can Persuade Mammoth to re-
join the villains if he makes a Per-
suasion Check greater than the
RAPs of the Player's Check,
If Shimmer is fighting or is hurt
by a Player, Mammoth will attack
If Shimmer is hurt, Mammoth will
uncontrollably increase his WILL
and MIND scores to the indicated
values and will attack the Charac-
ter who hurt her to the exclusion
of all else,Mystic Multiple:
Animate Objects: 12, Plant Con-
12, Weather Control
trol:
Minsion: 6
Jinx is a sorceress from India,
In order to use her powers, she
must be in physical contact with
the earth or with some other in-
animate object touching the earth,
Without this contact, she ean use
none of her powers.
‘The newest member of the
Fearsome Five, Jinx is confident of
12, her powers but defers to the ver-
eran members on many points.
She is, however, very self-possessed
and strong-willed, brooking no
familiarity.
Encounter 1 Typson Attacked
yo Setup |
Any Characters near the front door will be immediately
on the scene for the start of the encounter. Those not in
the area must either contact someone there or move to
the foyer in order to find out what is happening before
moving on the villains.
Hostile NPCs’ Tactics
‘Traveller: In the pursuit of Thomas Typson, Traveller's
purpose is merely for transport. He remains at the rear of
the group, ready to create his Warp for the return to the
lab. He will not willingly join in the fight.
Shocker: Leads the attack on the Players’ headquarters,
Hewillfire several bolts at the headquarters and ifthere is
no reply sueh as thrown or fired missiles, he will move in
on Typson, Only when he has been hit by a hero or is
‘outnumbered by two or more will he retreat.
Animotion: Animates several streetsigns (BODY: 3
APs) and parked cars (BODY: 7 APs) to attack the head-
quarters for him. He will follow Shocker, but at a distance
and with cautio
‘STANDARD HOOD
Dec 3 Sm 3 Boor 3
te 1) Wi 3 Miu: 2
live: 2 Avra: 2 Spier 2|
Jwrrumve: _7_Heno Powers: 0.
SKILLS!
Vehicles (Land): 3, Weaponry: 3
EQUIPMENT:
45 Automatic pistol (AV: 0, EV:
4, Ammo: 7), Submachine gun
(AV: 5, EV: 5, Ammo: 4)
‘There are two hoods present; one will use a 45, one a
‘Submachine gun, at GM's discretion, Bach also has a knife
2
(AV: 0, EV: 3), The hoods are rather slow-witted and
cautious. They will fire at. the front of the headquarters
but will not approach, They will be the first to jump
through the warp when Traveller sets it up.
iam Player Information
“It is late in the evening when you hear someone
pounding on the front door. Leaping to it, you pull it
open. In staggers a man in his late thirties, battered,
burned, and dressed ina charred and torn lab coat. As he
falls to his knees just inside the doorway, there is a crash
‘anda flash of light. The door is twisted back on its hinges
by a bolt of lightning and hangs askew. The entire door-
way is burned and cracked from the blast."
cen GM Information
‘The villains begin at the'T, 8, A, and two H locations on
the street map. If no hero returns Shocker’s fire after
three bolts, he will advance to the front door followed by
Animotion, The two hoods will cover their approach with
gunfire and Traveller will wait. Shocker and Animotion
will attempt to carry off Typson. In the face of determined
opposition, all villains will immediately flee through
Traveller's portal.
A scan of a captured villain's body by a Character with
Detective or Medicine skill will reveal aswollen area anda
‘small puncture inside the right forearm where a hiypo-
dermic has been introduced.
Thomas Typson
Although he is unconscious during the fight, Typson
can be brought around afterwards ifthe villains did not,
reach him, Hesays, “They wereat S.7.A.R. Isaw themandsome others breaking into my lab as I was coming back
from my dinner break. They saa me and followed. They
‘found me several times between here and there and shotat
‘me, but each time I escaped. I don't know what they want,
but they will get whatever itis if you leave them there for
too long.”
With a shaking hand he reaches into a pocket and
hands them his singed S.7.A.R. pass card, It identifies him
as a research biologist for S.T.A.R.and is used as a key to
doors in the building. (Players are assumed to know the
location of their local 8.T.A.R Lab). Fighting to stay con-
scious, he says, “Stop them, please... but you must hurry,
T Troubleshooting
Ifthe villains reached Typson and took him with them,
the Players may have few, if any, clues. They will discover
that his pass card fell from his pocket during the encoun-
ter. It is lying just inside the door of their headquarters.
Any hero within two APs of the villains when they
pass through the warp will hear one of them say “We
have to get back to the lab,
Villains rendered unconscious will remain that way
due to the effects of the injections they were given.
Any conscious villain or hood captured may be Inter
rogated. If the Player Characters Interrogate their cap-
tives, they will gain the following information:
Villain’s Knowledge
Information
2-Knowledge Points: (Hoods) “We're supposed to
follow these supes after this Thomas Typsom guy. He
‘saw ‘em breaking inta $.7.A.R., so we were to shout
him up.”
3 Knowledge Points: (Hoods) “Heck, no, wedon't
know nothing about what they were supposed to do,
We're just muscle, Butt, you know, the guy they call
‘Shocker; we knew him back years ago and he didn't
have any weird powers then.”
4 Knowledge Points: (Villains) "We were told by
the Hoss that we had to get this guy Typson and
wreck his lab in STAR. Industries. When Typson
‘ran out, we chased him all the way here, Once we
‘caught him, we were supposed to bring him back to
the lab, where the others are. They're looking for
some special vial and this Typson's notes.
STAR LABS
City street obstacles heroes might include in similar
situations:
igns, pipes, trasheans/bags, cars (moving and parked),
manhole covers, dogs, people, toys, bricks, boards, live
wires, telephone poles, fences, bottles, rope, chains, glass
storefronts, street vendors and their ¢arts,
13Street (Encounter #1) SCALE: 1 SQUARE = 5 FT,
KEY:
® Fireplug
© Parking Meter
—|4-
ite
S.T.A.R. Labs (Encounter #2) SCALE: 1 SQUARE = 5 FT.
Foyer key:
T= Traveller (If present)
= Shocker {if present)
‘A= Animotion (it present)
Equipment Locker,
—z
“Encounter 2: §.1.A.R. Labs
seu]
All villains who escaped from the headquarters en-
counter are present, in addition to those who did not go.
For every hero present there is one standard hood and if
the Players are using more powerful heroes (such as the
‘Teen Titans), then there are two additional hoods for
each hero. The villains are just completing their destruc-
tion of ARC materials. As a result, they will attempt to flee
if the heroes prove to be too much for them,
iam Player Information
“You see no one during your entry into S.T.A.R. A lone
security guard lies unconscious in the foyer. From a
quick scan of the guard's electronics console, you discover
that the security systems and alarms have been
at the source, The building is ominously quiet. A small
Jloorplan for the building adorns a wailnearby andon it
you locate Typson's lab using the number of his card.”
em GM Information
‘The villains are located at the places noted on the map
of STAR. Any extra hoods you place should be added to
the group in Typson's lab. The hoods in the corridors are
on guard but do not have their weapons out. If the Player
Characters can subdue the hoods in the corridors with-
out making much noise (Action Checkvs. the hoods’ INTs
of | alongwith a +1 Universal Modifier), they can surprise
the villains in the tab.
Suprised Characters may not make any action during
the first phase of combat, as they have no Initiative, and
have their Opposing Values shifted 2 columns to the left
on the Action Table. Ifthe Player Characters were unsue-
cessful in their check, the villains and hoods will be ready
for the group.
If the villains are surprised, they will be at the letter
locations shown. If they are prepared, the fighting villains
and the hoods will be beside each door and the others
(Traveller and Shroud) will be in a far corner, out of the
way. In both cases, the fighting villains will struggle with
the heroes until outnumbered, at which point they will try
to flee,
Ifthe villains appear to be too strong or too weak for a
balanced battle with the group, judging by the fight at the
headquarters, you should do some juggling with the par-
ticipants. If the heroes handled Animotion and Shocker
easily, add one normal hood to the villain's team and run
each of the villains to his maximum potential,
Ifthe Players could not handle the two villains at their
headquarters, they could not conceivably do any better
against more at the labs. In this case, have Traveller,
Shroud, and the hoods flee on the first successful attack
made bya hero on any villain, Ifthe heroes are particular:
lyinept, overplay thevillains, for instance making Shocker
even more overconfident so the villains make mistakes
and the Players can take the advantage.
Ifthe villains win at the labs, they will depart, their job
done. Go to the After the Battle segment since they leave
‘the heroes unconscious at the lab. The heroes will be more
limited in the information they can acquire, but otherwise
there is no change.
If the villains have been subdued or put to Might,
the Player Characters may begin to gather clues
through a standard Knowledge Point Check:
|_Clue Investigation _|
Information
I point: Each of the villains captured has a
swollen needle-mark om his inner right forearm.
2 points: Papers have been burned and a pack
of computer disks destroyed.
3 points: A burnt piece of paper is found bear-
ing the letters ARC.
4 points: It seems that the destruction is very
specific, with only certain papers, notes and
computer data destroyed
5 points: No mention of ARC is found in any
file or on any computer printout.
Ifa Persuasion Check is successful, the Players glean
the following information:
Villain: “Yeah, we were given the address to this
place and told to destroy notes and some vials. AlL
the information for the job came in a package in
the mail. We never saw the guy who sent us.””
Hood: “We don't know nothing. The head supe
hired us and told us to stand guard and all that,
We never saw any guy who might have hired
them.”
After the Battle
Soon after the battle, police and S.T.AR. officials begin,
toarrive. The heroes are recognized immediately and may
attempt to communicate with any connections they
might have in either STAR. or the police force.
Any direct questions about the Arctic Research Center
will be successful only through high level connections
with the police or STAR.
1516
[ STAR. |
Low-Level: The intruders succeeded in entering
the lab and destroyed some miscellaneous papers,
but did no real damage. The villains were definitely
searching for some particular information and
seem to have found most or all of it,
High-Level: STAR, is missing virtually all of its
information concerning the Arctic Research Center.
‘The office of the head of that expedition, Dr. llyen
‘Svoboda, was also ransacked and destroyed.
Police (Det. Kuehr is on the Scene.) _
Low-Level: The STAR. Industries lab was en-
tered and damaged by known criminals who did
specific damage under the direction of an unidenti-
fied third party.
High-Level: The criminals identified during and
after the combat are low-level syndicate stooges,
but the crime was organized and directed by an
After they have completed their investigations, the
Player Characters will be approached by the head of
the STAR. installation, Dr. Richard Heilam. He will
say: “Tam sorry you were dragged. into this thing.
But now that you are here, S.T.A.R, would like you to
continue investigating. This whole situation seems to
revolve around Dr. Svoboda and the Arctic Research
Center. I am authorized to arrange for your trans-
port up there, as we are very worried about ARO. It
‘may be that they are about to be attacked by the same
people who sent these thugs here. STAR. will pick
up your expenses, of eourse, but you must agree to go
this evening.”
employer outside the syndicate, None of the crim
nals involved in the break-in has previously exhib-
ited any unusual powers or special abilities, ac-
cording to prison and police records.
High Level Information available through sources,
using direct questioning pertaining to ARC:
STAR: “We have been very disappointed in
the progress of ARC and the findings of Dr. Svobo-
da, the leader of the expedition He has barely
deen on even the fringes of science, speculating on
alien worlds and alt. He spent a tot of time wan-
dering around Siberia last year. We've taken quite
@ chance funding him in the ferst place.”
Police: “This guy Svoboda that S7-A.R. has in
charge of the research place up near the pole was
‘once accused of “inhuman experiments’ during the
‘war. In fact, it sounds tike the whole crew up there
is a little peculiar, We can't find any criminal re-
cords for any of his people, but then we can't find
‘any records at all for four of them.”
ui Troubleshooting
‘The Players should not be allowed to ransack STAR.
or walk away with equipment, as this is very unheroic
behavior,
S‘T-AR. will transport the Players, plus provide them
with any clothes, communications equipment, and
STAR. identification they want. Any further equipment
will be available, but on a purchase-only basis.
Should the Players decline the S'TAR. offer, remind
them of the connections they will make from the offer, the
potential Hero Points they are passing up, etc. If they still
refuse, let them return to their headquarters. Within two
hours, have any uncaptured villains and hoods make an
attack on the headquarters. This should get. the point
across that the Players will get no rest until ARCis settled,
Encounter 3: The F light
ea
Late that night, the Players are driven to a ST.AR.
Jet for the flight north. As they get on the plane, their
pilot hands them a package of material gathered by
SILA.R. whieh is reproduced in the Player Information.
ia Player Information
A list of books and papers written by Svoboda, in.
cluding The Biology of Acquired Abilities, The Tun-
gaska Explosion: Siberia’s First Contact?, and The
Case for Rational Experimentation.
© A police report, stating the remaining villains have
fallen into comas. As each villain has fallen asleep in
police custody, they, too, have gone into comas,
# A police report stating the local syndicate boss has
admitted the attack on STAR, was done as a favor for
some third party but refuses to explain further.
© A list of equipment requisitioned by Svoboda:
© Two ice borers, one advanced jet for transport,
numerous eartons of laboratory equipment, assorted
electronics gear. (Svoboda himself provided several
crates of personal equipment, which were also loaded
aboard the plane.)
# ASITAR. report on the departure of the ARC ex-pedition indicating that Svoboda hired several people
on his own in addition to the S'LAR. research group.
A total of ten people went north in the expedition, in-
cluding the pilot. All contact with ARC since then has
been through Svoboda and no other.
GM GM Information
The STAR pilot, Hal Langsford, will follow any sensible
directions given him by the heroes. He has been given
orders to do whatever the heroes want if it seems to
pertain to solving the ARC problem, Hes at their disposal
for the remainder of the adventure, Unless they have
other directions, he will suggest that he fly south ways
while they are visiting ARC. He gives them small homing,
beacons with which (0 call him back to ARC if necessary.
‘This will make sure hes safe, but available ifsomethingis
wrong at the base.
Hal is a cough ex-Vietnam fighter pilot. Ifthe heroes call
on him to return and help he will do so. “We may not have
been able to win the big one in ‘Nam, but intend to win
the little ones back home.” A very intense and solitary
Individual, Hal appears to be always clenching his teeth,
when in reality he has difficulty moving his jaw because of
awar sustained injury, resulting in a seemingly brusk and
irritated demeanor.
‘HAL LANGSFORD.
SKILLS:
Vehicles (air): 5, Weaponry: 3
Hal has a$.7.A.R. laser pistol (AV'3, BV: 4, Range: 0.5/6
7/8), his old army 45 (AV.0, EVA, Range: 0-3/4/5, Am
mo:7), and a bowie knife (AV:0, EV:3). Ifealled in, he will
‘take only half an hour to appear. If the Players are eap-
tured when he arrives, he will surprise the ARCers and
attack. He will ire with his laser pistol, toss his knife to the
nearest hero, then use one pistol in each hand,
Encounter 4: The Arctic
sep]
‘The Players may decide to land at either the base or
several miles away in order to approach unseen. The
STAR jet can take off and land vertically on virtuallyany
type of terrain (like a helicopter), travels at 11 APs, has a
STR and BODY of 12 and 13, respectively, and has arange
‘of 2,500 miles,
In traveling over the ice and snow of the Arctic, Charac.
ters will suffer several exposure effects:
‘* DEX and WILL shall both be reduced by one no
matter how warmly a Character is dressed, unless the
Character has an ice or heat-related power.
# Ifthe Character is not dressed for such bitter cold
and cannot neutralize the cold through some power
(such as Icing or Flame Being), he will temporarily lose
one AP from each of his DEX, STR, and BODY for every
10 APs of time.
© Any Characters dressed in heavy Arctic parkas or
fur cloaks gain one BODY AP and retain their WILLS,
but their DEXs are still reduced by one due to the bulky,
nature of the coats,
Read the following information to any Players
examining:
Vehicle Shed
“The building near the dome appears to be a
shed. You see one door is open and inside you see
one ond of a tracked vehicle. It seems to be one of the
tice borers described on the equipment list.””
_ Gizmo's Igloo e
“The igloo seems small compared to the igloos
you've seen and read about over the years. The en-
trance appears so small that seemingly no one
could crawl through it. Around the igloo sled dogs
are huddled,”
Bore Holes
“You see a small hole in the te alveadk Just over
«foot in diameter, it is covered with a thin crust of|
{ce and seems not to have been used for some time.
The hole appears very deep.”
The Graves
‘ou are walking over several dark areas of ice
when one of you notices that these are vaguely re-
miniscent of human shapes. Peering down into the
‘ice, you realize that it's true, these are people. The
presence of the three frozen bodies chills you more
than the deepest cold of the Aretic.””GM GM Information
‘The Arctic Research Center
Incorporate this information into your usage and de-
scription of ARC to the Players:
ARCisa large dome of glassy blue material which looks,
like opaque blue ice. Around the dome are sheds and a
single igloo, with sled dogs staked out nearby. Tracks of
people and machines mark trails between each of the
buildings. Around the entire encampment is a broken ring
of holes bored into the ice, These holes are small and
nearly invisible unless within 2 APs. At distances further
than 2 APs Players must gain positive RAPs vs. OV/RVs of
8 APs for the natural coverage to detect the holes.
| The Base
Around the central dome which houses most of the
ARC personnel are a number of other features. Clos-
est to the dome is the vehicle shed, which houses the
ice borers, several snow mobiles, and crates of spare
parts, The only other structure is Gizmo's igloo, built
near the perimeter of the camp and surrounded by
his pack of six robot sled dogs.
Between these two buildings is a small mound of
ice, 10 feet under which are buried the three dead
ARC scientists. Around the perimeter of the camp is
4 ring of small drill holes used to take ice and water
samples.
|_The Storage Area
Half the floor space of the dome is taken up by a
single open area. The entrance to the dome opens in-
to this area, where extra equipment is stored and
‘where the ARC personnel have meals,
Along the north wall and forming a pile near the
center of the Storage area are crates and boxes con-
taining extra equipment, chemicals, food, and cloth-
ing. On either side of the dome’s entrance is a space
heater. The southern part of the dome (to the right
of the entrance) contains a large wooden table, a
number of chairs, and a portable kitchen, Stew is al-
ways heating on one of the stoves.
‘The wall running along the middie of the dome sep-
arates the Storage Area from the Sleeping and Lab
areas. There are two doors along the wall. One leads
Into the Sleeping Area and through that into the
Labs. The other leads directly to the Labs.
The Dome oem
Housed in the dome are the labs and quarters of
ARC personnel. The dome itself was created only re-
cently, shaped by Mammoth out of snow, altered by.
Shimmer. It is a flattened hemisphere with a peak 3
APs (60 feet) above the floor. The material of the
dome cannot melt and is extremely light (the entire
dome weighing only 10 APs) and strong (BODY of
15), The material is a very good insulator. Sunlight
causes the material to glow, lighting the interior.
The Dome Interior
‘The area inside the dome is warmed by three large
space heaters. The floor is also made of the blue
dome material, which insulates the ice underneath
from the heat in the dome. The temperature remains
at a comfortable 70 degrees Farenheit.
Large plastic and plywood panels have been set up
within the dome to mark rooms and work areas.
‘These panels are 15’ high and are connected together
to form wails, Originally the panels had a BODY of 2,
and they still look flimsy, but Shimmer has strength:
ened them to a BODY of 6,
The Sleeping Quarters
Each of the original members of ARC had a separ-
ate room (except Gizmo, who sleeps in the igloo out-
side). Now only five of the rooms are occupied. The
rooms once used by the other personnel are dusty
and beds are made — but obviously unused for some
time. The rooms presently in use are so marked (for
Jinx, Motrel/Transformer, Collins/Mammoth, Averell/~
Shimmer, and Svoboda/Maestro), are generally clean,
and reflect the occupant’s temperament.
The Labs _
Each of the three lab areas is in constant use by
Svoboda and Transformer in their studies and exper.
iments and has many tables and millions of dollars in
equipment in it. The lab area marked for the tunnel
underneath it also has lab equipment, but only re-
cently unpacked, since this is more a storage than a
work area, The tables here are dusty and the room is
colder than the others due to the presence of the
tunnel.Encounter 5: ARC Personnel
On approaching the ARC dome, the Player Characters
willbe greeted by Svoboda, who will come out of the dome.
ig Player Information
You have not seen anyone, but they have apparently
seen you, for a man appears in the doorway of the dome
and watks out to greet you. He is wearing an enveloping
parka, but you can see that ke is tall, middle aged, and
healiity. He smiles and the wind blows his whitehair into
‘a cloud around his head.
Welcome tothe Arctic Research Center, "he says
Doctor Iliyen Svoboda, the leader of the expedition. How
is i you come to our remote and desolate home?”
com GM Information
‘Svoboda will listen to whatever the Player Characters
have to say, appearing to believe any wild cover story.
Actually, he will suspect that something went wrong at
STAR. and think that these are 8.7. AR. security people.
He will be perfectly friendly, inviting them in for a meal
and offering to have them shown around.
Since Svoboda believes them to be SAR. representa-
tives, he will treat the Player Characters very well until
they show some sign of trying to stop his work. He will
overlook suspicious actions and questions in the hope
that the Characters will eventually give up or not do
nything until he finishes with the Alien ship. He assigns,
ransformer to act as guide for a brief tour.
Read to the Players during their tour of ARC:
The huge blue dome is made of some glassy substance
thai glows in the suntight and the entire interior is litas
bright as the day outside by this glow. First you pass
through the storageand eating area, filled atone end with
large crates and boxes and at the other with kitchen
equipment and supplies. You go from there through a
doorway in the low wall which bisects the circle of the
dome.
Following a corridor, your guide points out the rooms
where the ARC members live, plus one for the pilotof their
plane; nine in all, At the end of the corridor you enter
several large labs, each containing a number of tables
and much equipment. He leads you through three labs
and then back out into the storage area through another
‘open door.
“Outside, "he says, “there is a vehicle shed and the igloo
of ur dogioam master. Around the entire base is a circle
of drill holes which we use to dig for ice and water sam-
ples. That's about it for the base I'm afraid I'l have to
20
Personalities for ARC
Svoboda: Determined to have the powers and
science of the Aliens, Only Character likely to go
into killing combat. Very orderly and methodical,
he will try to stick to his plan unless the heroes be-
‘come very persistent. Unbalanced by his desire to
rove himself right.
‘Transformer: Worried about any strangers and
very suspicious, He fears the experiments which
have already killed his fellow scientists and is
scared that he will die as well. Certain actions by
the heroes (continual snooping, overt question ask-
ing) are worth points in agitating Transformer.
‘When the total of these points reaches five, he will
begin following the group and will attack them the
next time they go outside the dome.
‘Mammoth: Uncomfortable in the Arctic cold, he
is worried about Shimmer and is nervous about
Transformer, because he knows Shimmer likes the
scientist.
Shimmer: Interested in ‘Transformer and will
react violently to any harm done to him, She be-
comes very angry when beaten in combat or insult-
ed in any manner.
Gizmo: Amused by the entire excursion. He
tinkers with his dog robots, plays with the borers,
and experiments with numerous gadgets.
take you down to the dining area and leave you — I have
‘much work: to complete,”
After the tour, Svoboda shows the Players to three rooms
(Di, D2, D3) which they may use while they are at ARC,
‘These rooms are very dusty and took unused for some
time. He says: “These are the rooms of some of our team
‘members who have gone to another site for several days.
You have complete freedom of ARC, but I ask that you
always be escorted in the labs, Otherwise you might dis
tuerb some of our experiments.”
Clues to Be Found:
Clues are available in every area of ARC. Players with
Detective skill must make a Perception check vs. the listed
OV/RVs in the described areas and gain the listed RAPs in
order to discover the clue. Other Player Characters may
discover the clues by searching in the correct place or
asking the correct questions of ARC personnel. If person
nel other than Svoboda are asked the questions described
below, they become agitated and say: “You should ask Dr.
Svoboda about that, I don't know much about it.”‘Too much prying on the part of the Player Characters
‘will invite ARC personnel to attack. As suggested above,
Transformer will attack alone when the group reaches
five Agitation points. Transformer’s attack will lead di-
rectly to a fight with the rest of ARC, but if the heroes
reach eight Agitation points, Svoboda will arrange to per-
sonally attack them.
Missing Persons/Plane
If asked about the apparent disparity between
the personnel sent north and the number at ARC,
Svoboda will say, “Ah... a team has gone west by
plane to locate other research sites.” One Agitation
point if the heroes express disbelief.
3 Knowledge Points (OV/RV. 8/7 — values of
Svoboda’s INT/WILL): No equipment other than
the plane seems to be missing judging by the
equipment list seen on the flight north. The team
would have had to leave without any extra clothes,
food, or scientific equipment.
Gravesites
If the Players walk from the shed to the igloo,
crossing over the X, they will find the scientists’
gravesites, If asked Svoboda will say: “Possibly
‘some Eskimos. In this waste, a body could remain
fresh for many years buried in the ice." One Agi-
tation point,
2 Knowledge Points (OV/RV: 13/13; reason —
graves 10’ deep plus visibility difficulty of ice, snow,
and cold): These are white men, not Eskimos. Their
skins are blotched and red, and their right arms
are dark and swollen around injection marks. (A
Character with a Scholar skill of 8 APs or more in
Archaeology can recognize these facts with no roll,
needed.)
Borer Machines in Shed
‘Svoboda’s explanation for their use:
‘We are hoping to be able to bore down and take
samples of colony sea creatures once we locate
‘them with the drill holes around the base.”
2 Knowledge Points (OV/RV: 8/7): Such study is
unnecessary. The borers are large and hard to
handle for Such a job.
If the group enters a Borer to study it, they will
find it very difficult to use. The Borers have been
booby-trapped by Gizmo to protect them from the
heroes, although any Player with positive RAPs of
Military Science skill vs. Gizmo's Gadgetry of 12
may detect this. Any attempt to start one will re-
sult in an electrical attack of 5 APs on all Charae-
ters inside. Transformer will see the Characters en-
tering and exiting the borer shed (1 Agitation
Point).
ARC Crati
‘The heavy (12 AP) boxes piled in the ARC dome
are moved around each time the group re-enters
the area. There is no equipment on the site to
move them. If asked, ARC personnel say, “We are a
team, and. veams get things done, no matter how
8 Knowledge Points (OV/RV: 3/5 — Mammoth’s
INT/WILL): The acting Character notices Collins/~
Mammoth moving one of the larger crates unaided,
‘Special Dome Material |
“We are testing some construction materials
developed by a friend at S.T.A.R.”
2 Knowledge Points (OV/RY: 8/7): The equip-
ment list included no such materia
_Drill Holes Around Camp Perimeter
There are real sample drill sites, driven before
‘Svoboda found the Alien ship. They obviously have
not been used for some time, however. One Agita-
tion point.
2 Knowledge Points (OV/RV: 8/7): While the
holes ring the camp, one is missing from the circle
(A on the map). On close examination, the group
finds that this hole was drilled, but has been pur-
Posefully filled back in.
‘A visit to the igloo near the camp's perimeter will
cause the group to meet the dog team and its
“trainer.” OVJeneus will come out of the igloo si
ing. The half dozen robotic dogs will rise to their
feet all around the igioo. They are made of grey
metal (all stats 3, except for STR and BODY —
both 4) and act like real dogs. O'Jeneus will explain
that he is testing ont these new robots for a friend.
They are working very well, he claims. The robots
do exactly as he commands.
2 Knowledge Points (OV/RV: 7/5 — values of
Gizmo's INT/WILL): No mention of the robots in
STTAR’s equipment report,5]
‘The labs are all biological study areas filled with
tables of equipment and chemicals. Svoboda will
give the group another tour any time they like,
‘then again request that they not come in without
company, as they might disturb some of the
experiments.
If an unescorted Character studies the side lab
with the area labelled T and has a Check of 3 or
more RAPs vs. Svoboda's INT/ WILL of 8/7, he will
discover the tunnel entrance there. A Character
‘with a Biologist or Detective skill in a lab at any
time getting 3 or more RAPs on a similar Percep-
tion Check can determine that these labs are for
something other than simple water-sample analysis.
Any unescorted Character will find a half dozen
empty syringes in the labs and one full one (with
iu Troubleshooting
Any itnmediale attack on Svoboda should be diseour
aged. Until Uiey look around, the Players have no real
evidence against Svoboda or any of the other ARC people,
Alien tissue injection in it). Using this syringe
causes the injected Character to suffer a 12 AP at-
tack against his Strength. The resultant BODY
damage cannot be healed during the adventure
with the exception of a Last Ditch Defense (see
Player's Manual, pg. 25)
An unescorted hero will be discovered in the labs
(Gn 4 to 8 APS) unless he has some form of invisibil
ity or shape change 50 he will not be recognized. If
& Character is injected, ARC members will miss the
filled syringe and note that one of the heroes looks
Ml (if it has been used and a Last Ditch Defense
was unsuccessful). In either case, a discovery that
the labs have been entered causes 3 Agitation
points, Discovery of a Player Character in the tun-
nel at T causes an immediate attack by ARC
personnel.
Any accusations or attacks on ARC members will gener:
ate Agitation points, but until the five and eight point
limits are passed, the ARCers will remain outwardly
riendiy. Uno such point, the ARC people witl not show
any powers, Any attack on an ARC member adds 2 to the
eroes’ Agitation point total and any accusations add 1
Encounter 6: Surprise Attack
x setup]
AL some point witile the heroes are poking around
looking for clues, they should get enough Agitation
points to cause Tyansformer to attack, However, be
will wait until the group is outside to do this, then at-
cack in his wind cone Jor, If the Players do not go
ouside soon after reaching five Agitation points,
‘Transformer will lure (hem outside, saying: “Please, fot
low me T hare somettting to tell you, but T can't say i
in here with evergour arousd,”
Qutside the dome, Transformer will lead the group.
toward the borer shed then disappear around its west
corner, He will use his control wind power to create a
violent storm, tien will attack in person in his wind
form,
iam Player Information
“The wind begins to how! suddenty, and the shed
creaks in the gusts which whip around you. Snou is
biown in your faces; ice pelts you. A roaring sound
rises and from tw fur side of the shed comes a cone of
wind, twisting and writhing. You are almost blinded
by the snow and ice, nearly deafened by the noise,”
GM GM Information
Once Transformer takes at least 8 RAPS of damage,
he will fee the combat. Since he ean stay in his cone of
‘wind form for only @ limited period of tine, af he has
not suffered 3 RAPs of damage after four phases, he
will flee. He will return to the domme where he will tll
Svoboda what happened and why. Svoboda will give
Motrel a sedative which will immediately render hum
unconscious. He will still have wounds which match
the successful attacks made on him by the Player
Characters (such as bruises by fists, scorch marks
from flames, red arcas from bolts aud beams, etc)
On returning to the dome, if the Players ask about
Motrel, he wil be said to have had an accident (ice
fall) If the Players insist, Motrels unconscious body
wll be shown to them (1 Agitation point |
ui Troubleshooting
If by some fluke Transformer wins, he will leave the
heroes lying in the snow and run to tell Svoboda, See
the preceeding paragraphs for the result of such an
occurance. The heroes will wake up soon after, still in
the snow, but without further harm.If the heroes win, knocking Transformer uncon-
scious, he will return to his normal form and be recog-
nized by the Characters but will remain unconscious
for the rest of the adventure. On returning him to the
dome, the heroes will receive 1 more Agitation point
and some very angry looks from Shimmer,
Enonanter?; ARC Strikes Back
x Setup]
‘The Players can cause an attack by all the ARC per-
sonnel by gathering 8 Agitation points, being discov-
ered in the ice tunnel under the labs, or by hanging
around until the final day. In the first and last cases,
‘Svoboda will organize an ambush by all ARC personnel
at once. In the second case, ARC members will join in
the attack (one every five phases) in this order: Trans-
former, Shimmer, Mammoth, Svoboda, Gizmo.
iam Player Information
“The building is suddenly very quiet. The sounds of
work and study have stopped, a blanket of silence de-
sconded. You feel the watching of many unfriendly
eyes. Something is very wrong.”
GM GM Information
In the event of ambush:
If an ambush is organized, the ARC personnel will
wait until the heroes are inthe vast Storage area of
the dome. Mammoth will step from behind the eastern
side of the pile of boxes and throw them at the heroes
until someone closes to personal combat range.
Shimmer will stand in the south doorway and use her
power. Gizmo will enter through the outer entrance,
send his robots (AV/EV: 4/5, OV/RY: 4/3) into battle,
and fire a laser rifle (AV:4, EV-4, 0-5/6-7/8, Ammo:10)
Svoboda will grow to giant size, step over the partition
from Lab 1, and prepare to use his Bio-Energy Blasts,
t of Immediate Battle
If the heroes force an immediate battle sometime
during their time at ARC or are discovered in the
tunnel, ARC members will appear haphazardly. They
will follow the order and timing given in Setup, ex-
cept for the cases of those members who were at-
tacked by the group or where Transformer is
unconscious,
23After the Battle:
If the Player Characters win, then Shimmer will tell,
them all about the situation, including how to get
down to the Aliens’ ship through the lab tunnel. She
will blame Svoboda for the heroes’ victory and Tra
former's injuries because he failed to deal with the in.
truders immediately; this will be her way of evening
the score.
If the ARC people win, the Players will awaken after
the battle tied hand and foot with durable nylon-
entwined rope (BODY: 12 APs). The ARCers will be
standing before them (except ‘Transformer, who re:
mains unconscious) and Svoboda will explain every-
thing in the best villainesque tradition. He will be gloat
ing and will answer all the heroes’ questions, Then he
will say:
“But none of this will do you any good. See this bow
I hold? I found it in the Aliens’ ship and have ana-
lyzed it. It creates a stasis field, an area out of time.
Anything within the radius of this field is frozen in
ime for as long as the field is in effect
“It runs on any kind of energy. If { lit @ match
under it, the field would be energized for a period of
perhaps a second. But if Shimmer here were to use her
power on it, the field would stay on for months, maybe
years. Or I could have Gizmo fire one of his weapons
fat it, But in any case, you people will be inside it for
some time to come. That should keep you out of the
way while we go to visit dear Jinx in the Klondikes.”
He steps toward the group, smiling,
T Troubleshootin
If the Players’ group has been notably unsuccessful
in battle, you should change the appearance schedule
of the villains in an encounter. In the ambush, only
Mammoth and Shimmer will appear at first, followed
by Gizmo once the Players seem to have the first two
in hand. Svoboda will wait. to let his hirelings wear
down the heroes before appearing.
In the case of the immediate battle and sequential
appearance of the villains, introduce the next villain
fon the list only as the Player Characters gain the
upper hand on those already present. Careful intro
duction of new villains into combat will help balance
the battle,
In the case of a very successful group of heroes,
simply run the villains more efficiently. Allow them to
team-attack or appear in twos instead of alone.
Encounter 8: The Stasis Conflict
er
If the group called Hal Langsford for help, he will
enter at this time. Otherwise, any hero with a range
power can attempt to fire it at the stasis box, if they
think of it, In the case where a Player Character can.
not use a ray power because his hands are tied or he
cannot point the necessary weapon, the attempt may
be made using a Trick Shot (+2 Opposing Value col-
umn modifier)
The box will run on any type of energy, including
Physical, Mental, or Mystical attacks. A successful hit
fon the box (against Svoboda's respective Opposing
values) creates the field, which will surround the ARC
people with an opaque, silvery sphere 1 AP in diameter
lasting two APs of time for every RAP of striking
energy. Nothing can affect the sphere and those inside
will not feel any passage of time while it is functioning,
iam Player Information
Variable, depending on the Characters’ situations.
GM should improvise the description for the Players,
especially noting the presence of the stasis field
generator.
GM GM Information
If the Players fail to activate the stasis field, Svoboda
will have Shimmer do so. Shimmer, however, blames
Svoboda for the hurt done to Transformer and for Trans-
former's present condition and will use only 6 APs of
power (activating the field for 12 APs/4 hours). She wants
the heroes to follow Svoboda. The ARCers will remain at
the base for an hour, when their S.A. plane will ap-
pear, and then they will embark for the Klondikes. After
12 APs (four hours), the fleld will go down and the heroes
will be free,
‘The Players may elect to immediately follow Svoboda
(go to Encounter 10) or they may search ARC and the
Alien ship first (proceed to Encounter 9),setup]
filled-in drill hole on the ARC perimeter and is 40 feet
in diameter and 100 feet long,
iam Player Information
“The Alien ship at the far end of the tunnel is half
cleared of ice. You see its silver dome bulging into an
ice cave carved out by Svoboda’s people. One end is as
smooth as glass, while from the other end propulsion
units and equipment project. The main hath, toward
the smooth end, is ajar. You enter, walleing into a cir
cular control area. Guidance equipment and control
panels flash
“Around the rear half of the ship the walls are tined
with six chambers containing Alien forms. Some of
these chambers have a red light flashing above them,
AL the front of the ship are six chairs and a screen
with a map of the western hemisphere.””
em GM Information
‘The interior of the Alien ship is circular. Along halt
Encounter 9: LO the Alien Ship
the circle, the walls are lined with the equipment and
capsules which contained the six Alien police. Depend
ing on how long it took for the heroes to reach this
Doint, several of these suspended animation capsules
should s undamaged and the Aliens within still
unharmed. The Aliens used by Svoboda are in the cap-
sule/chambers marked by the red lights, There is no
way Lo free the Aliens,
The other half of the ship is comprised of control
panels, screens, and chairs, The controls are so ar
ranged that each will respond only to a specific Alien
However, the front screen shows a map of the western
hemisphere, including North and South America. One
white light is flashing near the north pole—at the loca
tion of this ship. Another red fight flashes in the Klon
dike Mountains of Northern Canada
The Players can do nothing tiere, Disturbing the con
trols or the Aliens’ capsules would only disable equip
ment or kill the Aliens, The Aliens harmed by Svoboda.
are alive as long as they remain in functioning cap
sules, but if Svoboda has completed his experiments,
he will also have turned off the power to these, thus
estroying their occupants,
No Alien weapons or tools will be found in the ship
since Svoboda already picked up everything potentially
useful
‘Any attempt by Player Characters to repair either
this Police ship or the Alien’s Prison ship discovered in
Encounter 12 will be futile due to the advanced nature
oF the design.Police Ship (Below ARC)
Hull Resistance: 10 APs
Hull BODY: 12 APs
Ship Welght: 12 APs
SCALE: 1 SQUARE = 5 FT.
S = Screen
Encounter 10: Heading South
Because Svoboda will be in a hurry to go to the
Klondikes or will have been defeated by the heroes,
ARC will still be intact when the Players decide to
travel south to Canada,
ig Player Information
Redd to Players when they decide to head South:
Your radio message was received by Hal, who will
be arriving with your STAR. plane to pick you up in
half an hour (9 APS):
GM GM Information
During the time the Players are waiting for Langs:
ford, they have full control of ARC and its equipment.
Any tools, chemicals, or electronics which seem reason.
26
able for them to find can be found here, however no
weapons are present. Random looting should be dis
couraged, as this is not a heroie act.
‘The Player Characters will also have the stasis box
available to carry with them if they think of it, No
Alien implements will be available to the heroes since
Svoboda took all of them apart for study and none of
the Player Characters will have the expertise to reas:
semble them due to their exceptionally advanced
structure.
T Troubleshoo!
If the Players did not defeat Svoboda or go into the
Alien ship, they do not know about the Canadian
based ship. Hal will instead be tracking the other
STAR. ship with his instruments and will suggest that
they follow. In any other case, they will know some-
thing about the activity there and should be persuaded
to investigate. The Players will be able to rest on board
the plane; the flight takes 12 APs,Encounter 11: Search for the Ship
By tracking Svoboda’s plane or locating it with the
same instruments if it is still waiting for Jinx in the
Klondikes, the heroes can find the general location of
the Alien ship. Jinx has been looking for it for the last
few days and should have just recently found it (ac:
cording to the time schedule), but it was not simple to
locate. The ARC plane has a homing beacon tracing
Jinx, s0 the Players can locate her (and thus the Alien
ship) easly.
If Svoboda’s group escaped from ARC and flew here,
Mammoth and Shimmer will not accompany them to
the Alien ship. Shimmer will remain upset. by Svoboda
and will have arranged to take Transformer to a New
York hospital. Mammoth will have gone with her.
Hal Langsford will locate the ARC plane and land
nearby, but the heroes will find the pilot present. He is,
Ricardo Estabanez, a long-time S.T.AR. employee who
is unaware of Svoboda’s intentions, If the Characters
have Langsford explain the situation, Estabanez will
believe them and use his instruments and beacon to
locate Jinx (who is at the Alien ship). Otherwise,
Ricardo may be Persuaded (INFL and SPIRIT of 3 APs
each) with a -1 Opposing Value column modifier for
being a friendly Character.
Ricardo suggests that you let him locate these vil-
WHITEOUT!
Re ae
et eee ens
Seema ete aen emery
eee ne een a Cree ne
Oe eos Cn ea en eet
ORC Rode eet ee
main snowblind (no visual abilities) for
Co Re ce CR ee
eres
eC Se ees es Ce met
CeCe en ees
any Cha
lains with his equipment, He said the woman told him
to track her movements, so it should just take a min
ute. He says she’s out there looking for something for
the last three days.
Looking out into the frozen wasteland, you're glad
Jor the help; you mighi never find Jina or the Alien
Ship om your own
GM GM Information
The Klondikes
The cryogenic climate of the Canadian Klondikes has
unique dangers and difficulties. Overexertion, in the
form of running or fighting, will cause the Character
involved to lose one BODY point for every 4 APs of
time (I minute) due to the intense environment and
thin air. Travel through the dense snowfall is treacher
‘ous and at half speed,
If the Characters did not elicit the aid of Estabanez
in tracking Svoboda/Jinx and head out 10 search on
their own, they will find themselves in the midst of a
Whiteout of 10 AP duration.
Following the Whiteout, Characters will find them-
selves once again at Estabanez’s S.T.AR. plane, The pi
lot will fee! partially responsible for the heroes’ difticul
ties and will offer to locate the Alien ship for the party.
Cee ae eee
Dace eae ee Ton
Ve Neem Cy
Soars
Characters with Air Control
Sees neice
ee eet
eae ene
eee
eat ts
Ponca
ble) cliffs, a normal Physical attack with AV/EVs
PreeEncounter 12: The Alien Ship
Buried deep in the Canadian snows is the Alien pris:
on ship. It is basically a saucer-shaped pod with no
controls or propulsion system. It was fired like a pro-
jectile from the disabled mother ship.
ial Player Information
You struggle over yet another mountainous drift to
see an alien ship. It is a circular silver mound and is
half buried by the snow and ice build-up of many
frigid years but still gleams in the sun. Tenuous aris
overhang the ship but have not completely enclosed it,
50 you face a clearing — the first one you have seen in
this wasteland,
ag rials Ship (Klondike Location)
GM GM Information
‘The heroes can find the hatch for the ship fairly eas:
lly, as the top half of the ship has been blasted clean
by the incessant Aretic winds. If Jinx has entered the
ship, Uie door (BODY of 10) will be completely opened.
‘Otherwise, the Players can tear or blast it open with
Strength or powers or, if a scholar or scientist is pres-
ent, open it with the information Svoboda gave them
earlier when he boasted about how he studied the ARC
ship.
Inside, the Alien ship is completely different from
the one at ARC. The Players will enter a corridor
which follows the hull of the ship. The ship is a small
maze, intended as much to keep the imprisoned Alien
in as to keep would-be rescuers out.Encounter 13: Inside the Ship :
Sse]
As the Player Characters attempt to enter the ship,
internal defenses continually hinder their progress.
igi Player Information
As you step inside the hatoh into a corridor which
follows the curving hull of the ship, a sparkling red
beam of light flashes toward you from a ceiling.
mounted turret down the corridor. It strikes the metal
wali nearby, scorching it, and a pungent burning
smelt comes to you, The ray is accompanied by a roar-
ing sound, which rumbles with each red beam and in-
tensifies as the red beam hits closer. On the wall in
front of you is a red flashing sign.
GM GM Information
The beam is one of the ship's defensive lasers. Map-
marked areas of corridor are covered by these lasers,
which fire with AV/EVs of 6 APs,
Areas marked N drop nets on Characters. These nets.
(BODIES of 10) entangle a Character on a successful
hit (with Character’s DEX vs. net's AV of 4) and stay
wrapped until torn off. Once entangled, a Character
has his or her DEX reduced to zero and may not move.
‘A normal Physical Attack may then be made on the
net with the net’s STR (12) as the Opposing Value and
the Character’s STR as the Acting and Effect Values.
‘These nets may only entangle-one Character.
Areas marked N drop nets on Characters. These nets.
(BODIES of 10) entangle a Character on a successful
hit (with Character’s DEX vs. net’s AV of 4) and stay
wrapped until torn off. Once entangled, a Character
has his or her DEX reduced to zero and may not move.
A normal Physical Attack may then be made on the
net with the net’s STR as the Opposing Value and the
Character’s STR as the Acting and Effect Values. These
nets may only entangle one Character.
Areas marked C have bars (BODY of 7) which slide
up from the floor to imprison those in the area. They
automatically catch anyone with an Initiative of 20 or
less (no die roll included).
Doors and walls marked with an E are electrified to
the touch for 5 APs and have BODIES of 9 APs,
These weapons and effects will function against any
Characters entering or leaving the ship until the CPU
is destroyed or the Alien criminal is disabled. ‘The ship
‘operates on a central power system which can be over:
loaded by a Character’s effective electrical attack
(either weapon or power) with 6 or more RAPs against
the transformers marked T or the central processing
unit (CPU), OV/RVs of 4/9 and 4/25, respectively.
Jinx is located at the J on the ship map. If she has
been inside the ship for more than two hours, she will
have already fought a battle with the Alien, have lost 3
BODY APs, and be badly bruised and scorched. In any
case, she will use her Illusion power to create a false
wall between herself and the heroes, hiding from them.
Perception Checks are against Jinx's INT/WILL of 6/6.
If Jinx has just recently entered the ship, then she
will have sensed the heroes’ approach and will hide at
J waiting to ambush them,
If Svoboda escaped from the earlier encounter, he,
Jinx, and Gizmo will have entered the ship a few hours
earlier. They will have been beaten and captured by
the Alien.Ship Investigation
Should Players choose to investigate the ship be-
fore locating Jinx, the following information is avall-
able when analyzing:
Red flashing warning signs: Unlike those on the
other ship, these are to warn unsuspecting tres-
passers that this is a detention ship holding a dan-
serous captive. One of these signs appears on every
wall.
Blue markings on walls: These Alien scripts ap-
pear on each wall, directly under the red flashing
signs. A Character who has an applicable skill (lin-
Buisties, languages, codebreaking, etc.) can read
these if he or she receives five or more deduction
RAPs vs. OV/RVs of 5/5 for Alien morphology. They
say, “Qualified officers only. Do not trespass.”
Defenses: A Check with a Character’s Detective
skill resulting in at least 3 RAPs vs, OV/RYs of 6/6
for Alien sciences will reveal that the defenses seem
to point mostly inward, preventing those inside from
leaving, *
Propulsion: The other Alien ship had a propulsion
unit and controls while this one cannot function
under its own power, being basically a projectile
launched by the damaged mothership long ago. Any
6 AP or higher scientist. will notice this, This ship
‘was never meant to move on its own,
Central compartment:
‘On reaching the main compartment of the ship, the
Characters will find the ship's central processing ‘unit
(CPU) and the freed Alien if Jinx or Svoboda entered
the ship ahead of the group by at least two hours, for
they would have freed the Alien. In this case, Jinx will
be at J and any others will have been captured and
will be unconscious beside the Alien. If less than two
hours have passed, any villains will be with Jinx at J.
Imprisoned Alien
If the Alien is imprisoned, the heroes will enter the
central chamber to find that “a large, bluegrey pod
cecupies the center of this room, Masses of pipes, con:
duits, cables, and tubes lead to this pod. Over it is a
cube (BODY ‘of 25) made out of « transparent mate-
rial, containing a swirling, multicolored glow. The
cube is making strange sounds.”
‘The cube is the central computer and the pod is the
Alien’s prison, Any Character with a language skill
check resulting in 5 or more RAPS vs. OV/RVs of 5/5
can understand the computer's warning: “By order of
the Security Committee, this ship is off'limits to all
non-official personnel! Leave now. This is the final
warning!”
‘Ten RAPs of electrical damage to the cube (which is
impervious to other forms of attack) will cause all in-
terior systems to fail. Five RAPs of damage to the pod
(BODY: 20) will destroy its function as a prison. Either
result frees the prisoner
If the Player Characters are successful in either at-
tack or if they hesitate for more than 4 APs (one min.
ute), read the following to all Players in the presence
of the imprisoned Alien:
A vibration goes through the ship. Then there is a
screeching sound and a rending of metal. Cracks ap.
pear in the pod; cables and tubes pop off. writhing
‘across the floor.
A broad fissure opens in the casing of the pod and
widens by the second, Then the chamber is filled with
@ roar and flying shards of metal. You are alt knocked
0 the floor and when you look up you see a huge,
seated, blue-green Alien standing amid the wreckage af
the pod.
The Alien bares black teeth, roars in what you rec-
ognize as a laugh of triumph, and steps menacingly
toward you.
‘The cube's explosion acts as a 4 AP Physical Attack
to each Character in the chamber.NonAmprisoned Alien
Read the following to all Players in the presence of a
freed Alien:
As you enter the room, you see a huge, scaled, blue:
green Alien sitting atop a wreck of blue grey metal. He
is staring up at a cube of transparent material, with-
in which are swirling, multi-colored lights. The Alien
lowers his gaze and looks at you.(If Svoboda and
Gizmo are here, they are at the base of the wreckage,
unconscious.)
The Alien bares black teeth, roars in what you ree
ognize is a laugh of triumph, and steps menacingly
toward you.
ALIEN otos raiser Katyn
‘POWERS:
Flame Project: 8, Flame Ani-
mation: 7, Flame Control: 8,
Mlusion: 5, ‘Telepathy: 7
SKILLS:
Gadgetry: 15, Seientist: 12
‘TafHalar is the premier criminal of Kath'yan society. He
isthe Aliens’ equivalent of Earth's greatest villain. As such,
he is proud, vain, and power-hungry. If freed, he will use
all his powers to gain dominance over Earth and hi
knowledge of Kathyanian science to create powerful
space ships to return to dominate Kath'yan. TalHalar is,
arrogant and will refuse to communicate with lower life
forms, such as the heroes.
"NORMAL KATH'YANIAN
Powers:
Illusion: 3, Telepathy: 5
‘The Kath'yan are a typically peaceful and obscure race,
preferring to remain aloof and apart from the rest of the
universe, They have an extreme sense of responsibility,
however, and so wish to deal with their criminals them-
selves.
Atypical Kath'yanian is 7’tall and covered in blue-green
or silver-black scales. Sporting small horns on their fore
heads and vestigial tails, they could conceivably be the
cause of Earth's “demons from the skies" legends,
‘Ta¥Htalar will use his Flame Project power against the
first attack made on him each round and will use his
Flame Animation on anyone avoiding combat. With his
telepathy he could communicate his evil intentions to the
heroes but will choose not to do so, prefering instead to
use his illusions to make himself appear more menacing
and powerful.
His favorite trick is to make himself appear even larger
than he is (and at 9’ tall he is even taller than average fora
Kath'yanian), tearhis way through illusory walls, and toss
illusory machinery (Intimidation attack of 6 APs). He also
enjoys pretending to turn himself into a creature of
flames (that round’s Automatic Action) while using his
Flame Project and Control powers to incinerate his
enemies,
Encounter 14: The Battle!
|
TafHalar will be furious if a hero destroys the ship's
computer, which he hoped would give him information.
He is not truly powerful enough to destroy the entire
group, but will use his illusory powers to appear to be. If
the heroes leave the central chamber and stop bothering
him, he willsit on the wreckage of the pod and think about
what he should do on this Korald-forsaken rock of a
planet. If any hero is knocked unconscious, Tal Halar will,
hold him or her for later questioning.
iam Player Information
None Applicable.
GM GM Information
While the Alien is much more powerful than each of the
heroes or even two together, he can be defeated. If the
Players refuse to leave the chamber yet still. are being
eaten, allow Jinx to appear in the doorway behind them
(either returning tothe chamber after the earlier battle or
having followed the group). Ifthe Players flee the room to
regroup, she will reveal herself in her location down the
hall.
Jinx: “Stupid heroes. Defeat is not easy, is it? Creature
from @ distant world! Stranger to Barth, yet hoping to
‘conquer it! Ah, if I only had the power to destroy it!"
Ifthe Players ask her, she will join them in fighting the
Alien.
T Troubleshooting
At some point, if the battle is going poorly for the
Players, there is another option. On being knocked-back
or thrown toa location in the central chamber, one of the
heroes would find asmallsilvery box near-at-hand. Thisis,
exactly like the stasis box shown them by Svoboda at ARC.
31Ifafter two additional phases of combat they don’t get the
connection, Jinx will shout: “That looks like the weapon
Svoboda found under the ice. Just get itelose to the Alien
aud strike it with one of your powers; it will stop the
‘ereature!”
Player Character failure to stop Tal'Halar will be re
flected in their Standard Awards. The Alien will not deign
to permanently harm any of the heroes or villains in tis
control, treating them more like lab mice whieh might be
valuable for informational purposes. ife will study them
for a few hours, then knock them unconscious and leave,
He is then free on Earth.
— ENDGAME —
32
Once Svoboda is unconscious, he will slip into a coma
like the hoods and Transformer. When these Characters
awaken after the adventure, they will no longer have their
powers but will be otherwise unaffected,
IfS-T.AR.is told of the Alien ships, it will send teams to
recover the ships and the Aliens, and will try to help any
Aliens harmed by Svoboda. 8.T.A.R. will not be willing to
share any Alien technology with the Players, as it hopes to
gain some technological advantage over its competitors
with the Alien science. As such, STAR. will not press
charges against Svoboda or any of the ARC people; how
ever, the hoods will go to Jail for assault on Typson.
This module should provide you with material for your
own adventures. Suggestions for later encounters and
events include: Svoboda may regain his powers, hoods
‘ay regain their powers, the Alien might escape, Alien
police may be healed and freed, the heroes may adventure
to the Alien homeworld, Remember that even supposedly
dead Characters, ifsufficiently powerful, may be brought
back through some complicated, creative method,
The Standard Award
While this module is designed for beginning Player|
groups, the complexity of the adventure merits signi
icant reward. The GM should remember to compen-|
sate Players for exceptional role-playing or defense|
caleulated as follows:
Opposition:
Group of Worlds
Severity:
Permanent. Nonfatal
TOTAL STANDARD AWARDHow to Use This Book
‘This book is divided into four sections: GM's Introduc-
tion, Characters, Encounters, and Places. In any of these
sections, text in italics is to be read to the players,
Gamemaster’s Introduction
‘The Gamemaster's Introduction provides the Game-
‘master with the background needed to run the adventure,
Characters:
‘This section contains information about the major
characters, both Player and Non-Player, involved in the
adventure, Heroes and villains which appear in the Game-
master's Manual only give Hero Points and information;
the basic abilities are the same as given in the Game-
‘master's Manual. In addition, the information which can
be obtained from each Non-Player character appears
here,
‘Encounters
‘The DC Heroes Role Playing system is based on encoun-
ters, That is, the players go from situation to situation
instead of location to location, as in other Role Playing
games, Each encounter is broken up into at least three
sections: Setup, Players Information, and GM Informa-
tion. When necessary there will also be Troubleshooting,
Rules sections, and/or Sidebars to help the GM run the
game,
Places
Deseriptions and maps pertaining to the encounters
arein this section. Brief descriptions including gamestat-
fsties are provided.
A Note on the Module Difficulty Rating System
Bach module which Mayfair will polish will have a
estimate on the power of characters. This estimate willbe
in form stating For 5-7 Characters Generated using
1000-2000 Hero Points,
To determine whether your characters will be powerful
enough to use the module, add up the nuraber of Hero
Points needed to getterate the Attributes, Powers, and
Skills of the character, including those Powers and At-
tributes in special equipment that are unable to be pur-
chased. The Batman Option and Link Costs are ignored.
Add the banked Hero Points and the amount of Hero
Points spent for equipment and labs,
‘Compare the Hero Point levels to the bracket amounts
given. If the average character in your team falls within
the bracket, the module will ikely be a good challenge for
‘them, Having several characters one or even twobrackets
below the stated bracket will be all right if there are a
couple characters above the bracket.
Brackets ‘Typical Groups or Characters
Beginning Level Characters
~The New Teen Titans
without Raven and Kid Flash
1600-2000 .. ‘The New Teen Titans
Raven and Kid Flash
2000-4000 Justice League without Superman
4000-8000 Justice League with Superman
8000-16000 «+++ Wonder Woman:
16000 eee eeeiccecrieseseeercesees Superman
« -Attribute Point
+ -Aura Attribute
- Acting Value
Result Attribute Point
. Resistance Value
Spirit AttributeTHE BATTLE BEGINS
VLE U) el ii if, | MOU ccu noon
By
his ultimate, power-mad plan!
etme oe een
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All this, and the Fearsome Five, too!
Your Player Group must suffer
severe Arctic climates and brave
CCM eS mS
Canadian Klondikes in an adventure
Rea om eats
STRSTR eT CMe he
PO RUSE
Ee crate come
yy Oso io
AND
ICE!
Into the eternal darkness,
@
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ey
- into fire and into ice.
Dante Alighieri
Pre \\ roe ite ey
A et Inferno canto Ill, 1. 87
Il SNe
nian