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in Broad Daylight

The document is an adventure guide for the Villains and Vigilantes™ 2.1 and Living Legends™ role-playing games, titled 'In Broad Daylight.' It centers around the mysterious disappearance of supermodel Holly Cooks during a bungee jump from the Chrysler Building, prompting players to investigate her fate. The adventure includes pre-generated characters, game mechanics, and various scenarios for players to navigate as they uncover the truth behind the incident.
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
112 views92 pages

in Broad Daylight

The document is an adventure guide for the Villains and Vigilantes™ 2.1 and Living Legends™ role-playing games, titled 'In Broad Daylight.' It centers around the mysterious disappearance of supermodel Holly Cooks during a bungee jump from the Chrysler Building, prompting players to investigate her fate. The adventure includes pre-generated characters, game mechanics, and various scenarios for players to navigate as they uncover the truth behind the incident.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 92

For Villains and Vigilantes™ 2.

1 and Living Legends™ - December 2010

Written by Jack Herman Living Legends and Mighty Protectors


Illustrated by Jeff Dee are trademarks of Monkey House Games
Playtesters: P.O. Box 2933 Pflugerville TX 78691
Hayley Herman, Karen Herman www.monkeyhousegames.com

(c) 2010 Monkey House Games Villains and Vigilantes is a trademark of


All Rights Reserved. Scott Bizar, used with permission

Table of Contents
Section Title Page Section Title Page
1.0 Introduction 1 7.2.2 If They Defeat The Ximix 20
1.1 Stand By For Adventure 1 7.2.2.1 Rewards For V&V™ Players 20
1.2 The Indestructibles 1 7.2.2.2 Rewards For LL™ Players 20
1.3 Unified Saves & Skill Checks 1 7.2.3 If They Lose To The Ximix 20
7.3 After The Ximix 20
2.0 The Shot Of The Century 1 7.3.1 The Hospital 21

3.0 We Need Heroes 1 8.0 The Refuseniks 22


3.1 The Offer 2
9.0 The Second Arrival 22
4.0 Life In The Big City 2 9.1 If They Defeat The Megaspur 22
4.1 Local Superheroes & The NYPD 2 9.1.1 Rewards For V&V™ Players 22
9.1.2 Rewards For LL™ Players 22
5.0 Puzzling Evidence 3 9.2 If They Lose To The Megaspur 22
5.1 The Life Of Holly Cooks 4 9.3 After The Second Arrival 22
5.2 At The New York CHESS Office 4
5.2.1 The Analysis Team 5 10.0 Following The Trail 24
5.2.2 What The Pictures Reveal… 5 10.1 The Island Of Aeaea 24
5.3 The Chrysler Building 7 10.2 Refusenik Activity Schedule 25
5.4 Behind The Shoot 7 10.3 Aeaea Exterior Map 25
10.4 Aeaea Interior Map 27
6.0 Madame Barpofsky 7 10.5 The Flying Mini-Sub 29
6.1 Investigating The Agency 8 10.6 The Howdunnit Reveal 30
6.2 The Agents Of Caveat Allure 9 10.7 The Dawn of Lady Armageddon 31
6.3 Caveat Allure Bldg. - 1st Floor 9 10.8 If They Beat The Refuseniks 31
6.4 Caveat Allure Bldg. - 2nd Floor 11 10.8.1 Rewards For V&V™ Players 31
6.5 Caveat Allure Bldg. - Sub-Level 13 10.8.2 Rewards For LL™ Players 31
6.6 If They Capture Barpofsky 15 10.9 If Defeated By The Refuseniks 31
6.6.1 Rewards For V&V™ Players 15 10.10 Um, We Lost The Microprocessor 32
6.6.2 Rewards For LL™ Players 15 10.11 After Aeaea Island 32
6.7 If They Fail To Capture Barpofsky 15 10.11.1 If Holly Cooks Is Still At Large 32
6.8 If They Are Captured 15 10.11.2 If Holly Cooks Is Captured 32
6.9 A Final Note On Caveat Allure 16
Saving Throws & Tasks Update 33
7.0 The Warranty Room 16 Caveat Allure Agent Stats 34
7.1 The Bank Of State 17
7.2 Warranty Room Encounters 19 NPCs Character Sheets & Info 35-83
7.2.1 The First Arrival 19
This one is for my partner, Jeff.
If Game Design was like Dodgeball,
and the entire human race was lined up waiting to be picked for a team,
and I was one of the captains, and I had first choice,
with my first pick I would choose you.
Together our victory is assured.
It is fantastic to be working with you again!

-Jack Herman
Welcome to IN BROAD DAYLIGHT! This is the first all-
new adventure from the original creators of Villains
and Vigilantes™, Jeff Dee and Jack Herman. Supermodel Holly Cooks bungee jumping off the
Chrysler Building… It would be an unforgettable
But it will not be the last! event and an indelible pop culture image, or at
least it certainly would have been if things had
gone according to plan…
“IN BROAD DAYLIGHT” is an adventure for the
Villains and Vigilantes™ 2.1 and Living Legends™ The sponsor spent millions of dollars in preparation
superhero role-playing games. It is recommended for this tremendous undertaking. It took over a year
for approximately 4 to 6 characters with an to acquire permits, purchase insurance coverage,
average experience level of four (V&V) or an clear close proximity helicopter flight path access
average 165 CPs (LL). It is designed to be around the building, and install all the various
completed by a group of players in approximately platforms and safety equipment. Holly Cooks
two gaming sessions. This product is for the underwent months of training in base diving and
Gamemaster’s use only. Anyone who is planning to bungee jumping.
play a character that will participate in this
adventure should stop reading at this point. A small armada of trucks and helicopters with
mounted cameras moved into position on the
morning of the shoot. A crowd gathered on the
street below and an uncountable number of eyes
This adventure is designed to be run by a GM as and devices prepared to capture the big event. As
part of an ongoing Villains and Vigilantes™ 2.1 or thousands held their breath, she made the jump,
Living Legends™ campaign. In the event no plummeted down, and when her cord had
campaign or characters have been established stretched to the limit - dangling her no more than
yet, or if a GM intends to run the adventure as a fifteen feet above the sidewalk - she instantly
one-time event separate from any campaign, this disappeared without a trace.
adventure comes with six pre-generated superhero
characters for the players to use. Just after it happened there was a brief but
strangely serene moment of silent confusion. An
If the players are playing their own characters, the instant later, the crowd went into mass panic.
GM can also use these characters as NPCs to Some people swore they saw her hit the ground. A
come to the aid of the players, should they need it. few crazed individuals claimed they saw the body
actually bounce. A search was quickly conducted,
These pre-generated characters - a superhero but the body of Holly Cooks was never found. No
team called The Indestructibles - previously one ever stepped forward to explain what
appeared on the covers to the first two editions of happened.
Villains and Vigilantes™!

In the V&V Universe The Indestructibles are the


preeminent superhero team in Grand Rapids, If any of the players follow news reports they will
Michigan. The GM is free to re-locate their see a report on Holly Cooks’ jump and
headquarters elsewhere, to suit the needs of their disappearance. The media coverage makes it
own campaign. seem like it was a wonderful magic trick that
dazzled a grateful, entertained crowd.
The complete stats and background for The
Indestructibles™ can be found at the end of this The adventure begins for the players the morning
adventure. of the following day. Ms. Pembrose, corporate
council to Caveat Allure (a prestigious modeling
agency), arrives in the city or town that is the
players’ base of operations. She attempts to
In Broad Daylight uses a unified set of terms for establish contact with them through the local
saving throws and skill checks, for easy conversion police. If the players have any contacts with local
to both V&V™ and Living Legends™. These terms law enforcement, then the authorities will notify
are defined on a special V&V™ update page at them. If that isn’t possible or is unsuccessful, as a
the end of this adventure. last resort, she turns to the local media. Sooner or

1
later, either flagged down by a police car while on
patrol or sitting at home watching TV in civilian
garb, the players discover that Ms. Pembrose By the time the players arrive In New York, the
wants to speak to them. If she appears on TV she incident at the Chrysler Building is already old
will mention that she would like to make a large news. The consensus of most New Yorkers seems to
charitable donation in the players’ name. The GM be that the event was staged- a fake. Some
should do everything in his power to see to it that a speculate that a crime might have occurred, but
meeting is arranged. no one is certain. The TV news refers to it as a
publicity stunt. The newspapers muse over how
Ms. Pembrose explains that in her research of New York is often the site for “David Blaine-like
superhero activity across America she came across exhibitions of performance art”.
the story of their success against Intercrime… or
whatever recent adventure the players have Online bloggers count up a long list of strange
successfully completed. If the players are playing things Holly Cooks has done to get attention:
the Indestructibles, that team has already amassed Numerous times being recognized in public while
a good reputation. Being approached with such making odd attempts to appear “incognito.” The
requests for help is a fairly routine event for the fake kidnapping from the set of a TV talk show one
Indestructibles. When someone is willing to pay a Halloween that she later claimed was “a tribute to
significant sum of money (even indirectly) for their Orson Welles.” The recording of her 911 prank call
services, that is quite unusual. which made the rounds of every news program. A
series of death threats that some experts claimed
were written in her own handwriting.

Ms. Pembrose tells the players that Caveat Allure Holly Cooks scheduled a two week vacation after
will make a donation to the charity of the players’ the shoot. She isn’t due to appear in public again
choice in the amount of $250,000 if they come to until a movie premiere at the end of next month.
New York and locate Holly Cooks. Her absence is not considered unusual.

There is little to go on. If Holly was kidnapped, then


so far her abductors have not made any ransom
demands or issued any announcement
whatsoever.
New York City is an intense place, with enough
distractions to keep a superhero busy for weeks
The Agency will provide transportation and
under normal circumstances. The players may
accommodations for their stay. Ms. Pembrose
want to consult with the local authorities or NPC
strongly urges the players to come as soon as
heroes regarding any other investigations into Holly
possible. Immediately is highly preferable. A private
Cooks’ disappearance.
jet waits to take them to LaGuardia Airport. From
there a limo will rush them to New York’s Garment
The NYPD has made no official comment other
District.
than to say: “The decision as to whether or not we
will investigate… is pending.” The FBI says they’ll
Ms. Pembrose will answer questions about Holly
respond if their assistance is requested by local law
Cooks’ disappearance. The players may ask why
enforcement.
Ms. Pembrose recruited them rather than calling
on some of the local superheroes. She tells them:
If the players search for a New York superhero
before the fight with the Ximix (see The First Arrival),
“The New York heroes have their hands full at the
the only one they will find is Volcanic Man. He is
moment. And anyway, most of the well-known
already in the middle of a case. If the players try to
New York heroes are closely watched by the
convince him that the disappearance of Holly
media. If Holly was kidnapped, media coverage
Cooks is a kidnapping, he gets kind of snippy:
might alert her kidnappers that they are now being
“Sounds like you guys have fallen for a conspiracy
pursued. Yet, for Holly’s sake, it’s important that her
theory.” If they ask him for any sort of background
disappearance be investigated as soon as
detail on Caveat Allure, he gets sort of verbally
possible. Outsiders like you could start right away,
abusive. “If you want to know about that stuff, go
without immediately drawing unwanted
find a newsstand, and buy yourself a copy of
attention.”
Cosmo!”

2
Volcanic Man will not back down from any sort of Here the players may attempt to use whatever
hero vs. hero scrum, but unless there is an actual applicable super-powered abilities they have or, at
emergency happening right before his eyes, he will the very least, they can make an Extremely Difficult
refuse to offer the players any assistance. He will saving roll using normal senses. The GM should try
disengage from them as soon as possible: “Sorry, to encourage the players to attempt new ways of
there’s just too much going down in town right now using their powers- such as using them in
for me to show you guys the ropes. Welcome to combination with each other- to examine the
New York, tourists!” video images.

The players are not able to reach anyone through If any of the players’ attempts to examine the
the NY headquarters of the Manhattan Progeny video are successful, they will detect a frame of
either. video that depicts what appears to be a very small
flash of blue in the last frame of video before Holly
Right now the Manhattan Progeny is the major Cooks disappears. Close examination looking for
superhero team of New York City. However, they this specific glow reveals the slightest glimpse of
have already adjourned from their headquarters. this blue glow in a few other video images taken
The facility is closed. They have left the city for the from different angles.
grounds of their private retreat in Cape Powers,
Connecticut, from where they officially do not Requesting aid in analyzing these images through
respond to inquiries. There is nothing amiss about regular law enforcement channels will result in
this. The Manhattan Progeny always adjourns for a stonewalling. The resources of the police and FBI
week or two around this time of year to allow their are already strained near to the limit. New York law
members to catch up on their charity work enforcement will be resistant to out-of-town
commitments, wrap up solo cases and handle superheroes trying to tell them what to do. “We’ll
personal business. do it but you will have to wait your turn in line
behind all the other cases currently under
If the players try to break into the Manhattan investigation. You should get some results back in
Progeny HQ in New York, they will set off an alarm. maybe a couple of weeks.” The FBI will stand on
This will bring the police as well as Volcanic Man, protocol and not get involved unless directly
and the players will have quite a bit of explaining requested by the NYPD.
to do. Attempts to contact the Super Society in
Connecticut, Boston and Washington DC will also If players have any contacts with other heroes who
prove unsuccessful. can perform a highly technical analysis of the
images, now would be the time to call them. If
There are other superheroes in NYC but there is they have no other option they can call upon
always plenty going on for them to investigate. CHESS for assistance. It is up to the GM to role-play
Whenever the Manhattan Progeny is out of town, the results of assistance from other heroes, but
the workload of the city’s other heroes almost those heroes should also suggest that CHESS have
always “ramps up to the max.” a look.

If the players’ campaign is already set in New York, CHESS has an office in midtown Manhattan. Its
the GM may have to invent some additional location is public knowledge but it is generally not
reason why other heroes the players may know open to the public.
there are also currently unavailable.
Madame Barpofsky puts one of the agency’s limos
at the disposal of the heroes. A sharp-looking
uniformed female driver named Carmela is
At the request of Madame Barpofsky, owner of appointed their chauffeur. She is chatty, not in the
Caveat Allure, the advertising agency that set up slightest bit intimidated by being in the company
the shoot brought all of the footage from the of a bunch of super-powered heroes, and knows
Chrysler Building jump to her office for the heroes the city like the back of her hand. The leader of the
to examine. heroes is provided with a cell phone, a corporate
expense account Visa card and a reservation at a
If any of the players conduct their own frame by local hotel for a suite of rooms where the players
frame analysis of the video, they will discover that will stay.
Holly Cooks is there in one frame and gone in the
next.

3
There is no information available about The
Provider in the NYPD or FBI databases. The NYPD
puts The Provider in the same category as the
The players may wish to investigate Holly Cooks’ Easter Bunny. He is supposed to be some sort of
background when looking for clues to her imaginary friend for crooks, creeps and hoods. If a
disappearance. Her current residence is a luxury bad guy is lucky enough to befriend the Provider,
hotel suite at the Palace Hotel. The maybe he will help them out if they do him a favor.
accommodations are paid for by the agency, and But if they talk about The Provider they are usually
Carmela has been given a key. She will drive the found dead. No evidence has ever been
players there and let them in to her room, if asked. discovered to support any of this. The cops shrug it
off as jailhouse spook stories. They theorize Holly
By going through Ms. Cooks’ personal effects only met some con artist with a rap sheet.
(including her diary) the players can begin to get
an idea of Holly Cooks’ personal life. She is clearly The only info CHESS can locate is that the name
isolated by her celebrity status and extremely “Provider” appears on a list of known aliases of
lonely. She has over a million Twitter followers, 10 Russian criminals. The specific file for that individual
million people who “Like” her on Facebook, and a remains classified by the Russian government. Any
small army of disposable sycophants for an attempt by the players to get that information
entourage, but very few if any real friends. She has (such as paying a visit to the Russian consulate in
no saved messages on her cell phone. Personal New York) will be met by stonewalling.
messages left at the front desk of the hotel have Authorization to release the file will take time to
been accumulating for weeks, unchecked. obtain, assuming the request isn’t simply denied by
Russia’s Federal Security Service. If pressured by the
Her personal calendar has dozens of ignored social players, the Russian Consulate will respond by
RSVPs, although she very selectively has accepted lodging formal complaints with the State
all offers for any sort of children’s charity. There are Department and the United Nations. Federal
several (really terrible) screenplays in her authorities will then swoop in and order the players
wastepaper basket. Her recent online to back off.
communications were all promotions for the jump.
Holly, like a lot of celebrities, was the target of a
In her diary she writes that she grew up feeling she number of stalkers, but pursuing this will be a dead
was ignored by her parents. Now that she is a multi end. Several will already be in jail or under
-millionaire they simply ignore her from a higher psychiatric observation. The GM will need to
rung on the social ladder. If her parents are improvise the specifics of this. If the players
contacted, they will assure the heroes that Holly is investigate, they will only actually manage to track
fine and that her disappearance is just a publicity down one of Holly’s stalkers, Albert Cardinale. It will
stunt. They heard so on TV. be obvious that he is pretending to know more
about Holly than he really does. He will eventually
She has had numerous short-term romantic even beg the players to beat him up. Wherever
relationships. Her type seems to be “bad boys”: the Holly is, he is certain that she will become more
MMA fighter with a penchant for bar brawls, the impressed with him if he takes a beating for her.
reckless star of that series of biker movies, the
popular pro wrestling “heel”, the NFL sack master The players will be able to easily collect a sample
who goes out of his way to injure QBs, the of Holly’s DNA from her hairbrush or toothbrush.
dangerously out-of-control rock star, the hedge From that CHESS will be able to easily determine
fund guru who mockingly calls himself the “King of that she is a normal human being who has no
Derivatives” as he dances one step ahead of a super-powers.
series of SEC investigations, even some sort of
foreign super-villain, the Provider. Her last
relationship ended months ago. In her final diary
entry, written the night before her big jump, she
writes that “Maybe I need a hero.” CHESS, just like the local NYC superheroes, is also
overworked right now. They have just dispatched a
If the players investigate the old boyfriends they will team of their Knights on some other classified
find verifiable alibis for all of them except the (unrelated) mission. If approached by the players,
Provider. they will agree to analyze all the images provided.
Madame Barpofsky will provide all film and photos
to the players for this purpose.

4
The players meet with CHESS’ impromptu analysis occurred within New York City limits during the
team in a conference room of their Manhattan event under analysis.”
offices. They have gathered equipment for
examining the photographic images and they will -“Could there have been some sort of spatial shift
give their immediate impressions of the material as or distortion that either moved Holly Cooks or
they examine it for the first time. perhaps moved everything in the general area,
and then returned everything instantaneously
minus Holly Cooks?”
Present are Knight Seth Demaris, who is currently on
assignment in Admin while he recovers from a -Feola (astrophysics): “Reviewing GPS transmissions
broken arm received in the line of duty, Rook level and NSA spy satellite data confirms that the area
technical agents Stuart Getman (chronological surrounding the Chrysler Building did, in fact,
physics), Judi Feola (astrophysics), Arturo Avilez maintain its position on the face of the Earth during
(parapsychology), Millicent Vance (image the event in question. Unfortunately pictures taken
analysis), Austin Lasiter (optical camouflage from satellites over New York City at the time of the
specialist), Phoebe Lynd (particle physics), and a event did not record the “blue flash” and were
PAWN (a synthetic replica of a real person used by unable to provide any new information of what
CHESS in various espionage operations) with the happened at the event.”
designation ‘Dr. Grant Ledgerwood’, (computer
systems specialist). This PAWN has been -“Was there any sort of ‘cosmic event’ that
programmed with the likeness and memories of Dr. occurred at the time she disappeared?”
Ledgerwood to impersonate him before the real
Dr. Ledgerwood could be successfully moved into -Feola (astrophysics): “No major astronomical
witness relocation. They have not yet had the activity of significance impacting on the planetary
chance to reprogram him for another use, and scale occurred simultaneous with the event per
since CHESS is currently short on manpower they the world’s major observatories. The FAA logs don’t
are utilizing the PAWN as programmed to make have any reports of UFO sightings at that time.”
use of the real Dr. Ledgerwood’s computer
expertise. “Is is possible Holly Cooks was teleported away?”

Here the players are free to ask whatever questions Lynd (particle physics): “We can’t determine if
they want to about what they think may have teleportation was a factor without more data.”
happened to Holly Cooks. The specifics of the
question will determine which expert will answer. -“Could what have happened been some sort of
During the meeting various experts may have to psionic-powered illusion?”
check information online or contact someone from
another CHESS department. -Avilez (parapsychology): “Based on the
recordings of our environmental equipment station
Before presenting their findings, they deliver a on the Empire State Building, levels of psionic
standard disclaimer that: “Their analysis does not energy waveforms at the time and place of the
account for any phenomenon not previously event were well within the normal range. This
encountered.” Players are free to speculate and means that a “wide effect mass level psychic
ask these experts to evaluate any personal theories imprint”- literally a post-hypnotic suggestion so
on what happened. The GM will have to role-play powerful it would simultaneously convince
through this. What follows are the answers to some thousands of witnesses that an alternate version of
general categories of questions the players will events had occurred and even transmit
probably have. prefabricated image data into cameras- is highly
unlikely to have been the cause of this.”

“Was Holly Cooks abducted at super-speed?”


“Could the disappearance have been
accomplished through some sort of distortion or
-Vance (image analysis): “The probability this was
stoppage in time?”
an action conducted by a super-speed interloper
is almost too low to calculate. The camera closest
-Getman (chronological physics): “Comparing
to the bottom of the descent was a digital high
readings from instrumentation within the city to
speed video camera effectively capturing images
various atomic clocks around the world, it does not
at the rate of 675K FPS. They would’ve needed to
appear that any sort of measurable time distortion
be near light speed to catch her between frames

5
and leave zero trace of afterimage, but there were mid-thirties, wearing a well-tailored suit in a style
no atmospheric or gravitational disturbance that recalls the 1920s.
whatsoever.”
“Hello. My name is Harry Houdini. These people
“Maybe Holly Cooks was never there at all?” can assure you that since my “return” a number of
years ago, I have become perfectly familiar with
-Vance (image analysis) “Precise determinations all modern technology and methods, and I also
on this point are elusive. So much of fashion have direct personal familiarity with the area in
imagery is digitally altered, it would be impossible question. I would like to make a careful
to gather the precise biometrics for Holly Cooks examination of your photographic materials, if I
without actually having her here to measure. may.” Houdini looks over the images carefully.
However, all the data suggests an extremely high
probability that the woman who arrived at the He says: “Since none of you appear to be stupid
event was Holly Cooks. This same woman is the one I’m certain you don’t need me to tell you, this
in the actual jump footage- not an illusion, not an event at the Chrysler Building was in no way any
imposter, not a replicant.” sort of staged illusion performance. However,
based on information from my contacts in the
-“Could Holly Cooks have disappeared by turning “death dimension”, it is my personal belief that
invisible?” your Miss Holly Cooks is still alive. Unfortunately, I do
not have any more information for you than that. I
-Lasiter (optical camouflage specialist): “There was wish you good luck on your investigation. I
no invisible figure lurking anywhere around Holly apologize, but I have a rather pressing
Cooks at the end of her descent, and she did not appointment that begins immediately. Please
disappear by becoming invisible herself. Slight excuse me. It was a pleasure meeting you.”
photonic distortions could be detected on the Houdini leaves. Whatever classified (and non-
recorded images under careful examination if this related) mission the CHESS Knights have been sent
was the case. Those distortions are not present in on, they apparently require the assistance of Harry
any of the images we examined.” Houdini!

-“Was Holly Cooks disintegrated?” “Can CHESS determine what the blue glow is?”

-Lynd (particle physics):”A molecular disintegration -Ledgerwood (computer systems specialist): High
could very well have created a residual trace level analysis simply cannot determine if the blue
energy signature that would cause a shift to the glow is anything other than a standard
blue on the Doppler range. However, the photographic anomaly. However, a cross
molecular debris that is the inevitable byproduct of referenced pattern search of the blue glow
disintegration should also have caused micro- against video and photographic images recorded
changes to the area surrounding the event. Even if from crime scenes in the Federal Law Enforcement
these changes were too subtle for the human eye Database shows a 54% probable match from a
to notice, they would still be detectible on the video camera record of a crime scene in New York
recorded images. All these images depict an area City less than 24 hours before the event. No other
around the event that is absent of such debris. image rated higher than a 3.09% potential match.
While this possibility cannot be entirely dismissed, This similar blue glow appeared in video recorded
CHESS’ official assessment at this time is that it is during a heist at the Bank of State in midtown
“unlikely” that Holly Cooks was disintegrated.” Manhattan.”

“Based on what we can see in these photos does Ledgerwood shows the players the video taken
CHESS think Holly Cooks is alive or dead?” from inside some sort of vault. The blue flash lasts a
fraction of a second and becomes static. One can
-Demaris (Admin): “CHESS is able to briefly confer see from changes in light and shadow that there is
with an outside expert who just happened to be more than one person moving just off camera, the
consulting with us on an unrelated case. I’ve video ends before anyone can be seen.
already briefed him on the situation.”
SPECIAL NOTE: Hopefully, the players will get
With a motion of his hand, the door opens and in around to asking this question on their own. If not,
walks a sleek but muscular dark-haired man in his the GM will have to offer up this information to the
players.

6
client to spend millions of dollars to shoot this
commercial. If the footage can’t be used it will
cost many people their jobs, possibly even
If the players examine the scene of Holly Cooks’ destroying the agency.
disappearance before their encounter in the
Warranty Room (see below), they will discover that Their sponsor, Vespucci Motors, is very upset over
virtually all of the platforms and safety equipment this lack of resolution. They had doubts about using
installed at the Chrysler Building have already Holly Cooks, whose unpredictable behavior
been removed. It was a part of the agreement threatened to overshadow their new product. Their
with the City of New York that all new fixtures entire fiscal year (if not decade) depends on the
created for the event were to be taken down as successful launch of the Vespucci Icon, their new
soon as possible. The equipment and fixtures were electric-powered sports car. They feel they were
considered an eyesore on one of the great taken advantage of by a flaky headline-craving
architectural masterpieces of the 20th Century. celebrity.

If the players attempt to search through the area Members of the film crews will confirm that the
from where Holly Cooks made her jump (and one event appeared just the way it looked on film.
of the players makes a successful Difficult saving
roll) inside the Art Deco spire of the Chrysler
Building they will find an object that photographic
evidence will later confirm is the cord used for the
jump. One end of cord is clearly rigged to attach
If the players question Madame Barpofsky about
to the platform, but the other end of the cord just
why she didn’t file a missing persons report after
terminates without any means by which it could
Holly Cooks’ disappearance, she will insist that Holly
have been attached to a bungee jumping
is like a daughter to her. She encouraged Holly to
harness. How the cord was severed cannot be
perform the stunt at Chrysler Building. She feels
immediately determined. None of the unique
personally responsible for what happened, and
characteristics of the use of a cutting tool, tearing,
therefore insists on handling this herself. If the
melting, burning or breakage through freezing are
players have any method of lie detection they will
present.
confirm she is telling the truth.
Bystanders and passers-by on the street that
The following information may be revealed to the
actually saw the event believe that Holly Cooks’
players at the GM’s discretion, if it seems
disappearance was a hoax. As one wizened old
appropriate that their investigation would
New Yorker will put it “The special effects looked
successfully uncover it:
fake!”
In 2000, Madame Barpofsky aka Zinaida Navokov
emigrated from the Ukraine, shortly after the violent
The players may attempt to follow up with other death of her husband, the notorious mobster
individuals involved with the event. Holly’s trainer Valentin Navokov. After the fall of the Soviet Union,
for the jump, Eric Swago (who can be reached by Valentin Navokov went from being a mid-level
phone in Italy where he is working as a stuntman facilitator for the KGB to eventually running several
on a movie) insists that he was unaware of any major illegal operations from gambling houses and
disappearing trick set to occur during the jump. human trafficking to the transport and sale of
However they did it, Swago insists it would have consumer goods knock-offs.
been extremely unsafe if it was planned without his
knowledge. He can’t believe that there would Luck ran out for Navokov shortly after he began
have been a cover up if something had gone having a public affair with an attractive young
wrong, but he seems a little ticked off he was left Russian film starlet. That month, a shipment of
out of the gag. almost a hundred million dollars worth of laundered
cash, that Navokov was supposed to safeguard
The advertising agency responsible for the event, while in transit, went missing. Navokov’s bosses
Merkin and Merkin, is stuck in a very difficult were displeased and he was eliminated in a very
position. While they are secretly working hard to public and messy way, along with his actress
prevent the notion that something has gone wrong girlfriend. In a series of incidents resulting from the
from going public, they are legally prevented from transfer of his prior responsibilities, virtually all of
using the footage until Holly steps forward to Navokov’s close associates were later also killed.
confirm she is safe. The agency convinced the

7
Assuming a new identity and changing her name, album covers, and the runways of the top
the former Mrs. Navokov used the money her late international designers. They are eye candy in
husband “lost” to buy the Caveat Allure modeling Hollywood and Bollywood films, decorative
agency. Her agency’s rise to the top was no ornaments on the arms of rich, famous and
accident, although it did involve several of her powerful men of every nationality and occupation,
competitors having very unfortunate ‘accidents’. and the dream fodder for millions, either as objects
When competitors struggled, Caveat Allure signed of desire or icons of beauty.
away their best talent. A number of top models
who would not sign with Caveat Allure were Caveat Allure is located in the heart of New York
aggressively persuaded to pursue early retirements. City’s Garment District, far from Park Avenue,
But as the modeling business changed around where most other major agencies are located. This
Caveat Allure, changes were also going on within has made them popular in the neighborhood and
the agency. a source of city pride, in a time when much of the
clothing and textile manufacturing business is
Madame Barpofsky was well aware that her girls, being outsourced overseas and the district’s
by virtue of their beauty and celebrity status, had prominence is threatened. They also operate a
no trouble getting close to men of influence, be fashion design and modeling school, which has
they pro athletes, movie stars, musicians, opened doors of opportunity for numerous
industrialists, politicians, diplomats, gangsters, even underprivileged students.
high ranking military officers. They could move past
the velvet ropes and circulate among VIPs Caveat Allure became a major agency within two
effortlessly. While everyone may notice them, no years of being taken over by Madame Barpofsky.
one particularly suspected them of being capable She has run the agency for the last seven years.
of anything too dangerous. In short, the models of Their It Girl of the moment is Holly Cooks. Even if the
Caveat Allure were in a unique position to get players have no interest in the fashion industry, they
close to potentially high value targets for grand will very likely have heard of her just through
theft, criminal espionage, kidnapping and exposure to mainstream pop culture.
assassination. The best part is that the marks
approach the girls socially (not the other way A casual investigation into the background of
around) in an above-board and perfectly legal Caveat Allure will only confirm all of this. Outside
manner, which removes all suspicion from the the world of modeling, people generally recognize
Agency. and respect them. Within the fashion world
competitors express bitter resentment and jealous
There are many ways the players may discover this dislike- and there is no surer sign of the
information. For example: They may obtain a undisputable reality of their success than that.
sample of Madame Barpofsky’s fingerprints and
have them analyzed. It would return a match from Any players with a Psychology background looking
Interpol for Zinaida Navokov. Or they may simply at Caveat Allure’s modeling and design schools
discover something is amiss by poking around the will notice (if they make a Challenging difficulty
Agency itself. save) that it appears to be an elaborate screening
process to find people that tend to follow orders
but also have tendencies to violence.

Caveat Allure’s “off-the-menu services” are


The players may decide to either investigate the supplied primarily to the Mafisto Crime Syndicate,
background of the agency through traditional an international organization of gangsters with a
means, or they may decide they want to snoop large and powerful New York base, but
around and see what goes on there for headquartered in Transnistria and lead by a
themselves. mysterious figure known only as The Oligarch.

If the players investigate the background of Madame Barpofsky occasionally initiates her own
Caveat Allure… operations, usually lucrative art and jewel heists.
Ironically, she had also been drawing up her own
Currently, Caveat Allure is at the apex of the plans for a robbery at the Warranty Room, but she
fashion industry. The models they have signed to was not very far along in her plan, and not
their agency include nine of the top ten most in- equipped to initiate the sort of attack that took
demand models in the world, and fourteen on the place there.
list of the top twenty. The faces and bodies of their
girls grace magazine layouts, TV commercials,

8
The players may decide the best way to learn
about Caveat Allure is to snoop around for In the center of this room is a very large mahogany
themselves. If Caveat Allure detects this intrusion, table. It is surrounded by fifteen large comfy chairs
they will engage the players in combat until the on wheels. The room is equipped with state of the
players have been subdued or defeated. The GM art teleconference and audio-visual equipment.
should feel free to throw as many agents at the
players as needed to make for a decent fight.
This room contains brightly lit make-up tables and a
If it looks like the players will defeat Caveat Allure
very long full length mirror.
and no better opportunity presents itself to escape,
Madame Barpofsky will don the policewoman
disguise, stash the money and false IDs in a bag,
find a hiding place until after the fighting is over This room looks more like a traditional locker room,
and attempt to mingle with the police who search except with full length mirrors.
the building and then slip away. The only thing that
might give Madame Barpofsky away is that she will
carry the photo of her with Holly Cooks that had Clothing and costumes of all types fill this room, in
been on her desk. If the players attempt to wardrobes and racks of clothes on wheels, from
apprehend her, she will flee, attempt all possible luxurious clothes to masks and capes.
trickery, and even take hostages if necessary. But
she will not directly engage the players in combat.
The studio must have only recently finished
shooting a photo spread based around a 30s Art
Deco-style space adventure theme. There are
several colorful planets, and some large model
spaceships very clearly based on the designs from
Complete stats for the agents of Caveat Allure can the old Flash Gordon movie serial. There are also
be found at the end of this book. control panels with flashing lights, and several bug-
eyed alien mannequins. Two garage doors in this
room open to the alley behind the building. Both
are currently locked.

This is a standard photo studio, filled with cameras,


lights and photographic equipment, complete
This is a pentagonal glass entryway. This glass is
with hanging backdrop. The backdrop in this studio
bulletproof and there are controls that can
is currently a green screen so the background can
change the glass from opaque to transparent.
be replaced by a digital image. There is a door in
this room that opens to the alley, but opening this
door will trigger the fire alarm.
The ceiling of this room goes all the way up to the
top of the second floor. On one side of the room is
a comfortable lounge, and on the other an indoor
A long narrow closet where whatever backdrops
waterfall. Behind the large waterfall is a platform
that are not currently in use are stored.
elevator that goes down to the sub-level. It is
disguised by a mirrored glass pane hung on a slight
angle so that it reflects the falling water, making it
virtually impossible to detect with the naked eye. Excess lights and photo gear litter this room.

This is a Waiting Room where photographers, This is an old fashioned photo development room.
designers, models and student-applicants wait for It looks like it has not seen use in some time, but
the chance to be interviewed. everything you need is here and it all works.

This office is used primarily for preliminary interviews There are several state-of-the-art computer
for applicants to the Agency. The walls are lined graphics workstations set up in this room.
with photos of celebrities.

9
10
In the spring and summer, this area is open to the
outdoors. Metal bars run along the top of the open
wall to discourage intruders. (The bars are
electrified, attack as Lightning and do a d12
This area has opulent décor, with pink marble damage. A switch in Madame Barpofsky’s office
flooring and gold inlay on the elegant black walls. can turn off the current.) In the fall and winter, a
There are a number of very expensive-looking and canopy and glass panels convert the open air
indescribably “modern” art objects scattered balcony into a greenhouse. The garden is almost
throughout the room. The surface of the reception as thick as a jungle. There is quite a variety of rare
desk is a touch pad controlling everything from a and exotic plants here.
computer workstation to the telephone and
intercom. There are also several smaller
workstations off of this console used by the Small, but impeccably tasteful, this contains a bed,
numerous interns that work there. The lounge bar, bathroom and closet.
furniture is painfully stylish, and equally painful to sit
upon. There is a small table and chairs with a laptop
computer on the table. This computer is password
protected and its contents are encrypted.
The office is a vast empty space except for the
desk and chairs at the far end of the room. On the Doors lead to the office and garden, and a
desk she has an encrypted computer. There is also discreet exit to the hall by the Photo Library.
a file containing news stories detailing the recent
activities of the players. A large window in the Entryway looks down on the
first floor Foyer. A switch in Barpofsky’s suite by the
A large Caveat Allure logo covers the wall behind door from the Entryway will turn that glass opaque,
the desk that sits atop a two foot pedestal. The stop the Waterfall, drain the Pool and raise the
effect is intimidating. Pool’s floor of it to ground level, and slide the mirror
behind the Waterfall open, revealing the platform
elevator to the Sub-Level.
Unlike Ms. Pembrose’s office, this room is There is a hidden panel in the back of the closet.
decorated with a sense of warmth and comfort. Behind it is a near-perfect replica of a NYPD
The walls are covered with shelves of leather- policewoman’s uniform and a disguise kit.
bound books. The furniture is antique, and large,
healthy plants bloom everywhere. A lush green
carpet lends the room a jungle theme. One wall of
the office is entirely glass and looks out onto the This room contains a massive collection of
Balcony Garden. photography, including the portfolios of thousands
of models. There is also a library of “location shots.”
The ornate and old-fashioned desk has a These seem to be photos for locations of photo
computer on a side extension. The computer is shoots, but law enforcement investigators will be
password protected and its contents are able to link many of the locations in these pictures
encrypted. There is a photo on the desk of her with to numerous crime scenes going back for seven
Holly Cooks. They are smiling and laughing. years.

A safe is hidden in the floor underneath her desk. It


contains over two hundred grand in cash (much of This room contains office and maintenance
it marked by the FBI as having passed through the supplies.
Mafisto Crime Syndicate) and a rough diagram of
the Warranty Room building can be found amidst
the many business papers. There are also full sets of
papers for several other false identities created for
Madame Barpofsky.

11
12
one half foot by one half foot windows and lock
from the inside. The structural rating of these doors
is 11.

This is the Platform Elevator that comes up behind Half the floor in this room is padded. The other half
the waterfall in the Foyer on the 1st floor. The floor is concrete. There are several wooden man posts,
of the elevator is coated with acid-resistant black and boxes containing an assortment of different
ceramic material. (Structural Rating: 6) The types of sparring gear in various sizes. It all looks like
mechanism that activates it automatically turns it has seen heavy use.
the glass in the Entryway opaque, turns off the
Waterfall, slide away the mirror, drains the pool
and raise the bottom of the pool up to ground A typical locker room and shower arrangement
level. like one might find at any gym or health club.
There is a large first aid kit in a cabinet on the wall.
A series of hidden cameras built into the walls look
onto the platform and feed video to the
computers in Madame Barpofsky’s office and suite. This is a standard target practice range. A
Facial recognition software examines everyone mechanism in the ceiling can move paper targets
entering the platform through hidden cameras. If to the desired distance. There are ten stalls for ten
anyone whose facial features are not on file steps different shooters. This room is completely
onto the platform a silent alarm is triggered and soundproofed. Gunshots fired in the Range cannot
acid is released from multiple dispensers in the be heard anywhere on the First Floor.
ceiling above the platform. These attack as
Chemical Power with 2d8 damage and contain
enough dispensers for 10 attacks. It takes 10 points
This room is filled with prefab floor-to-ceiling-height
of damage a dispenser to the point that it cannot
dividers that can be rearranged in different
release acid. An override can be activated from
configurations. This allows instructors to subject
the computers in Madame Barpofsky’s office and
trainees to different types of situations and
suite.
scenarios.
Anyone who exits the elevator into the sub-level
Various human size crash test dummies have been
corridor surrounding it after the alarm has been
arranged in standing positions in various parts of
activated will be exposed to Knock Out Gas.
the room. A few other intact dummies lie scattered
(Anyone breathing it will be subject to a Chemical
about on the floor. One is in pieces. Some of the
Powers attack and if hit, make an Average save
areas within the room have props and furniture
against Endurance (PHYS/CON in Living
dressing them: one area looks like an office;
Legends™) to avoid getting knocked out. There is
another is set up as a bedroom. Some of the
enough gas to completely fill the U-shaped
dummies have been fitted with prop guns. Others
hallway surrounding the platform for two minutes
are dressed to look like police or wearing civilian
(eight turns). All Caveat Allure agents in the
costumes.
sublevel will have their own breath masks.
As there are often gunfire exercises in this room, it,
like the Target Range, is also sound-proofed.
The north wall is lined with AK-47s, and MAC-10s.
Boxes containing thousands of rounds of
ammunition are stacked on shelves on either side
of the doors. Dozens of pistols, ranging from tiny
small caliber weapons to .44 magnums and Desert
Eagles, hang from hooks on the south wall. The
serial numbers have been carefully removed from
all of the firearms. Floor to ceiling height glass cases
cover the east and west walls containing a
staggering assortment of knives. There is a switch
on the wall next to the doors that controls the
knock out gas pumps. The doors to this room have

13
14
The heroes gain 1 point of experience each if they
participate in the raid on Caveat Allure and
successfully capture of Madame Barpofsky.
The police conduct a full scale search of the
Caveat Allure building. They uncover the money
(unless Madame Barpofsky took it) and the
Warranty Room heist plans from the safe in
Madame Barpofsky’s office. Ultimately, her true
background is revealed.
The police will round up whatever members of the
Miss Pembrose is not directly implicated in any of
Caveat Allure gang they can and question them.
Caveat Allure’s illegal activities. Even though Miss
The plans will still be located in the building and the
Pembrose is currently a “person of interest” and
police will still have their same theories- Caveat
under investigation by the police, a judge issues a
Allure robbed the Warranty Room. Then they either
ruling temporarily allowing her to act as Madame
caused the disappearance of Holly Cooks to aid in
Barpofsky’s attorney.
covering up the crime, or Holly Cooks got away
with the loot. The players were recruited by Caveat
The Police suspect it was Caveat Allure that
Allure under pretense of looking for Holly Cooks,
robbed the Warranty Room and the cash in
but the real intent was to use them to find the loot.
Madame Barpofsky’s safe is from that heist. Much
of the Warranty Room loot is still unaccounted for
Questioning the girls will confirm that Holly Cooks
and Madame Barpofsky doesn’t appear to have it.
was not involved in the illegal side of Caveat
One theory the police have is that Holly Cooks
Allure’s business. In fact, Madame Barpofsky gave
escaped with the loot and Caveat Allure recruited
Holly such preferential treatment that the rest of
the players to find her so that they could follow the
the girls deeply resented her. None of them would
trail and recover it.
have dared retaliate against Holly for fear of
angering Madame Barpofsky, who ruled her
If questioned, Madame Barpofsky will adamantly
organization with an iron fist. They deny that they
deny this. She insists what she said about Holly
robbed the Warranty Room and know nothing
being like a daughter to her is true. She says she
about Madame Barpofsky’s plans to do so.
kept Holly away from the criminal side of the
business. Madame Barpofsky also denies robbing
The operatives of Caveat Allure don’t know any
the Warranty Room, though she does admit that it
specifics about Holly dating the Provider, other
was on a list of her potential targets.
than that she always grew bored and dumped her
boyfriends after one or two dates. They don’t know
If asked about Holly’s super-villain ex-boyfriend the
anything more about the Provider or the Refuseniks
Provider, she becomes upset. She is clearly
than Madame Barpofsky does.
surprised to learn about the relationship. All she
can say about the Provider is that he is supposedly
the head of a local super-villain group called the
Refuseniks, who have a reputation for being
ruthless. That’s all that she knows.

Before the police return her to her holding cell, the


Realizing that the players’ attack means that her
last thing Madame Barpofsky does is to beg the
illegal operations have been permanently
players to find Holly Cooks and return her safely
exposed, Madame Barpofsky will take her money
home.
and abandon caveat Allure. Carmela will take
over the group. While the players were
unconscious, the agents of Caveat Allure will have
secured them in the Practice Range in the target
Capturing Madame Barpofsky will earn the players area. As many Caveat Allure agents as remain
400 experience points. The GM can split this total standing will be stationed at the shooting end.
between the players however they think is fair. They will have guns trained on the players with
laser sites illuminating them all over with little red
dots. (Laser sites give them a +5 to hit.)

15
Carmela calls one of Caveat Allure’s underworld
contacts. She offers to sell the players to the
Mafisto Crime Syndicate. From here the GM can
rummage through his old villains and perhaps pick
a few favorites who get the assignment to come CHESS provides the players with the address of the
and take the players away. They will arrive in one crime scene, and Carmela can drive them there.
hour. The location of the crime in question is a small,
completely nondescript one story industrial type
The players should have a chance to get free building nestled between a parking lot and a
before more bad guys show up. If the GM so construction site. There is no sign identifying what
chooses, Madame Barpofsky might be this place is. Currently, the entire building is
apprehended at the airport trying to leave the encircled by “Police Line” tape. A lone squad car
country. That might spur a police investigation of sits outside the building with two bored looking
the Caveat Allure facility, which could lead to a patrolmen inside. If the players approach them,
rescue, if the players require it. the officers will not be interested in listening to
anything they have to say. They simply tell the
players: “You’re late. Just go on in. The rest of your
group is already inside.”

The Bank of State is a very discriminating financial


It is entirely possible that the players will take
institution, specializing in select corporate
everything Miss Pembrose and Madame Barpofsky
accounts and high net worth individual clients.
say at face value. They may never even think to
Many of their account holders are resident aliens-
investigate the background of Caveat Allure. The
foreign nationals living in the United States. The
players may never uncover anything that suggests
bank tends to solicit its own clients and generally
to them that Caveat Allure is anything other than
does not accept “walk in” business from the
what it appears to be, a fashion model agency.
public. The Bank of State operates their own
They may continue the adventure to a successful
brokerage firm and provides their clients with
completion leaving their secret undiscovered.
traditional bank accounts, but all this business is
done online and all transactions are processed
That isn't necessarily a bad thing. In fact, if the
electronically. They do not have a vault of cash.
adventure is being run as a part of an ongoing
This facility had been the highly secret location of
campaign, it does provide the GM with an
the Bank of State’s “Warranty Room”, essentially a
interesting loose end to revisit. The players could
room filled with locker-sized safety deposit boxes
later be brought in to investigate the kidnapping of
for objects of the highest value.
a business executive, or the theft of some classified
documents from a high ranking military officer or
The front doors to the building are locked. If the
politician. Only hours before the crime, he was
players knock there is no answer. If they go to the
seen in the company of a very beautiful young
back of the building, they will find two chalk
woman. The players could follow the trail back to
outlines on the ground and a wrecked car lying on
the same offices of Caveat Allure that they visited
its side next to that.
during this adventure.
The rear of the building contains an oval-shaped,
One addition that players could discover during a
door-sized hole that has been created in the side
return visit to Caveat Allure is the presence of some
of the wall by means unknown. The hole in the wall
well-pruned baby Megaspurs in Madame
leads through two more interior walls and then
Barpofsky's Balcony Garden!
directly into the Warranty Room. The four walls of
the Warranty room were covered in lockers
approximately twice the width of a high school
locker, slightly taller and about three times as
deep. The doors to all the lockers have been
removed by means unknown. Their contents are
gone.

16
the wall facing the wall with the doors there is a
portrait of Fiorello H. La Guardia.

The courtyard blocks off the front entrance with an


eight foot high iron fence. The gates can be The walls in this room are five feet thick and made
opened by use of a key kept in the Security Office of steel-reinforced concrete that has a Structural
or by holding a pre-programmed passcard up to a Rating of 12. This room is the vault containing the
card reader. safe deposit boxes. The door has been removed
and a hole has been created in the back of the
vault. This is where the players will find Max Pestana
This is the post for a bank employee to greet and Dr. Grayson, and where the Ximix will appear.
clients. There is no one currently on duty.

This room is where security guards would monitor all


Normally, there were two or three guards stationed activity in the building via the video monitors. An
here. Their job was to check the ID of all clients, get entrance was created into this room from the
them to sign in, and then either usher them over to outside and another was created going into the
the Waiting Room, or let them enter through to the Warranty Room.
Warranty Room. The doors between Security Post 1
and the vault door (including the two doors that
lead to the hallway between the Warranty Room This is a smaller, dingier office. It is used for
and Security Post 1) have a spring that closes “personnel relationship” issues.
them, and when the doors close they
automatically lock.
Back in the days when this building was first built, it
was for some long forgotten industrial purpose. This
The office of the branch manager. The expensive room used to be a tiny loading dock. It has three
décor of the office is in stark contrast to the non- garage doors on the west end.
descript look of the building exterior. This office is
used for “client relations” issues.
The room contains tables and chairs, an
assortment of vending machines, and a
This is actually a work area filled with three small refrigerator that is long overdue for a cleaning. The
desks, computers, office equipment and a number door leading outside to the employee parking
of filing cabinets. There is no sign of the office staff. area is always locked from the outside. There is a
little block of wood by the edge of the doorway
that employees use to keep it from closing when
A well-decorated alcove filled with several large they step out on their break to have a smoke. The
leather couches and comfy chairs, with two coffee ground surrounded this area outside the door is
tables positioned between them covered with slick littered with dozens of cigarette butts.
papered magazines. There is also a water cooler, a
fancy coffee machine and a very large flat screen
TV on the wall. This small area contains a sink, a microwave oven
and a cheap coffee machine, as well as cabinets
containing assorted food preparation materials.
Four full size doors lead to a room with a series of
tables placed end to end forming a large square
shape that fills the room. The tables are surrounded
by a dozen large comfortable leather-bound
chairs on wheels. There are three portraits of New
York mayors on the three walls that have no doors.
On the wall to the right of the doors is a portrait of
Whitehead Hicks. On the wall to the left of the
doors is a portrait of Cadwallader D. Colden. On

17
18
One of the program’s benefactors had a locker
here and offered to store the device because this
place was reputed to be so secure. The device
Inside the Warranty Room are two other would have been stored in a small sealed case to
individuals. The first is Max Pestana. He is an keep it sterile. It wouldn’t have necessarily looked
investigator for the Harmon Insurance Company, like something valuable, although it is worth nearly
which is famous (the players will have seen the TV a million dollars. He was looking for it in the faint
commercials) for its skyscraper headquarters in hope that it may have been overlooked by the
Indianapolis, which is also home to the superhero thieves that looted the Warranty Room.
team, the Crusaders. Max cooperates with the
players. He lists the assorted items the robbers got While the players are talking to Dr. Grayson, they
away with, sometimes pointing to the empty see a flash of extraordinarily bright blue light reflect
lockers as he does so: $4 million in uncut diamonds, off the lenses of his eyeglasses. The flash is so bright
$800 grand in rare coins, $2 million in Brazilian (over ten thousand times brighter than the one
bearer bonds, a countless number of business and recorded in the videos) that it is comparable to the
personal papers from millionaires and billionaires - flash of a detonating atomic bomb. Dr. Grayson
like a winning lottery ticket for an identity theft ring, clutches his eyes in agonizing pain and falls to the
and three original paintings by the late Frank ground, screaming. He has been blinded. The blue
Frazetta: “Egyptian Queen”, “Vampirella” and flash came from behind the players, accompanied
“Dawn Attack”. by a very loud and strange sound.

Pestana says that in 30 years of this type of Note to the GM: If the players do anything
investigation he has never seen anything like this. “I unexpected- like grab up Dr. Grayson and fly off
have seen vaults and safes cracked with lasers, with him as soon as they see him—they will have
axes, compressed air, high-pressure fire hoses, all prevented him from being blinded but they
manner of explosives including ignited space themselves will notice the massive blue flash before
shuttle fuel, liquid nitrogen, and air arc cutters that they get too far away from the building.
burn pure oxygen at 10,000 degrees. But I have
never seen anything that cut so cleanly.”
Thankfully, no one else in the Warranty Room
He shows the player the empty post where the happened to be looking in that direction at the
video camera had been. (It was the camera that time of the blue flash.
had been positioned here that transmitted the
same footage the players saw.) The post and the When the players turn around they see a few more
wires it contained do not show signs of being cut, (and thankfully less severe) blue after-flashes. The
torn, burned, melted or frozen. It simply terminates Warranty Room fills with a gust of roaring wind, as a
at a certain point. The camera is gone. The alarm strange shape forms and solidifies before the
systems and the electrical power box for the players’ eyes. It is the Ximix, a monster from another
building are also similarly ‘erased’. If the players dimension. Battle ensues.
can analyze this or the edges of anything else
effected during the robbery, they can determine [The character sheet for the Ximix can be found at
that the bond was simply broken on the atomic the back of the book.]
level.
Dr. Grayson is now blind and effectively helpless.
The other person in the Warranty Room isn’t Max immediately tries to get Dr. Grayson out of the
interested in talking to the players. He seems to be room and away from the Ximix. But the Ximix is a
looking for something. If approached he will scavenger-predator and will try to attack the
introduce himself as Doctor Alvin Grayson, and he weakest targets first. It is clearly attracted by the
is a pediatric neurosurgeon at New York University screams of Dr. Grayson. He cannot escape it
Hospital. He is part of a development team that without the players intervening.
had created a microprocessor specifically
designed to simulate the function of the ventral If the combat lasts longer than two turns, the two
area of the human brainstem. Their test subject- an police officers will come to investigate the sounds
extremely gifted nine-year-old boy named Nate of combat and will try to help the players by firing
Forrester- needs to have it implanted in his brain their pistols. If things get bad enough and the fight
within 24 hours or he will die. moves out into the street in sight of the limo,
Carmela draws a pistol and shoots at it, as well.

19
Observant players will notice that she is an expert The players will have their power points fully
marksman and she specifically aims for the head restored and receive top medical attention- giving
or the knees. them the equivalent of two extra days worth of
healing. Depending on the specifics of the battle
Afterwards, if the players question Carmela about the GM can determine how much time they have
the gun she will simply shrug and say she is a left to find the microprocessor, but unless there
trained bodyguard. She has a special permit for were highly unusual results, they should at least
the firearm. In addition, she is a black belt in the have 12 hours left.
Korean martial art of Kyuki-do.

CHESS will bring in one of their cryptozoologists, Dr.


Dennis Mast, to conduct an examination of the
The police call the paramedics for Dr. Grayson. The Ximix. This is the name that Dr. Mast gives it. The
paramedics sadly inform the players that the name is a palindrome, which he feels is
Doctor’s sight cannot be saved. His eyes have appropriate for a creature that looks the same
been destroyed. Dr. Grayson doesn’t let the backwards as forwards.
paramedics take him to the hospital until talks to
the players a final time. He begs the players to find Dr. Mast says this creature is precisely the kind of
the microprocessor. If it is not at hospital within 24 thing that falls under the “phenomena never
hours a child will die. There are other doctors at the before encountered” disclaimer that CHESS
hospital that can perform the operation- but only if warned the players about. It is not any kind of
they bring the device there in time. mutation of any sort of Earth creature. It is not
native to our world.
New York law enforcement calls CHESS for
assistance in dealing with the restrained, The Ximix seemingly has no understanding of
unconscious or dead carcass of the Ximix. A crew technology it uses. It functions on the level of an
from CHESS will bring in a containment device that ape or a guard dog. The Ximix would have to have
will keep the Ximix in stasis. been trained in the use of its weapons by a trainer,
but it does not possess the mental capacity to
have created them.

Defeating the Ximix in combat is worth 1168 CHESS labs perform preliminary scans of the sword
experience points. The GM can split this total and crossbow. The sword is made of a type of
between the players however they think is fair. metal which does seem to oxidize in the same way
that known metals do, and the crossbow is from
wood of a plant not found on Earth.

The Ximix, the sword and crossbow give off a


The heroes gain 1 point of experience each for
distinctive kind of energy that (while apparently
defeating the Ximix.
harmless) does not correspond with the atomic
properties of matter in our dimension.

Particle physicist Phoebe Lynd tells the players that


They will awaken at the nearest hospital. Max the robbery at the Bank of State was committed
managed to have saved Dr. Grayson with the aid using some sort of unstable method of
of the cops and maybe Carmela. The players see teleportation.
TV footage of the Ximix’s rampage of destruction
through Manhattan and ultimate death at the Apart from the various methods that super-
hands of a small army of cops and a number of powered individuals manage it, the cheapest and
local superheroes, including Volcanic Man. simplest way to teleport is simply through dimension
hopping. She explains: “You hop over to a nearby
Dr. Grayson, his eyes bandaged, is in a nearby pocket dimension or parallel world and then hop
room. He repeats his plea that the players find the back into this one at a new location. It can occur
microprocessor. Dr. Mast and Phoebe come by to so quickly that it may not even be perceptible.
deliver their findings. Carmela will bring them a
‘Get Well Soon’ balloon and some flowers. However, the problem with teleporting by
travelling through another dimension is the
potential danger posed by quantum
entanglement. When one body of particles comes
20
into proximity of another very different body of time to look. Volcanic Man will only reappear in
particles and then separate, while the distance the event that they are defeated by the
between them can become incalculably vast, Megaspur.
these particles still continue to directly influence
each other. The entangled masses of particles For what happens next, see the section called “The
react as if they were still in proximity to each other. Second Arrival.”
What occurs as a result of those reactions simply
cannot be predicted. If the robbery at the
Warranty Room was committed using a dimension If the players visit New York University Hospital they
hopping type of teleportation, the creature may can verify everything Dr. Grayson told them. Nate
have been pulled into our dimension as a result of Forrester is a nine-year-old boy who has started to
quantum entanglement.” develop some unusual mental powers. However,
he cannot yet control them. The waves of psionic
The blue glow seen on the videos and at the arrival energy he generates are so powerful that they
of the Ximix is the result of sonoluminescence- threaten to shut down his own brain.
literally a conversion of sound into light. This is a
side effect caused by the creation of a vacuum, Initially, doctors treated Nate by giving him anti-
similar to what can be observed near the event psionic drugs. However, he has developed a
horizon of a black hole. Lynd believes that the resistance to them, and the dosage now needed
carrier wave for the teleportation effect must be to achieve the desired effect is potentially fatally
sonic-based. toxic.

If the players have not already approached the Nate’s doctors were going to implant a
NYPD, police officers now ask them what is going microprocessor in his brain to protect him from
on. If the players inform the police of the similar accidentally stopping the impulses that keep his
blue flashes at the Warranty Room and the Chrysler heart beating and his body breathing- a serious
Building, the police, having already seen the concern since this has nearly happened five times
aftermath of the arrival of the Ximix, will already. The damage being done to the ventral
immediately begin an official investigation- which area of his brainstem will prevent the
they will announce to the public. microprocessor from helping him if it is not
implanted in the next 24 hours. The clock is ticking!
Something else should already be occurring to the
players. If a monster from another dimension If the players take the time to visit Nate, they will
appeared 36 to 48 hours after the blue flash in the discover that he is being kept on life-support
Warranty Room, will something appear at the machines and lapsing in and out of consciousness.
Chrysler Building 36 to 48 hours after the blue flash He awakens if the players approach him.
that took away Holly Cooks?
Unknown to the doctors, Nate also has Cosmic
The GM should give the players time to come up Awareness- and a potential to heal others. He
with this notion themselves, but if they do not then knows why the players are there. He knows that
eventually CHESS’ particle physicist Phoebe Lynd they are looking for “a lady that vanished after
will bring it to their attention. jumping off the building.” He knows that he will die
if the microprocessor is not found.
After the battle with the Ximix, the police will listen
to the players about any potential new threat. If the players ask him, Nate tells them that the
They will immediately clear the streets in a one microprocessor is in the same place where Holly
block area surrounding the Chrysler Building from Cooks is. He says that he can see her “sleeping in
42nd Street to 43rd Street and from 3rd Avenue to garbage” and that she is not in Manhattan. She is
Park Avenue by Grand Central Terminal. Once that somewhere on water.
is accomplished they will send in the players to
evaluate the scene. CHESS will supply the players The Doctors will order the players away after that,
with protective goggles to shield their eyes from saying that they don’t want him overexerting
another ultra-powerful blue flash. himself. After leaving, any injured players will
discover that all of their hit points have been
The players will still not be able to find other NPC restored. Nate has also been having a similar
heroes to help, but they will not have very much effect on other patients currently sharing the
Children’s Ward.

21
pothole in the asphalt of the road. If allowed to
grow, each seed with generate a new fully grown
After lengthy negotiations with Russian law Megaspur plant within 48 hours. New Megaspurs
enforcement, CHESS has finally obtained will not attack or become ambulatory until fully
information on the Provider. He leads a villain grown.
group who call themselves the Refuseniks. While
the NYPD maintains that the Refuseniks are
practically an urban myth (having spent years
combing through the five boroughs looking for
their base of operations), CHESS records contain
The NYPD will send in SWAT teams to help the
several vague mentions of them through numerous
players find where all of the seed pods landed and
informants.
to help destroy all the seeds.
CHESS agent Knight Seth Demaris (as a spy and a
student of Cold War history) can tell the players,
the meaning of the word “Refusenik.” It is a term
from the old Soviet Union, used to describe Defeating the Megaspur will earn the players 6664
someone the Soviets refused to let out of the experience points. The GM can split this total
country for fear they would cause political between the players however they think is fair. If
embarrassment. An example of a Refusenik might the players save the Chrysler Building from serious
be someone who vocally criticized the damage, the GM may grant them each a point of
government, or a member of a group whom the Charisma.
government oppressed, and who then might then
tell their story to the West. In Internet slang, it
means someone who refuses to upgrade to new
technology, such as: “I won’t be getting an iPad;
I’m still an iPod Refusenik.” The heroes gain 2 points of experience each for
defeating the Ximix. If the players agree to be
interviewed by the New York media, they will get a
COOL roll at +1 level to get a point of Fame.

After another massive blue flash, a ten-story tall’


ambulatory spur-spine-shooting plant creature
(hereafter referred to as the Megaspur) appears at The players will be taken to the hospital. When the
the spot where Holly Cooks disappeared. players recover, they learn that Volcanic Man
appeared, rescued them, and was finally able to
The creature does not move swiftly, but it will defeat the Megaspur.
pursue anything that attacks it. If left on its own, it
will smash its way into the Chrysler Building and
hunt down anyone who did not obey the
evacuation order. The Megaspur will be able to
find and kill at least four people this way, if the
players do not intervene. After the battle with Megaspur, if the players have
any sort of ability to analyze the pieces of it that
If left unchallenged, eventually the Megaspur will still remain, they will discover that they also shows
creep to the edge of one of the police lines and signs of the strange energy readings detected in
attempt to break through to where it can attack the Ximix. Since quantum entanglement is the
more innocent civilians and spew more exploding force responsible for causing these monsters to
seed pods. appear, Phoebe Lynd says there should be traces
of a similar energy at the location where Holly
It will also shoot exploding pods up and down Cooks and the loot from the Warranty Room were
Lexington Avenue. These pods explode, scattering teleported.
3d6 seeds over a 5” radius area. Each one is about
the size of a softball. If a seed touches the ground, Player-characters with a scientific background
it will crack open and sprout little root-like tendrils may be able to invent a tracking device that can
that will search for a place that it can gain follow the energy patterns, following the standard
purchase, such as a cracked cement sidewalk or a rules for one-shot inventions (V&VTM) or an
appropriate Science skill (LLTM).

22
23
If the player-characters’ backgrounds do not allow does not give off a charge. This because the
for this possibility, or if they attempt to do this and island’s internal systems consistently use nearly all
fail, CHESS will be able to provide such a device for of the electricity it generates. The Structural Rating
the players. of the organic material is 3. This electrical field has
the side effect of slightly changing the
temperature of the water surrounding the island,
which is what creates the fog bank that surrounds
it.

The energy readings point south. The players follow The island does appear to be floating but it is
the trail out of Manhattan, through Queens and clearly too large and heavy to be buoyant.
past Coney Island. The signal source leads out past Something is keeping it afloat.
Breezy Point into the bay, toward the ocean. If the
players have no means of travelling over water, Hundred of swimming tentacles move in unison in
the NYPD will assign them a police boat and driver. a wavelike motion below the surface of the water.
The signal leads a bit past three miles off shore. Operating in unison, they can move the island
through the water at a speed of about 25 mph or
As they follow the trail they will pass a few small 110” a turn. They extend for about 500 feet below
floating mounds of garbage. These mounds will the surface of the water, and can hold the island in
range in size from roughly ten feet to ten yards place when they can reach the ocean floor. These
across. The players will be to smell them from as far tentacles are incredibly big and strong. If attacked
as a quarter of a mile away. The boat pilot will tell they fight at 4th level as HTH minus 2, and if they hit
them that these mounds are commonplace. All of they do 5d10 of damage. It takes 200 points
these mounds are completely covered with birds damage to destroy one of these tentacles. If left
picking through them looking for something to eat. alone, they simply follow their swimming routine
and will not bother the players.
Eventually the players will encounter a massive fog
bank. Inside of it they will find the source of the Upon careful examination, the players find hatches
signal- another, much more massive garbage that lead beneath the surface of the island,
mound, floating in the midst of a large bank of fog. hidden observation cameras both above and
This one is roughly 70 yards long and more than fifty below the waterline, an underwater entrance and
feet high, yet it gives off no scent whatsoever. Birds even a small submarine attached to a docking
are conspicuously absent from it. If the players port on the bottom of the island.
watch this garbage mound long enough, they will
see a single bird land on it. After a few seconds, Inside the island, the walls and ceiling are lined
the bird is gone, but they will not have seen it with a white semi-opaque version of this organic
leave. growth which is as hard as enamel. A slightly softer
version of this same substance lines the floor.
Electrical lighting fixtures are installed in the ceiling.
The ceiling is about ten feet high and the top of
Upon closer examination, this “island” is actually a
the ceiling is just above the waterline.
mound of garbage seemingly afloat in the water. It
is bound together by some sort of organic
If the hull of the island should be punctured, the
overgrowth than ranges in consistency from
island is capable of sealing the breach itself. This is
viscous fluid to a hard resin-like shell. This
not necessarily through “healing” but more of the
overgrowth is able to perceive and devour birds
island knowing how to rearrange its mass in a
that may land on the island, but it will leave the
proper way to insure hull integrity. The island is
players alone. A thin film floats atop the water for
capable of sealing a punctured opening about
nearly a hundred feet around the island, pulling
five feet wide in roughly fifteen seconds.
debris towards the mound and adding to its mass.
The GM must determine whether the players can
Players with the appropriate senses may detect
reach the island without alerting the Refuseniks. If
that this organic material gives off a tiny electrical
they make no attempt to be stealthy they will
field, No doubt a mass of it this size could deliver
certainly be seen.
quite a jolt. But even in the water, the material

24
THE PROVIDER On Bridge On Bridge Off Duty in Off Duty in Off Duty in Off Duty in
Stateroom Stateroom Stateroom Common
or Store- Room or
room Storeroom
DR. PHAGE Off duty in Tending to On Bridge On Bridge Reading or Reading or
Common systems in Resting in Resting in
Room Server Stateroom Stateroom
Room
TWISTED MAN Off duty in Off Duty in Off Duty in Off duty in On Bridge On Bridge
Common Stateroom Stateroom Stateroom
Room
CHIROPTERA Off Duty in On Bridge On Bridge Off duty in Off Duty in Off duty in
Stateroom Common Stateroom Common
Room Room
MARAUDER Patrolling Off duty in Patrolling On Bridge On Bridge Patrolling
UNDINE waters Common waters waters
around Room around around
island island island
MOPPET On Bridge Building Off Duty in Off Duty in Building On Bridge
Toys in Stateroom Stateroom Toys in
Stateroom Stateroom
WHISPERER On Bridge Off Duty in Off Duty in Off Duty in On Bridge Off Duty in
Common Stateroom Common Stateroom
Room Room

Once the Refuseniks become aware of the players’ presence, they immediately begin preparing to
engage them in combat. Refuseniks who are asleep take 8 turns to join their comrades, although they get
an Average Intelligence save (Intellect in Living Legends™) to wake up if a player enters the room. All
sleeping Refuseniks will be awakened if the alarm is sounded on the Bridge.

This hatch leads down to the room labeled Hatch This hatch leads down to the room labeled Hatch
A1 on the Interior Map. The hatch seals airtight with A3 in the Interior Map. The hatch seals airtight with
a wheel like on a submarine and can be locked a wheel like on a submarine and can be locked
from the inside. from the inside.

This hatch leads down to the room labeled Hatch This shows that space where the open entrance is
A2 in the Interior Map. The hatch seals airtight with located on the bottom of the ‘island.’
a wheel like on a submarine and can be locked
from the inside.
This shows where the opening to a submarine dock
is located, below the waterline.

25
26
This room is extremely sparse in decor. A simple
mat sits in the middle of the floor with a small side
This is a pressurized room sealed by double doors. table covered with a stack of books on theoretical
There is a ten foot by ten foot entrance to the physics. Placed alongside the stack of books is a
ocean in the floor. The double doors lead into the small black plastic box- the container the
airlock and are rigged so that they cannot both be microprocessor was shipped in. It is now empty.
open at the same time. The ocean entrance in the Leaning on its side facing the wall, unhung, is Frank
floor can be opened or closed by a switch on the Frazetta’s original painting “Dawn Attack”- a
wall. It is currently open. This is Marauder Undine’s present to him from the Provider. This room has its
preferred method for entering and exiting the own private bathroom.
island vessel.

Equipped with a refrigerator, microwave, stove,


This is the main control area for the island. Cameras sink and garbage disposal, and stocked with a
feed video from all directions over the surface of variety of groceries ranging from the gourmet to
the island, from above and below the waterline, as junk food. There are also numerous cases of beer,
well as straight up and straight down. The cameras vodka and cigarettes. The place looks like it hasn’t
are motorized and their views can be adjusted been properly cleaned for weeks.
from a console. The bridge also has radar, sonar,
two-way radio, satellite TV broadcast capability, a
cell phone transmitter and Internet access (all of
A ladder leads up to the submarine-style hatch
which are untraceable), and a phantom GPS
located on A1 of the Exterior Map.
device which can read their location without
leaving their trace on the GPS network. The bridge
also houses the controls for the island’s propulsion
system. A silent alarm system can be activated A ladder leads up to the submarine-style hatch
from the bridge which causes a very bright red located of A2 of the Exterior Map.
light to flash in the Common Room and all the
Staterooms, as well as a a very loud audible alarm
capable of awakening everyone aboard A ladder leads up to a submarine-style hatch
instantaneously. located on A3 of the Exterior Map.

This room is dark. The lights are switched off. In here This room is decorated simply and tastefully with
the light bulbs have been changed out with UV hanging swords and pictures of the ocean on the
light bulbs, which will give the room an eerie purple walls. This is the neatest of all the staterooms.
glow. The ceiling of this room has been fitted with Marauder Undine never sleeps here, preferring to
piping so that Chiroptera can perch and hang sleep in the ocean. There is a hammock strung
upside down. The room has its own private across the room that has never been used. This
bathroom. room has its own private bathroom.

This is a combination dining room and recreation The floor is covered with hundreds of pieces of
room. There is a large table in the middle of it, mechanical and electronic junk and disassembled
littered with the remains of foodstuff. It is pieces of broken and mangled toys. The walls are
surrounded by eight large comfy chairs. A flat lined with shelves and the shelves are filled with the
screen TV adorns one wall with a Blue-Ray player dozens and dozens of little wind up toy killing
and a PS3. On the opposite wall hangs Frank machines that she has made. This room has its own
Frazetta’s original painting “Vampirella”. Another private bathroom.
wall has a bookshelf about five dozen paperback
books, magazines, comics and manga. There are
also a couple of dozen games and movies.

27
28
The centerpiece of this room is Frank Frazetta’s This is a diagonal shaft which seals at both ends
original painting “Egyptian Queen” it hangs on the and leads to a hatchway that is designed to be
wall with special lighting installed specifically to dock with the hatchway of a submarine. The room
illuminate it to the best effect. A bed in the center functions like an airlock. Neither of the doors can
of the room is very neatly made. On his dresser he be opened unless the other is currently closed, or
has a very large speaker system/docking station for unless there is a pressurized craft docked to it to
his iPod, loaded with Russian, gypsy, punk and folk maintain the air pressure.
music. This room has its own private bathroom.

Russell Harris is a frustrated artist. His room contains


The banks of computers here help run the an easel and paints, as well as a painting in
surveillance, communication and propulsion progress that looks like the work of a manic
systems. There is also a fuse box for the island’s depressed child. On another wall is mirror that has
electrical system, which runs on current generated been smashed. This room has its own private
by and stored in the organic material that holds bathroom.
the island together.

The island’s auto-pilot is also controlled from this As much as possible given the location, this room
room. If activated, the island will automatically looks like the bedroom of a normal American
chart the quickest course for international waters college age girl. The room screams with a longing
and head there at maximum speed. Once there, for home. This room has its own private bathroom.
the island will remain stationary until further
instructions are received. The island can move over
water at about 25mph and it will take no more
than 40 minutes to get to international waters. This sub is currently attached to the submarine
dock.
Also in this room is the “electronic plug” that keeps
the island afloat. If it is destroyed (Structural Rating Weight: 8000 lbs
3, with 20 points to destroy it) the island will sink into Passengers: 1 + 7
the ocean in three minutes, or 12 turns.
Cargo: 1,000 lbs
Top Speed:
This room contains all of the assorted junk that the Underwater: 30mph
Refuseniks have accumulated over time and not Surface: 60mph
thrown away. This includes the valuables stolen Flying: 500mph
from the Warranty Room- diamonds, coins, bearer
Hit Points to Disable: 54
bonds, and several hundred thousand dollars of
cash. Hit points to Demolish: 160
Fuel Capacity: 24 points
A hammock has been strung across the room and Underwater: 2 points per hour
in it is the unconscious form of Holly Cooks. If the Surface: 1 point per hour
players manage to awaken her they will discover Flying: 4 points per hour
that she is no longer Holly Cooks. Her trip through
another dimension has turned her into Lady This vehicle is invisible to radar and sonar. It has
Armageddon. hover capability in flight, and landing gear for a
touchdown surface landing.
The Storeroom also contains a rifle type of device
that attaches by a cable to a backpack-
contained power source. The device is burnt out
and useless. This is a Teleportation Projector,
invented by Doctor Phage and used by the
Refuseniks in the Warranty Room heist and the
kidnapping of Holly Cooks.

29
When the players launch their invasion of the island
they will get opportunities to piece together clues
of what the Refuseniks did. When they engage the
Refuseniks in combat with them they can even ask
them directly.

The Provider had been feeling depressed and


heartbroken since his break up with Holly Cooks.
Although he could have Holly fall love him using
Mind Control, he was too intelligent to allow himself
to believe the lie. It just made him want Holly to
legitimately love him even more. The Provider had
even idly suggested the possibility of giving up his
life of crime in order to try and win Holly’s heart.
Doctor Phage disliked seeing this side of his
protégé and suggested instead that he occupy his
mind with a new criminal endeavor. The Provider
chose the Warranty Room as a target after
learning through his connections that the owner of
some Frank Frazetta paintings had stored them
there.

Doctor Phage built a portable Teleportation


Projector. They attacked the Warranty Room using
the Projector to remove the walls of the building
and break into the vault and send the loot back to
the island.

Although super-humanly brilliant Doctor Phage’s


expertise is biology, not physics. His Teleportation
Projector was not perfect. He theorized that his
device might create some sort change in
teleported organic matter due to quantum
connectivity, and that these changes might even
result in giving a person super powers- but he
wasn’t sure exactly what would happen. Not
completely understanding something is a rare
phenomenon for Dr. Phage. It spurred his
intellectual curiosity in a way that he deeply
enjoyed but rarely experienced. He decided to
test this quantum entanglement effect on Holly
Cooks. If she acquired super powers, it might
possibly have given her the chance to join the
Refuseniks and be reunited with the Provider. It also
might also have turned Holly Cooks into a hideous
freak, in which case, he was fairly certain the
Provider would no longer be in love with her and
the problem would still be solved.

30
Doctor Phage pulled off the kidnapping expertly, If the heroes successfully recover Holly Cooks and
catching Holly Cooks in his Teleportation Projector’s Caveat Allure has not been revealed to be a
beam from a well-hidden sniper’s nest across the criminal enterprise, they will make a $250,000
street from the Chrysler Building. He was easily able donation to charity in the name of the players.
to escape in the confusion caused by her (Since this is a second party donation, the players
disappearance. However, his device fried out after will each receive two Charisma bonus rolls.)
using it on Holly and it is irreparably damaged.
Since arriving at the island after her trip through If the players fail to retrieve the microprocessor but
another dimension, Holly has been in a coma, and capture Chiroptera, she will volunteer to donate
she will not awaken until the players attempt to bone fragments that can be made into a
revive her. Only when she is revived, she will no restorative powder that will be able to aid Nate
longer be Holly Cooks, she will be Lady Forrester. While it is not a replacement for the
Armageddon. microprocessor, it preserves Nate’s life until a
replacement microprocessor can be obtained.
The players may attempt to anger the Provider by
supplying him with the information that Doctor If Doctor Phage is captured, CHESS places him in a
Phage casually endangered the life of Holly Cooks sterile airtight container. Then the authorities turn
for little more than his own amusement. This could him over to the Center for Disease Control, where
a schism that would set the group against each their superhero-on-retainer, Doctor Micro, takes
other. If this were to occur, Chiroptera and the personal possession of him.
Twisted Man would side with the Provider.
Marauder Undine and Moppet will side with Doctor
Phage. Whisperer just might use this as a chance to
flee the group, or maybe go into hiding.

The Provider 1872 pts


Dr. Phage 1890 pts
Once she is awakened, Lady Armageddon will
attack hero and villain alike with lethal intent. Chiroptera 1134 pts
Marauder Undine 1284 pts
The players may suggest an alliance with the
Refuseniks in order to stop Lady Armageddon. The The Twisted Man 710 pts
Provider will consider this so long as it is agreed that Whisperer 264 pts
all measures be taken to prevent Holly from
coming to harm. Moppet 584 pts
Lady Armageddon 180 pts
Doctor Phage will strongly resist the idea of forming
an alliance. He is quite taken by Lady
Armageddon and is curious to see what sort of
harm she can bring down upon the players…
If the players defeat the Refuseniks they will each
While an alliance may save the players from Lady gain two experience points. The GM can assign an
Armageddon, the Refuseniks will betray the players additional third point of experience to any player
once Lady Armageddon has been defeated, they feel went above and beyond the call of duty.
captured or driven away.

The players can contact the authorities via the If the players are defeated by the Refuseniks, they
radio in the police boat that brought them, or by will be taken captive.
the radio on the bridge or in the mini-sub. The
National Guard will send a helicopter that will rush When the players awaken they will find themselves
the microprocessor back to New York University floating in the opening to the ocean inside the
Hospital in time to save Nate Forrester, provided airlock. The membrane that stretched out from the
the players managed to recover it. island has been drawn in and wrapped around the
players and gripping them tighter than a
31
straitjacket. The effect is not unlike being wrapped
in a ball of duct tape the size of your living room.
The NYPD boat pilot is also there in captivity with
the players. If the players miss their 24 hour deadline without
capturing Chiroptera or retrieving the
The Refuseniks hunted down and sank the police microprocessor, then the Hospital will manage to
boat. The boat pilot swam to the island, only to be contact Axiom, one of the world’s greatest
captured. superheroes. Using hyper flight Axiom will fly to
Switzerland and return with a duplicate
One of the tentacles beneath the island has been microprocessor in time to save Nate’s life.
reprogrammed to swat at the players with deadly
force if they use their powers, move around too
much or attempt to escape. Doctor Phage will also
infect any player he catches trying to escape with
his virus to weaken them to the point of near-
death. The Provider may threaten to use his Death
Touch on the players- or on the captured police
boat driver- if they do not cooperate.
If Lady Armageddon is allowed to get away, she
If the players attempt to explain to the Refuseniks will use hyper-flight to quickly move far from the
why they need the microprocessor, the Provider detection of the players. The GM can reintroduce
will listen but remain skeptical. Doctor Phage will Lady Armageddon at some later point in his
dismiss any such discussions outright and talk the campaign, if they wish, to resolve this loose end.
Provider out of trying to return it.

Doctor Phage wants to rebuild the Teleportation


Projector and use the players as test subjects. The
Provider will want to mind control them, get them She is found legally insane and declared a danger
to reveal all of their secrets and then make them to herself and others. She is ordered to be confined
commit crimes. He will try to locate Lady in a classified high security government run asylum
Armageddon. Marauder Undine, the Twisted Man for super-powered inmates. Her present location
and Moppet will simply want to kill them. As of all is… unknown.
these plans are openly discussed in the front of the
players. The Refuseniks have no fear of them
whatsoever. The only exception is Whisperer. if
she’s still around, she may be having second
thoughts about this whole super-criminal thing.

If somehow a distress signal is sent, CHESS will


respond to it. But as the rest of the Knights are
currently engaged elsewhere, Seth Demaris will
have no choice but to have his science team suit
up and launch a rescue attempt themselves. They
should have no trouble finding the island, using the
same type of tracker that the players used to get
there.

The CHESS rescue team could get access to some


pretty unusual stuff. They might even be able to
borrow some of Harry Houdini’s gear, which might
prove useful when it comes to helping the players
make an escape. They might even convince
Volcanic Man to come along- although he HATES
the water.

It is up to the GM to determine how the adventure


goes from here.

32
V&V TM 2.1 Saving Throws & Tasks Update Save Difficulty: Modifier: Old V&V: LL Difficulty*:
Revision 1, © 2010 Monkey House Games Simple +8 - Don’t Fumble

4.3 D. Origin and Background Easy +4 - 2


A character’s background story emerges organically from their Routine +2 - 3
randomly chosen place of origin, age, weight, basic characteristics,
and knowledge areas. Average 0 d20 vs BC Score 3

Challenging -2 d100 vs BC Score x 4 4


Example: Tim is creating a new V&V character: a 21 year old man
from Dallas, Texas. He weighs 150 pounds, and has high scores in STR Difficult -4 d100 vs BC Score x 3 5
and AGL, but he has low scores in CHA and INT. His knowledge
areas are Government/Bureaucracy and Law Enforcement. So Tim Extremely Difficult -8 d100 vs BC Score 6
decides his character is the captain of a group of prison guards.
*Use this a a guide when converting to or from Living LegendsTM
The part of a character’s backstory that involves the interpretation
of the exact meaning of the character’s knowledge areas is The Task System
particularly significant, because it determines what the character Special modifiers apply to saving rolls that are used to simulate a
knows how to do. This is important for the Task System (see below). character’s skills when performing tasks.

Note: Characters who roll the same Knowledge Area more than Every task requires a saving throw against the character’s
once may choose to interpret each roll as a different but related Intelligence, Agility, or Charisma save number, as determined by
field (for example, Legal background x2 could mean the character the GM. Difficulty modifiers (see above) may also apply.
has been a lawmaker AND a judge), or it can be interpreted as
additional expertise in a single specific background specialization. Example: Joe is attempting to drive a car around obstacles on the
highway. The GM rules that driving a car depends on Agility, and
8.8 SAVING THROWS Joe has an 18 Agility which has a save number of 12, so the base
target number for Joe to succeed at this task is 12. This assumes
Saving throws determine whether characters can resist hostile or ‘average’difficulty. If the obstacle course was ‘difficult’there would
environmental effects, or succeed at tasks. be a -4 penalty, reducing Joe’s save to 8.

All saving throws are made by rolling 1d20. To succeed at a saving


Background Modifier
throw, the character must roll equal to or less than the save number
The base task target number assumes that the character knows
for the Basic Characteristic they're using:
how to perform the task, either because the character has the
necessary background or because it's common knowledge.
BC Score: Save Number:
If the task is common knowledge AND the character has an
0 6 appropriate background, then they gain a +3 bonus to their target
1-2 7 number. For example, driving a car when the character is also a
race car driver.
3-5 8
If the task is not common knowledge and the character DOESN'T
6-8 9 have an appropriate background, they suffer a -3 penalty. For
example, code-breaking when the character has no training in
9-11 10
cryptography.
12-17 11
When in doubt about whether the character’s background applies
18-23 12 in a given situation, the GM may apply a portion of the normal 3-
point bonus or penalty.
24-29 13

30-35 14 Characters with double background in a single specialization


(example: Law Enforcement x 2, indicating extensive experience as
36-41 15 a detective) receive an additional bonus of +3 on all task attempts
that fall within their specialty.
42-47 16

48-53 17 Equipment
The GM may increase the difficulty of a task if the character has
54+ 18+
limited or poor quality equipment, or decrease it if the character
has extensive or high-quality equipment. Task rolls fail automatically
Example: Bluejay’s INT of 15 gives him an INT save of 11. When if specialized equipment is required, and the character lacks that
Bluejay has to make an INT save, he needs to roll 11 or less on 1d20. equipment.

A saving roll fails automatically if the GM rules that it requires Opposed Tasks
conscious action on the character’s part, and the character is
When a task is opposed by another character, the save number is
either unconscious or unable to act.
reduced by 1 per point by which the opposing character’s save
number (with skill adjustments) exceeds 10, or increased by 1 per
Critical Successes & Fumbles point by which the opposing character’s save falls below 10.
A saving throw roll of 1 is always a critical success. A saving throw
roll of 20 is always a critical fumble. Any special consequences of a Example: Knight Owl is trying to disable an electronic security
critical success or fumble are entirely up to the GM. system that was designed by Phantara. Knight Owl has a 24 INTL,
and she has a background in electronics, so her initial task save
Difficulty Modifier number is 13. Phantara (who also knows electronics) has an INTL
Modifiers may be applied to a saving roll to adjust its difficulty. The save of 11. So Knight Owl suffers a -1 penalty, reducing her saving
following table presents some suggested modifiers: roll to 12.
Tamera 1 4 44 12 32" +1 +1 d4 Pistol 96

Lolita 1 4 43 12 31" +1 +1 d4 Pistol 94

Kaitlin 2 4 45 13 33" +1 +1 d4 Pistol 96

Angelique 2 5 44 12 32" +1 +1 d4 Pistol 196

Libby 2 5 47 13 33" +1 +1 d4 Auto Pistol 208

Noelle 2 4 46 14 34" +1 +1 d4 Auto Pistol 200

Katheryn 3 5 47 15 35" +1 +2 d4 Auto Pistol 312

Beverley 3 5 46 14 35" +1 +1 d4 Auto Pistol 306

Margot 3 6 46 16 36" +1 +2 d6 Auto Pistol 312

Jade 3 5 47 15 36" +1 +2 d4 Auto Rifle 312

Maryellen 3 6 48 15 35" +1 +2 d6 Auto Rifle 324

Francesca 3 6 47 16 37" +1 +2 d4 Auto Rifle 318

Brandie 4 6 46 16 36" +1 +2 d4 Shotgun 416

Tisha 4 6 48 15 36" +1 +2 d4 Auto Rifle 432

Libby 4 7 47 16 36" +1 +2 d4 Auto Rifle 432

Vonda 4 6 50 17 37" +1 +2 d4 Shotgun 448

Dorthea 4 7 49 16 37" +1 +2 d6 Auto Rifle 448

Rowena 4 7 48 15 35" +1 +2 d4 Auto Rifle 440

Christal 4 6 49 16 37" +1 +2 d4 Shotgun 440

Mayme 4 7 50 17 37" +1 +2 d6 Auto Rifle 456

Carmela 5 8 56 16 40" +3 +3 d6 Pistol 640

Tamera 9 / d4 d4 d4 d6 8 / d4 8 Mdm Handgun d4 d8 10 / d4

Lolita 9 / d4 d4 d4 d6 8 / d4 8 Mdm Handgun d4 d8 10 / d4

Kaitlin 9 / d4 d6 d4 d6 9 / d4 8 Mdm Handgun d8 d8 11 / d6

Angelique 10 / d4 d4 d4 d6 8 / d4 8 Mdm Handgun d6 d8 10 / d4

Libby 10 / d4 d6 d6 d6 9 / d4 8 Machine Pistol d8 d8 11 / d6

Noelle 9 / d4 d6 d3 d6 9 / d4 8 Machine Pistol d8 d8 11 / d6

Katheryn 10 / d4 d6 d4 d6 9 / d4 8 Machine Pistol d8 d8 12 / d6

Beverley 10 / d4 d6 d4 d6 9 / d4 8 Machine Pistol d8 d8 11 / d6

Margot 11 / d6 d6 d3 d6 9 / d4 8 Machine Pistol d8 d8 13 / d6

Jade 10 / d4 d6 d4 d6 9 / d4 8 Automatic Rifle d8+1 2d8-1 12 / d6

Maryellen 11 / d6 d6 d4 d4 9 / d4 8 Automatic Rifle d8+1 2d8-1 12 / d6

Francesca 11 / d4 d6 d4 d4 9 / d4 8 Automatic Rifle d8+1 2d8-1 13 / d6

Brandie 11 / d4 d6 d3 d4 9 / d4 8 Shotgun d10 d10 13 / d6

Tisha 11 / d4 d6 d4 d6 9 / d4 8 Automatic Rifle d10+1 2d8-1 12 / d6

Libby 12 / d4 d6 d4 d4 9 / d4 8 Automatic Rifle d10+1 2d8-1 13 / d6

Vonda 11 / d4 d6 d3 d6 10 / d4 8 Shotgun d10 d10 14 / d6

Dorthea 12 / d6 d6 d4 d6 9 / d4 8 Automatic Rifle d10+1 2d8-1 13 / d6

Rowena 12 / d4 d6 d4 d6 9 / d4 8 Automatic Rifle d10+1 2d8-1 12 / d6

Christal 11 / d4 d6 d3 d4 9 / d4 8 Shotgun d10 d10 13 / d6

Mayme 12 / d6 d6 d4 d6 10 / d4 8 Automatic Rifle d10+1 2d8-1 14 / d6

Carmela 13 / d6 d6 d6 d6 11 / d6 8 Mdm Handgun d10 d8 13 / d6


33
CHARACTER RECORD SHEET

IDENTITY: Extra-Dimensional Monster SIDE: Neutral

NAME: The XIMIX SEX: ? AGE: ? WEIGHT: 3,600 lbs

EXPERIENCE: 9,000 LEVEL: 4 TRAINING: -

POWERS: INVENTING:

BODY POWERS:

* Eight eyes, two on each side of its head. Attacks from its side or rear gain no advantage.

* Quadruped with multi-jointed legs, can move equally fast in any direction

* Four multi-jointed arms and four mouths. Can attack in any direction with no penalty to hit.

* Can attack twice, without both rolls having to be sucessful in order for either attack to hit.

SIZE CHANGE: Larger: Permanent, x3 height, x27 weight

Extra Large Broadsword: HTH+3 to hit, HTH+d8 damage.

Large crossbow: +2 to hit, HTH+2d8 damage, 90" range. Quiver contains 12 bolts.

STRENGTH: 16 CARRYING CAPACITY: 9,353 lbs BASE HTH DAMAGE: 2d10

ENDURANCE: 11 HEALING RATE: 18

AGILITY: 9 ACCURACY MODIFIER: 0 DAMAGE MODIFIER: 0

INTELLIGENCE: 0 DETECT HIDDEN: 0 % DETECT DANGER: 30 %

CHARISMA: 14 REACTION TO GOOD: -1 REACTION TO EVIL: -1

BASIC HITS: 72 HIT MOD.( 1.4 )( 1 )( 1 )( 1 )= 1.4

HIT POINTS ( 101 ):

POWER ( 36 ):

MOVEMENT RATES: Ground: 108


INVENTING POINTS: 0 CASH: $ -

ORIGIN AND BACKGROUND: Extra-Dimensional, Hunting, Military

LEGAL STATUS:

(SECURITY CLEARANCE = )

OTHER INFORMATION: The Ximix will attack to protect itself, but

it is also a carnivore. It will kill to eat and will eat humans

portrait
CHARACTER RECORD SHEET

IDENTITY: Extra-Dimensional Monster SIDE: Neutral

NAME: The MEGASPUR SEX: ? AGE: ? WEIGHT: 200,000 lbs

EXPERIENCE: 9,000 LEVEL: 4 TRAINING: -

POWERS: INVENTING:

SIZE CHANGE LARGER x2: Height x10, Weight x1000. This creature is 10 stories tall.

PLANT POWERS: 1) HEIGHTENED AGILITY: +4

2) NATURAL WEAPONRY: +3 to hit, +6 damage HTH.

3) POISON/VENOM: (Paralysis) If HTH hits, there is also a Chemical Power attack that causes Paralysis

4) SPECIAL: Shooting Quills: 21" range. HTH +6 to hit, 3d8 damage. Can attack a general area of targets

in a 10" radius without having to follow multiple attack rule.

5) SPECIAL: Exploding pods: 21" range, HTH+4 to hit, 5" blast radius, d20 damage, deposits 3d6 seeds

which must be found and destroyed or will generate another similar full-sized plant within 48 hours.

VULNERABILITY: Heat-based attacks Flame Power, Power Blast, Light Control, Lightning Control,

fire, lasers, explosives, etc. does 5 times normal damage.

STRENGTH: 10 CARRYING CAPACITY: 210,000 lbs BASE HTH DAMAGE: 6d10

ENDURANCE: 11 HEALING RATE: 1000

AGILITY: 2 ACCURACY MODIFIER: -6 DAMAGE MODIFIER: -2

INTELLIGENCE: 0 DETECT HIDDEN: 0 % DETECT DANGER: 30 %

CHARISMA: 17 REACTION TO GOOD: -2 REACTION TO EVIL: -2

BASIC HITS: 4000 HIT MOD.( 1 )( 1 )( 0.2 )( 1 )= 0.2

HIT POINTS ( 800 ):

POWER ( 23 ):

MOVEMENT RATES: Ground: 230


INVENTING POINTS: 0 CASH: $ -

ORIGIN AND BACKGROUND: Extra-Dimensional,

Carnivorous Plant

LEGAL STATUS:

(SECURITY CLEARANCE = )

OTHER INFORMATION: The Megaspur is a mindless killing machine.

portrait
CHARACTER RECORD SHEET

IDENTITY: Joseph Smolinsky SIDE: Good

NAME: VOLCANIC MAN SEX: M AGE: 33 WEIGHT: 780 lbs

EXPERIENCE: 44,000 LEVEL: 9 TRAINING: Agility

POWERS: INVENTING:

HEIGHTENED STRENGTH: +18

ARMOR A: ADR=100, x3 Weight

BODY POWER: Volcanic Man's body is coated in flaming lava. This gives him a Flame Powers defense

that is always on. His HTH attack also includes an automatic carrier attack of Flame Power, for an

additional d12 damage on his HTH attack.

STRENGTH: 24 CARRYING CAPACITY: 5,859 lbs BASE HTH DAMAGE: 2d8

ENDURANCE: 12 HEALING RATE: 4.8

AGILITY: 14 ACCURACY MODIFIER: +1 DAMAGE MODIFIER: 2

INTELLIGENCE: 15 DETECT HIDDEN: 12 % DETECT DANGER: 16 %

CHARISMA: 19 REACTION FROM GOOD: +3 REACTION FROM EVIL: -3

BASIC HITS: 16 HIT MOD.( 2 )( 1.4 )( 1.3 )( 1.2 )= 4.37

HIT POINTS ( 70 ):

POWER ( 65 ):

MOVEMENT RATES: Ground: 50 Motorcycle: 440"/turn (see below)


INVENTING POINTS: 13.5 CASH: $ 84,645

ORIGIN AND BACKGROUND: (American), Science, Government

LEGAL STATUS:

(SECURITY CLEARANCE = 2 )

OTHER INFORMATION: Heavy-Duty Reinforced Motorcylce:

2000 lbs. Passengers 1 + 1, Cargo: 500lbs Speed: 100mph

20 points to disable, 40 to demolish.

portrait
While assisting his cousin Stephanie Stephenson on
a research expedition to tiny Meteor Island, Joseph
Shmolensky fell into a volcano. Due to his exposure
to mysterious Z-Rays brought to Earth by a fallen
meteor, Joe wasn’t killed. His body was covered in
lava which hardened to a broiling hot rocky crust
which gave him with a covering of nearly
impregnable armor, super strength and a flaming
hot body. For years, Joe worked for the US
Geological Service’s Department Q, investigating
strange subterranean threats and other
underground phenomenon. Because of the
Recession and government cutbacks in the
Geological Service, Joe was laid off several years
ago. Since becoming unemployed he has been
making a go of it as a superhero in New York City,
where people tend not to stare as much when he
walks down the street.

Joe doesn’t normally worry about rolling with


damage, preferring to “look cool” when getting
attacked and letting his armor take the brunt of
the hit. He likes to pick up large objects, like cars,
crunch them up into a flaming ball and toss them
at opponents.

Joe is a bit of a hothead and prematurely


something of a curmudgeon, but his heart is in the
right place. He will generally do the right thing
when it is presented to him. He is frustrated by his
stony body, but does not wallow in self-pity. In fact,
he tends to think of himself as little as possible.
Those lucky enough to befriend him soon learn he
is a loyal and devoted friend.

“I gotta have rocks in my head to still be in this


line’a work.”

“Whaddaya think I am? Some kinda flamin’ idjit? I’ll


show you!”

“I’ll give you a piece of the rock… right in the


mush.”

“You better watch it, pal. Or I’ll show you an


eruption that’ll leave you with all sorts of broken
bones and contusions.”

34
CHARACTER RECORD SHEET

IDENTITY: Vitaly Svyatopolk SIDE: Evil

NAME: The PROVIDER SEX: M AGE: 32 WEIGHT: 160 lbs

EXPERIENCE: 90,000 LEVEL: 13 TRAINING: Agility

POWERS: INVENTING:

DEATH TOUCH: PR= 10 per partial success, 20 for a total success.

MIND CONTROL: 69" range, PR=20 if successful.

HEIGHTENED DEFENSE: -4 to be hit by any attacks.

WILL POWER: Average STR save each turn on phase 0 to remain awake, if knocked out or incapacitated.

BODY POWER: (eyes) 23" range, attacks as Paralysis, deals 2d12 of Devitalization, PR= 2 per attack.

He must be able to look into the eyes of his target. Drained Power is added to to his power score.

This temporary power boost drops off after 23 turns.

HEIGHTENED SENSES: Triple Danger Detection

STRENGTH: 13 CARRYING CAPACITY: 272 lbs BASE HTH DAMAGE: 1d6

ENDURANCE: 12 HEALING RATE: 1.2

AGILITY: 12 ACCURACY MODIFIER: +1 DAMAGE MODIFIER: +3

INTELLIGENCE: 23 DETECT HIDDEN: 16 % DETECT DANGER: 60 %

CHARISMA: 15 REACTION FROM GOOD: -2 REACTION FROM EVIL: +2

BASIC HITS: 4 HIT MOD.( 1.2 )( 1.4 )( 1.3 )( 1.4 )= 3.06

HIT POINTS ( 12 ):

POWER ( 60 ):

MOVEMENT RATES: Ground: 37


INVENTING POINTS: 29.9 CASH: $ 143,520

ORIGIN AND BACKGROUND: (Uzbekistan) Manufacturing, Crime

LEGAL STATUS: Criminal Record

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait
The name Vitaly Svyatopolk is a Russian alias, but
his mother and father were Uzbeks. His real name is
unknown. His Mother and Father were considered
to be Refuseniks by the Soviets. He grew up bitter
and turned to a life of crime. He has spent many
years in prison, where he acquired his nickname
‘Provider’. He was the person behind bars who
could get you anything. His parents used to tell him
he has his abilities because he is a descendant of
Rasputin. Who can say if such an outrageous claim
is really true? He believes it.

The Provider likes to taunt his opponents, daring


them to meet his gaze and then slowly draining
them of energy. He would rather control someone
and make them his ally than to kill them with his
Death Touch. But he is no stranger to murder.

If you remove good and evil from the equation,


the Provider can be a very charming person.
People who meet him often immediately come
away feeling like he is their best friend. In simple
conversation, he comes across as gregarious, even
generous. But his friendship usually comes with a
high price. He is a lover of fantasy art and has
multiple examples of it tattooed all over his arms
back and chest. He truly loves Holly Cooks and is
heartbroken to discover her new incarnation. He
cries real tears upon realizing that the Holly he
loved is gone.

“Why do we call ourselves the Refuseniks? It is


because we refuse to obey the law!”

“You cannot win in a contest of wills against me. I


will leave you broken.”

“America is the ultimate outlaw frontier of all


human history.”

“Frazetta’s art expressed the ultimate masculine


ideal. It spoke the truth. Because of this it is totally
politically incorrect, and that is what makes him
the single greatest artist of the 20th century!”

“Serve me, and I will facilitate all of your dreams. I


am the Provider of everything you desire.”

35
CHARACTER RECORD SHEET

IDENTITY: Javier Lemarr SIDE: Evil

NAME: DOCTOR PHAGE SEX: Male AGE: 29 WEIGHT: 210 lbs

EXPERIENCE: 44,000 LEVEL: 9 TRAINING: Intelligence

POWERS: INVENTING:

TRANSFORMATION (Power Activation): Transforms into "Viral Form":

VIRUS POWERS: Regeneration: Heals 2 hit points per turn. Cannot regenerate damage from fire.

MUTANT POWER: (Lysogenic Attack): +2 to hit, +4 damage HTH with carrier attack. Injects viral

material into the target; if hit, a victim must save vs. E on d100 or take d8 extra damage. This

viral damage repeats on phase 0 every turn until the target makes their save. PR = 5 per attack.

HEIGHTENED INTELLIGENCE A and B: +28

HEIGHTENED CHARISMA: +30

PET (Aeaea Island): The entire garbage mound island headquarters of the Refuseniks is a living

viral organism, created and controlled by Dr. Phage. Four inventing points have been invested

in upgrades for this base/organism. See the island's dsecription for more details.

STRENGTH: 11 CARRYING CAPACITY: 318 lbs BASE HTH DAMAGE: 1d6

ENDURANCE: 17 HEALING RATE: 2

AGILITY: 13 ACCURACY MODIFIER: +1 DAMAGE MODIFIER: +6

INTELLIGENCE: 41 DETECT HIDDEN: 28 % DETECT DANGER: 32 %

CHARISMA: 46 REACTION FROM GOOD: -9 REACTION FROM EVIL: +9

BASIC HITS: 5 HIT MOD.( 1 )( 1.8 )( 1.3 )( 2 )= 4.68

HIT POINTS ( 23 ):

POWER ( 82 ):

MOVEMENT RATES: Ground: 41


INVENTING POINTS: 36.9 CASH: $ 492,246

ORIGIN AND BACKGROUND: (American), Scientist (Biochemistry)

and Research/Technology

LEGAL STATUS: Record: grand theft, assault, attempted murder

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait
Doctor Phage has the power in his hands to launch
a personal biological holocaust that could
threaten to destroy the entire human race. But he
considers humanity so far beneath him, so inferior,
Dr. Javier Lemarr was a researcher on a secret that it is unworthy even of the “gift” of having its
government project, attempting to engineer a genetic materials converted to virus and
biological agent to metabolize hazardous waste completely destroyed. He is thinking of leaving the
materials into an energy source. Due to a lab planet to find another, better lifeform to be the
accident, Lemarr ran a contaminated specimen of instrument of his genetic transformation. Is the
a genetically neutral virus through the project’s human race, he wonders, worthy of the privilege of
“modification process.” This created an intelligent carrying him to the stars?
viral lifeform that infected Lemarr, transforming his
entire cellular structure into the being that now He wears the missing microprocessor on a chain
refers to itself as Doctor Phage. The Doctor stole around his neck. He surmises what its purpose is,
the work of the project, “perfected” it, and but he does not care. He will not return it. He
unleashed it into New York’s East River. It overgrew considers the boy’s life secondary to the
a number of floating garbage mounds, and then amusement he gets from denying it to the players.
drifted to sea, consuming others. The eventual
result of this was the creation of his island home,
which he calls Aeaea. (Pronounced “Ay-YAY-yah”) “It makes me feel filthy spending so much time
The island is named for the place where Ulysses’ among humans. They live like pigs.”
men were said to have been turned into pigs by
the witch Circe. “Human bone, muscle and flesh may have some
strength, but on the microscopic level you exhibit
nothing but weak chemical bonds.”
Doctor Phage’s Lysogenic Attack works in the
same way that a bacteriophage virus attacks a “You have a better chance of engaging in
bacterium. It penetrates the cell wall and injects meaningful conversation with a cockroach, than I
virus into the cell. Proteins break down the genetic would have with you.”
material of the cell and the virus reassembles
pieces of it into more and more of itself. Ultimately, “This probably took you, what? A room full of seven
when the replicating virus fills the interior of the cell or eight PhDs to figure all this out? Am I right?”
body with virus to beyond its maximum capacity
the cell explodes from within. The burst spreads
more of the virus throughout the proximity, which
then infects other cells. Thankfully, the human
organism is more sophisticated than a bacterium,
which greatly slows down this process. The end
result, however, is precisely the same.

Doctor Phage is such an insidiously pure sociopath


that evil people almost cannot help but respond to
him with admiration and respect. Normal descent
people, of course, find him completely disgusting.

One might think that Dr. Phage would be the


leader of the Refuseniks due to his superior
intelligence and charisma. In truth, he is so
divorced from human affairs that he has very little
interest in the job. He is The Provider’s second in
command, and finds it amusing to be something of
a mentor to him. Due to his brilliance and
detachment, his other motivations and plans are
unknowable.

36
CHARACTER RECORD SHEET

IDENTITY: Roslyn Remick SIDE: Evil

NAME: CHIROPTERA SEX: F AGE: 24 WEIGHT: 150 lbs

EXPERIENCE: 27,000 LEVEL: 7 TRAINING: Intelligence

POWERS: INVENTING:

WINGS: 1032" per turn flight, 234mph, PR=1 per hour of flight

HEIGHTENED AGILITY: + 23 HEIGHTENED EXPERTISE: +4 to hit when attacking through illusions

STRETCHING POWERS: Max. Lngth/With: 72", Square: 36" wide, Cube: 18" wide, PR=1 per defense

ABSORPTION: Damage Absorbed as adtnl Creation Points (expended when used) to total max of 690.

ILLUSIONS B: Max Creation Pts: 138 (not counting absorbed points) Sonic energy based

Inanimate Objects: 1 Creation Pt = 1 Structural Point/50 lbs of weight, PR=2 per Item formed.

Animate Objects: 1 Creation Pt = 1 Hit Point/50 lbs of weight/2" of movement. PR=8 per Item formed.

HEIGHTENED SENSES: can see in near total darkness, Sonar: no minuses to attack/no pluses to be

hit from any direction for any solid physical attack.

VULNERABILITY: +4 to be hit, +4 to damage from light based attacks

STRENGTH: 13 CARRYING CAPACITY: 247 lbs BASE HTH DAMAGE: 1d6

ENDURANCE: 11 HEALING RATE: 0.75

AGILITY: 35 ACCURACY MODIFIER: +6 DAMAGE MODIFIER: 4

INTELLIGENCE: 10 DETECT HIDDEN: 8 % DETECT DANGER: 12 %

CHARISMA: 12 REACTION FROM GOOD: -1 REACTION FROM EVIL: 1

BASIC HITS: 3 HIT MOD.( 1.2 )( 1 )( 3.4 )( 1 )= 4.08

HIT POINTS ( 12 ):

POWER ( 69 ):

MOVEMENT RATES: Ground: 59 1032" per turn of flight


INVENTING POINTS: 7 CASH: $ 20,160

ORIGIN AND BACKGROUND: (American) Research/Technology,

Medicine

LEGAL STATUS: Criminal Record: Theft, Assault

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait
She is terribly bitter over the loss of her lover, her
unwanted change into her current hideous form,
and being falsely accused of murder. She tries to
Roslyn Remick was a fairly average university lab mask it by being snarky and sarcastic to other.
assistant who idolized her boyfriend, a genius-in-
training medical researcher and fellow university Since she is an alien vampire, she doesn’t follow
student, Don Castman. the rules of Earthly vampire of legend. Due to the
alien nature of her curse she need not feed on
Researching ancient Native American lore, blood for hundreds of years. When she is alone, she
Castman read about healing powders made from drinks heavily- but it is alcohol, and due to the new
rocks found in a series of New Mexico caves. nature of her alien body chemistry, it does not
Gathering further scientific evidence, Castman impair her.
theorized that these minerals were of
extraterrestrial origin. He conducted a spelunking Chiroptera has the type of personality that needs
expedition to find this Native American healing to be attached to someone. Previously it had been
mineral, and Remick happily accompanied him. her lover, Don. Now it is Vitaly (The Provider, leader
of the Refuseniks.) In her current form she does not
Deep below the Earth, Castman discovered the expect him to reciprocate her feelings, but she is
last of an extraterrestrial species of vampire that ferociously protective of him, and intensely jealous
were ejected from a starship passing near the of anyone he is attracted to.
Earth millennia ago. The healing mineral he had
been searching for was actually dust from the
bones of the cadavers of its fellow vampires who “Let’s keep the lights down low.”
had been dead more than a century.
“I may be a freak, but, you gotta admit, its one
The surviving creature killed and consumed helluva freak show!”
Castman, but was itself eventually killed by Remick.
It did manage to bite her and now she bears its “I don’t like it when anybody gets too close to the
curse, which caused her to change into her Boss.”
current inhuman form. Feared because of her
ghastly appearance and falsely blamed for the “You’re looking right at me and you’re not scared?
death of Don Castman, she has been forced to go You must be pretty stupid.”
on the run. Falling in with the criminal underworld,
she eventually met up with the Provider. He
recruited her into his gang of super-villains, the
Refuseniks.

Chiroptera likes to hide in the shadows or circle


slowly over the battlefield. She prefers to fight
through the mental projections she creates which
she sometimes will animate in the shape of a giant
bat. If she has encountered someone powerful,
who can cause a lot of damage, she may expose
herself as a target to them to absorb the energy of
their attack and then use it to create and even
bigger mental projection against them. If she is
forced to fight at close range, she uses her
stretching powers to envelope them and tries to
smother them to death. She always comes to the
defense of the Provider when he is ever in trouble.
Anyone who hurts him will receive the full brunt of
her anger.

37
CHARACTER RECORD SHEET

IDENTITY: Russell Harris SIDE: Evil

NAME: THE TWISTED MAN SEX: M AGE: 27 WEIGHT: 180 lbs

EXPERIENCE: 14,000 LEVEL: 5 TRAINING: Endurance

POWERS: INVENTING:

POWER BLAST Item: 11", d20 damage, 18 shots per day.

GRAVITY CONTROL Device: Can increase or reverse gravity 16 times normal. 16" range

Attacks on those ranging in weight between 121-240 lbs, do d12 damage

PHYSICAL HANDICAP: His face is grotesquely deformed, and he can't remove his Power Blast item

from his chest or his Gravity Control device from his hands.

STRENGTH: 16 CARRYING CAPACITY: 522 lbs BASE HTH DAMAGE: 1d8

ENDURANCE: 17 HEALING RATE: 1.6

AGILITY: 11 ACCURACY MODIFIER: 0 DAMAGE MODIFIER: +1

INTELLIGENCE: 15 DETECT HIDDEN: 12 % DETECT DANGER: 16 %

CHARISMA: 12 REACTION FROM GOOD: -1 REACTION FROM EVIL: +1

BASIC HITS: 4 HIT MOD.( 1.4 )( 1.8 )( 1 )( 1.2 )= 3.02

HIT POINTS ( 12 ):

POWER ( 59 ):

MOVEMENT RATES: Ground: 44


INVENTING POINTS: 7.5 CASH: $ 24,300

ORIGIN AND BACKGROUND: (Australian) Transportation, Medical,

Finance

LEGAL STATUS: Criminal Record: Theft, Assault

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait
Driven by a desire for revenge, he embarked on a
murderous rampage, completely wiping out the
gangsters who had financed his company.

Russell Harris was an executive for GTI- Afterwards, knowing he could not return to normal
Gravimedical Technologies Incorporated. GTI was society, Harris contemplated suicide. But one of his
a multi-national research company involved in victims happened to be a longtime enemy of the
developing medical treatments for patients using a Provider. When the Provider looked into the
simulated zero-G environment. Under Harris’ mysterious deaths, it led him to Harris. The Provider
direction, a new technology was discovered that convinced The Twisted Man that killing himself
could generate a small, localized gravitational would only give his late enemies the ultimate
field. This field could envelop an operating room, victory, and recruited him into the Refuseniks.
thus allowing for an entire range of treatments that
would advance medical science by decades. .
The Twisted Man attacks his opponents by
While this would normally have been good news, it increasing the gravity around them and pinning
was in fact, the opposite. The entire company had them to the floor. He can pivot the axis of gravity
been created as a money laundering operation around his targets, creating a twisting effect that
for organized crime. If GTI’s research ever yielded contorts their faces and bodies.
any demonstrably effective result, the attention
would have eventually exposed the fact that the Once he has an opponent pinned down the
company was funded through criminal means. Twisted Man will fire energy blasts at them-
GTI’s financiers spent years subtly discouraging the attacking them from within and without.
development of any advancement. Harris and his
researchers grew frustrated and secretly planned
to publish their work. When the financiers Formerly a handsome and vain man with a strong
discovered this, they decided the entire team had sense of body image, the accident has completely
to die. stripped Harris of his sense of self. He feels
persecuted and craves solitude.
Harris, a trained pilot, was flying the plane carrying
their prototype gravity-field generator on a steep
drop simulating zero gravity in order to calibrate
the generator. To his horror, Harris discovered the “You have brought this all on yourselves!”
plane had been tampered with and the plane
could not pull out of the dive. The criminals “Must I be hounded forever?!”
controlling GTI collected millions in insurance
money after the plane crashed into a remote “So what if I removed a few undesirable people?
mountain area. The world is better off without them! I already paid
for it enough by what they did to me!”
Harris and his research team were thought to have
all perished in the crash. But one by one the “If you heroes are so interested in justice, where
criminal financiers of the company were all found were you when my tormentors murdered me and
murdered- their bodies twisted and pulled apart, my research team?”
mangled in a grotesque and painful death. A
message was left at each murder scene: “I am
coming for you all. –The Twisted Man”

Harris had attempted to save himself and his


passengers by using the gravity generating
equipment. The crash left his face terribly
deformed, the core gravity generator became
fused to his body and the power elements
became fused to his hands. The scientists who had
developed it- the only ones who might have
helped him safely remove it- were all killed.

38
CHARACTER RECORD SHEET

IDENTITY: Sayyida Syrenka SIDE: Evil

NAME: MAURADER UNDINE SEX: F AGE: 17 WEIGHT: 160 lbs

EXPERIENCE: 20,000 LEVEL: 6 TRAINING: Intelligence

POWERS: INVENTING:

WATER BREATHING: Type B

HEIGHTENED DEFENSE: -4 to be hit

HEIGHTENED STRENGTH A: +11

HEIGHTENED AGILIITY A: + 8

SPEED BONUS: Can swim at normal ground movement +50" per turn

BODY POWER: When in water, she can change into mermaid form (tail instead of legs, x2 swim speed).

This change takes no time. She instantly reverts to humanoid form when out of the water.

Long Knives: two, +1 to hit, HTH+d4+1 damage, 23" throwing range

STRENGTH: 30 CARRYING CAPACITY: 2,264 lbs BASE HTH DAMAGE: 1d12

ENDURANCE: 13 HEALING RATE: 1.2

AGILITY: 23 ACCURACY MODIFIER: +4 DAMAGE MODIFIER: +2

INTELLIGENCE: 11 DETECT HIDDEN: 8 % DETECT DANGER: 12 %

CHARISMA: 11 REACTION FROM GOOD: 0 REACTION FROM EVIL: 0

BASIC HITS: 4 HIT MOD.( 2.4 )( 1.4 )( 2.2 )( 1 )= 7.39

HIT POINTS ( 30 ):

POWER ( 77 ):

MOVEMENT RATES: Ground: 66 can swim 116" a turn, or 226" in mermaid form (52mph)
INVENTING POINTS: 6.6 CASH: $ 12,342

ORIGIN AND BACKGROUND: (Morocco), Crime, Transportation

LEGAL STATUS: Criminal Record, Wanted

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait
She has a secret cave somewhere in the Atlantic
full of her favorite treasures. Gold in the form of
doubloons and gold bars, precious gems and
jewelry for around the world, bundles of
Sayyida Syrenka, was born in the 16th Century. She uncounted currency from a hundred different
appears to be a (very unusual, extremely tall and nations, and a few of the masks she took from the
long-legged) girl of seventeen. But she is a bodies of various superheroes and villains she has
supernatural creature, with a lifespan that will no drowned.
doubt appear to be seventeen for hundreds of
years more. Her mother was the famous Moroccan
pirate Sayyida al-Hurra, and her father was a “All I want to do is take a few pretty things away
merman. Both of her parents are now long dead. from those that already have too many. Now you
want to take away my freedom? I cannot allow
Being half-human gives her the ability to walk on that.”
land, her tail becoming a set of very long human
legs whenever she does so. She pursues her “You don’t understand me- just as the human
mother’s profession of piracy, and has aided or led world never tried to understand my mother or my
bands of pirates around the world at various times father!”
over the last several hundred years.
“That’s a nice mask you’re wearing. It would make
She only spends part of her life on land. She has a nice addition to my collection.”
lived underwater, among various subsea
civilizations, for decades at a time. She usually lives “What’s with all this fighting? Why not try and
there under a false identity because in that world relax? How about we go on a nice little swim
she is a notorious criminal. together?”

Whenever the threat of capture is greatest in either


the surface or the subsea worlds, she simple goes
off to the other.

If fighting on land, Marauder Undine tries to lure her


opponents to the water’s edge, and then attempts
to physically tackle them and drag them in the
water. There she has the advantage. In the water,
she will use her strength and superior underwater
speed to drag opponents down as far underwater
as she can, and simply keep them there until they
drown. (While underwater, players will be able to
hold their breath and put up a fight for a maximum
of Endurance number of turns.) She will batter or
stab her opponents if they show any sign that they
are capable of struggling free.

When cornered she will fight with her knife. She


always tries to prevent her opponents from
blocking her access to the water.

Marauder Undine is primarily driven by two


emotions: greed and boredom. She covets
treasure, wealth and riches, and treats the
acquisition of these things to be like a sport –
though a sport without any rules.

39
CHARACTER RECORD SHEET

IDENTITY: Jerri Vasser SIDE: Evil

NAME: The WHISPERER SEX: F AGE: 24 WEIGHT: 120 lbs

EXPERIENCE: 4,000 LEVEL: 2 TRAINING: Agility

POWERS: INVENTING:

SONIC ABILITIES: d12 damage, 27" range, 12% chance to destroy an object, PR=1 per shot.

NON-CORPOREALNESS: PR=4 per hour.

WEAKNESS DETECTION: Permanent, +4 to hit once weaknesses have been detected.

STRENGTH: 12 CARRYING CAPACITY: 194 lbs BASE HTH DAMAGE: 1d4

ENDURANCE: 15 HEALING RATE: 1.2

AGILITY: 16 ACCURACY MODIFIER: +2 DAMAGE MODIFIER: +1

INTELLIGENCE: 12 DETECT HIDDEN: 10 % DETECT DANGER: 14 %

CHARISMA: 10 REACTION FROM GOOD: 0 REACTION FROM EVIL: 0

BASIC HITS: 3 HIT MOD.( 1.2 )( 1.8 )( 1.6 )( 1.1 )= 3.8

HIT POINTS ( 11 ):

POWER ( 55 ):

MOVEMENT RATES: Ground: 43


INVENTING POINTS: 2.4 CASH: $ 5,760

ORIGIN AND BACKGROUND: (American) Psychology, Medicine

LEGAL STATUS: No criminal record, not Wanted

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait
College student Jerri Vasser was the unintended
recipient of supernatural powers after accidentally
interrupting an occult ceremony, while studying
brainwashed members of obscure religious sects.
She gained the power to become ghost-like, total
mastery over sound and the ability to detect the
weak spots and vulnerabilities in objects and
people. Since acquiring her powers she has been
increasingly drawn into a life of crime, but she does
not consider herself to be evil.

Whisperer primarily uses her powers to commit


crimes. She enters a location by becoming non-
corporeal, uses her control of sound to silence any
alarms, determines the weaknesses in any
protection or security systems and steals whatever
she wants. She deliberately avoids direct
confrontations, preferring to quietly slip away. She
tends to use her sonic powers to create zones of
silence, much as darkness control will create areas
of darkness.

Whisperer considers herself a thief with honor. She


will fight in self-defense but she very much dislikes
the idea of hurting anyone, and will not commit
murder. A recent chance meeting with Marauder
Undine and a series of successful jobs together
brought her into the company of the Refuseniks.
However she is already starting to regret becoming
involved with them. They are hardcore criminals for
whom murder is routine, and although she would
never openly admit it (out of fear of retaliation) she
wants nothing more to do with them.

“The perfect crime involves getting what you want


and getting away without anyone ever knowing
you were there.”

“We’re powerful enough that we don’t have to


hurt anyone unless it’s by choice, and that’s not
my choice.”

“I measure success in dollars, not in body count.”

“Unfortunately, if the other person is pig-headed


enough, some fights can’t be avoided.”

40
CHARACTER RECORD SHEET

IDENTITY: Pammy Vrooman SIDE: Evil

NAME: MOPPET SEX: F AGE: 18 WEIGHT: 130 lbs

EXPERIENCE: 9,000 LEVEL: 4 TRAINING: Agility

POWERS: INVENTING:

SPECIAL WEAPONS (wind up toys): All of her toys attack as her level, SR = 5, 10 pts damage to destroy

TEDDY BEAR: Initiative 20/5, Moves 14", Claws & teeth attack: HTH+3 to hit, 2d6 damage.

ROBOT: Inititative 18/3, Moves 10", Pincer attack: HTH+0 to hit, d8 damage,

Electrical bolts: 10" range, 2d8 damage. 6 charges.

MONKEY: Initiative 23/8, Moves 18", Cymbal attack: HTH+0 to hit, 1 pt damage,

Bangs cymbols to create mini-sonic booms: 8" range, d12 damage, 8 charges.

BABY DOLL: Initiative 15, Moves 8", Explosive pacifier: HTH+4 to hit, 5" blast radius, 2d10 damage.

RUBBER FROG: Initiative 24/9, Hops 24", Tongue: HTH+4 to hit. 6" rng, Challenging STR save to escape.

TOY SOLDIER: Init. 16/1, Move 12", Bayonet: HTH+1 to hit, d4+1 dmg. Rifle: HTH+2 to hit, 10" rng, d12 dmg.

PSYCHOSIS: childlike mind, homicidal maniac

STRENGTH: 15 CARRYING CAPACITY: 310 lbs BASE HTH DAMAGE: 1d6

ENDURANCE: 14 HEALING RATE: 0.9

AGILITY: 17 ACCURACY MODIFIER: +2 DAMAGE MODIFIER: +2

INTELLIGENCE: 16 DETECT HIDDEN: 12 % DETECT DANGER: 16 %

CHARISMA: 17 REACTION FROM GOOD: -2 REACTION FROM EVIL: +2

BASIC HITS: 3 HIT MOD.( 1.4 )( 1.4 )( 1.6 )( 1.2 )= 3.76

HIT POINTS ( 11 ):

POWER ( 62 ):

MOVEMENT RATES: Ground: 46


INVENTING POINTS: 6.4 CASH: $ 19,584

ORIGIN AND BACKGROUND: (American) Crime, Electronics,

Mechanical Engineering

LEGAL STATUS: Wanted: escaped mental patient

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait
“Would you like to play with my toys?”

“Ha! Ha! Ha! Ha! Baby fall down, go BOOM!”


Over his decades-long killing spree, hundreds of
victims fell to the maniacally fiendish killer toys of “Making toys by hand is a lost art.”
serial killer Charles Edward Vrooman, known as
“Herr Mordspieleug.” (English Translation: Mister “Nietzsche said “Art is not merely an imitation of
Murder-Toy) He carved a path of terror across the the reality of nature, but in truth a metaphysical
United States and he took his daughter, Pammy supplement to the reality of nature, placed
with him. During his reign of terror, Vrooman taught alongside thereof for its conquest.” But who will be
his daughter (whom he affectionately called the conqueror in our little game?”
“Moppet”) to build and repair his deadly toys. In
the end, Vrooman was brought down when an
army of police and superheroes launched a raid
against his hideout in an abandoned amusement
park, fighting their way through an army of a
hundred thousand lethal toys. During the battle
numerous police and superheroes were wounded
and killed, and Vrooman was ultimately burned to
death. Pammy saw her father die, but was rescued
before she could share his fate.

Hopelessly insane, Pammy Joan Vrooman was


committed to a psychiatric hospital. Ten years
later, she escaped. Tracked by a team of brilliant
detectives, Pammy was on the verge of being
recaptured, when the Provider intervened and
saved her from them. He had sought her out after
watching all twenty-six entries in the series of horror
movies based on her father’s exploits, thinking he
might one day have use for her gadget-building
talents. The Provider recruited Moppet into the
Refuseniks, although she comes and goes and is
not a permanent, regular member.

Moppet does not directly engage in combat,


letting her toys do the fighting for her. She has a
nearly endless supply of killer toys that she hides all
over any place she inhabits for more than a few
minutes. While quite capable of dealing with
normal humans herself, she will call upon large
numbers of her toys to overwhelm super-powered
enemies. Moppet is always curious to see how her
victims may fall before her toys, so she never
removes herself very far from the action.

Although she usually projects a child-like


personality, Moppet is no innocent. She has an
intensely cruel sense of humor and a ferociously
clever brain.

41
CHARACTER RECORD SHEET

IDENTITY: Holly Cooks SIDE: Evil

NAME: LADY ARMAGEDDON SEX: F AGE: 23 WEIGHT: 120 lbs

EXPERIENCE: 0 LEVEL: 1 TRAINING: Endurance

POWERS: INVENTING:

HEIGHTENED STRENGTH: +18

FLIGHT: 434mph/1909" a turn /Hyperflight = Mach 43. PR=1/hour.

INVULNERABILITY: 24 points, damage comes off Invulnerability first, then Armor.

ARMOR A: An energy field around her body, with an effective ADR of 86. No weight in crease.

Note: Her Armor and Invulnerabilty are both ineffective against green melee and projectile weapons.

DOUBLE POWER BLAST: 2d20 damage, 90" range, PR= 1 per shot.

PSYCHOSIS: Imagines herself to be an avenging goddess of death

STRENGTH: 31 CARRYING CAPACITY: 1,871 lbs BASE HTH DAMAGE: 1d10

ENDURANCE: 14 HEALING RATE: 0.9

AGILITY: 15 ACCURACY MODIFIER: +2 DAMAGE MODIFIER: +1

INTELLIGENCE: 12 DETECT HIDDEN: 10 % DETECT DANGER: 14 %

CHARISMA: 16 REACTION FROM GOOD: -2 REACTION FROM EVIL: +2

BASIC HITS: 3 HIT MOD.( 2.4 )( 1.4 )( 1.6 )( 1.1 )= 5.91

HIT POINTS ( 18 ):

POWER ( 72 ):

MOVEMENT RATES: Ground: 60 Fly: 1909


INVENTING POINTS: 1.2 CASH: $ 4,416

ORIGIN AND BACKGROUND: (American), Performing Art (Model) x2

LEGAL STATUS: No Record, not currently Wanted

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait
Being teleported through another dimension has
permanently altered Holly Cooks into something so
terrifyingly alien that it may never be fully
understood.

To Lady Armageddon, everything in our world is a


new wonder to discover and behold.
Unfortunately, without exception, the ultimate
wonder she finds in every living thing is how that
thing can be killed. When she is especially intent on
destroying something, she will use a double shot of
her double-strength Power Blast.

In her mind, Holly Cooks no longer exists- the same


way a caterpillar no longer exists after it undergoes
a metamorphosis. Lady Armageddon truly believes
that she is the living incarnation of a goddess of
Death.

“All living things must die. Sentient beings first.”

“There is nothing I despise more than mercy.”

“Holly Cooks is dead. But the world will not mourn


her. Soon, there will be too many other deaths to
mourn. She was only the first drop of rain in a
hurricane.”

“Six billion stories of love and toil and suffering. All


of them shall end the same way. Me.”

42
CHARACTER RECORD SHEET

IDENTITY: Duane Engram Jr. SIDE: Good

NAME: ARMORMAN JUNIOR SEX: M AGE: 30 WEIGHT: 200 lbs

EXPERIENCE: 20000 LEVEL: 6 TRAINING: Endurance

POWERS: INVENTING:

ARMOR DEVICE: Armor Defense Rating: (87). Rocket-Assisted Jumps: Seven Story Vericle Leap: 14",

Endzone-to-Endzone Broad Jump: 70" , Quarter-Mile Long Jump: 280" .

Internal Life Support System: 6 hours per recharge.

Radio Reception: First Responder channel scanner

HEIGHTENED STRENGTH DEVICE: +15

HEIGHTENENED INTELLIGENCE DEVICE: +8

HEIGHTENED SENSES DEVICE: 360 Sense, no plus to be hit from side or behind.

Double Detect Hidden, Triple Detect Danger

STRENGTH: 27 CARRYING CAPACITY: 2108 lbs BASE HTH DAMAGE: 1d12

ENDURANCE: 14 HEALING RATE: 1.2

AGILITY: 15 ACCURACY MODIFIER: +2 DAMAGE MODIFIER: +3

INTELLIGENCE: 26 DETECT HIDDEN: 36 % DETECT DANGER: 66 %

CHARISMA: 20 REACTION FROM GOOD: +3 REACTION FROM EVIL: -3

BASIC HITS: 4 HIT MOD.( 2.2 )( 1.4 )( 1.6 )( 1.5 )= 7.39

HIT POINTS ( 30 ):

POWER ( 82 ):

MOVEMENT RATES: Ground: 56 Rocket-Assisted Jump: 280"


INVENTING POINTS: 15.6 CASH: $ 79,200

ORIGIN AND BACKGROUND: (American) Scholar, Scientist

LEGAL STATUS: Member of the Indestructibles

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait
While being transported to court The Patriot
escaped. A nationwide manhunt could not locate
him. Only Armorman Junior was able to find The
Patriot. After listening to his side of the story, they
The original Armorman (aka Duane Engram) was destroyed the conspiracy of the Night Militia that
one of the world’s major superheroes and one of had framed him. Afterwards, the Super Society
the founders of the Super Society. He lived a hard invited Armorman Junior to join their group. He
life full of danger, injury and many enemies. He declined.
never wanted to have his son follow in his
footsteps. However, shortly after his official Instead, he began his own superhero team, the
retirement, his son Duane Engram, Jr., picked up his Indestructibles.
mantle.

Originally calling himself Armorman II, young Armorman Junior follows the philosophy that the
Duane strived hard to be worthy of his father’s commander should be the first to step on the
legacy. Instead, the press mockingly dubbed him battlefield and the last to leave. While Skylark and
Armorman Junior. The label stuck so well even the Space Racer may fly recon, and therefore are the
original Armorman referred to him that way during first one to see trouble, Armorman Junior is
a book tour interview promoting his memoirs. inveriably the first one to confront it. He has
supreme faith in the power of his armor to protect
Duane Junior built a radically redesigned version of him. He will not hesitate to position himself in harm's
his father’s armor. In some ways it was vastly way to protect an innocent bystander or a fallen
superior, but initially it was plagued by a lengthy comrade. Inspiring his troops in battle wth a calm,
series of serious bugs. quiet strength, Armorman Junior is unflappable no
matter how dire the circumstances. Virtually
Armorman Junior was constantly being attacked every hero who comes to fight beside him
by members of his father’s old rogue’s gallery. He eventually realizes the same thing: Armorman
was nearly killed numerous times and several times Junior is an even better hero than his father was.
severely injured. Twice he was even captured,
requiring his father to put his old suit back on to go
rescue him. Armorman Junior is the kind of friend you would
turn to for advice if you were having a problem. He
Privately and publicly, the original Armorman is supportive, non-judgmental, a good listener,
asked his son to give up his identity. Duane Junior calm, rational and well-experienced in handling a
refused. He always felt alienated from his father, wide variety of his own troubles. He has the
who was often absent, and he was determined to complete respect of his team who, each in their
make his father proud of him. own way, look up to him as a big brother, father
figure or role model.
Father and son had a falling out. Armorman Junior
was even left off the invite list for the Super
Society’s gala annual charity event. Duane Junior
didn’t care. He spent the evening rounding up the “Don’t get me wrong, I’m proud to wear the
last remaining members of his Dad’s old rogue’s armor. I’d never give it up. But sometimes it just
gallery who were still at large. feels so… heavy.”

Little by little Armorman Junior started capturing “Each one of you is on this team for a reason. I
more bad guys and solving more cases on his own. chose every one of you because you bring us
He even started to get a few of his own arch- something that makes us stronger.”
enemies.
“It’s not the way Dad would have done it, but then
The good work got noticed and a year later these are very different times…”
Armorman Junior even got invited back to the
Super Society’s charity event. The festivities were “Justice, Freedom, Truth, Peace. These are ideals
interrupted by the police who placed The Patriot that cannot be destroyed. They are what the
under arrest for mass murder. After being shown Indestructibles fight for.”
the evidence against The Patriot, the Super Society
revoked his membership.

43
CHARACTER RECORD SHEET

IDENTITY: Mark Severence SIDE: Good

NAME: BLASTAR SEX: M AGE: 24 WEIGHT: 180 lbs

EXPERIENCE: 1500 LEVEL: 1 TRAINING: Intelligence

POWERS: INVENTING:

POWER BLAST: Range: 14", d20 damage, PR=1, takes an action to use as defense.

FORCE FIELD: Force Screen: 26" range, I" square plane per current power score, PR = 1/2 of the damage

repulsed, Pummelling Attack: 26" range, damage = HTH. PR=1 per attack.

ABSORPTION: Absorbs 2 points of Energy per point of damage absorbed. This takes a held Action, and

Blastar is not harmed by absorbed damage. Max Energy Score: 100. Stored Energy disipates after 13

hours if not used. Stored Energy can be released as a damage bonus to his Power Blast, +1 damage

per point of stored Energy released. Max +20 damage bonus per blast. Damage bonus must be

declared (and Energy expended) before rolling to hit. Releasing stored Energy costs no power.

HEIGHTENED SENSES (Energy sense): Can sense/see lingering residual races of energy and can

identify them and trace them by making a successful INT saving throw.

STRENGTH: 14 CARRYING CAPACITY: 364 lbs BASE HTH DAMAGE: 1d6

ENDURANCE: 13 HEALING RATE: 1.2

AGILITY: 12 ACCURACY MODIFIER: +1 DAMAGE MODIFIER: +1

INTELLIGENCE: 11 DETECT HIDDEN: 8 % DETECT DANGER: 12 %

CHARISMA: 15 REACTION FROM GOOD: +2 REACTION FROM EVIL: -2

BASIC HITS: 4 HIT MOD.( 1.2 )( 1.4 )( 1.3 )( 1 )= 2.18

HIT POINTS ( 9 ):

POWER ( 50 ):

MOVEMENT RATES: Ground: 39


INVENTING POINTS: 1.1 CASH: $ 3,960

ORIGIN AND BACKGROUND: (American) Journalism, Social Work

LEGAL STATUS: Member of the Indestructibles

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait
Mark Severance was converted into a being of
pure energy. His consciousness moved beyond our
physical realm and experienced the ultimate
spiritual liberation of an existence perfectly free
Mark Severance was an environmental activist from the constraints of gravity, electromagnetism
who was starting to become a celebrity. He wasn’t and time. He came to circulate among a race of
especially intelligent, but he was telegenic, other pure energy beings, the Pinaculari. The highly
reasonably articulate and very committed. -evolved Pinaculari judged Mark to be too
immature to handle the awesome powers of
Early in his career he achieved a number of existing as a being of pure energy. They decided
impressive accomplishments. He helped save that they would devolve him back into what was
biologically unique timberland areas from logging basically a human form.
in the Pacific Northwest. He instigated the cleanup
of an industrially polluted lake in Georgia that was Mark protested, but their decision was irreversible.
the local water supply for a small town. He The Pinaculari made him a promise that the
became nationally famous after becoming the potential remained within him to eventually evolve
subject of an award-winning documentary, wrote back to a pure energy state, but only if he
a best-selling book and hosted a reality TV show, all endeavored to “do great good in the world.”
before most people graduate from college. Upon returning to Earth, Mark discovered that he
had retained some of his energy powers. He now
Mark began to fixate upon his own fame and strives to make a positive difference as the newest
fortune. He started to feel the pressure to achieve member of the Indestructibles.
more than other contemporary figures, and to top
his past accomplishments. Gradually he became
increasingly extreme. Within the year, Severance Blastar is quick to declare something a threat and
was caught on tape leading a group that broke quick to blast at it. He also likes to encircle
into a medical research laboratory to free the opponents in a force field to keep them from
animals used for test subjects. Although he hurting anyone. Although Force Field is also a
avoided jail time, soon he wanted to do something powerful defense, he prefers to simply absorb
even bigger. attacks.

The powerful Hubbard Lake Mega-Collider Project


was about to come online, representing an Blastar has a tendency to be impulsive and always
unprecedented technological advancement. A wants to jump into action without a plan. He is also
group of religious zealots (citing Bible Code used to being the center of attention and
research which they claimed indicated that its sometimes acts as if he doesn’t know he’s not the
activation would trigger the end of the world) leader of the team. He is basically still a good guy,
wanted the famous Mark Severance to advance though and has a strong concern for people who
their cause. Mark didn’t share their beliefs, but he are in danger. He would be willing to do anything
thought it would make a nice headline. to help someone in trouble, especially a
teammate or a friend.
He knew that if he brought a group with him it only
increased the potential for someone to get hurt.
Severance told the protesters he would lead a
team to break into the building containing the “Don’t panic! I have everything under control.”
Collider before it could be activated and that they
would sabotage it. In reality, he gave the “Careful, it may be a trap. I’d better go check it
protesters a timetable that was 24 hour later than out.”
his actual break in, which he did on his own.
“You heard our leader. Follow me!”
But the scientists had heard of the planned
protests. They also moved up the own timetable for “Those hostages aren’t going to rescue
activation. When Mark Severance entered the ring themselves. Let’s go.”
of the Collider it was already active. A stream of
highly accelerated boson particles struck him,
completely annihilating his physical body. His
presence at the Collider was never even
discovered.

44
CHARACTER RECORD SHEET

IDENTITY: Gunnar Weston SIDE: Good

NAME: GUNSMITH SEX: M AGE: 32 WEIGHT: 160 lbs

EXPERIENCE: 10,000 LEVEL: 4 TRAINING: Endurance

POWERS: INVENTING:

SPEED BONUS x2 Device: +180" to ground movement HEIGHTENED STRENGTH Device: +11

HEIGHTENED EXPERTISE: +4 to hit with all types of handguns

HEIGHTENED SENSES Device (Pistol Vision): Gun cameras feed to goggles. Can make Special Attacks on

one roll to hit. Gun cams see any direction, negating attacker facing penalties. Telescopic lenses

divide range by 100 when calculating hit mods. Light intensifier negates all but total darkness.

SPECIAL WEAPON (Custom Pistols): +4 to hit, 100" range. Carries 18 rounds of all types of ammo.

* Taser: If it hits roll Lightning attack. If that hits target makes a V. Diff. END Save or falls unconscious

* Adhesive: The target must make a Very Difficult STR Save or be restrained.

* Demolition: 2d6 damage, but does double structural damage.

* Tracer: Camera in rounds transmits video (100 mile range) and GPS coordinates.

* Standard: d8 damage (Gunsmith carries 100 standard rounds).

STRENGTH: 24 CARRYING CAPACITY: 1,218 lbs BASE HTH DAMAGE: 1d10

ENDURANCE: 14 HEALING RATE: 1.2

AGILITY: 16 ACCURACY MODIFIER: +2 DAMAGE MODIFIER: +2

INTELLIGENCE: 18 DETECT HIDDEN: 14 % DETECT DANGER: 18 %

CHARISMA: 13 REACTION FROM GOOD: +1 REACTION FROM EVIL: -1

BASIC HITS: 4 HIT MOD.( 2 )( 1.4 )( 1.6 )( 1.3 )= 5.82

HIT POINTS ( 24 ):

POWER ( 72 ):

MOVEMENT RATES: Ground: 54 234" per turn with Speed Bonus device.
INVENTING POINTS: 7.2 CASH: $ 29,952

ORIGIN AND BACKGROUND: (American) Military, Law Enforcement,

Scientist. Descendant of Old West gunfighter J.B.Weston. Former

Army engineer, currently a police ballistics expert.

LEGAL STATUS: Member of the Indestructibles

(SECURITY CLEARANCE = )

OTHER INFORMATION: Invention: Change-up clips allow him to

change ammo types shot by shot. His speed and strength devices,

guns, holsters (which slide guns into his hands from tracks on the

insides of his arms), helmet and goggles form a rough exoskeleton

suit.

portrait
weapons and combat technology. He had earned
his engineering degree by the time he was in his
early twenties, and enlisted in the military where he
served multiple tours of duty in Afghanistan and
The Weston family has a long tradition of Iraq.
distinguished service to their country on the field of
battle- wherever it may be. Gunnar created prototypes for numerous pieces of
equipment that he was convinced would save the
The man who would later take the name J.B. lives of soldiers on the battlefield, only to be
Weston was born a slave in 1845, and escaped frustrated as the government failed to utilize them.
after finding his owner’s gun and killing him. After Other groups with inferior technology but stronger
reaching freedom through the Underground political connections through larger campaign
Railroad, he enlisted in the Union Army. After the contributions launched a smear campaign against
war he went west and became the bounty hunter Gunnar Westin and his family. It successfully drove
- notorious for his deadly skill with pistol and him out of the business. In the end, Gunnar Weston
bullwhip - known as “The Master Shootist.” He decided to put his equipment to use himself, as the
eventually married, settled down and had a son vigilante adventurer Gunsmith.
named Challenger.

Challenger Weston fought bravely in the First World While Armorman Junior is the leader of the
War. His life was saved by a super-powered hero Indestructibles, Gunsmith is second-in-command.
named Freedom Eagle. Challenger was sent home While Armorman directs overall strategy, it is often
after being injured, and fathered a son named Gunsmith who decides on the tactics to be used in
Freedom. carrying out Armorman’s plans. In combat,
Gunsmith rarely just shoots an opponent. He prefers
In 1940, Freedom James Weston volunteered to fly to shoot the weapons out of their hands. He uses
and fight in defense of Great Britain. When the US his guns to achieve a variety of effects - such as
entered the war, he was formally commissioned to shooting door-sized holes through walls, and other
the U.S. Army Air Corps. He saw action in both the breathtaking tricks shots.
Battle of Britain and Guadalcanal Campaign.

Freedom Weston’s son, Arthur Wildcat Weston, Gunnar Weston is a man of extreme discipline and
served in Vietnam, and then turned his attention to devout patriotism to whom a military lifestyle is
weapons design. He registered patents which second nature. Laconic and straight-faced,
made him a very wealthy man. He also fought as impeccably tidy and highly precise with his words
a mercenary, earning a second fortune by fighting and mannerisms, Gunsmith would seem an unlikely
in small wars throughout Asia, South America and candidate as the team jokester. However, the truth
Africa. is he can be as deadly with a sarcastic remark as
he is with a firearm.
In 1978 Arthur Weston led a raid to overthrow a
dictatorship in the African republic of Malaia. The
attempted coup failed to capture the General
and his ruling circle because they hid themselves “There’s no such thing as a problem that can’t be
from attack behind human shields. During a solved by a single well-placed bullet.”
firefight, Arthur tried to protect a civilian woman
and wound up getting shot in the groin. The bullet “It’s okay to be scared before you go into battle,
passed through his body and struck the woman. son. But if you’re brave now you’ll be repaid with
He pulled her to safety, and they were airlifted out even more courage later.”
of the country by helicopter. While recovering in a
hospital it was discovered that the passage of the “The Indestructibles never leave one of our own
bullet left the woman pregnant with his child. behind!”
Arthur married her and she gave birth to his son,
Gunnar. “No society, no matter how advanced or just or
well-intentioned, can survive unless it has the
Gunnar grew up a mental prodigy with the capability to defend itself from aggression.”
physical gifts of a prime athlete. By the time he was
a teenager, he had already been working with his
father on the next generation of automatic

45
CHARACTER RECORD SHEET

IDENTITY: Virginia Hunt SIDE: Good

NAME: SKYLARK SEX: F AGE: 26 WEIGHT: 130 lbs

EXPERIENCE: 14000 LEVEL: 5 TRAINING: Strength

POWERS: INVENTING:

SONIC POWERS: 26" range, d12 damage. 13% change to destroy an item with a special attack. PR=1

FLIGHT: 312 mph (1372" per turn) PR= 1 per hour of flight.

ADAPTATION: PR=1 per hour of use or turn of defense.

HEIGHTENED ENDURANCE: +9

HEIGHTENED SENSES (Hearing): Range: 300x normal human range for distance, can distinguish

detail of sound even in extremely loud or difficult conditions (use INT for saving throws, reducing

the Save Difficulty by two from whatever it may be for a normal human), frequency range is beyond

human both in the upper and lower ends of the scale, Double Detect Hidden (if sound clues are

applicable): 24%, Triple Detect Danger (if sound clues are applicable): 48%.

STRENGTH: 13 CARRYING CAPACITY: 299 lbs BASE HTH DAMAGE: 1d6

ENDURANCE: 24 HEALING RATE: 2.1

AGILITY: 14 ACCURACY MODIFIER: +1 DAMAGE MODIFIER: +2

INTELLIGENCE: 16 DETECT HIDDEN: 12 % DETECT DANGER: 16 %

CHARISMA: 18 REACTION FROM GOOD: +3 REACTION FROM EVIL: -3

BASIC HITS: 3 HIT MOD.( 1.2 )( 3 )( 1.3 )( 1.2 )= 5.62

HIT POINTS ( 17 ):

POWER ( 67 ):

MOVEMENT RATES: Ground: 51 Flight: 1372"


INVENTING POINTS: 8 CASH: $ 1,250

ORIGIN AND BACKGROUND: (Extraterrestrial) Psychology, History

LEGAL STATUS: Member of the Indestructibles

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait
their sector of the galaxy together for years, but
they never found the Advantage or its crew. Hunt
and Hawk fell in love, and had a daughter, whom
Elizabeth named Virginia after her home state.
Almost three decades ago, a team of astronauts When his daughter was born Tracker Hawk took
led by Commander Elizabeth Hunt flew the Space their family back to Perator. Once there, he found
Shuttle Advantage on a mission to survey a comet a way to return Elizabeth to Earth - but she chose
that was set to approach closer to Earth than any to stay with him, and to raise their daughter on his
other comet in history. They never made it. En route homeworld.
to the observation point, the shuttle broke contact
- and its crew was presumed lost. Several space After completing her education and developing
organizations conducted search operations, but her Peratonian/Human hybrid powers Virginia Hunt
no trace of the Advantage was ever found. decided she wanted to visit her mother’s
homeworld. She had studied human culture from
Before the Advantage reached the comet, its afar, but was startled by how barbaric it was when
crew picked up a signal of extraterrestrial origin she saw it in person. Eventually, she met and
being broadcast in a tight beam directly at them. befriended the Indestructibles. She soon joined
They traced the signal to a massive space-based their ranks under the name Skylark.
device which was also jamming their
communications. Following established protocols,
Commander Hunt made the decision to On patrol, Skylark tends to act as recon (sometimes
investigate the alien device. Determining whether solo but usually trailing Space Racer), using her
the device presented a threat to the Earth hearing to locate threats. In combat she tends to
became the crew’s new priority. stay above and behind the action, attacking from
afar with sonics, watching her teammates’ backs .
The device was a Warp Mine - an observation She’ll fly in to lend assistance if needed.
satellite left behind many years before by the
Psynax Empire. Its purpose was to monitor
planetary civilizations on the verge of attaining To Skylark, life on Earth is like an extended vacation
space travel. Once a spacecraft was in proximity, or a foreign study program. While she feels a deep
the Warp Mine would generate a wormhole, emotional connection to the Earth, and to the
extend it to encompass the approaching human race, a lot of mundane things in the
spacecraft, and teleport them both deep into ordinary lives of everyday Earth people seem
Psynax space - usually near one of the Psynax’s exotic and savage to her because of her offworld
heavily armed orbital bases. upbringing. She is well-versed in Earth culture and
history, but still puzzled by many of its small details.
Commander Hunt and Mission Specialist Most people who meet her would never guess that
Tomanaga Yushiro initiated a spacewalk to the she didn’t grow up in Michigan.
object. They had just left the shuttle when the
wormhole appeared. It took them - and the
Advantage - to another solar system, seventy light
years away from Earth. “What a uniquely pivotal time in the development
of our civilization. I feel fortunate to be here, now,
Major Yushiro was lost in the wormhole. Two Psynax where I can play some small part in helping to
Attack Cruisers had been in pursuit of a Peratonian insure we get to where we need to go.”
Scout Ship when the Advantage arrived.
Commander Hunt could only watch in horror as “It’s always tragic when a conflict cannot be
the Psynax warships turned back to capture the ended peacefully. When you have a non-peaceful
Advantage. The Peratonian scout returned to conflict with the Indestructibles, it’s a tragedy for
engage the Psynax, in an attempt to save the you.”
defenseless shuttle. It managed to destroy one of
the Psynax ships, but sustained heavy damage “What I like about living here is that when you
and was forced to retreat. It heroically returned a wake up every morning, you never know what is
second and then a third time - finally managing to going to happen. I never felt that way before,
rescue Commander Hunt. But the other Psynax ship even when growing up on Perator.”
got away, taking the Advantage with it.
“You guys are like my second family. When I joined
Commander Hunt and the Peratonian scout pilot up… well, that’s when I really started to feel like this
(whose name means ‘Tracker Hawk’) explored world was my home.”

46
CHARACTER RECORD SHEET

IDENTITY: Saffron Hammarstrom SIDE: Good

NAME: RED HILDEGARDE SEX: F AGE: 24 WEIGHT: 170 lbs

EXPERIENCE: 5000 LEVEL: 3 TRAINING: Intelligence

POWERS: INVENTING:

HEIGHTENED STRENGTH: +15

HEIGHTENED ATTACK: +3 damage on all attacks

HEIGHTENED DEFENSE: -4 to be hit

SPECIAL WEAPON: "Nothung" is a magically unbreakable sword that never loses its sharp edge. It is a

normal sword in anyone else's hands, but when used by Red Hildegarde (or any true "Walkure" )

it magically increases in size, gaining HTH +4 to hit and HTH+d12 damage, ignoring structural ratings

below 14, and it has two additional powers: Dragon's Breath (48" range, d12 damage attacks as

Flame, PR=1 per shot) and Dragon's Eyes (10" range, d12 damage, attacks as Ice, PR=5 per shot).

Nothung has a Parry Factor of 5.

PET: The magical flying horse, Airbiscuit (see separate sheet)

STRENGTH: 31 CARRYING CAPACITY: 2677 lbs BASE HTH DAMAGE: 1d12

ENDURANCE: 17 HEALING RATE: 1.6

AGILITY: 14 ACCURACY MODIFIER: +1 DAMAGE MODIFIER: +1

INTELLIGENCE: 11 DETECT HIDDEN: 8 % DETECT DANGER: 12 %

CHARISMA: 13 REACTION FROM GOOD: +1 REACTION FROM EVIL: -1

BASIC HITS: 4 HIT MOD.( 2.4 )( 1.8 )( 1.3 )( 1 )= 5.62

HIT POINTS ( 22 ):

POWER ( 73 ):

MOVEMENT RATES: Ground: 62


INVENTING POINTS: 3.3 CASH: $ 10,296

ORIGIN AND BACKGROUND: (Extra-Dimensional - Valhalla)

Sports (Riding), Performing Art (Singer)

LEGAL STATUS: Member of the Indestructibles

(SECURITY CLEARANCE = )

OTHER INFORMATION: Also sometimes carries a Shield

(Parry Factor 5), a Spear (HTH+3 to hit, HTH+d4 damage), and a

Battle Axe (HTH +1 to hit, HTH + d8 damage)

portrait
Red Hildegarde and Alberich have since had
numerous adventures together. Red Hildegarde
claimed her Valkyrian birthright and found her own
flying horse- named “Airbiscuit” by Alberich. They
After many years, Wotan, King of the Gods, finally have also searched for the Ring in various aspects:
restored Valhalla, after its destruction in a fire that a criminal organization, a self-help group, a high-
also claimed the life of his daughter Brunnhilde and level political conference, and a mysterious
her lover, Siegfried. Wotan’s wife, Fricka, saved sentient global computer network...
Brunnhilde and Siegfried’s unborn daughter- their
granddaughter- whom they named Hildegarde. To live incognito on Earth, Hildegarde took on the
Their granddaughter was kept in a peaceful human identity of Saffron Hammarstrom. She
slumber, as neither of them had the heart to joined the Indestructibles after circumstances had
awaken her and tell her the terribly tragic story of her fighting beside them.
her parents’ deaths. As her father Siegfried had
been a mighty warrior and her mother Brunnhilde
has been a Valkyrie, it was destined that Red Hildegarde enjoys testing her mettle against
Hildegarde would fight with awesome power. the toughest opponents she can find. She likes to
Wotan decided that she would awaken only when take the point in battle and will always come to
the greatest warriors were needed- at the time of the aid of a fallen comrade.
the final battle, Ragnarok. Hildegarde grew from a
child to a beautiful young maiden while she slept.
Red Hildegarde is more impetuous than Blastar,
When Loge, god of Fire, heard of this, he schemed more naïve than Skylark, more gung ho than
to secretly use Hildegarde to set the events of Gunsmith, more of an outsider than Space Racer
Ragnarok into motion and, from this all-destructive and has more family troubles than Armorman
war, conquer Valhalla for himself. Loge sent Junior. She is also the one who most enjoys a good
Alberich, the long-deposed King of the Dwarves, to brawl.
awaken Hildegarde by placing Nothung, the
sword of her father, into her hands. She awakened,
but when Fricka heard the resulting thunderclaps,
Alberich took Hildegarde away to Earth before “Yield now- or my blade with taste your blood!”
they could be discovered.
“The daughter of Siegfried and Brunnhilde will not
On Earth, they arrived at “Ragnarock” a massive be deferred! The granddaughter of Wotan himself
heavy metal music festival. It was filled with crazed will not be denied!”
drunken louts whose souls had been possessed by
the music of the death metal brother and sister act “One never knows, perhaps somewhere in this
Gunther and Gutrune Gibichung. The festival-goers mystery lies a clue to finding the long-lost
were intended to become the army Loge would Nibelungen Ring itself.”
use to conquer Valhalla. Hildegarde prevented
Loge from imbuing the revelers with the power of “Hey guys! Did you know that when you get the
godlings, took the bunch of them on single- quadruple scoop they give you as many extra
handedly and defeated them. In doing so she toppings as you want? As many as you want! There
absorbed the power herself, and earned the name is NO limit!”
Red Hildegarde. Loge vowed he would have
revenge.

But Alberich had a scheme of his own. He longed


to find the Nibelungen Ring, an item of awesome
power. Alberich created the ring long ago only to
have it taken by Loge. He has since watched the
ring pass from numerous parties who all eventually
lost it. His reasons for wanting it are his own. He
knows the Ring is somewhere on Earth and has
changed to a new form which makes is difficult to
recognize.

47
CHARACTER RECORD SHEET

IDENTITY: Allan Chandler SIDE: Good

NAME: SPACE RACER SEX: M AGE: 24 WEIGHT: 180 lbs

EXPERIENCE: 2000 LEVEL: 2 TRAINING: Intelligence

POWERS: INVENTING:

LIFE SUPPORT DEVICE: 1% chance of malfunction per point of damage it takes, Device can self-

repair 1 point per minute until damage repaired. This device never runs out of power.

BODY POWER DEVICE: Personal Force Field, Can obsorb 36 points of damage.

HEIGHTENED STRENGTH DEVICE: + 8 HEIGHTENED ENDURANCE DEVICE: +6

FLIGHT DEVICE: 484 mph, 2130" per turn, plus Hyper-Flight: Mach 48 in atmosphere, faster than light

in space. This device never runs out of power.

SPECIAL WEAPON DEVICE: Magnetic Beam: 2100 lb capacity, d12 damage, 21" range, 6 shots.

HEIGHTENED SENSES DEVICE: Navigational Sense: can determine location from anywhere in galaxy.

Radio Reception and Broadcast: can treceive and transmit faster-than-light radio signals

SPECIAL REQUIREMENT: Suit cannot be removed without killing him.

STRENGTH: 21 CARRYING CAPACITY: 1031 lbs BASE HTH DAMAGE: 1d10

ENDURANCE: 22 HEALING RATE: 2.4

AGILITY: 15 ACCURACY MODIFIER: +2 DAMAGE MODIFIER: +1

INTELLIGENCE: 14 DETECT HIDDEN: 10 % DETECT DANGER: 14 %

CHARISMA: 18 REACTION FROM GOOD: +3 REACTION FROM EVIL: -3

BASIC HITS: 4 HIT MOD.( 1.8 )( 2.6 )( 1.6 )( 1.1 )= 8.24

HIT POINTS ( 33 ):

POWER ( 72 ):

MOVEMENT RATES: Ground: 58


INVENTING POINTS: 2.8 CASH: $ 12,096

ORIGIN AND BACKGROUND: (American) Pilot, Astronomer

LEGAL STATUS: Member of the Indestructibles

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait
satellite tomb and avoided impact with Earth.
Soon it was gone.

Amazed to still be alive and relieved that the Earth


Aerospacetronics Amalgamated assembled one was now safe, Chandler took his new suit for a test
of the greatest private teams of astronauts in the flight around the galaxy. Chandler had become a
world, led by two brothers Lyle Chandler and Allan human starship.
Chandler. Their top project was called the REVS or
Rocket Escape Velocity Suit, a spacesuit with a Upon examining the altered suit in the DAA lab,
built-in rocket engine capable of launching a sole they discovered that its life support systems could
human being safely into orbit. After his brother sustain Chandler in virtually any sort of hostile or
came down with the measles, Alan was selected alien environment. They also discovered that
to be its test pilot. removing the suit was impossible without killing him.
Armorman Junior of the Indestructibles is working to
The flight went off without a hitch and the REVS suit find a way to remove the suit. In the meantime,
carried Chandler into space. Beyond the Chandler is a member of the team as Space
atmosphere, he turned his gaze out to the stars for Racer.
a only moment before his scheduled return to
Earth. To his horror, he spotted… something.
Space Racer usually takes the point and does the
Floating through space, completely undetected, recon for the Indestructibles. He will fly ahead and
and headed on a collision course with the Earth scope out the opponents often before the rest of
was the planetoid-sized satellite tomb of the Fa’ar, the team gets there. He has great confidence in
a long-dead extraterrestrial civilization. The Fa’ar his ability to get out of trouble fast. He rarely uses
race was annihilated billions of years ago in the his repulsors beams in combat, preferring to use
Core Wars, a never-ending conflict occurring at the tractor beams to help haul teammates along
the center of our galaxy. Their tomb was sent on with him in flight. Space Racer’s favorite form of
an ever widening orbital pattern, circling the attack is to ram opponents at high speed.
galactic core.

From the sheer size of the Tomb, Chandler knew Life has taken a series of bad turns for Allan
that if it were to strike the Earth the result would be Chandler. With its sole functioning REVS prototype
an extinction level event. Ignoring orders to return erased, AA has gone out of business. It was bought
to base, Chandler fired his rockets full thrust for the out by the High Ground Consortium, which has
satellite tomb. His plan was to get in as close recently won a court decision ruling that
proximity to it as possible and then ignite whatever Chandler’s spacesuit is their property- and they
rocket fuel he had left. The resulting explosion had want it. Also, Allan’s best girlfriend from before his
no effect on the course of the satellite whatsoever. fateful test flight has recently married his brother.
The blast did manage to penetrate the outer hull Lately, the only escape from his troubles has been
of the tomb. The breach was detected by the in the “joyrides” he takes around the cosmos. He
tomb’s long dormant internal maintenance seems to take them more and more frequently
systems AI. and for longer periods of time.

Chandler had struck the outer coupling of the star


drive and had caused significant damage to the
immediate area surround the impact. The AI “Nice cape. Wanna race?”
repaired the breach and cleaned up the broken
parts of the star drive, as well as the remains of “It’s okay. I get asked that a lot… The suit enables
Chandler. Compared to the hundred-billion year me to metabolize liquids and foodstuffs with one
evolutionary cycle of the Fa’ar, human biology hundred percent efficiency, so I, um, never
was rudimentary. Chandler was salvageable. The actually have to go to the bathroom.”
AI even applied an upgrade to his rocket suit that
gave him lightspeed capability and an energy “I may be apart from the human race, but I am still
supply that would let him run for centuries. a part of the human race.”

When the AI turned its attention from Chandler, he “This is a magnificent universe and well worth
escaped into space. The AI changed course of the fighting for, and I would hate very much to leave
it.”

48
CHARACTER RECORD SHEET

IDENTITY: - SIDE: Neutral

NAME: Airbiscuit SEX: M AGE: 3 WEIGHT: 2000 lbs

EXPERIENCE: - LEVEL: 4 TRAINING: -

POWERS: INVENTING: -

SPEED BONUS: +100" a turn (ground)

WINGS: Airbiscuit's great bird-like wings enable him to fly at 1644" a turn, or 373 mph.

PSIONICS: Airbiscuit shares a psychic bond with Red Hildegarde, and seems to possess almost human

intelligence - which includes the ability to do various things like play the piano, smoke cigars, and

laugh at jokes on TV sitcoms

STRENGTH: 13 CARRYING CAPACITY: 3397 lbs BASE HTH DAMAGE: 1d12

ENDURANCE: 12 HEALING RATE: 12

AGILITY: 12 ACCURACY MODIFIER: +1 DAMAGE MODIFIER: +1

INTELLIGENCE: 9 DETECT HIDDEN: 8 % DETECT DANGER: 12 %

CHARISMA: 15 REACTION TO GOOD: -2 REACTION TO EVIL: -2

BASIC HITS: 40 HIT MOD.( 1.2 )( 1.4 )( 1.3 )( 1 )= 2.18

HIT POINTS ( 87 ):

POWER ( 46 ):

MOVEMENT RATES: Ground: 137 Flying: 1644"/turn


INVENTING POINTS: - CASH: $ -

ORIGIN AND BACKGROUND: Red Hildegard's Winged Horse

LEGAL STATUS:

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait
LIVING LEGENDS™
Name: AIRBISCUIT Age: 3 Sex: Male Race: Flying Horse
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 36 ):
PHYSIQUE 36 d12 36 Move: 43
REFLEX 11 d6 11 Leap: 1.9802
DEFTNESS 11 d6 11 Mass (kg): 909 Mass Effect: d10
INTELLECT 7 d4 7 Carry (kg): 1800
COOL 11 d6 11 NRG ( 7 ):
VITALITY 7 d4 7 Luck Roll: d4 Wealth Roll: d0
BC Subtotal: 83 Fame: 11 Fame Effect: d6
Other Abilities: Base Cost: Modifier: Cost: Base Points: 72 Unspent Eps:
Weaknesses: 35
GALLOP Spent Eps: Balance:
SPEED BONUS (V): x5.33 ground movement 7 3 10 Total Cost: 107 0

WINGS
FLIGHT (V): 32 acceleration, 640 top speed,
Body Power [Wings, Large],
Misc [Only in atmospheres] 24 -4 14

Total Cost: 107 Character Portrait


Weaknesses: Value: Background:
Home: Valhalla
POVERTY: No income 20 Career Fields: -
Origin: -
PHYSICAL DISABILITY: No hands 15 Motivation: -

© 2010 Monkey House Games. Living Legends is a


trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 35
LIVING LEGENDS™
Name: The XIMIX Age: ? Sex: ? Race: Extradimensional
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 37 ):
PHYSIQUE 37 2d8-1 46/2d10-1 STR 7 Move: 43
REFLEX 11 d6 11 Leap: 2.1053
DEFTNESS 11 d6 11 Mass (kg): 1,824 Mass Effect: d12
INTELLECT 3 d2 11/d6 PERC 3 Carry (kg): 3,840
COOL 16 d8 16 NRG ( 11 ):
VITALITY 11 d6 11 Luck Roll: d4 Wealth Roll: -
BC Subtotal: 59 Fame: 1 Fame Effect: d1
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
HUGE SIZE Spent Eps: 16 Balance:
GIGANTISM (C): 5 Levels, x32 mass, x3.2 profile, Total Cost: 166 0
Stays Active, Can't Hold Back 25 -1 22

HEIGHTENED PHYS (C): +4, STR Only 4 -3 3

SPEED BONUS (V): x5.33 top speed and acceleration 7 3 10

RADIAL SYMMETRY
HEIGHTENED SENSES (C): Normal vision is 360 degrees 4 4

ANIMAL CUNNING
HEIGHTENED INTL (C): +8, PERC Only 8 -3 5

TRACKING (INTL/G): d8 2 2

WEAPONRY & TRAINING


GIANT SWORD: +2 to hit, +2 to parry, +4 damage,
breaks when parrying 10+, Duplicates (Two) 25 2 33

GIANT CROSSBOW: 48" range, +2 to hit,


2d10-1 damage, 24" range, Duplicates (Two) 16 2 21

SKILL BONUS (C): +1, Only on Multiple Attacks,


Variable: all attacks 3 6 7

Total Cost: 166 Character Portrait


Weaknesses: Value: Background:
Home: Alternate Dimension
COMPULSION: Man-eating carnivore. Compelled to pursue, kill, and eat easy prey. Career Fields: Hunting, Military
Very Common, COOL 6+ to resist & recover. 25 Origin: Technological Accident
Motivation: Carnage
DISTINCTIVE: Extradimensional giant monster, INTL 2+ to notice, Skill 8+ to disguise 20

LIMITED EDUCATION: Extradimensional guard creature 5

© 2010 Monkey House Games. Living Legends is a


trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
LIVING LEGENDS™
Name: The MEGASPUR Age: ? Sex: ? Race: Extradimensional
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 67 ):
PHYSIQUE 67 3d10-2 92/4d10-1 STR 2 Move: 85
REFLEX 2 d2 2 Leap: 0.6758
DEFTNESS 7 d4 7 Mass (kg): 90,909 Mass Effect: 4d10-1
INTELLECT 2 d2 2 Carry (kg): 61,440
COOL 16 d8 16 NRG ( 5 ):
VITALITY 5 d3 5 Luck Roll: d4 Wealth Roll: -
BC Subtotal: 34 Fame: 1 Fame Effect: d1
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
HUGE SIZE Spent Eps: 16 Balance:
GIGANTISM (C): 10 Levels, x1024 mass, x10.1 profile, Total Cost: 166 0
Reduce difficulty of called shots against it by 3 levels,
Stays Active, Can't Hold Back 50 -1 44

HEIGHTENED PHYS (C): +5, STR Only 5 -3 3

SPEED BONUS (C): x10.67 move & acceleration 10 3 15

SPINES
SKILL BONUS (V): +1 to hit with Spines (3) 3 3

PARALYSIS (V): d10 Bio (17), Carried by Spines (+2),


No Range (-3) 17 -1 15

QUILLS
POWER BLAST (V): d12 Sharp, 12" range (29),
Area Effect [21"](+9), Charges [2](-8) 29 1 33

EXPLODING PODS
POWER BLAST (V): d10 Blunt, 12" range (22),
Area Effect [13"](+7), Charges [2](-8)
Note: Blast creates 3d6 pods which 'hatch' in 48 hours 22 -1 19

Total Cost: 166 Character Portrait


Weaknesses: Value: Background:
Home: Alternate Dimension
COMPULSION: Man-eating carnivore. Compelled to pursue, kill, and eat easy prey. Career Fields: Carnivorous Plant
Very Common, COOL 6+ to resist & recover. 25 Origin: Technological Accident
Motivation: Carnage
DISTINCTIVE: Extradimensional giant monster, INTL 2+ to notice, Skill 8+ to disguise 20

LIMITED EDUCATION: Extradimensional guard creature 5

© 2010 Monkey House Games. Living Legends is a


trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
LIVING LEGENDS™
Name: VOLCANIC MAN, aka Joseph Smolinsky Age: 33 Sex: Male Race: Human
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 29 ):
PHYSIQUE 29 d12 37/2d8-1 STR 29 Move: 8
REFLEX 7 d4 7 Leap: 5.4085
DEFTNESS 11 d6 11 Mass (kg): 355 Mass Effect: d8
INTELLECT 11 d6 11 Carry (kg): 1920
COOL 16 d8 16 NRG ( 11 ):
VITALITY 11 d6 11 Luck Roll: d4 Wealth Roll: d3
BC Subtotal: 85 Fame: 16 Fame Effect: d8
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
HEIGHTENED PHYS (C): +8, STR Only 8 -3 5 Spent Eps: 32 Balance:
Total Cost: 182 0
DENSITY INCREASE (C): SR=3
Stays Active, Can't Hold Back 2 -1 2

ARMOR (C): 9 vs. All Physical, Ablative 72 -3 48

ENERGY FIELD (C): d12 Heat (43),


Stays Active, Can't Hold Back 43 -1 38

THROW (DEFT/G): d8 2 2
UNARMED [Punch](DEFT/G): d8 2 2

Total Cost: 182 Character Portrait


Weaknesses: Value: Background:
QUIRK: Curmudgeon 5 Home: United States
COMPULSION: Won't back down from a fight. Career Fields: Science & Government
Common, COOL 6+ to resist & recover 20 Origin: Technological Accident
COMPULSION: Hothead. Easily angered by insults, challenges, etc. Motivation: For Hire
Uncommon, COOL 6+ to resist & recover 15 Joseph fell into a volcano while conducting research
QUIRK: loyal and devoted friend 5 on Meteor Island, and was encrusted with volcanic
rock.
POVERTY: $10,000 approximate annual income 5

© 2010 Monkey House Games. Living Legends is a


trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
LIVING LEGENDS™
Name: The PROVIDER, aka Vitaly Svyatopolk Age: 32 Sex: Male Race: Human
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 16 ):
PHYSIQUE 11 d6 16/d8 CON 11 Move: 8
REFLEX 11 d6 11 Leap: 1.5
DEFTNESS 11 d6 11 Mass (kg): 80 Mass Effect: d4
INTELLECT 16 d8 18 Carry (kg): 120
COOL 11 d6 11 NRG ( 11 ):
VITALITY 11 d6 11 Luck Roll: d4 Wealth Roll: d4
BC Subtotal: 73 Fame: 7 Fame Effect: d4
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
WILLPOWER Weaknesses: 50
HEIGHTENED PHYS (C): +5, CON Only 5 -3 3 Spent Eps: 48 Balance:
PAIN RESISTANCE (C): Only unconscious when Hits = 0 8 8 Total Cost: 198 0
DEFENSE (V): +4 targeting difficulty and +4 DODG levels 30 30

DEVITALIZATION GAZE
DEVITALIZATION (V): d4 Psychic, 12" range,
Drains [to VITL, max. +5, 1 point fades per round],
Misc [requires eye contact] 5 4 9

DANGER SENSE
HEIGHTENED SENSE (C): Danger, Basic, Ranged 2 3 3
TELESCOPIC SENSE (V): Danger, 6 Levels 6 6

DEATH TOUCH
TRANSMUTATION (V): Makes living things dead.
d6 Psychic vs. CON, No Range, Duration (100 years),
Misc [if target beats d6 on DEFT, they lose Hits but live],
NRG Cost [4 if fully sucessful, 2 if partially sucessful] 3 15 22

MIND CONTROL
MIND CONTROL (V): d8 Mental vs COOL, 12" range
NRG Cost [4 if sucessful] 31 -1 27

SKILLS
NEGOTIATE (INTL/G): d12 5 5
HIDING (INTL/G): d10 2 2
UNARMED (Punch) (DEFT/G): d8 2 2
GAZE (INTL/G): d12 5 5
LANGUAGE & LITERACY: Russian, Native 0
LANGUAGE: English, Accented 2 2
LITERACY: English 1 1
Total Cost: 198 Character Portrait
Weaknesses: Value: Background:
Home: Uzbekistan
HUMAN CHARACTERISTICS 10 Career Fields: Manufacturing, Crime
COMPULSION: Loves fantasy art, and wants to steal it. Origin: Accidental Supernatural
Uncommon, COOL 4+ to resist and recover 10 Motivation: Greedy
DISTINCTIVE: Tatooed with famous fantasy paintings all over his body. Vitaly Svyatopolk is an alias; his real name is
INTL 2+ to notice, Skill 4+ to disguise 15 unknown. He believes that he inherited his powers
from his ancestor Rasputin.
QUIRK: He believes that he is a descendant of Rasputin. 5
COMPULSION: Loves Holly Cooks aka Lady Armageddon, protects/avenges her
Uncommon, COOL 4+ to resist and recover 10 © 2010 Monkey House Games. Living Legends is a
trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
LIVING LEGENDS™
Name: DOCTOR PHAGE, aka Javier Lemarr Age: 29 Sex: Male Race: Infected Human
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 16 ):
PHYSIQUE 16 d8 16 Move: 8
REFLEX 11 d6 11 Leap: 2.5263
DEFTNESS 11 d6 11 Mass (kg): 95 Mass Effect: d4
INTELLECT 11 d6 29/d12 as Doctor Phage 11 Carry (kg): 240
COOL 11 d6 37/2d8-1 as Doctor Phage 11 NRG ( 16 ):
VITALITY 16 d8 16 Luck Roll: d2 Wealth Roll: d4
BC Subtotal: 76 Fame: 7 Fame Effect: d4
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
TRANSFORM INTO DOCTOR PHAGE Spent Eps: 32 Balance:
SHAPE CHANGING (P): to Doctor Phage form 2 2 Total Cost: 182 0

REGENERATION (C): 2 Levels, Misc (not fire damage)* 16 -3 11

NATURAL WEAPONRY (V): d8 Sharp,


Armor Piercing [3 Levels]* 8 2 10
Minus STR Surcharge -8 -8

POWER BLAST (V): d8 Biochemical, No Range,


Lingering Effects [6 Intensity, PHYS to recover],
NRG Cost [2 per hit]* 16 -1 14

HEIGHTENED INTL (C): +18* 18 -1 16

HEIGHTENED COOL (C): +26* 26 -1 23

*Only in Doctor Phage form (-1)

ISLAND OF AEAEA
SWIMMING (V): 2 acceleration, 43 top speed* 13 6 29

REGENERATION (C): 1 level, Slow Use (90 minutes)* 8 -4 5

*Vehicle [531 hull, 89 hits, 346 deck]

SKILLS
SCIENCE [Biochemistry] (INTL/S): d6 (d12 as Dr. Phage) 2 2
RESEARCH (INTL/G): d8 (2d8-1 as Dr. Phage) 2 2

Total Cost: 182 Character Portrait


Weaknesses: Value: Background:
TEXTBOOK SOCIOPATH: Home: United States
QUIRK: Manipulative 5 Career Fields: Science and Research
QUIRK: Arrogant 5 Origin: Technological Accident
QUIRK: Callous 5 Motivation: Insane Egotist
QUIRK: Impulsive 5 Javier Lemarr was infected (and transformed) by an
QUIRK: Emotionally stunted 5 accidentally 'modified' virus while working for a
secret government anti-pollution project.
QUIRK: Hungers for intellectual stimulation 5
QUIRK: Pathological liar 5
SUSCEPTIBILITY: Anti-Viral drugs, Very Common, loses Shape Changing on exposure 5 © 2010 Monkey House Games. Living Legends is a
UNLUCKY: 2 levels 10 trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
LIVING LEGENDS™
Name: CHIROPTERA, aka Roslyn Remick Age: 24 Sex: Female Race: Infected Human
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 16 ):
PHYSIQUE 11 d6 16/d8 CON 11 Move: 8 29/384 flying
REFLEX 22 d10 22 Leap: 1.7647
DEFTNESS 22 d10 22 Mass (kg): 68 Mass Effect: d4
INTELLECT 7 d4 7 Carry (kg): 120
COOL 7 d4 7 NRG ( 11 ):
VITALITY 11 d6 11 Luck Roll: d4 Wealth Roll: d4
BC Subtotal: 80 Fame: 11 Fame Effect: d6
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
ALIEN PHYSIQUE Spent Eps: 24 Balance:
ARMOR (V): 3 vs. All, Absorb to Shaping [max 18], Total Cost: 174 0
Slow Use [takes an Action to use] 20 -5 10

STRETCHING (P): Elongation 48", Flattening 25" square,


Inflation 13" cube, Oozing 24 24

FLIGHT (V): 29" acceleration, 384" top speed


Body Lower (Wings, Large) 22 -2 17

HEIGHTENED PHYS (C): +5, CON Only 5 -3 3

ALIEN SENSES
HEIGHTENED SENSE (C): Normal vision includes UV 3 3

HEIGHTENED SENSE (C): Basic Sonar, 360 degrees 2 4 3

SONIC SHAPING
SHAPING (P): 960 kg Sharp Kinetic [Sonic, SR=4],
NRG Cost [1 per use], Animation 22 1 25

SKILL BONUS (V): +3 with Shapes, Only To Hit 12 -2 9

Total Cost: 174 Character Portrait


Weaknesses: Value: Background:
ATTRACT ATTACKS: Light, +2 15 Home: United States
Career Fields: Research/Technology, Medcical
VULNERABILITY: Light (common), double damage 15 Origin: Accidental Supernatural
Motivation: Survival
QUIRK: Snarky, sarcastic 5 She was infected by the alien vampire that killed her
boyfriend Don. Feared because of her new
appearance and accused of Don's murder, she's
COMPULSION: Protect the Provider (uncommon), 4+ to resist & recover 10
been driven into a life of crime.

QUIRK: Jealous 5 © 2010 Monkey House Games. Living Legends is a


trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
LIVING LEGENDS™
Name: The TWISTED MAN, aka Russell Harris Age: 27 Sex: Male Race: Human
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 16 ):
PHYSIQUE 16 d8 16 Move: 8
REFLEX 8 d4 8 Leap: 2.9268
DEFTNESS 7 d4 7 Mass (kg): 82 Mass Effect: d4
INTELLECT 11 d6 11 Carry (kg): 240
COOL 11 d6 11 NRG ( 11 ):
VITALITY 11 d6 11 Luck Roll: d3 Wealth Roll: d4
BC Subtotal: 64 Fame: 2 Fame Effect: d2
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
GRAVITIC BLAST IMPLANT Spent Eps: 16 Balance:
POWER BLAST (V): 2d10 Crushing, 12" range, Total Cost: 166 0
Equipment [Cybernetic chest implant], Charges [22] 46 -2 35

GRAVITIC FIELD IMPLANTS


GRAVITY DECREASE (V): 2d8-1 Blunt/Crushing [x-1, see
LL page 53], 6" range, Concentration [to maintain],
Equipment [Cybernetic hand implant]* 55 -6 25

GRAVITY INCREASE (V): 2d8-1 Blunt/Crushing [x16, see


LL p. 54] 6" range, Concentration [to maintain],
Equipment [Cybernetic hand implant]* 47 -6 21

*Charges [22, Shared by Gravity devices]

SKILLS
VEHICLE [Airplane] (DEFT/S): d6 5 5
PROFESSION [Business Administrator] (INTL/S): d8 5 5
MEDICINE (INTL/S): d6 2 2
GRAV BLAST (DEFT/G): d10 9 9

Total Cost: 166 Character Portrait


Weaknesses: Value: Background:
DISTINCTIVE: Twisted visage, cybernetics. INTL 3+ to notice, Skill 8+ to disguise 15 Home: Australia
Career Fields: Transport, Medicine, Finance
QUIRK: feels persecuted; slightly paranoid 5 Origin: Technological Accident
Motivation: Vengeance
COMPULSION: Takes revenge upon those he thinks have wronged him. Harris became merged with his company's
Uncommon, COOL 8+ to resist and recover 20 experimental gravity device during a failed
assassination attempt by their underworld financial
backers. And then he killed them.
UNLUCKY: 1 level 5
© 2010 Monkey House Games. Living Legends is a
QUIRK: Loner, craves solitude 5 trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
LIVING LEGENDS™
Name: MAURADER UNDINE aka Sayyida Syrenka Age: 17 Sex: Female Race: Half-Mermaid
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 22 ):
PHYSIQUE 22 d10 29 / d12 STR 22 Move: 8 Swim 43, 86 Mermaid
REFLEX 16 d8 16 Leap: 13.151
DEFTNESS 16 d8 16 Mass (kg): 73 Mass Effect: d4
INTELLECT 7 d4 7 Carry (kg): 960
COOL 7 d4 7 NRG ( 16 ):
VITALITY 16 d8 16 Luck Roll: d4 Wealth Roll: d4
BC Subtotal: 84 Fame: 7 Fame Effect: d4
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
UNDINE STRENGTH Spent Eps: 20 Balance:
HEIGTENED PHYSIQUE (C): +7, STR Only 7 -3 5 Total Cost: 170 0

UNDINE SPEED
DEFENSE (V): 4 Levels 30 30

SPEED BONUS (V): x21.33 swim acceleration & top speed 13 3 19

WATER BREATHING
ADAPTATION (C): Water Breathing 1 1

RECOVERY (C): 2 Levels, Constant, Misc [Only In Water] 16 -2 12

IMMORTALITY
ADAPTATION (C): Temporal 3 3

MERMAID FORM
SHAPE CHANGING (P): Mermaid Form
Misc [Only In Water] 2 -5 1

SPEED BONUS (V): x2 swim acceleration & top speed,


Misc [Only In Mermaid Form] 3 2 4

KNIVES
DAGGERS, +1 sharp damage, throwable, 2 duplicates 5 2 7

SKILLS
VEHICLE [Sailing Ship] (DEFT/S): d8 2 2
GRAPPLE (DEFT/G): d10 2 2

Total Cost: 170 Character Portrait


Weaknesses: Value: Background:
Home: Morocco
PHYSICAL DISABILITY: Cant heal or recover out of water, Career Fields: Crime, Transportation
-1 NRG per hour out of water 10 Origin: Supernatural Accident
Motivation: Greed, Thrill Seeker
COMPULSION: Greedy, Uncommon, COOL 6+ to resist & recover 15 Sayyida is the daughter of a Moroccan pirate queen
and a Merman. She was born in the 16th Century.
DISTINCTIVE: 'Fishy' features. INTL 3+ to notice, Skill 4+ to disguise 10

PERSECUTED: Wanted by Atlantean and Lemurian authorities, © 2010 Monkey House Games. Living Legends is a
Uncommon, Severe 15 trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
LIVING LEGENDS™
Name: The WHISPERER, aka Jerri Vasser Age: 24 Sex: Female Race: Human
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 16 ):
PHYSIQUE 7 d4 16/d8 CON 7 Move: 8
REFLEX 11 d6 11 Leap: 1.0909
DEFTNESS 11 d6 11 Mass (kg): 55 Mass Effect: d3
INTELLECT 11 d6 11 Carry (kg): 60
COOL 7 d4 7 NRG ( 11 ):
VITALITY 11 d6 11 Luck Roll: d4 Wealth Roll: d4
BC Subtotal: 58 Fame: 2 Fame Effect: d2
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
GHOST FORM Spent Eps: 4 Balance:
INTANGIBILITY (V) 10 10 Total Cost: 154 0

SONIC BLAST
POWER BLAST (V): d12 Blunt [Vibration], 24" range,
Misc [Penetrating, but only vs. inanimate objects],
No Knockback (-1) 29 3 43

INSIGHT
WEAKNESS DETECTION (V): d8 vs. protection 16 16

WEAKNESS DETECTION (V): d8 vs. personal weaknesses 16 16

SKILLS
MEDICINE (INTL/S): d6 2 2
SCIENCE [Psychology] (INTL/S): d8 5 5
HIDING (INTL/G): d8 2 2
NEGOTIATE (INTL/G): d8 2 2

Total Cost: 154 Character Portrait


Weaknesses: Value: Background:
Home: United States
HUMAN CHARACTERISTICS 10 Career Fields: Medicine, Psychology
Origin: Supernatural Accident
QUIRK: Considers herself an honorable person 5 Motivation: Twisted Honor
She accidentally supernatural powers when she
COMPULSION: Avoids hurting people, Very Common, COOL 2+ to resist & recover 15 accidentally interrupted an occult ceremony while
studying brainwashed members of obscure religious
sects.
COMPULSION: Won't kill, Uncommon, COOL 6+ to resist & recover 15
© 2010 Monkey House Games. Living Legends is a
QUIRK: Prefers to avoid confrontation 5 trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
LIVING LEGENDS™
Name: MOPPET, aka Pammy Vrooman Age: 18 Sex: Female Race: Human
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 14 ):
PHYSIQUE 14 d6 14 Move: 8
REFLEX 16 d8 18 Leap: 3.2542
DEFTNESS 16 d8 18 Mass (kg): 59 Mass Effect: d3
INTELLECT 16 d8 18 Carry (kg): 192
COOL 16 d8 18 NRG ( 16 ):
VITALITY 16 d8 18 Luck Roll: d4 Wealth Roll: d4
BC Subtotal: 104 Fame: 7 Fame Effect: d4
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
TOYS Weaknesses: 50
SIDEKICK (C): 60 base/30 weakness/90 total, Variable x6 15 8 44 Spent Eps: 12 Balance:
GENERIC TOY STATS: Total Cost: 162 0
PHYS 7, REFL 11, DEFT 11, INTL 3, COOL 7, VITL 3
SHRINKING (C): 2 Levels, .25 profile, .016 mass*
Move 2, Mass 100/d4, Sneak +2, Amplified Senses +2
DENSITY INCREASE (C): SR 5*
*Stays Active, Can't Hold Back
TEDDY BEAR (16 CON):
NATURAL WEAPONRY [Bite] (V): d4+4 Sharp
UNARMED [Bite] (DEFT/G): d10
ROBOT (VITL 2):
NATURAL WEAPONRY [Pincer] (V): d4+2 Sharp
POWER BLAST (V): 2d8 Electrical, 12" range, 7 shots
MONKEY (11 PHYS, Sonic Boom):
POWER BLAST (V): d12 Sonic, 12" range, 3" area,
Charges [7 shots]
BABY DOLL (Exploding Pacifier):
POWER BLAST (V): 2d10-1 Blunt, 12" range, 13" area,
Charges [1 shot]
THROW (DEFT/G): d12
RUBBER FROG (Leaping, Sticky Tongue):
SPEED BONUS (V): x32 Leap [18"]
RESTRAINT (V): 4 vs. All, 1 hit, 6" range,
Not automatically hit by incoming attacks,
Misc [only one victim at a time, must stay in range],
TOY SOLDIER (DEFT 16, VITL 5):
BAYONET [Javelin]: +1 to hit / +1 damage
MEDIUM RIFLE: 24", +1 hit / d12 dmg, 22 shots

MECHANIC (DEFT/S): d12 9 9


SCIENCE [Electronics] (INTL/S): d10 5 5
Total Cost: 162 Character Portrait
Weaknesses: Value: Background:
HUMAN CHARACTERISTICS 10 Home: United States
Career Fields: Crime, Electronics, Mechanics
QUIRK: Cruel sense of humor 5 Origin: Technological Project
Motivation: Insanity
QUIRK: Childish 5 Pammy is the daughter of Charles Edward Vrooman,
aka ###, who trained her in the art of building
homicidal toys - and left her his legacy of insanity.
COMPULSION: Won't move out of sight of battles where her toys are fighting.
Common, COOL 6+ to resist b& recover 20
© 2010 Monkey House Games. Living Legends is a
COMPULSION: Kill one person per month, Rare, COOL 6+ to resist & recover 10 trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
LIVING LEGENDS™
Name: LADY ARMAGEDDON, aka Holly Cooks Age: 23 Sex: Female Race: Human
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 16 ):
PHYSIQUE 16 d8 29/d12 PHYS 16 Move: 8
REFLEX 11 d6 11 Leap: 17.455
DEFTNESS 11 d6 11 Mass (kg): 55 Mass Effect: d3
INTELLECT 11 d6 11 Carry (kg): 960
COOL 11 d6 22/d10 APP 11 NRG ( 16 ):
VITALITY 16 d8 16 Luck Roll: d4 Wealth Roll: d0
BC Subtotal: 76 Fame: 1 Fame Effect: d1
Other Abilities: Base Cost: Modifier: Cost: Base Points: 140 Unspent Eps:
Weaknesses: 70
BEAUTY Spent Eps: 0 Balance:
HEIGHTENED COOL (C): +11, APP Only 11 -10 3 Total Cost: 210 0

STRENGTH
HEIGHTENED PHYS (C): +13, STR Only 13 -3 9

PROTECTION AURA
ARMOR GENERATION (V): 9 vs. All,
Misc [not vs. green melee weapons or projectiles] 37 -2 28

FLIGHT
FLIGHT (V): 32 acceleration, 640 top speed,
Mach 34, Light Speed x 34 34 34

ENERGY BEAMS
POWER BLAST (C): 2d10-1 Pure Energy, 48" range 46 2 60

Total Cost: 210 Character Portrait


Weaknesses: Value: Background:
Home: United States
POVERTY: $1250 annual income 20 Career Fields: Performing Arts [Model]
Origin: Technological Accident
DISTINCTIVE: Skin color, spines. INTL 2+ to notice, Skill 8+ to disguise 20 Motivation: Insanity, Carnage
Being teleported through another dimension has
COMPULSION: Kill everyone. Very Common, COOL 4+ to resist & recover 20 permanently altered Holly Sparks into something
alien, something that may never be understood.

QUIRK: Imagines herself to be an avenging angel of death 5


© 2010 Monkey House Games. Living Legends is a
QUIRK: Alien, unfathomable 5 trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 70
LIVING LEGENDS™
Name: ARMORMAN JR., aka Duane Engram Jr. Age: 30 Sex: Male Race: Human
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 29 ): 11 w/o suit
PHYSIQUE 29 d12 PHYS 11 without suit 11 Move: 8
REFLEX 11 d6 11 Leap: 225 1.32 without suit
DEFTNESS 11 d6 11 Mass (kg): 91 Mass Effect: d4
INTELLECT 22 d10 INTL 16 without suit 18 Carry (kg): 960 120 without suit
COOL 16 d8 18 NRG ( 16 ): 11 w/o suit
VITALITY 16 d8 VITL 11 without suit 11 Luck Roll: d4 Wealth Roll: d4
BC Subtotal: 80 Fame: 22 Fame Effect: d10
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
ARMOR Spent Eps: 40 Balance:
ARMOR (C): 11 vs. All Physical (87), Ablative (-3), Suit (-3) 87 -6 39 Total Cost: 190 0

ROCKET-ASSISTED LEAP
SPEED BONUS (V): x21.33 Leap (13), Suit (-3) 13 -3 9

LIFE SUPPORT
ADAPTATION (C): Spaceworthy (5), Suit (-3), Time Limit
[1 hour, Incremental] (0), Charges [5 activations] (-2) 5 -5 3

RADIO RECEPTION
HEIGHTENED SENSE (C): Radio Waves, Minimum (1),
Variable [First Responder Channels] (+8), Suit (-3) 1 5 2

SERVO ASSISTED STRENGTH


HEIGHTENED PHYSIQUE (C): +18 (33), STR Only (-3), Suit (-3) 33 -6 15

COMPUTER ASSIST
HEIGHTENED INTL (C): +6 (12), Suit (-3) 12 -2 9

360 DEGREE CAMERA SYSTEM


HEIGHTENED SENSE (C): Default Vision (6) is 360 degree (+4) 6 4 10
Minus Default Vision cost -6 -6

SKILLS
UNARMED [Punch] (DEFT/G): d12 9 9
SCIENCE [Metallurgy] (INYL/S): 2d8-1 9 9
SCIENCE [Mechanical Engineering] (INTL/S): 2d8-1 9 9
RESEARCH (INTL/G): d12 2 2

Total Cost: 190 Character Portrait


Weaknesses: Value: Background:
HUMAN CHARACTERISTICS 10 Home: United States
Career Fields: Scholar, Scientist
QUIRK: supportive, non-judgmental 5 Origin: Technological Project
QUIRK: calm, rational, a good listener 5 Motivation: Utopian
The son of the original Armorman has carried on in
PERSECUTED: Armorman Junior is plagued by his fathers arch-enemies (most his father's footsteps, despite his father's objections.
notably Madame Frigia) Common, Major 15

PERSECUTED: Also harassed by his own arch-enemies (such as Od and the © 2010 Monkey House Games. Living Legends is a
Scrapyard Dogs, a hi-tech crime crew who want his suit) Common, Major 15 trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
LIVING LEGENDS™
Name: BLASTAR, aka Mark Severence Age: 24 Sex: Male Race: Human
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 14 ):
PHYSIQUE 14 d6 14 Move: 8
REFLEX 7 d4 7 Leap: 2.3415
DEFTNESS 11 d6 11 Mass (kg): 82 Mass Effect: d4
INTELLECT 7 d4 7 Carry (kg): 192
COOL 11 d6 11 NRG ( 11 ):
VITALITY 11 d6 11 Luck Roll: d4 Wealth Roll: d4
BC Subtotal: 61 Fame: 11 Fame Effect: d6
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
ENERGY BLAST Spent Eps: Balance:
POWER BLAST (V): d10 Pure Energy 22 22 Total Cost: 150 0

FORCE FIELD
ARMOR GENERATION (V): 5 vs. Electromagnetic,
all Temp, all Kinetic, Biochemical & Energy,
Area Effect [13" diameter, Shapes, Perimeter],
Brittle, Range [12"],
Absorption [25 points to Energy Blast] 13 11 56

ENERGY SENSE
HEIGHTENED SENSE (C): Energy Types, Full,
Ranged [Radiates] 4 3 6

SKILLS
LOCKSMITH (INTL/S): d4 2 2
SCIENCE [Ecology](INTL/S): d3 1 1
SNEAK (DEFT/G): d8 2 2

Total Cost: 150 Character Portrait


Weaknesses: Value: Background:
Home: United States
HUMAN CHARACTERISTICS 10 Career Fields: Journalism, Social Work
COMPULSION: Help people in danger. Common, COOL 4+ to resist & recover 15 Origin: Technological Accident
QUIRKS: Impulsive 5 Motivation: Utopian
QUIRKS: Assertive 5 Having ascended to a pure energy form, Mark
DARK PAST: Performed criminal acts of environmental protest. Severence was deemed unworthy and 'devolved'
part way back to human form by the Pinaculari,
Becomes 15 points of Bad Reputation if this becomes widely known. 10
retaining some energy abilities.
DISTINCTIVE: His energy abilities cause electromagnetic static within 1 meter of his
body. INTL 4+ to notice, Skill 4+ to disguise 5 © 2010 Monkey House Games. Living Legends is a
trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
LIVING LEGENDS™
Name: GUNSMITH, aka Gunnar Weston Age: 32 Sex: Male Race: Human
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 22 ):
PHYSIQUE 11 d6 22/d10 in suit 11 Move: 8 In Suit: 85
REFLEX 11 d6 11 Leap: 6.5753
DEFTNESS 16 d8 18 Mass (kg): 73 Mass Effect: d4
INTELLECT 16 d8 18 Carry (kg): 480
COOL 11 d6 11 NRG ( 11 ):
VITALITY 11 d6 11 Luck Roll: d3 Wealth Roll: d4
BC Subtotal: 80 Fame: 16 Fame Effect: d8
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
EXOSKELETON Weaknesses: 50
HEIGHTENED PHYS (C): +11* 11 -3 7 Spent Eps: 12 Balance:
SPEED BONUS (V): x10.67 acceleration & top speed* Total Cost: 162 0
*Equipment [Suit] 10 10

SKILLS
WEAPON [Handguns] (DEFT/G): d12 9 9
SCIENCE [Military Science] (INTL/S): d10 5 5
SCIENCE [Ballistics] (INTL/S): d10 5 5

GUNS
Gun Cams
HEIGHTENED SENSE (C): Vision detects UV, Global* 6 5 12
Minus Default Vision Cost -6 -6
TELESCOPIC VISION (V): 5 Levels* 5 -3 3
Accuracy
SKILL BONUS (V): +4 to hit with all gun attacks* 18 -3 12
Standard Rounds
POWER BLAST (V): d8 Sharp, 48" range* ** 16 -7 6
Taser Rounds
PARALYSIS (V): d8 electrical stun, 48" range* ** *** 16 -9 5
Adhesive Rounds
RESTRAINT (V): 5 vs all, 1 hit point, 48" range* ** *** 16 -9 5
Demolition Rounds
POWER BLAST (V): d6 Sharp, 48" range,
Armor Piercing [3 Levels]* ** *** 11 -6 5
Tracer Rounds
Tracking Transmitter (LL p. 115), also sends video,
Duplicates [22], Carried [by bullets]** *** 1 11 4
*Equipment [Carried] (-3)
**Multi-Power (-6)
***Charges [22, Shared] (-2)
Total Cost: 162 Character Portrait
Weaknesses: Value: Background:
HUMAN CHARACTERISTICS 10 Home: United States
Career Fields: Military, Police, Science
QUIRK: wry, sarcastic wit 5 Origin: Technological Project
Motivation: Duty Bound
QUIRK: patriotic 5 Descendant of Old West gunfighter J.B.Weston.
Former Army engineer, currently a police ballistics
expert.
UNLUCKY: 1 level 5

COMPULSION: Prefers not to cause physical harm. © 2010 Monkey House Games. Living Legends is a
Very Common, COOL 6+ to resist & recover 25 trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
LIVING LEGENDS™
Name: SKYLARK, aka Virginia Hunt Age: 26 Sex: Female Race: Half Peratonian
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 16 ):
PHYSIQUE 11 d6 16/d8 CON 11 Move: 8 31/512 flying
REFLEX 12 d6 12 Leap: 2.0339
DEFTNESS 11 d6 11 Mass (kg): 59 Mass Effect: d3
INTELLECT 11 d6 11 Carry (kg): 120
COOL 11 d6 11 NRG ( 14 ):
VITALITY 14 d6 14 Luck Roll: d4 Wealth Roll: d0
BC Subtotal: 70 Fame: 16 Fame Effect: d8
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
HEIGHTENED PHYS (C): +5, CON Only 7 -3 5 Spent Eps: 16 Balance:
Total Cost: 166 0
FLIGHT (V): 31 acceleration, 512 top speed 23 23

ADAPTATION (C): All Damage Types 3 11 13

POWER BLAST (V): d12 Sharp, 12" range 29 29

SUPER HEARING
HEIGHTENED SENSE (C): Basic,
Audible, Subsonic & Ultrasonic 2 5 4

TELESCOPIC SENSE (V): Hearing, 8 Levels 8 8

AMPLIFIED SENSE (V): Hearing, 8 Levels 8 8

SKILLS
SONIC BLAST (DEFT/G): d8 2 2
SCIENCE [Psychology] (INTL/S): d6 2 2
SCHOLAR [History] (INTL/S): d6 2 2

Total Cost: 166 Character Portrait


Weaknesses: Value: Background:
Home: Perator
HUMAN CHARACTERISTICS 10 Career Fields: Psychology, History
Origin: Mutated / Evolved
LIMITED EDUCATION: Alien Upbringing 5 Motivation: Utopian
Skylark is the daughter of an American astronaut
QUIRK: Peratonian outlook 5 and a Peratonian explorer. Raised on Perator, she
nevertheless feels a strong sense of loyalty to the
Earth.
DISTINCTIVE: Unearthly beauty, INT 2+ to notice, Skill 2+ to conceal 10
© 2010 Monkey House Games. Living Legends is a
PERSECUTED: Poverty, d0, $1250 annual income 20 trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
LIVING LEGENDS™
Name: RED HILDEGARDE, aka Saffron Hammarstrom Age: 24 Sex: Female Race: Walkyrie
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 22 ):
PHYSIQUE 22 d10 37 / 2d8-1 STR 22 Move: 8
REFLEX 11 d6 11 Leap: 24.935
DEFTNESS 11 d6 11 Mass (kg): 77 Mass Effect: d4
INTELLECT 7 d4 7 Carry (kg): 1920
COOL 11 d6 11 NRG ( 16 ):
VITALITY 16 d8 16 Luck Roll: d4 Wealth Roll: d4
BC Subtotal: 78 Fame: 16 Fame Effect: d8
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
UNCANNY STRENGTH Spent Eps: 8 Balance:
HEIGHTENED PHYS (C): +15, STR Only 15 -3 10 Total Cost: 158 0

MAGIC SWORD "NOTHUNG"


LONGSWORD: +1 to hit, +2 damage,
Armor Piercing [8 Levels, Walkyries Only]* 16 2 21

ARMOR (C): +3 vs. All Physical, Brittle,


Sword Only* 24 -11 6

SKILL BONUS (V): +3 to hit with swords,


Equipment [Carried], Misc [Walkyries Only]* 12 -6 5

POWER BLAST (V): d8, 12" range,


Carried Attack [on Magic Sword, Independent],
Equipment [Carried], Misc [Walkyries Only],
Variable [Flame or Ice], NRG Cost [1 per use]* 16 16

*Unique

WINGED HORSE "AIRBISCUIT"


SIDEKICK (C): 72 Base + 35 Weakness 18 18

SKILLS
PERFORMER [Singing] (COOL/G): d10 2 2
RIDE [Horse] (DEFT/G): d8 2 2

Total Cost: 158 Character Portrait


Weaknesses: Value: Background:
Home: Valhalla
QUIRK: In battle, she prefers to fight the most powerful enemy in sight. 5 Career Fields: Performing Art, Sports
Origin: Supernatural Project
COMPULSION: Always comes to the aid of fallen comrades Motivation: Thrill Seeker
Common, COOL 8+ to resist and recover 25 Red Hildegarde is a Valkyrie - the daughter of the
Norse mythic heroes Brunnhilde and Siegfried.
LIMITED EDUCATION: Raised in Valhalla, she knows little of modern Earthly life 5

PERSECUTED: Loge, Norse god of fire, has sworn vengeance upon her. © 2010 Monkey House Games. Living Legends is a
Uncommon, Severe 15 trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
LIVING LEGENDS™
Name: SPACE RACER, aka Allan Chandler Age: 24 Sex: Male Race: Modified Human
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 22 ):
PHYSIQUE 22 d10 11 without suit 11 Move: 8 Fly: 34 / 768
REFLEX 11 d6 11 Leap: 5.8537
DEFTNESS 11 d6 11 Mass (kg): 82 Mass Effect: d4
INTELLECT 11 d6 11 Carry (kg): 480
COOL 11 d6 11 NRG ( 17 ):
VITALITY 17 d8 17 Luck Roll: d4 Wealth Roll: d3
BC Subtotal: 72 Fame: 16 Fame Effect: d8
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
DEFLECTOR SHIELD Spent Eps: 4 Balance:
ARMOR GENERATION (V): 6 vs. all temp, all kinetic, Total Cost: 154 0
electromagnetic, biochemical & energy, Brittle* 17 -7 7

LIFE-SUPPORT
ADAPTATION (C): Spaceworthy* 5 -3 3

HEIGHTENED PHYS (C): +11* 11 -3 7

PROPULSION
FLIGHT (V): 34 acceleration, 768 top speed,
Mach Speed, Light Speed* 35 -3 23

ASTRO-NAVIGATION
HEIGHTENED SENSE (C): Location, Analytical* 8 -3 5

SUBSPACE RADIO
HEIGHTENED SENSE (C): Radio, Full* 4 -3 3

RADIO TRANSMISSION (V): Audio, 1 channel [subspace],


100 light-year range* 16 -3 11

MAGNETIC BEAM
TELEKINESIS (V): 960 kg, d12 effect, 24" range,
Misc [only affects metal], Charges [7 shots]* 38 -8 13

*Equipment [Suit]

SKILLS
VEHICLE [Pilot] (DEFT/S): d8 5 5
SCIENCE [Astronomy] (INTL/S): d8 5 5
Total Cost: 154 Character Portrait
Weaknesses: Value: Background:
Home: United States
DEPENDENCY: Suit, rarely removed, d10 damage per round 40 Career Fields: Transportation, Science
Origin: Technological Accident
PERSECUTED: The High Ground Consortium claims ownership of his suit. Motivation: Thrill Seeker
Uncommon, Minor 5 Allan Chandler became a human starship when an
alien computer intelligence cybernetically merged
him with the experimental flight suit he had been
POVERTY: d3 / $10,000 annual income 5
testing.

© 2010 Monkey House Games. Living Legends is a


trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50

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