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Ancient Evil

The document outlines the gameplay and scenarios for the Villains and Vigilantes™ 2.1 and Living Legends™ role-playing games, focusing on various story arcs and character interactions. It includes detailed maps, character statistics, and narrative elements such as the 'Coming of the Charon' and 'Black Sunday.' Additionally, it provides optional rules for underwater and space combat, along with playtest notes and suggestions for sequels.
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© © All Rights Reserved
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100% found this document useful (2 votes)
96 views71 pages

Ancient Evil

The document outlines the gameplay and scenarios for the Villains and Vigilantes™ 2.1 and Living Legends™ role-playing games, focusing on various story arcs and character interactions. It includes detailed maps, character statistics, and narrative elements such as the 'Coming of the Charon' and 'Black Sunday.' Additionally, it provides optional rules for underwater and space combat, along with playtest notes and suggestions for sequels.
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/ 71

For Villains and Vigilantes™ 2.

1 and Living Legends™ - August 2011

Written by Stephen Dedman (c) 2011 Monkey House Games


Illustrated by Tod Allen Smith, with Jeff Dee All Rights Reserved.
Maps Designed by Tanya Schmah & Stephen Dedman Villains and Vigilantes and Living Legends
Map Artwork by Jeff Dee are trademarks of
Monkey House Games
Editor-In-Chief: Jack Herman P.O. Box 2933 Pflugerville TX 78691
Consulting Editorial Ninja: Doug Taylor www.monkeyhousegames.com

Table of Contents
Section Title Page Section Title Page
1.0 The Coming of the Charon 1 3.3 Aftermath 18
1.1 Omens 1
1.2 The Scene of the Crime 1 4.0 The Master Craftsman 18
1.2.1 The Ronson House - Map Key 3 4.1 Rewards for Villains and Vigilantes™ 19
1.3 The Air Thickens 4 4.2 Rewards for Living Legends™ 20
1.4 Aftermath 5 4.3 Sequel Suggestions 20
4.4 Playtest Notes 20
2.0 Black Sunday 5
2.1 Captive City 5 5.0 Appendix 21
2.1.1 Revelation Church - Map Key 6 5.1 Optional V&V™ Underwater Rules 21
2.2 Wild in the Streets 10 5.1.1. Breathing 21
2.2.1 Kingstown - Map Key 10 5.1.2 Movement 21
2.2.2 Sunday Daytime Encounters 11 5.1.3 Combat 21
2.2.3 Sunday Night Encounters 12 5.2 Optional V&V™ Space Combat 22
5.2.1 Breathing 22
3.0 The Strange, High House in the Mists 12 5.2.2 Movement 22
3.1 The Conquest of the Charon 12 5.2.3 Combat 22
3.1.1 Charon - Map Key 12 5.2.4 The Effects of a Black Hole 22
3.2 Sundiver 16
3.2.1 The Dome 17 NPCs Character Sheets 24
With thanks to my playtesters:

StormForce
Skyborg - Tanya Schmah
Cat - Cathy de Garis Dracona - David Ferstat
Starman - Michael O'Brien Sprint - Martin King
Wisp - Mike Kent Spellbinder - Matthew Foster

-Stephen Dedman

Download and print full-color sheets of playing counters for this


and other Monkey House Games products from our web site:

www.monkeyhousegames.com
1.0 THE COMING OF THE someone calling himself 'Cannonmouth'. The
witness, Sigourney Heard, was released from
CHARON protective police custody yesterday morning
and escorted home. She has not been seen
1.1 OMENS since.

Fishing Boat Lost


Saturday, 11am
A Russian seiner (tuna boat) was lost in the
It looks like a perfect Saturday - the sort on which
Pacific Ocean, near the Nero Deep, without
you're supposed to feel glad to be alive - and, in
any trace. The international superhero search-
most ways, it is. There are only a few niggling
and-rescue organization, Delphinus, is
details to disturb the heroes, most of them
investigating.
apparent from a quick read of the morning paper.
Scattered among the usual stories of scandals,
political gridlock, massive defense spending, road
The last omen will only be apparent to a Weather
accidents, etc, are these four items:
Controller, or an observant player-character flying
far afield that day - a solitary cloud, moving
towards your city from the south, at a quite
Burglar ‘Slithe’Captured respectable speed for a cloud... and against the
The non-corporeal burglar, Slithe, was found wind.
incapacitated in a local house last night -
without an external injury anywhere! The If your home town or city is too new to contain an
home-owner, Roy Ronson, claims to have no eighteenth century church, too small to contain
idea what Slithe was trying to steal. Slithe is still Map 1, or too large to be cut off from the world for
unconscious, and is being taken to the prison a day (and not provoke World War III), send your
hospital at Fear Island Super-Prison; she will be players to nearby Kingstown and keep them there
incommunicado for at least a day. overnight. Your players should be the only
superheroes in town. If there are others, send them
Pastor Denounces Superheroes away on a secret mission.
The Reverend James Gregson, preacher at the
Revelation Church and leader of the Your players' scientific adviser, should they require
Traditional Values Militia (TVM), has made yet one, is Dr Capek, a retired physics researcher for
another statement against the Government's GIANT (Government Investigation into the
policy on superheroes. Many superheroes, he Application of New Technologies). He has a small
maintains, are aliens, supernatural beings, lab and a repair workshop in his house. The good
and/or mutants, and their mere existence Doctor can suggest to the players that there is
mocks the true image of man, or attempts to something more to be learned regarding what
imitate God. Their license to violent actions, he happened to Slithe. Learning whatever neutralized
says, is a symptom of a sick society. Instead of her may either uncover a previously undiscovered
trusting to possibly inhuman creatures, un- threat, a newly emerged vigilante who would
Christian magic or psionics, or soulless need to be investigated further, or potentially
technology, the Government should put TVM- could lead to the development of a new method
endorsed military chaplains in command of for the safe restraint of super-criminals.
the armed forces and police, or at least in
charge of recruitment and promotion. There is
little fundamental difference between this
1.2 THE SCENE OF THE
sermon of Gregson's and the one he made last CRIME
week. He has also, in recent months
advocated closing any schools that teach Saturday, 1pm
biology, and condemned role-playing games S.O.P. (Standard Operating Procedure) is to
as corrupting influences. investigate the scene of the crime - in this case,
Roy Ronson's house, 303 Packet St. The police and
Murder Witness Missing Ronson will be there until noon; after noon, the
The only known witness to the murder of house will be empty, but protected by a security
feminist writer Dr Teri Lieber has disappeared. system (see below) and Bazooka, a large and
Dr Lieber was killed by a sonic scream after unfriendly dog. Ronson will be in his shop, his wife is
weeks of receiving death threats from currently in the hospital with kidney stones, and his
daughter is at the local business training college.

1
Ronson will have spoken to the police, and will be selling guns and ammunition. He is also a
uncommunicative when dealing with the representative for and investor in the black market
superheroes. He will reassert that there was in illegal weapons - machine guns, Surface-to-Air
nothing in the house meriting the attention of a Missiles, etc. Ronson only makes background
supervillain (Slithe was armed, as usual, with checks when he reacts negatively to someone, a
garrote, knife, and silenced pistol), and nothing policy for which several criminals are extremely
that could have injured her in such a manner as to grateful. Several cops and innocent bystanders
explain her current condition. All the weapons in are also extremely dead as a result, but Ronson
the house are designed to make messy holes in believes that 'Guns don't kill people - people kill
people! people.' It is a belief that has enabled him to buy
a comfortable house and collect antique
Ronson owns and manages the Champions' Sports weapons, and he is unlikely to change it.
Shop in the Eppis Center, where his main business is

RONSON FAMILY - VILLAINS AND VIGILANTES TM


NAME LEVEL HITS POWER AGILITY MOVE ACC. DAM.MOD HTH WEAPON
Roy Ronson 2 8 45 12 45 +1 +1 1d6 Automatic Rifle (7 3-round bursts),
Revolver (6 shots), Ht. Expertise (Firearms)

Anne Ronson 1 6 49 15 37 +1 +2 1d4 Nat. Weaponry (Martial Arts):


+1 to hit HTH, +2 damage

Bazooka 4 3 42 12 50” +3 (Ferocity 10) d8 Bite

RONSON FAMILY - LIVING LEGENDS TM


NAME HITS/PUNCH DEFT INTL COOL NRG/VITL MOVE WEAPON HIT DMG REFL/INIT
Roy Ronson 11/d6 d4 d4 d6 9/d4 8 Automatic Rifle d10 2d8-1 10/d4
Medium Handgun d10 d8

Anne Ronson 7/d4 d6 d4 d4 9/d4 8 Martial Arts 12/d6

Bazooka 7/d4 d4 d3 d4 8/d4 16 Bite d6 d4+2 10/d4

2
1.2.1 The Ronson House - Map Key table, and four chairs. On the wall is a rack of
kitchen knives (none of which can be thrown with
Structural Data any accuracy), and a large cleaver.
Fence is 1/2" hardwood (SR = 3). Exterior walls are
6" brick (SR = 5), interior walls are 4" brick, floor is 8" D. Dining Room
concrete (SR = 6), ceiling is 1" reinforced hardwood Contains an old colonial table and four
(SR = 5), roof is 2" reinforced tile (SR = 8). Windows uncomfortable chairs.
are 1/4" glass (SR = 2), doors are 1" hardwood, the
garage door is 1/4" steel (SR = 11). Breaking a MB. Master Bedroom
window or forcing the exterior doors will sound an Contains a double bed, a closet, and a dresser.
alarm. Under the bed is an unloaded automatic rifle
(illegal, and hence removed from the rack during
LR. Living Room the investigation). In the dresser is a loaded
Contains a mock-antique lounge suite, a home revolver and a box of 100 bullets to fit it.
theatre, a library of Blu-ray movies, a fireplace, and
an antique coffee table. Like most of the house - AB. Ann's Bedroom
the most notable exception being the games Contains a single bed, a dresser, a closet, and a
room - this room has been decorated by Helen desk with bookshelves, all extremely untidy. The
Ronson, and is devoid of sex and violence, except shelves contain an MP3 player, textbooks on
for the movies. accounting, simple computer programming and
martial arts, and pulp romances. The walls are
GR. Games Room adorned with posters of wrestlers and action movie
There is a chalk outline on the floor, showing where stars. On the dresser is her make-up, a nunchaku
Slithe was found. There is no sign of what could and two sais. Her clothes are distributed between
have injured her, or what she was trying to steal. the closet and the floor.
There is a stereo system in the north-west corner, a
bar near the east wall, a trophy cabinet near the GB. Guest Bedroom
south, and a pool table in the center of the room. Formerly John Ronson's room, it contains a single
The trophy cabinet contains minor trophies for rifle bed, a dresser (empty), a closet (empty of clothes,
and pistol shooting for Roy Ronson, for high-school but containing boxes of ammunition for the rifles
football and baseball for his son John, and for and shotguns, Roy's fishing rods, golf bag, and
martial arts for his daughter Ann. Hung along the bowling ball, and innumerable coat-hangers), and
west wall are a rack of pool cues, a mounted an armchair.
buck's head, a katana (sword), a no-dachi (2-
handed sword), a wakizashi (short sword), four B. Bathroom
shuriken, a katar (punch dagger), a ceremonial
cavalry sword, two bayonets (daggers) and a L. Laundry
commando knife, a flintlock pistol (non- Contains a double sink, a washing machine and
functioning), four rifles (unloaded), two shotguns clothes dryer.
(unloaded), five pistols (unloaded), an empty rifle
rack, and an ancient but well-preserved G. Garage
spearhead. Ronson knows little about the Contains the family car, a repair kit for the car,
spearhead; it was sold to his father in Crete during tents and sleeping bags, a hatchet, a sheath knife,
World War II. His father - now dead - called it 'The and two old pushbikes.
Spear of Daedalus', presumably because of the
labyrinthine design engraved just below the head.

If asked about the empty gun-rack, Ronson will New V&V TM Weapon Statistics
claim that the rifle was his son's, and that he took it
Weapon: To Hit: Damage: Throw:
to college with him. If mind probed, pressed, or
strongly reminded, Ronson will admit that he is 2-handed Sword/ +2 HTH+1d8 -
reluctant to handle the Spear of Daedalus - if No-Dachi
asked, he will say that it gave him a bad electric
shock the last time he touched it. Short Sword/Wakizashi +2 HTH+1d4 -
Punch Dagger/Katar +1 HTH+1d3 -
K. Kitchen
Large Cleaver +1 HTH+1d3 A/4
Contains a stove, a fridge, a microwave, a
dishwasher, a sink, a pantry, storage cupboards, a Sai +2 HTH+1d4 -

3
1.3 THE AIR THICKENS All six walk towards the Ronson house to destroy
the Spear of Daedalus - and anyone who tries to
stop them.
Saturday, 11:33 pm
All contact between your town (or Kingstown) and Saturday, 11:56
the outside world will be cut off abruptly as a The six will arrive outside the Ronson house,
darkly translucent force field dome envelops it. The heralded by the noise of Psyclone's made-to-order
size of the dome will depend on the size of the city, thunderstorm, and followed by Gutter's rats. Unless
but its maximum height is 700" at its precise Center, attacked, Psyclone will shoot the lock from the
over the grave of Noah Albertos III. Directly above front door with his disintegrator, and Animus will be
this is the Charon. sent in to take the spearhead. Plan A is simple
enough: when Animus brings out the spear,
While some night owls will notice that internet, cell Psyclone will send him and the spear into the black
phones, and other communications have been cut hole. If this happens, it may fairly be considered a
off, the actual force field will not be noticed disaster; Seraide should point out that the best plan
immediately, unless someone happens to fly into it; for the heroes is to hide the Spear until they locate
the sky is cloudy, threatening rain or worse. The Profundis.
force field is impermeable to any amount of
destructive force, extends underground through If Animus does not return with the spear after five
bedrock forming a complete sphere around the turns, Mnipre will teleport in looking for him, and
town, and will also stop non-corporeal or vibratory Gutter will send in the rats.
movement, astral projection, and even telepathy!
The force field has no effect on Dimension Travel, Psyclone is in charge of the party, and bargaining
Teleportation, or Cosmic Awareness. It somehow is beneath him; Ronson, similarly, hates trespassers,
seems to be gas permeable enough to allow an and will fight until defeated, fatigued, or (if they
exchange of atmospheric gases that would can acquire the firearms in the bedroom) out of
prevent people within it from eventually bullets. Ann Ronson will be wakened by the noise
asphyxiating, but is solid enough to stop the breeze of the fight, and will also come to join in.
from the moving air outside it almost entirely.
Proceed with the battle!
Saturday, 11:36 pm
Seraide (Shannon Faber) sets off the alarm at the
Ronson house by breaking the window in the
THE BLACK HOLE
games room; the players should be alerted by the Psyclone's Hellmouth acts as a Dimensional Travel
police, who are half-expecting someone more portal (V&V p.11), opening at the Event Horizon of
fearsome than Slithe. Cygnus X-1, a black hole 6,000 light years from
Earth. While it may prove useful in getting rid of the
Seraide will be found in the games room, held at heroes, the intended use for Psyclone’s Hellmouth
bay by Ronson (armed with a pistol) and Bazooka. is to dispose of the Spear of Destiny. See the
If questioned (rather than attacked, and she will optional rules for space combat in the Appendix
not attack a recognized superhero), Seraide will for its specific effects.
explain that the antique spearhead is the Spear of
Daedalus, the only weapon able to defeat THE SPEAR OF DAEDALUS
Profundis, and that it somehow incapacitated When fitted to a shaft, the Spear of Daedalus will
Slithe when she tried to steal it. Beyond that, she act as a normal spear when used against good or
knows only what Profundis looks like, and has not neutral creatures. Without a shaft, it should be
noticed the cloud or the force field. treated as a normal dagger.

Saturday, 11:38 pm The wielder may notice (Average INT task check)
Cannonmouth (Gregson), Gutter and Necroscope that the Spear, when held, defends as Life Support,
meet at the grave of Noah Albertos III. with no cost in Power.

Saturday, 11:39 pm Against evil creatures, the Spear has special


Psyclone, Mnipre and Animus teleport from the weapon statistics (see below).
Charon to the cemetery, meeting Cannonmouth,
Gutter and Necroscope. Psyclone uses his Attempts by evil beings to maneuver the Spear via
Weather Control power to create a thunderstorm telekinesis or magnetic powers, etc, will be
within the dome. unsuccessful, but otherwise harmless.

4
V&V TM Weapon Statistics may take a day or more. In the meantime, the
disappearance of Gregson will become apparent,
Melee Weapon: To Hit: Damage: and his more extreme followers, the Defenders of
Spear of Daedalus vs. evil +3 HTH+CHA Destiny, are unlikely to accept the verdict that
target, without a shaft Gregson is a supervillain. They are likely to be out
for blood - preferably the players'. Paul Palmer, the
Spear of Daedalusvs. evil +5 HTH+CHA Church's other regular preacher, lacks Gregson's
target, with a shaft Emotion Control power, but he will still try to rouse
An evil character attempting to wield (or even as much hatred and anger as possible (Palmer
touch) the Spear suffers CHA points of damage for does not know that Gregson is Cannonmouth, but
every phase spent holding it. Gloves and clothing he will not be astonished if he finds out - and he
are no protection unless they possess Invulnerabil- would testify against him if threatened).
ity or Armor.
If the Spear is not destroyed and Cannonmouth is
The Spear of Daedalus itself has 77 points of Invul- not captured, Gregson will stir up all the hatred he
nerability, which it does not bestow upon the can; he and Necroscope will send their followers
wielder. out, armed, to hunt for the Spear. So will Profundis,
when night falls...

LIVING LEGENDS TM Weapon Statistics If the Spear is not destroyed and Mnipre is not
captured, Mnipre will use the Charon's scanners to
Melee Weapon: To Hit: Damage:
try to find Psyclone, Necroscope and
Spear of Daedalus with- +2 PHYS Roll + Cannonmouth (he will not bother with Gutter or
out a shaft vs. evil target COOL Roll Animus), and try to rescue them by teleporting into
Sharp KInetic their cells. Players who don't keep a close watch
on their prisoners might find themselves left without
Spear of Daedalus with a +4 PHYS Roll +
evidence. Handing any of the Pawns of Profundis
shaft vs. evil target COOL Roll
over to CHESS (or similar organizations) for
Sharp Kinetic
confinement in a super-prison will be impossible
An evil character attempting to wield (or even while the force field around Kingstown is in place,
touch) the Spear suffers 3x their COOL roll in Electri- because federal budget cutbacks have led to a
cal damage for every phase spent holding it. shortage of teleporters.
Gloves and clothing are no protection unless they
possess Armor protection. Unless stopped, Gregson's research group will fit
functioning psicasters in the Church's TV cameras,
The Spear of Daedalus itself has 28 Armor vs. all and Gregson will be able to broadcast his Emotion
damage types, which it does not bestow upon the Control to his viewers over much of the U.S.; be
wielder. prepared for anti-superhero riots, undirected
brawls and general outbreaks of violence among
previously peaceful citizens. Four days later,
1.4 AFTERMATH Profundis will be able to transmit his psionic power
If the Spear of Daedalus is destroyed, the villains over the same circuit, capturing the dreaming
will attempt to retreat – Cannonmouth returning to minds of powerful individuals. The only hope is to
his lair, Necroscope and Gutter to their homes, the retrieve the Spear - from the black hole or from an
non-humans to the Charon. alternative past - or to have another made.
Neither is easy.
If the Spear is not destroyed, but the players are
defeated, Mnipre attempts to take captives for
questioning. This enables the players to enter the 2.0 BLACK SUNDAY
Charon easily... but as prisoners.

If the Spear is not destroyed and Cannonmouth is


2.1 CAPTIVE CITY
captured, all that remains is to hunt down
Profundis. This won’t be easy, but when the human Sunday, 6:00 am
criminals wake up they may be telepathically If Gregson is able to return to the Revelation
probed, bribed, or coerced into revealing the way Church, he will activate the first psicaster during his
to the Charon. Gutter is the easiest to crack, but he televised morning services, using his Emotion
knows the least. Probing the others is risky, and Control power on many of his followers in town.

5
2.1.1 Revelation Church - Map Key CC. Computer Center
Originally intended to house the mainframe (the
Structural Data sign on the door still says 'Computer Center'), now
Ceilings are 9 feet high unless otherwise stated, empty apart from a collection of vending
with a 2 foot crawlspace between ceiling and machines, a microwave and a bar fridge.
roof. The roof, exterior walls, studio walls, and the
walls of Gregson's private rooms are 10 inch thick CR. Conference Room
steel-reinforced concrete, SR = 9. There is a large oak table with five leather chairs, a
bar, and a desk with a networked laptop, video
Other interior walls are 4 inch thick brick, covered projector, and two phones. There is no security
with a 1/4 inch layer of plaster or wood veneer, SR camera, but the room is bugged.
= 3.
C1. Chapel/Studio 1
All windows are bulletproof glass, 1/4 inch thick. There is no ceiling; at 15 feet, there is a steel
catwalk off which the lights are hung, and at
The exterior doors (to Reception, and the twenty feet, the roof. The archways over the doors
emergency exit, north) are 1/4 inch bulletproof from reception are actually metal detectors,
glass in a steel and rubber frame. The doors to usually turned off at the Security Center. There are
Gregson's private rooms are 1/2 inch ballistic cloth, three TV cameras and two microphone booms.
SR = 12, within a 1/4 wood veneer; 'secure doors' Four security cameras monitor the room when it is
are inch thick steel-reinforced wood, SR = 6. All in use. The auditorium seats 600 people, the choir
other doors are inch thick wood. boxes hold 40 each, and there are twelve
comfortable armchairs and a pulpit on the stage.
The floor (usually carpeted) is 10 inch thick When this studio is in use, there are at least two
concrete over soil; the ceilings are 4 inch steel- uniformed security men present, as well as
reinforced wood, SR = 6. Gregson's bodyguard, twelve ushers, three
cameramen, the floor manager, and the sound
Most of the building is entirely modern, but C2, the engineer and assistant. This room is locked when
small chapel, is one of the oldest buildings in the not in use - on Sunday, of course, it will be
town. Players may roll to notice (Average INT crowded.
based task check) the gargoyles near the roof -
cyclopes and fishmen. C2. Chapel 2
Used for small, private services (usually funerals or
Locks weddings) the chapel seats 80. The outside door is
Unless otherwise stated, all the inside doors can be usually unlocked; the inside door (secure), usually
opened with an employee ID card, and locked or locked. The room is bugged, but has no camera.
unlocked from the Security Station; most inside
doors will be locked at night, but unlocked during D. Darkroom
the day. The emergency exit, north, is securely A red warning light, outside, tells whether or not the
locked, and fitted with an alarm; it may be room is in use. Contains three color enlargers, four
opened from the inside in case of an emergency, sinks (developer, stop bath, fixer and wash), a
or with a special ID, owned only by Gregson, his dryer, and a cabinet of photographic paper and
bodyguard and secretary, and the security guards. darkroom chemicals. The lights are red-tinted.
It cannot be opened from the outside by
conventional methods. F. Women's Washroom
The door does not lock.
A. Accounting Department
There are four desks for the accountants, each FD. Women's Make-Up and Dressing
with a networked computer and a phone. A large Room
shredder stands by the door. The filing cabinets
Contains two closets, two benches, four lighted
are filled with receipts; most paperwork is shredded
mirrors, and four chairs. A security camera is
after being filed with the computer. A locked
hidden behind the full length mirror on the south
drawer in the north-west desk contains the petty
wall. The door does not lock.
cash tin - containing about $500 - and check-
book. A security camera monitors the room; it is
also bugged.

6
7
G. Gregson's Office LB. Lighting Box
All the doors have two locks, one remote- This is the nerve center of all both studios,
controlled from Gregson's desk, and one crammed with expensive video and sound
conventional, to which only Gregson has a key. equipment. The desk controls the lights in both
The desk is made of rare wood and beautifully studios, the locks on their doors, and monitors all
carved, and bears two phones; it also conceals the TV cameras and microphones. There are four
microphones and a digital audio recorder. The chairs for the directors and the technicians.
controls to the recorder and the locks, and a
'panic button' (to summon his bodyguard) are in LO. Legal Office
the main drawer. Contains a desk with two phones for the resident
lawyer, four swivel chairs for interviewees, and a
The shelves on the wall contain books, a large well-stocked bar. The room is bugged. The
plasma TV and a state-of-the-art entertainment bookshelves are filled with legal texts.
system. There is no bar and no security camera.
Characters who make a successful roll LS. Legal Secretary
(Challenging INT based task check) when looking The lawyer's secretary sits at a desk with two
at the bookshelves may wonder why Gregson has phones and a computer. There is a security
so many books on Erebus, Oannes, Typhon, Tiamat, camera, and a 'panic button' in her desk drawer.
Dagon, the Kraken, and other sea-monsters and
ancient ocean gods. They may also notice (again, M. Men’s Washroom
a Challenging INT based task check) an out of
The door does not lock.
place collection of pictures by Noah Albertos VI,
an illustrator of science fiction magazines and
horror comics, who specialized in drawing scantily-
MD. Men’s Make-Up and Dressing Room
clad nubile girls, vast cyclopean monsters and Contains four closets, a bench, eight chairs, and
hideous fishmen. The back cover shows a photo of eight lighted mirrors. There are no security
Albertos's grave in the local cemetery. In cameras or bugs, and no locks on the doors.
Gregson's wastepaper bin is a folded local
newspaper, open to the story about the robbery at P. Palmer's Office
the Ronson house. Contains a desk with two phones and a computer,
four comfortable chairs for visitors, and a bookshelf
GB. Gregson's Private Bathroom filled with religious books and collections of
Contains a shower, a make-up table and a lighted Palmer's and Gregson's sermons.
mirror.
P. Printing Office
GP. Gregson's Private Room There are four printer/photocopiers on the table
Contains a closet with two formal suits, a queen- (the only ones in the building), a shredder beside it,
sized bed with white satin sheets, and a a computer and two telephones at the counter,
comfortable sofa. The bed will, with the command four chairs for the printing staff (who read
word 'Profundis' uttered at the right pitch (easy with everything printed there before handing it over or
Sonic Abilities or Auditory Illusions), descend 4" into shredding it), and a long sofa for people waiting.
a tunnel, which leads to Cannonmouth's lair. The room is staffed by two people at night and four
in the day. There are 2 security cameras in the
room, and the door is always locked. There are
GS. Gregson's Secretary's Office
two pistols in the counter drawers, and a 'panic
The large desk bears a laptop and two phones,
button' to summon security guards. Secure door.
and is for Gregson's personal secretary. The small
desk bears one phone and a few books, and its
drawer contains a loaded automatic pistol, and is
PR. Public Relations Office
for Gregson's bodyguard. There are four There is a desk with two phones for the Public
comfortable chairs for visitors waiting to talk to Relations manager, two swivel chairs for
Gregson, a rack of wholesome magazines, a TV, a interviewees, and a moderately well-stocked bar
coffee machine, and a shredder. A security with a security camera hidden behind the one-
camera monitors the room. way mirror. The manager knows about the
camera, but not about the bugs. The north wall is
Gregson's bodyguard and secretary know that lined with bookshelves full of mostly religious books.
Gregson is not as good or honest as he pretends to The door has no lock.
be, but neither suspect that he is Cannonmouth.

8
PS. Palmer's Secretary Workstation SS. Security Station
Palmer's secretary sits at a desk with two phones At least one security guard is in this room, even in
and a networked computer. There is a couch an emergency. The north, west and south walls
(seating three comfortably or four in a pinch) for are lined with closed-circuit TV screens; the control
visitors, and a rack of wholesome magazines. panel, north, bears the master switches for all the
There is a security camera, and a 'panic button' in alarms and all the remote-controlled locks (except
the desk drawer. those in G), and controls for recording anything
seen on any camera. The desk, south, has a
R. Reception Foyer computer terminal and two phones, jacks for
Two receptionists and a security guard are always headphones (for monitoring the bugged rooms),
present. Each receptionist has a computer with and controls for audio recording. There are two
appointment diaries for Gregson and his staff, two swiveling chairs.
telephones (one internal) and a switch to lock or
unlock any doors leading in or out of the foyer. S2. Studio 2
Two security cameras monitor the room constantly. This small studio (2 cameras, 1 boom mike, 1 pulpit)
is where Gregson does telecasts without a live
RS. Repair Shop audience. There are two security cameras and a
A dismantled TV camera rests in pieces on the secure door. There is no ceiling, but a steel
table, and three technicians are working on a catwalk for lights at fifteen feet and the roof at
strange device. A successful roll (Difficult INT twenty.
based task check) will show that the device is a
nearly-complete apparatus for translating psionic U. Utilities Storage
impulses electronically - enabling anyone to send Contains ink cartridges, lightbulbs (ordinary and
a psionic illusion, telepathic suggestion, or emotion studio), paper, notepads, boxes of pens and
control attack through the television network into pencils, legal forms and other stationary, and two
thousands of homes! Characters with psionic- CO2 fire extinguishers.
based powers or Lightning Control should have
improved rolls to detect this- or they can take the Gregson’s Guards
device to Dr Capek for examination. There is one Gregson's security guards carry automatic pistols
security camera, a secure door, and a 'panic (firing 3 round-bursts; HTH + 2 to hit, 3d8 with a -2
button' under the desk that the nearest technician modifier to each die roll for damage as per the
will press if any vigilantes enter; the psicaster is, automatic weapons rules, V&V 2.1 rulebook, page
after all, the key to Profundis' and Cannonmouth/ 27 damage, range = Ax6), and nightsticks (+2 to
Gregson's plan! The technicians are above hit, HTH + 1d4). Unless fired upon, they will use the
average (13-16) in Intelligence, but below average nightsticks first.
physically, and are unarmed.
Gregson's personal bodyguard has Natural
SI. Interrogation Room Weaponry skill from martial arts training, +2 to hit,
Contains a table and three uncomfortable chairs. +4 damage, and carries 2 throwing knives (+2 to
The secure door is always locked. The room is Hit, HTH + 1d2, range = 23").
bugged.
Cannonmouth's Lair
SR. Security Recreation Room This is a 10' by 10' chamber, containing only a
Contains a coffee machine, fridge, microwave, closet with two Cannonmouth costumes, a mirror
dining table and four chairs, television, a bookcase and a chair, and Signourney Heard. She has been
and magazine rack, four armchairs and a sofa. All drugged into unconsciousness, tied to the chair,
the books and magazines are approved by and gagged - even though no-one could possibly
Gregson, and rarely looked at. Along the south hear her.
wall are six lockers with complex combination
locks, each containing two 30-round clips of Walls, floor and ceiling are 8" reinforced concrete,
ammunition for the automatic pistols, the guard's SR = 9.
casual clothes, and often a men's magazine or X-
rated DVD. Off-duty security guards can usually be
found here, playing poker. All doors in this room
are secure and always locked.

9
2.2 WILD IN THE STREETS The Champions Sports Shop is on the second floor,
and contains 30 rifles, 24 shotguns, 24 pistols, 12
crossbows, 8 longbows, 2 boomerangs, 40 knives,
Sunday, 8am 28 baseball bats (large clubs, +3 to hit , HTH + 1d6
Unless changed by the players, the weather in damage), and at least a hundred rounds of
Kingstown will be cloudy at best, frequently raining ammunition for every gun and ten bolts or arrows
and occasionally stormy. During storms, all but the for every bow, as well as many less lethal items.
most determined pedestrians will be inside.
Walls are 8" reinforced brick, SR = 8, floors and
Sunday morning sees many of the townspeople in ceilings are 18" reinforced concrete, SR = 9. Doors
church. Thankfully, Gregson's is not the only church and windows in the banks, the jewellery store, and
in town. Gregson's parishioners park in the Eppis car the Champions Sports Shop are 1/4" bulletproof
park; their cars range from Cadillacs to Edsels, but glass, SR = 12; all other windows and doors are 1/4"
all have bumper stickers espousing Gregson's normal glass, SR = 2. All doors and windows are
intolerant views. Unless Cannonmouth has been protected by pressure-sensitive alarms.
captured, these people will hit the streets when the
sermon is finished - and they'll hit anything else that H. Hospital
gets in their way, too!
The Chung Wing, south, contains the emergency
ward and the family planning clinic.
Sunday, 8:30 am
Panic starts to spread as townspeople notice
they're cut off. Local authorities call for calm. The
I. Icon Occult Bookstore
Defenders of Destiny, and hate groups influenced The Icon bookstore has 6" brick walls, 1" concrete
by his Emotion Control, take to the streets and floors, 1/4" glass windows and door (with alarms),
begin attacking targets chosen by Gregson. roof is 2" reinforced tile.

Sunday, 9:14 am The Icon Bookstore contains a few books that may
Panic buying of supplies leads to shortages, be useful to the players - similar to those in
brawling and looting, which continue until contact Gregson's private collection. Its manager, Raphael
is restored with the outside world. Dasein, knows some legends about Profundis and
the Ichthyans. If asked, Dasein will suggest that the
vigilantes visit Robin Todd, who he knows to be a
2.2.1 Kingstown - Map Key local expert on black magic (he doesn't know that
he's Necroscope, or the head of a Profundis cult,
A. Grave of Noah Albertos III but it wouldn't surprise him). He can also use Tarot
cards as a Cosmic Awareness item, if properly
C. Revelation Church and TV Studio motivated (a bribe would help, or protection from
See separate map and key. Gregson's zealots).

D. Dr Capek's House and Lab L. Lovecraft 'Adult' Booktore


Capek's house is structurally similar to Ronson's, but The Lovecraft 'adult' bookstore has 6" brick walls, 1"
older, and with a basement. The basement serves concrete floors, 1/4" glass windows and door (with
as Capek's lab. alarms), roof is 2" reinforced tile.

E. Eppis Center The Lovecraft shop is only important as a possible


Adjoining the church is the Eppis Center, a three- site for a Gregson-inspired rampage.
story shopping mall; the church uses their car park
on Sundays. The Center contains two banks (both P. Car Park
on the first floor), a jewellery store (third floor), a
Tower Business Training school (third floor), a R. Ronson House
supermarket (first floor), and about thirty other See separate map and key.
small shops.

V&V STATS LEVEL HITS POWER AGILITY MOVE ACC. DAM.MOD HTH WEAPON
Raphael Dasein 1 5 43 10 30 - - 1d4 Cosmic Awareness (Tarot Deck): 42%
chance of receiving correct answer.

LL STATS HITS/PUNCH DEFT INTL COOL NRG/VITL MOVE WEAPON HIT DMG REFL/INIT
Raphael Dasein 7/d4 d4 d6 d8 8/d4 8 Cosmic Awareness/d8 d4 d4 8/d4

10
T. Todd House and Shrine Individuals in the hate mobs are not necessarily
Todd's house is structurally similar to Ronson's, but evil, nor normally violent – but those influenced by
older, and with a basement. The basement is a the psicasters will automatically attack anyone
shrine to Profundis. they would previously have regarded with
suspicion or mild hostility. Because of Gregson's
W. War Memorial recent sermons, this includes most superheroes. The
A bronze plaque, 2' by 3', underneath the cannon, main concern of the vigilantes and police should
will slide open to the command 'Profundis' spoken be preventing bloodshed; minimizing property
at the correct pitch. The elevator beneath this damage is a secondary consideration.
goes to Cannonmouth's lair.
If the location of the superheroes' HQ is common
knowledge, of course, the trouble will come
2.2.2 Sunday Daytime Encounters looking for them.
If the players walk through town on Sunday, roll
percentile dice for every 200" travelled for random
encounters. Some encounters are more likely in
d100 Sunday Daytime Encounter
01-05 Hate mob. 1d10 unarmed pedestrians of
certain areas - hate mobs affected by the
psicasters are likely to gather around Gregson's assorted ages, conditioned by Gregson to hate
unfavourite places (the family planning clinic, the superheroes. Though they are likely to be
X-rated cinemas, the Lovecraft 'Adult Bookstore', immediately (and, for the most part, ineffectively)
the Icon Bookstore, etc), looters will be more attacked, the PCs should treat these victims as
gently as possible, or suffer possible Charisma
frequent at shops that sell food and survival
supplies, police and rubbernecks are more likely to losses.
be encountered around the Ronson house.
06-15 Brawl. 1d4 pedestrians, usually unarmed,
who Gregson inflamed but could not direct,

11
fighting each other aimlessly. They will not attack weapons carefully concealed; will not attack
the PCs unless attacked. without some advantage - preferably surprise and/
or numbers.
16-55 No encounter.
81-85 1d4 Ychthyons.
56-75 1d8 uncertain but non-hostile pedestrians,
baffled by the occasionally visible Force Field, and 86-90 Freak weather conditions - alternating
perhaps by damage done during the combat. blizzards, thunderstorms and hurricanes (if Psyclone
is still active).
76-85 Pedestrians deliberately avoid PCs.
91-95 1d12 ferocious gutter rats (if Gutter is still
86-90 2 cops, armed (use attributes for active).
Revelation Church Guards). 15% chance that they
will try to arrest the PCs; otherwise, they may be 96-00 1d4 Supervillains (if active).
helpful, neutral or just plain bewildered. GM can
roll on the Reaction Table V&V 2.1, page 29 for
further guidance with a -4 modifier, although, due 3.0 THE STRANGE, HIGH
to the situation, any effective reactions should
probably not be any more favourable than
HOUSE IN THE MISTS
Neutral.
3.1 THE CONQUEST OF THE
91-92 Normally respectable pedestrian(s)
convinced that the end has come, committing CHARON
crime(s) – rioting, looting, assault, murder, suicide, The easiest way into the Charon is via the
openly buying or selling drugs or other illegal teleporter in the grave of Noah Albertos III. The
commodities, whatever. grave is topped by an unlit brazier, which serves as
a parabolic reflector for a low-energy signal from
93-95 2d4 'Defenders of Destiny'. Gregson's most the Charon: intercepting the beam by passing a
fanatical followers, prepared to commit any crime hand (or object) over the dish will trigger the
- including murder or suicide- to advance his teleporter, beaming up whatever is standing on
agenda. the slab.

96-00 Roll twice again. How - and when - this information is passed on to
the players depends on the GM. Psyclone, Mnipre,
2.2.3 Sunday Night Encounters Cannonmouth, Necroscope and the Cultists know
it, as will any Ychthyons beamed down; Gutter
Sunday, Sunset knows only that the grave is the beam-down point,
If the Spear has not been destroyed, four but not the activation sequence. The grave will be
Ychthyons will be teleported into the cemetery to guarded at all times, by either the supervillains, the
search for it. Ychthyons or the Cultists, but they will not be
obvious (detectible by a Challenging INT based
d100 Sunday Night Encounter task check, or through the use of Telepathy) about
01-27 No-one is encountered. which grave they are protecting.

28-30 Roll twice. 3.1.1 Charon - Map Key


31-40 1d8 non-hostile pedestrians. Vehicle Statistics
The Charon weighs 748,000 lbs (LL: 340,000 kg.); has
41-50 Pedestrians deliberately avoid PCs. a maximum atmospheric speed of 36,000 m.p.h.
(LL: 58065 kph), a maximum underwater speed of
51-55 2 cops, as above. 91 m.p.h. (LL: 147 kph), and can reach Warp 1.3
(LL: 1.7 times the speed of light) in space; it takes
56-65 Normally respectable pedestrian(s) 7,480 Hit Points to disable and 14,960 to demolish
committing crime(s). (LL: 126 hits).

66-75 2d4 'Defenders of Destiny' (as above) The Charon is protected by its Force Field, which
can take 200 points of damage per turn while the
76-80 1d3 Profundis cultists with concealed generator is functioning normally (LL: 21 Armor
weapons. Apparently normal citizens, with Generation), and three of its five gun placements
12
may be brought to bear on any one target at a A1. Airlock
time. The gun placements bear a double-power Only one door may be opened at a time. One
disintegrator and a double-power sonic projector; complete turn is required to exchange
the disintegrator attacks as Disintegration Ray and atmospheres inside the airlock. Profundis cannot
does 2d20 damage, and has a maximum range of open or lock the doors by remote control.
34" in an atmosphere (340" in vacuum, 34"
underwater). The disintegrator loses one point of T2. Teleporter 2
damage per inch of range underwater (e.g. at 10", This device transports to and from Profundis’dome.
it does 2d20 - 10) (LL: 4d10-1, Reduced At Range, Water filled; contains a raised platform and little
Penetrating except vs. force fields). The sonic else, apart from two Leftand guards. The control to
projector attacks as Sonic Abilities and does 2d12 the teleporter is in the north-east corner, operates
(LL: 2d12 Sharp Kinetic), and has a maximum range instantaneously, and requires a hand or an object
of 68" in an atmosphere (340" underwater). The to be passed slowly through a beam - a missile
sonic projector doesn't work in vacuum. See weapon will probably not suffice. The teleport
appendices for optional V&V space and platform can be remotely deactivated by
underwater combat rules. Profundis.

The automatic systems fire on phases 17 and 2 (LL: C. Computer


d6 initiative); treat as 4th Level, +1 to hit, +1
This controls the automatic systems - life support,
damage (LL: d10 to hit). If Profundis takes direct
autopilot, the Force Field and weapons, etc - and
control, use his statistics instead.
also contains Profundis’ Astral Crystal, the
transceiver for its brain implant. It is shielded by a
Structural Data normal wall, without even an access hatch, but
Hull is 9" superalloy, SR = 17. The hull regenerates the computer itself has only 56 Hit Points (LL: 30 Hit
damage at a rate of 7 Hit Points per turn, between Points), and can be short-circuited by Lightning (LL:
turns (LL: regenerates 2 Hit Points per turn). Electrical) damage, shattered by Sonics, shaken
apart by Vibratory attacks, etc. If this happens,
Interior walls, ceilings, and floors are 3" superalloy, there is a 95% chance that all systems will shut
SR = 17, non-regenerating. down harmlessly (though if the Charon is still in the
atmosphere, it will begin to fall), and a 5% chance
Doors are 1", SR = 17, non-regenerating (except all that the generator will explode like a large nuclear
airlock doors, which can regenerate 1 hit point per bomb: +30 to hit, 20d20 damage (LL: 17d12+2 Ion
turn). Doors are opened by a pushbutton inside Energy damage), blast radius 20 miles. If the Astral
and outside, and will close again automatically Crystal can be destroyed without damaging the
after a turn (the doors don't swing or slide; they computer, all systems will switch to automatic, and
disappear and rematerialize). Profundis will lose the power to monitor or override
any systems. This will not alter the flight program, if
Devices such as the Life Support systems, the one has been chosen, but it will prevent Profundis
weapon stations or the incubator are of various locking any doors or shutting down the teleporters.
superalloys, SR = 7. Because of the complex To destroy the crystal, one must first recognize it
technology, attempts to take over systems by (requiring a Challenging INT-based task check).
Lightning Control (LL: Machine Control) will require The crystal has a SR of 19.
an Extremely Difficult saving throw vs. INT.
H. Hangar
All rooms are monitored by Profundis, and it can
Exterior doors are pressure sensitive, and only open
lock any doors (except where otherwise noted)
in a normal atmosphere or vacuum (not
and kill any lights in the Charon if that serves its
underwater); Profundis cannot open or lock the
purpose; a special Lightning Control attack can
doors by remote control. Contains two emergency
override it momentarily.
modules, and a thin but breathable atmosphere; it
takes three complete turns to recycle the
Level 1 atmosphere in the hangar. There is a control by
the inner door, and in each emergency module.
G. Gun Placement
As mentioned earlier, each gun packs a sonic The emergency modules weigh 2,600 lbs. (LL: 1120
projector and a disintegrator: these are automatic, kg.), carry 1+1 passengers and 370 lbs (LL: 168 kg.)
and there is no place for an operator, but of cargo, have a maximum speed of 666 m.p.h.
someone with Lightning Control (LL: Machine (LL: 1074 kph.), take 26 Hit Points to disable and 52
Control) may temporarily over-ride the controls. to demolish (LL: 30 hits), and have fuel for 13 hours

13
14
of atmospheric flight or 2,197 hours (91.5 days) of suit, and another artificial gill. Characters that
spaceflight, as well as life support for air- or water- search may find evidence (with a Challenging INT
breathers (unlimited duration for 2 passengers, based task check) that Cannonmouth is Gregson
2,100 hours for 3, 1,050 hours for 4, etc). Like the (the books include a Bible and collections of
sub-cycles, they take an INT-based task check to Gregson's sermons, etc).
operate, and they will explode after 13 turns if the
hidden safety-switch is not pressed. The B. Bathrooms
emergency modules contain no communications Contains a shower, a bathroom cabinet and hand
gear, navigation gear, or computers, and are not basin, and those other fittings normally associated
designed for soft landings. with bathrooms.

Level Two A1. Airlock


Only one door may be opened at a time, but
T1. Teleporter 1 Profundis cannot lock the airlock doors. One
This device transports to and from Albertos's grave. complete turn is required to exchange
Contains a raised platform and little else, except atmospheres inside the airlock.
for two Leftand guards surrounding the door. The
control to beam anyone down is also by the door C2. Corridor
(4" from the platform), operates instantaneously, Water-filled.
and requires a hand or an object to be passed
slowly through a beam - a missile weapon will YQ. Ychthyarch's Quarters
probably not suffice. The teleport platform can be Water-filled. The east wall is a viewing screen; the
remotely deactivated by Profundis. room also contains a tank of fish, and a recharging
device for Ychthyarch's disintegration pistol (there
C1. Corridor is no bed; Ychthyarch doesn't sleep).
Breathable atmosphere.
The fish in the tank are not dangerous to humans
PQ. Psyclone's Cubicle (unless they have foolishly shrunk down to less than
The floor is padded to serve as a bed (Psyclone an inch tall), but there is a pushbutton near the
only sleeps when healing), the ceiling is a viewing tank which fires a paralysis ray into the water,
screen, controlled by reading Psyclone's eye stunning the fish so Ychthyarch can eat the slippery
movement. The room is empty, unless Psyclone is creatures alive. This can be removed and made
home, or unless it is being used as a cell for into a Paralysis Ray device with 1” range, requiring
prisoners between interrogations. a power source (LL: d8 Intensity Electrical attack)
with a successful inventing attempt - but this will
MQ. Mnipre's Cubicle probably take too long to be practical.
The floor is padded, the ceiling is a viewing screen.
The room may also be used as a cell for prisoners. LS. Life Support Plants
There is one of these (on the west side of the ship)
NQ. Necroscope's Quarters for humans, one (east side) for water-breathers.
Contains a large bed with black satin sheets, a Disabling either of these (requiring a Difficult INT
desk, a closet, and a bookshelf. The closet is based task check) will stop recycling in that
empty except for a spare Necroscope costume, environment, but it will take eleven hours for the air
and a high-tech mask. It will require a Difficult INT- or water to become unbreathable. These plants
based task check to recognize an artificial gill, with also generate the concealing cloud around the
power for 9 hours of breathing water. Characters Charon. The compartments have no doorways, but
who look around (and make a Challenging INT- the actual devices can be disabled by 22 points of
based task check) can find evidence that damage.
Necroscope is Todd (the books are in ancient
languages, there are a few fingerprints and hairs YB. Ychthyon Barracks
around, etc). A picture of Profundis dominates the There are no beds (Ychthyons don't sleep), and the
wall above the desk. room is bare except for shelves of tinned food -
unless, of course, it is inhabited by Ychthyons; the
CQ. Cannonmouth's Quarters Charon has seven aboard, though some may be in
Contains a large bed with white satin sheets, a Kingstown. The Ychthyons have no duties except
bedside table, a desk, a closet, and a bookshelf. as occasional fighters, and spend their free time in
The closet contains several white suits with the mock combat in their barracks.
label of Gregson's tailor, a spare Cannonmouth

15
YI. Ychthyon Incubator
Contains an incubator, a stock of frozen Ychthyon
embryos, a chemical duplicator (for creating and
injecting memory RNA), a growth accelerator, and
a control panel (make an Extremely Difficult INT-
based task check to understand it). The apparatus
can produce two Ychthyons every 66 hours. The
apparatus takes 17 points of damage to disable,
and can be cannibalized for a Regeneration
device (LL: 1 hit point per round) with a Difficult INT-
based task check.

A2. Airlock/Garage
Outer doors are pressure sensitive, and only open if
the Charon is underwater; Profundis cannot open
or lock them by remote control. The airlock
contains three sub-cycles; weight 700 lbs (LL: 318
kg.), Passengers 1+1, Cargo Capacity 80 lbs. (LL: 36
kg.), Speed 91 mph (LL: 147 kph) (underwater
only), 7 Hit Points to disable, 14 to demolish (LL: 22
hit points), fuel for 13 hours of travel. The sub-
cycles are fairly simple to operate (make an INT-
based task check to understand the controls), but
are rigged to explode for +5 to hit, 2d20 damage
(LL: 4d12-2 Flame damage), 8" blast radius) after 13
turns if the hidden safety-switch is not pressed. It
takes two complete turns to recycle the
atmospheres in this airlock.

Engine: Hyperdrive M. Maneuver Drive


The Charon’s engine takes 900 Hit Points to disable, For atmospheric flight or submarine movement.
1800 to demolish (LL: 25 hit points). 800 Hit Points to disable and 1,600 Hit Points to
demolish (LL: 32 hit points).
Level 3
There are no doors into Level 3, and no spaces
3.2 SUNDIVER
large enough for a normal-sized person; it is If the heroes enter the Charon visibly armed with
accessible only to Non-Corporeal characters and the Spear of Daedalus, Profundis will unlock every
characters using Vibratory Powers (LL: Intangible door capable of being remotely controlled except
characters), or Size-Changing (LL: Shrinking the door to T2, order all aboard the Charon to
characters with Teleportation. detain the heroes (as much as possible) and set
the Charon's autopilot to steer the ship into the
Sun. The journey will take thirty-five turns (nearly
G. Generator
nine minutes). The players may notice that the
A matter/antimatter power source contained in a
Charon is moving (a Challenging INT-based task
magnetic bottle. It will take 400 Hit Points (LL: 25 hit
check is needed), but no more than that by
points) to disable, though it may be interrupted by
normal means - the Charon has no windows.
a Magnetic blast for 20 damage. If disabled or
interrupted, there is a 95% chance that the fail-safe
When the Charon reaches the center of the Sun, it
will cut all power until Mnipre can repair the
will drop its Force Fields, and all aboard will be
damage; otherwise, the generator will explode like
simultaneously hit by Flame Power, +9 to hit, 4d100
a Large Nuclear Bomb: +30 to hit, 20d20 damage
damage (LL: 6d12+2 High temperature), Gravity
(LL: 17d12+2 Ion Energy damage), blast radius 20
Control x1000 (LL: 6d12+2 Blunt Kinetic), and Light
miles.
Control, +15 to hit, 4d100 damage (LL: 6d12+2
Radiation).
F. Force Field Generator
This controls the protective Force Field around the This will, almost certainly, destroy the Spear of
Charon, and the dome over Kingstown. 700 hp to Daedalus, which is all that Profundis intends.
disable, 1400 to demolish (LL: 30 hit points).

16
Players may roll to Detect Danger the phase sheet), but probing Mnipre, Ychthyarch or the
before zero, and prepare themselves for a 'hostile Ychthyons (due to their artificially created non-
environment', survivable by Adaptation (or V&V human minds) is merely difficult. Probing the
Life Support); otherwise, exposure to the heat and Cultists isn't even difficult, and Mnipre is easy to
pressure of the solar core should have an effect handle if his teleportation device is detected and
equal to the sum of the attacks noted above. surgically removed.

A few relevant facts: the radius of the sun is The players can survive and triumph if they are
432,500 miles, and the climate does not improve sufficiently prepared. Seraide, if she has survived
drastically between core and surface. The the first battle, should nag them into doing a little
distance from the Sun to Earth is 93,000,000 miles. detective work. Telepathy and Psionics, Astral
No visible fragment of the Charon will survive the Projection, Cosmic Awareness, Invisibility,
first phase of exposure - not even the emergency Teleportation, Non-Corporealness or even simple
modules. (Even if an emergency module were to strategy can be far more useful than sheer
be used, it would take 16 years to travel from the destructive power. If your party consists exclusively
Sun to the Earth. Problems in navigation, launch of over-muscled brawlers or high-tech barbarians,
windows, gravity wells, air-breaking and assists are they will probably die. Slow and clumsy as it may
left as an exercise for the GM and players.) be, Profundis is unlikely to be beaten in
conventional combat.
Obviously, this is a situation to be avoided.
3.2.1 The Dome
If the heroes enter the Charon without the Spear,
or with the Spear successfully hidden from Structural Data
Profundis' monitors, Profundis will attempt to have
The dome is a hemisphere, radius 101", composed
them taken prisoner and searched. If the searchers
of adamantium (SR = 30) 15' thick. Surrounding it in
find the Spear– which will, of course, injure them
all directions is basalt rock (SR = 7), three quarters
badly - Profundis will send the Charon into the Sun.
of a mile thick at its thinnest point; above that is
See above. If they don't - if the Spear is carried by
31,612 feet of water.
an invisible character who eludes them, or inside a
dimensional pocket, or isn't carried at all - the party
Inside the dome, gravity, pressure and
will be marched/carried up to T2, and teleported
temperature are moderate, and may be survived
to Profundis' dome.
by humans with normal SCUBA gear or the
equivalent.
Because of its power over the unconscious,
Profundis will let the Leftands attack first, and order
The only items in the dome - apart from Profundis
the Ychthyons and anyone else aboard to make
and any heroes - are the teleport platform, and
special attacks (LL: called shots) to the players'
Profundis' throne. The throne contains a shark tank
heads: incapacitated bodies (LL: characters with
in the right arm (inch-thick glass-like super-alloy, SR
no Hit Points remaining) are of no use to him.
= 16), and a Life Support (LL: Adaptation)
apparatus in the left that takes 660 Hit Points to
The unconscious heroes will be interrogated
disable, 1320 to demolish (LL: 25 hit points). The
thoroughly; Profundis hopes to find and destroy the
teleport platform is controlled directly by Profundis’
Spear before inflicting its control on the world.
eye movements; to gain control of it if Profundis is
Once this is done, the heroes will be teleported
paralyzed requires either Lightning Control (LL:
back to the Charon and sent into the Sun...
Machine Control) or a Difficult INT-based task
check. If the Life Support apparatus is disabled or
And now for the good news: Mnipre and Psyclone
demolished, Profundis will lose 1d10 Power (LL: 1
know that the Charon is a death trap, though they
NRG) per turn; when fatigued, it will begin to lose
will not willingly reveal this. Cannonmouth,
Hit Points at the same rate. The Life Support system
Necroscope, the Cultists and the androids know
is self-repairing and can regenerate 22 Hit Points
that Profundis is not aboard the Charon, but
per turn if it's disabled, but not once it's
imprisoned in his dome below the Nero Deep.
demolished.
Seraide will also suspect this, and guess that the
Charon contains a teleport link to the dome.
Necroscope and the androids know the layout of
the Charon, down to the location and function of
the Astral Crystal. Probing Cannonmouth,
Necroscope or Psyclone is dangerous due to their
Cthonian Defenses (see Psyclone’s character

17
3.3 AFTERMATH 4.0 THE MASTER
Sunday, 1:33 am CRAFTSMAN
If the Spear has been destroyed, the Charon will fly If the Spear of Daedalus is destroyed, then the
away, and the force field will vanish. threat of Profundis may never end - unless, of
course, your players can find another Spear of
Monday, 7:01 am Daedalus. Inventing a new one may be impossible
If the Charon is still above the city, police for anyone but Daedalus (or another being of
helicopters from nearby cities will fly over and be similar genius), but one could be found in a parallel
shot down. world, or commissioned from Daedalus himself. If
the superheroes don't have access to a time
Monday, 9:00 am machine and can't invent one, Dr. Capek has built
If the Charon is still above the city, superheroes a prototype that can get them to the right
from other cities will attempt to penetrate the force dimension and back – though maybe not on the
field and the Charon. first attempt.

Wednesday, Sunset Daedalus retired to Sicily after his escape from King
If it has not already departed or been destroyed, Minos of Crete in about 1400 B.C.; Seraide knows
the Charon flies away and the force field vanishes. this, if no one in your party does. Seraide can also
speak the Greek of the time, with a little help from
Wednesday, 7:30 pm her ancestral memory, and has a chance (INT-
If Gregson is still at liberty, he will use the psicasters based task check) of finding Daedalus's workshop/
to make an Emotion Control attack on all his laboratory once on the island. Daedalus isn’t
viewers nationwide. hiding (having killed Minos a few years before), but
the locals are terrified of him and avoid his haunts.
Friday, 1:13 pm
If the Spear has been destroyed and Profundis is still Daedalus's workshop is surrounded by a maze,
alive, it will use the psicasters to spy on all of which requires an Extremely Difficult INT-based task
Gregson's viewers, and Mind Control any who are check to negotiate - except for characters with
in positions of power. Once this has been Non-Corporealness (LL: Intangibility), Vibratory
accomplished, the broadcasts will be distributed Powers, Flight, Teleportation, an absolute sense of
worldwide. direction or location, etc. For players who try to
break down the labyrinth walls, they are 2' thick
Years Later... reinforced marble, SR = 9, and a player will have to
If the Charon is destroyed, but Profundis survives, break down (d100-INT) walls to reach the stairs.
Profundis will take 3d20 years to have another ship King Cocalus of Sicily will send his army in as soon
built with which it can take over the psi-caster as Daedalus raises the alarm.
network and rule the world. If the psi-casters are
destroyed and Cannonmouth captured or Sicilian soldiers wear light armor and carry bronze
unmasked, it will take Profundis 3d100 years to swords and spears. A few elite have longbows.
make another attempt.

SICILIAN SOLDIERS - VILLAINS AND VIGILANTES TM


NO. LEVEL HITS POWER AGILITY MOVE WEAPON ACC. DMG. ARMOR V&V EXP. VALUE
1-3 4 8 45 12 35 Short Sword +3 2d4+1 Invulnerability 5 424

4-5 4 8 45 12 35 Spear +4 4d4+1 Invulnerability 5 424

6 6 9 47 13 37 Bow (39”) +5 d4+2 Invulnerability 5 672

SICILIAN SOLDIERS - LIVING LEGENDS TM


NO. PHYS DEFT INTL COOL NRG/VITL MOVE WEAPON HIT DMG ARMOR REFL/INIT
1-3 9/d4 10 8 8 9 8 Short Sword d8+1 d4+1 2 vs. All Phys 10/d4

4-5 9/d4 10 8 8 9 8 Spear d8+1 d4+2 2 vs. All Phys 10/d4

6 9/d4 11 8 11 9 8 Bow (24”) d10+1 d8 2 vs. All Phys 11/d6

18
If your players find Daedalus, and can convince Theseus. Neither of them ever used the weapon to
him of their good intentions, he may tell them the any effect, and Daedalus no longer knows its
story of the Spear. If his reaction is less than location. Nor does Seraide, but she suspects that
favorable, he can probably be persuaded with the Spear has changed history in a few battles,
some of the Twenty-First Century's simpler and if the original is stolen, the players may be
technological tricks. But be careful: given a gun, unable to find their own timeline again. The only
for example, Daedalus could probably learn to answer is to make another one, and this requires a
make bullets. Can you imagine the Trojan War, small part of Talus - a hand or foot. Daedalus will
fought with bronze swords on one side, and recommend his left foot; it wasn't forged properly,
flintlocks on the other? and is unusually vulnerable. Talus guards Knossus,
capital of Crete, and is easy to find (after all, he
The Spearhead is made of Living Bronze, specially stands 36' tall); losing him is the difficult part.
tempered by Daedalus himself. The special
ingredient in Living Bronze is Carcinium, an element Daedalus won't recognize the name of “Profundis”.
created in super-nova explosions - useless by itself, Latin won't be invented for centuries. But Daedalus
but with wonderful potential when alloyed with has heard legends of an immortal one-eyed Titan
copper (the Charon's regenerating hull contains so evil that the Olympian gods imprisoned it and
Carcinium in an unknown superalloy). Carcinium, decreed that even its name should be forgotten.
however, was never common on Earth, and This is, in Greek Myth, the second Bronze Age, also
Daedalus has used all he could find. Most of the known as the Age of Heroes. If your players
Carcinium went to make Talus (the golem of Living become lost, they may bump into such figures as
Bronze) for King Minos. Some of what remained Heracles, Atalanta, Theseus (now King of Athens),
went into his statue of Lady Kerith, and then the Circe (in Aeaea), or Medea (in Italy), or such
rest was used for creating the Spear of Daedalus. monsters as Polyphemus the Cyclops, Scylla and
Charbydis, Medusa's Gorgon sisters, the Graea, the
Daedalus made the Spear as an experiment, and Sirens, etc (Perseus, Bellerophon and Jason are
found its powers too limited to be a generally dead, and the Trojan War is a generation in the
useful weapon, but he was convinced it was future - but time machines have been known to
meant for some purpose, and devoted much of his arrive years too late or too early...)
spare time to developing it. The Spear was stolen
by his son Periphetes, who was soon after killed by What you do with your players in Ancient Greece is
up to you. They may have to survive by their wits
alone, deprived of power to recharge their
devices, or they may fall afoul of the Gods of
Olympus. After all, even the powers of ancient
and mighty Profundis are as nothing, next to those
of a Gamemaster!

4.1 REWARDS FOR VILLAINS


AND VIGILANTES™ 2.1
Profundis is, of course, a special case; by normal
calculations, it should be worth more than ten
million experience. Instead, destroying Profundis
should be regarded as an act of 'outstanding
merit', and the GM may want to give 500
experience points to each survivor (and maybe
another 500 to the one who struck the fatal blow).

Charisma bonuses may also be given to players


who turn the androids or the escape pods over to
CHESS or GIANT to study, along with (at the GM’s
discretion) an honorarium of cash. (At the time of
writing, one of my playtesters still has Mnipre's
disintegrator pistol. Boy, is he in for a shock!)

19
Name: V&V Experience: 5. The boarding and seizure of the Charon. Each
player actively participating in this event, also
Animus 1128 pts receives a COOL roll to gain FAME.
Cannonmouth 248 pts
6. The destruction of Profundis. Each player actively
Cultist 1 324 pts participating in this event, also receives a COOL
Cultist 2 84 pts roll to gain FAME.

Cultist 3 128 pts


4.3 SEQUEL SUGGESTIONS
Cultist 4 166 pts If Profundis dies before the Charon is destroyed,
Cultist 5 96 pts Mnipre may be able to save the ship, and anyone
still aboard. Even if this fails, Mnipre is almost
Defender 1 90 pts impossible to destroy, and may teleport back to
Defender 2 304 pts Earth. He or Psyclone may try to revive Profundis,
but this is more likely to kill them than help
Defender 3 134 pts Profundis.
Defender 4 84 pts
Cannonmouth and Necroscope can afford the
Defender 5 94 pts very best criminal lawyers, and may prove difficult
Defender 6 184 pts to convict. Either way, their followers will stay loyal,
and may try to avenge them.
Defender 7 212 pts
Gutter 606 pts 4.4 PLAYTEST NOTES
Leftands 664 pts each To my delight, everyone survived - except Profundis
and its non-human associates, all of whom died.
Mnipre 1630 pts The heroes' detective work was excellent (but
Necroscope 660 pts then, just try hiding underground lairs from three
Non-Corporeal vigilantes), and Gregson was
Psyclone 1630 pts caught red-handed before the first wave arrived -
Shades 416 pts each though they didn't find the psicasters, which may
be a problem later. When Seraide arrived, they
Ychthyons 156 pts each resisted the temptation to shoot first, and Starman
Ychthyarch 730 pts surrounded it with a hundred solid-energy Daleks
and a gigantic Garfield toy. They defeated the
first wave with only one casualty, though Sprint had
4.2 REWARDS FOR LIVING a few nervous moments before he regained his
usual size. Five of them found their way into the
LEGENDS™ Charon the next day; unfortunately, none of them
Players get one experience point for participating could breathe underwater, and the fire-breathing
in each for each of the following events: Dracona spent most of her time noisily drowning.
Skyborg killed Profundis with the Spear, and
1. Defending the Spear of Daedalus from the Dracona and Spellbinder teleported back to the
Pawns of Profundis at the Ronson house. cemetery with less than three turns to spare,
Dracona successfully throwing Spellbinder's boot
2. Preventing the successful installation of the into the gap.
Psicasters at the Revelation Church.
The Traditional Values Militia hired the Vengeance
3. Releasing Kingston from the grip of Vendor, Pistolwhip and Snipe to prevent
Cannonmouth, Necroscope and their followers StormForce from testifying at the trial, but they
and/or freeing it from the Force Field. Each player were unsuccessful. Cannonmouth/Gregson was
actively participating in this event also receives a found guilty of murder and kidnapping, and
COOL roll to gain FAME. sentenced to 25 years. Necroscope and Gutter
were found guilty of 1st degree Burglary, and
4. Finding Daedalus, defeating Talos and enabling received 15 years apiece.
the creation of a second Spear of Daedalus, if
necessary. Each player actively participating in this
event, also receives a COOL roll to gain FAME.

20
5.0 APPENDIX unless the design is like that of a water-bird or
similarly amphibious creature, in which case speed
is still half-flying rate. Wings may also have to dry
5.1 OPTIONAL RULES FOR out again before being used for flight, GM’s
discretion. (2) Characters with Water Breathing or
UNDERWATER COMBAT Adaptation move at normal speeds, whether
walking, swimming or flying. (3) Characters with
AND MOVEMENT FOR Non-Corporealness can travel at normal rates. (4)
VILLAINS AND Characters with Vibratory Powers may treat water
as having an SR of 2.
VIGILANTES™ 2.1
Note that characters with robotic bodies, or who
are otherwise too heavily encumbered to swim
5.1.1. Breathing
and unable to fly, will be required to walk.
Characters swimming without a method of
breathing in water can, given warning, hold their
breath for END turns; if surprised, (e.g. if their Water 5.1.3 Combat
Breathing Devices are destroyed while at fifty
fathoms) they must make an Extremely Difficult Attack Forms
Endurance save or have their breathing time Emotion Control, Force Fields, Hand to Hand
reduced to E phases. Holding your breath for this without weapons, Telekinetic Blasts, Mind Control,
length of time has a PR of 1 per turn. (Characters Paralysis and Devitalization Rays, Magnetic Powers
with Willpower may be able to hold their breath at and Transmutation may all be used underwater
a PR of 1 per minute until fatigued.) Once out of without further modifications.
air, players will pass out, and then must make an
Average Endurance save between turns or die. Chemical Power is usable only as a radius attack,
with a maximum range of S/3, unless the chemical
These same figures may be used for Non-Corporeal is one that reacts violently with water (e.g. sodium
and characters using Vibratory Powers inside solids, or potassium), in which case treat as a “Large
liquids, or otherwise unable to breathe normally: Bomb” as described on Page 27 for the V&V 2.1
GM's option. rulebook.

5.1.2 Movement Characters using Disintegration Ray, Light Control


For characters unaided in their attempts at and Power Blast lose one point of damage per
swimming, PR = 6 per hour, and must roll their game inch of water between user and target. So
current Power or less on d100 once an hour. All will Ice Power, as it leaves a trail of ice 1" thick
heavy objects carried should be dropped, if between attacker and target. A victim immobilized
possible; every 10% of a character's Carrying by ice will float to the surface at half falling speed.
Capacity used takes 10% from his saving throw. This
includes Armor of all types (except, of course, Flame Power is, of course, utterly unusable.
armor created using Ice Powers), weapons, other
characters, etc. This chance is further increased by Lightning Control generates ball lightning, radius
rough waters: subtract 1% per inch per turn of E/2.
wind or current.
Sonic Abilities may be used as normal, but with
Buoyancy is, of course, a consideration; substances twice normal range.
with a Structural Rating of 4 or more are unlikely to
possess any, and even icebergs, though less dense Melee weapons and stabbing weapons (Knives,
than water, float in it rather than on it, being 80% Spears or slight variants thereupon - Katars, Tridents,
submerged. The effective weight of a human etc) have no further modifications. Swords and
body in water would be about 1/4 normal, giving axes are -2 to hit. Clubs are -4 to hit and do half
an incapacitated character a 25% chance of normal damage.
floating face up. Gravity Control can, of course,
modify these figures. Muscle-powered ranged weapons (spears, knives
and variants) do normal damage, but their range
Swimming speed in calm water is half normal is halved.
movement rate, or half flying rate, and walking
underwater is one-third normal movement, with Normal tech ranged weapons are unusable,
these exceptions. (1) Wings are useless underwater, except Energy Rifles and Pistols, which lose one

21
point of damage per inch of water between user 5.2.3 Combat
and targets, and spear-guns, which may be
treated as crossbows. Power heads (a bang stick Attack Forms
or shark stick that is like a pole weapon or big club
If someone is hurled back by an impact in space,
with a firearm built into the head of it that goes off
they will keep going until something stops them.
when in direct contact with the target) have an
(See Movement, above).
explosive carrier attack which has a +3 to hit, and
does 2d6 damage, not unlike a Small Bomb.
Emotion Control, Force Fields, Hand to Hand
(without weapons), Telekinetic Blasts, Power Blasts,
Explosives may function normally, depending on
Mind Control, Magnetic Powers, Transmutation,
design.
Melee Weapons, Natural Weaponry and Basic HTH
may all be used in space without further
Brawling weapons receive To Hit and Damage two
modifications.
levels above normal (i.e., a 300 lb. object would do
a d3 and have a To Hit of +1), Range/4. Velocity
Chemical Power may be variously affected by
damage bonus; velocities will usually be halved.
vacuum; most liquids boil instantly in space.

Defense Forms Disintegration Rays, Light Control, muscle-powered


Disintegration Ray and Power Blast are limited as ranged weapons and thrown brawling weapons
described above, and Flame Power is, once again, (see above, Movement) all have their range
completely useless it has some specialized reason multiplied by ten. (See Movement, above).
(determined by the GM) as to why it can still burn
and generate heat underwater. All other Defense Paralysis Ray and Devitalization Ray, Energy Pistols
Forms operate normally. and Energy Rifles have their range multiplied by
five.
5.2 OPTIONAL RULES FOR
Ice Powers may be used with normal range and
SPACE COMBAT AND damage, but not to create ice (there is no water
vapor in space.)
MOVEMENT FOR VILLAINS
AND VIGILANTES™ 2.1 Flame Power is, of course, utterly unusable unless it
is a unique specific special case type of Flame
These modifications apply to any environment with
Power and the GM allows it.
(1) no gravity and (2) no atmosphere.
Sonic Abilities, Vibratory Powers, and Lightning
5.2.1 Breathing Control cannot be used as ranged attacks, unless
The same as with underwater rules (and don't with some type of kinetic-based carrier.
believe everything you see in the movies; a human
being exposed to vacuum does not explode Normal rifles, pistols and shotguns are unusable.
instantly. They can survive for two or three minutes,
and the skin holds its integrity for much longer). Explosives may do normal damage at point-blank
range (within 1”). When used from further away,
5.2.2 Movement the blast radius of an explosive is doubled but their
For characters without Flight or Teleportation damage is halved.
powers, movement through space without a
spaceship may be extremely difficult. The best 5.2.4 The Effects of a Black Hole
method of moving is to throw something in the Exposure to the effects of a Black Hole (like
direction you least want to move (make an Agility- Psyclone’s Hellmouth) attack as Gravity Control
based task check to move in the right direction, every phase that the character is in range, starting
against a difficulty set by the GM to reflect the with the phase that they pass through the portal; a
distances involved and precision required). character who fails to defend against this will be
Throwing an object of your own weight at 100" per held in stasis until rescued. Characters with Astral
turn will send you flying in the opposite direction at Projection, Non-Corporealness, Teleportation,
the same speed; twice your weight, twice the Dimensional Travel, Adaptation or Hyperflight (V&V
speed, and so on. Wings are normally useless in 2.1 p. 12) may be able to escape its pull
space, unless the GM rules otherwise. (approximately 2,042 gravities), but will still have to
find their way home or be rescued.

22
DEFENDERS OF DESTINY - VILLAINS AND VIGILANTES TM
NUMBER LEVEL HITS POWER AGILITY MOVE ACC. DAM.MOD HTH WEAPON
1 2 19 57 14 48 1 1 1d8 baseball bat (large club)

2 2 4 42 11 31 - - 1d4 revolver (6 shots)

3 2 18 35 14 40 +1 +1 1d6 semi-automatic rifle (10 shots)

4 1 3 42 11 33 +1 - 1d6 semi-automatic rifle (10 shots)

5 1 10 57 17 39 +1 +2 1d6 shotgun (3 shots)

6 1 2 40 9 27 +1 - 1d8 baseball bat (large club)

7 1 6 41 8 35 - -2 1d6 shotgun (3 shots)

PROFUNDIS CULTISTS - VILLAINS AND VIGILANTES TM


NUMBER LEVEL HITS POWER AGILITY MOVE ACC. DAM.MOD HTH WEAPON
1 2 8 46 14 41 +2 +1 1d6 knife

2 1 4 38 11 27 +1 - 1d4 revolver (6 shots)

3 1 11 53 17 44 +2 +2 1d4 knife

4 1 22 61 9 45 +1 - 1d8 knife

5 1 5 43 10 48 +1 - 1d4 knife

REVELATION CHURCH GUARDS - VILLAINS AND VIGILANTES TM


NUMBER LEVEL HITS POWER AGILITY MOVE ACC. DAM.MOD HTH WEAPON
1 3 10 48 16 39 +1 +2 1d6 semi-auto pistol (17 shots), night-
stick (club), bullet-proof vest

2 2 16 54 15 43 +1 +2 1d8 “

3 1 4 42 11 30 - - 1d4 “

4 1 3 37 8 29 -1 -2 1d4 “

5 1 5 42 10 30 - - 1d4 “

6 1 12 50 15 40 +1 +2 1d4 “

Gregson’s 4 18 63 16 50 +1 +2 1d8 nat. weaponry (martial arts):


Bodyguard +2 to hit HTH, +4 damage;
semi-auto pistol (10 shots),
bulletproof vest

PEDESTRIANS - VILLAINS AND VIGILANTES TM


NUMBER LEVEL HITS POWER AGILITY MOVE ACC. DAM.MOD HTH WEAPON
1 1 3 42 11 41 - - 1d4 none

2 1 5 43 6 32 -2 - 1d6 none

3 1 4 37 14 31 +1 - 1d3 none

4 1 3 41 12 27 +1 +1 1d3 none

5 1 2 29 7 27 -2 - 1d3 none

6 1 4 39 10 32 - - 1d4 none

7 1 8 47 10 37 - - 1d6 none

8 1 6 47 15 35 +2 +1 1d3 none

POLICE OFFICERS - VILLAINS AND VIGILANTES TM


NUMBER LEVEL HITS POWER AGILITY MOVE ACC. DAM.MOD HTH WEAPON
1 3 10 48 16 39 +1 +2 1d6 pistol (17 shots)
nightstick (club)

2 2 16 54 15 43 +1 +2 1d8 “

23
DEFENDERS OF DESTINY - LIVING LEGENDS TM
NUMBER HITS/PUNCH DEFT INTL COOL NRG/VITL MOVE WEAPON HIT DMG REFL/INIT
1 16/d8 d6 d3 d3 11/d6 8 baseball bat (club) d8+2 d8 11/d6

2 7/d4 d4 d4 d4 8/d4 8 mdm handgun (6 shots) d6 d8 9/d4

3 11/d6 d6 d3 d4 7/d4 8 automatic rifle (10 shots) d8+1 2d8-1 11/d6

4 12/d6 d4 d4 d4 8/d4 8 automatic rifle (10 shots) d4+1 2d8-1 9/d4

5 11/d6 d6 d4 d3 11/d6 8 shotgun (3 shots) d6+1 d10 14/d6

6 16/d8 d4 d4 d4 8/d4 8 baseball bat (club) d4+2 d8 7/d4

7 14/d6 d3 d4 d4 8/d4 8 shotgun (3 shots) d3+1 d10 6/d3

PROFUNDIS CULTISTS - LIVING LEGENDS TM


NUMBER HITS/PUNCH DEFT INTL COOL NRG/VITL MOVE WEAPON HIT DMG REFL/INIT
1 13/d6 d6 d6 d6 9/d4 8 dagger d8 d6+1 11/d6

2 10/d4 d4 d3 d4 7/d4 8 mdm handgun (6 shots) d4 d8 9/d4

3 8/d4 d6 d4 d4 10/d4 8 dagger d6 d4+1 14/d6

4 17/d8 d4 d6 d4 12/d6 8 dagger d4 d8+1 7/d4

5 9/d4 d4 d3 d3 8/d4 8 dagger d4 d4+1 8/d4

REVELATION CHURCH GUARDS - LIVING LEGENDS TM


NUMBER HITS/PUNCH DEFT INTL COOL NRG/VITL MOVE WEAPON HIT DMG REFL/INIT
1 13/1d6 d6 d4 d4 9/d4 8 light handgun (w/autofire), d8 d8 13/d6
nightstick (club, +2/+0),
light body armor

2 16/1d8 d6 d4 d4 10/d4 8 “ d8 d8 12/d6

3 8/1d4 d4 d4 d4 8/d4 8 “ d4 d8 9/d4

4 9/1d4 d3 d4 d4 7/d4 8 “ d3 d8 6/d3

5 8/1d4 d4 d3 d4 8/d4 8 “ d4 d8 8/d4

6 9/1d4 d6 d6 d4 9/d4 8 “ d6 d8 12/d6

Gregson’s 17/1d8 d6 d4 d6 12/d6 8 nat. weaponry (martial art) 2d8-1 d8+3 13/d6
Bodyguard mdm auto pistol (10 shots) d10 d8
bulletproof vest

PEDESTRIANS - LIVING LEGENDS TM


NUMBER HITS/PUNCH DEFT INTL COOL NRG/VITL MOVE WEAPON HIT DMG REFL/INIT
1 9/d4 d4 d3 d3 8/d4 8 punch d4 d4 9/d4

2 11/d6 d3 d6 d6 8/d4 8 punch d3 d6 5/d3

3 5/d3 d6 d6 d4 7/d4 8 punch d6 d3 11/d6

4 4/d3 d4 d3 d4 8/d4 8 punch d4 d3 10/d4

5 5/d3 d3 d4 d3 6/d3 8 punch d3 d3 6/d3

6 7/d4 d4 d4 d4 7/d4 8 punch d4 d4 8/d4

7 11/d6 d4 d4 d4 9/d4 8 punch d4 d6 8/d4

8 6/d3 d6 d3 d6 9/d4 8 punch d6 d3 12/d6

POLICE OFFICERS - LIVING LEGENDS TM


NUMBER HITS/PUNCH DEFT INTL COOL NRG/VITL MOVE WEAPON HIT DMG REFL/INIT
1 13/1d6 d6 d4 d4 9/d4 8 light handgun d8 d8 13/d6
nightstick (club, +2/+0)

2 17/1d8 d6 d4 d4 10/d4 8 “ d8 d8 12/d6

24
CHARACTER RECORD SHEET

IDENTITY: none SIDE: Evil

NAME: PSYCLONE SEX: ? AGE: ? WEIGHT: 210 lbs

EXPERIENCE: 20,000 LEVEL: 6 TRAINING: Strength

POWERS: INVENTING: none

ANDROID BODY: 26% human appearance, 60% (36 points) Internal Repair.

BODY POWER: Adaptation, PR =1 per hour or use as a defense. HEIGHTENED ENDURANCE: +12

DISINTEGRATION RAY device: does 1d20 disintegration damage, range = 10”, 11 shots.

WEATHER CONTROL: see V&V 2.1, pp 20-21. HEIGHTENED AGILITY B: +19

PSIONICS: Chthonian defense, as Willpower A, PR = 1 per use. Immune to Mind Probes; anyone trying to

probe his mind must save vs. C or suffer Cosmic Backlash (V&V 2.1, p10); Mindwarp on a critical failure.

SPECIAL WEAPON: Hellmouth. SHRINKER: Transmutation attack, reduces victim's Height Factor by 72.

Range=16”, PR=8. Effect lasts 17 minutes, but Regeneration restores normal size in 1 action.

DIMENSIONAL TRAVEL: : 12" range, PR 16, 3" portal, pulls targets in with Gravity Control (weight x 12)

DIMINISHED SENSES: no peripheral vision. -4 to attack sides, +4 to be hit from sides.

STRENGTH: 12 CARRYING CAPACITY: 423 lbs BASE HTH DAMAGE: 1d6

ENDURANCE: 23 HEALING RATE: 3

AGILITY: 33 ACCURACY MODIFIER: +6 DAMAGE MODIFIER: +5

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

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

BASIC HITS: 5 HIT MOD.( 1.2 )( 2.6 )( 3.4 )( 1.2 )= 12.7

HIT POINTS ( 64 ):

POWER ( 84 ):

MOVEMENT RATES: Ground: 68

INVENTING POINTS: 9.6 IPs USED: 0 INVENTING: 48 %

CASH: $ n/a

ORIGIN AND BACKGROUND: Designed by Profundis as an assassin,

and a means of destroying the Spear of Daedalus.

LEGAL STATUS: No criminal record, not currently wanted

(SECURITY CLEARANCE = n/a )

OTHER INFORMATION:

portrait

© 2011 Monkey House Games. Villains and Vigilantes is a trademark of Monkey House Games. Permission is granted to copy this file for private use.
PSYCLONE
Origin and Background
Psyclone is an artificial life-form created by
Profundis.

From a distance, Psyclone resembles a man in a


wetsuit, weight belt and faceplate. The green-
grey covering is actually his skin, the 'faceplate', his
three-lobed eye, and the disc beneath it irises to
become the Hellmouth (his mouth, if he had one,
would be just above his navel, which he also
lacks).

Tactics and M.O.


Psyclone's first action every turn is spent evading.
He uses his Weather Control for deterrence, area
attacks or property damage, his Disintegrator Pistol
for minor enemies, and the Hellmouth for Profundis’
special foes.

Personality and Character Traits


Psyclone dislikes human beings, and tolerates
Profundis’ human allies only while they are useful; if
any of them disobey him, he will shoot them down.
Anyone who attacks him, or who comes between
him and the Spear of Daedalus, will be dispatched
as quickly as possible, but Psyclone is not malicious
- he will let his enemies run away unmolested,
unless they have something he wants.

Absolute loyalty has been carefully programmed


into Psyclone, and he cannot be demoralized.

Quotes
Psyclone rarely speaks, except to give orders and
ask questions in a grating monotone.

“Where is the spear?”

”You will obey me, or suffer, until you die.”

“Mere humans do not concern me.”

”Animus, don't eat the rats.”

25
CHARACTER RECORD SHEET

IDENTITY: none SIDE: Evil

NAME: MNIPRE SEX: ? AGE: ? WEIGHT: 170 lbs

EXPERIENCE: 9,000 LEVEL: 4 TRAINING: Strength

POWERS: INVENTING:

ANDROID BODY: 20% human appearance, 60% (36 points) internal repair capability.

BODY POWER: Adaptation, PR=1 per hour or uses as a defense.

HEIGHTENED ENDURANCE A: +12

DISINTEGRATION RAY device: does 1d20 disintegration damage. Range = 10”, 11 shots.

FLIGHT device: maximum speed 192 mph, 9 hour battery.

HEIGHTENED AGILITY B: +19

HEIGHTENED SENSES: 360 degree vision, -1 to attack sides, no bonus to be hit from the sides or rear.

MUTE

STRENGTH: 12 CARRYING CAPACITY: 342 lbs BASE HTH DAMAGE: 1d6

ENDURANCE: 23 HEALING RATE: 2.4

AGILITY: 33 ACCURACY MODIFIER: +6 DAMAGE MODIFIER: +5

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

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

BASIC HITS: 4 HIT MOD.( 1.2 )( 2.6 )( 3.4 )( 1.2 )= 12.7

HIT POINTS ( 51 ):

POWER ( 84 ):

MOVEMENT RATES: Ground: 68 Fly: 845”

INVENTING POINTS: 6.4 IPs USED: 0 INVENTING: 48 %

CASH: $ n/a

ORIGIN AND BACKGROUND: Designed by Profundis to work inside

and outside the Charon spaceship.

LEGAL STATUS: No criminal record, not currently wanted

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait

© 2011 Monkey House Games. Villains and Vigilantes is a trademark of Monkey House Games. Permission is granted to copy this file for private use.
MNIPRE
Origin and Background
Mnipre is an artificial life-form created by Profundis.

Tactics and M.O.


Mnipre relies on his Adaptation power, his Hit Points
and his repair capability as sufficient defense,
though he prefers to fly out of range of Hand-to-
Hand combat. He will attempt to pick off any
opposition with his Disintegrator Pistol, and lure any
survivors towards the more dangerous Psyclone.

Personality and Character Traits


Mnipre is short on personality, but what he has is
very much like Psyclone's. He, too, is absolutely
loyal to Profundis and contemptuous of humans,
and will accept Psyclone's orders unless they
blatantly contradict the orders of Profundis.

Quotes
Mnipre is mute but he does manage to
communicate telepathically through Psyclone, or,
when necessary, through highly expressive body
language.

26
CHARACTER RECORD SHEET

IDENTITY: none SIDE: Neutral

NAME: ANIMUS SEX: M AGE: 6 WEIGHT: 290 lbs

EXPERIENCE: n/a LEVEL: 4 TRAINING: Agility

POWERS: INVENTING:

ANIMAL/PLANT POWERS x2: Mammal Powers

HEIGHTEED CHARISMA A (Ferocity): +9

HEIGHTENED ENDURANCE A: +13

HEIGHTENED STRENGTH A: + 11

LOWERED INTELLIGENCE: -7

NATURAL WEAPONRY (Claws & Teeth): +3 to hit, +6 damage

STRENGTH: 27 CARRYING CAPACITY: 3,260 lbs BASE HTH DAMAGE: 1d12

ENDURANCE: 28 HEALING RATE: 4.8

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

INTELLIGENCE: 2 DETECT HIDDEN: 2 % DETECT DANGER: 9 %

CHARISMA: 20 REACTION TO GOOD: -3 REACTION TO EVIL -3

BASIC HITS: 6 HIT MOD.( 2.2 )( 3.4 )( 1.3 )( 0.7 )= 6.81

HIT POINTS ( 41 ):

POWER ( 71 ):

MOVEMENT RATES: Ground: 69

INVENTING POINTS: 0.8 IPs USED: 0 INVENTING: 6 %

CASH: $ n/a

ORIGIN AND BACKGROUND: Bred from seals by Profundis, to carry the

the Spear of Daedalus without being harmed.

LEGAL STATUS: No criminal record; not currently wanted

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait

© 2011 Monkey House Games. Villains and Vigilantes is a trademark of Monkey House Games. Permission is granted to copy this file for private use.
ANIMUS
Origin and Background
Animus is a life-form created by Profundis.

Tactics and M.O.


Scratching and biting. (What did you expect?)

Personality and Character Traits


Animus has a foul temper, and just enough
intelligence to obey simple orders from Psyclone
(or anyone able to imitate Psyclone's voice).
Unsupervised, he acts like a wild animal with no
fear of humans. His favorite food is fish, but if
hungry, he'll try to kill and eat anything smaller and
slower than himself.

Quotes
“AarrrrGRRRAAH!”

27
CHARACTER RECORD SHEET

IDENTITY: James Buchanan Gregson SIDE: Evil

NAME: CANNONMOUTH SEX: M AGE: 39 WEIGHT: 240 lbs

EXPERIENCE: 2,000 LEVEL: 2 TRAINING: Strength

POWERS: INVENTING:

EMOTION CONTROL: Hatred. 12” radius, PR =8. 36% chance of causing a victim to attack a particular

target; otherwise, they attack whoever they have the strongest negative reaction to. See V&V 2.1 p.12.

HEIGHTENED CHARISMA B: +23 INVULNERABILITY: 16 points.

PSIONICS: Chthonian defense. See character record sheet for Psyclone.

SONIC ABILITIES: 1d12 damage, 32” range, PR=1. 16% chance of destroying items on a special attack.

DIMINISHED SENSES: Nearsighted. Double actual distance when looking up range modifier (V&V 2.1 p.25)

STRENGTH: 16 CARRYING CAPACITY: 636 lbs BASE HTH DAMAGE: 1d8

ENDURANCE: 12 HEALING RATE: 1.5

AGILITY: 11 ACCURACY MODIFIER: 0 DAMAGE MODIFIER: 0

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

CHARISMA: 36 REACTION FROM GOOD: -7 REACTION FROM EVIL: +7

BASIC HITS: 5 HIT MOD.( 1.4 )( 1.4 )( 1 )( 1.1 )= 2.16

HIT POINTS ( 11 ):

POWER ( 51 ):

MOVEMENT RATES: Ground: 39

INVENTING POINTS: 2.4 IPs USED: 0 INVENTING: 36 %

CASH: $ 3,836

ORIGIN AND BACKGROUND: (American) Journalism/Broadcasting,

Religion/Mysticism. A once-honest preacher, Gregson was

possessed by a Chthonian after an unsuccessful exorcism.

LEGAL STATUS: No criminal record, not currently wanted

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait

© 2011 Monkey House Games. Villains and Vigilantes is a trademark of Monkey House Games. Permission is granted to copy this file for private use.
CANNONMOUTH
Origin and Background
James Gregson was an honest Baptist preacher,
until one of his parishioners told him that her
daughter was possessed. The overconfident
Gregson talked the dominating Chthonian mind
out of the girl's body, but became possessed in
turn. Armed with the Chthonian's psionic powers,
his own modest reputation, some stolen money,
and a voice that could charm followers or level
buildings, Reverend Gregson founded the
Revelation Church and its broadcasting network,
becoming a major force for hate and brooding
evil.

When speaking, although his voice is disguised, he


may slip back into his Gregson persona, preaching
fire and brimstone in a righteous tone (it takes a
successful Challenging level INT-based task check
to identify Gregson’s voice on these occasions).

Tactics and M.O.


Cannonmouth favors his Emotion Control power
over his Sonics or Hand-to-Hand, preferring to
leave the destruction to others - so much so that
he will attempt to escape rather than run any risk
of capture or identification.

Personality and Character Traits


Cannonmouth is chaotic, arrogant and
dangerous, and his only saving grace is mild
cowardice. While he is absolutely loyal to
Profundis, he thinks it beneath his dignity to work
with mercenaries like Gutter (particularly non-white
mercenaries like Gutter).

Quotes
“Destruction is coming.”

“Vengeance is mine!”

“Are you in a hurry to go to Hell?”

“Evolution is a myth humanity invented to create


the illusion that you can control your own destiny.”

28
CHARACTER RECORD SHEET

IDENTITY: Robin Todd SIDE: Evil

NAME: NECROSCOPE SEX: M AGE: 41 WEIGHT: 130 lbs

EXPERIENCE: 20,000 LEVEL: 6 TRAINING: Agility

POWERS: INVENTING: Spells

MAGICAL SPELLS: all spells require one action and a short incantation spoken aloud.

Aura Vision (Ht. Senses): can detect magic & psionics, see invisible, detect good & evil, see living

beings even in complete darkness. PR=1 per hour of use.

Necromancy: can interrogate the ghosts he summons (see Telepathy / Mind Probe, V&V 2.1 p.19).

Shadowcast: Darkness Control (V&V 2.1 p.10). He must light a black candle in order to cast spell.

Sleep: attacks as Paralysis Ray, 17” radius area effect, PR = 10 per use.

Summon Shade: conjures & enslaves a ghost. Must name the dead person, be within 17” of the corpse or

the place where it died, or touch a piece of the body. PR = 10 to summon, 1 action per turn to control.

PSIONICS: Chthonian defence. See character record sheet for Psyclone.

SPECIAL WEAPON: magical dagger, +3 to hit, HtH+1d6 dmg, carries a Death Touch (see V&V 2.1 p.11)

STRENGTH: 11 CARRYING CAPACITY: 139 lbs BASE HTH DAMAGE: 1d4

ENDURANCE: 8 HEALING RATE: 0.6

AGILITY: 13 ACCURACY MODIFIER: +1 DAMAGE MODIFIER: +2

INTELLIGENCE: 17 DETECT HIDDEN: 12 % DETECT DANGER: 16 %

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

BASIC HITS: 3 HIT MOD.( 1 )( 0.6 )( 1.3 )( 1.2 )= 0.94

HIT POINTS ( 3 ):

POWER ( 49 ):

MOVEMENT RATES: Ground: 32

INVENTING POINTS: 10.2 IPs USED: 4 INVENTING: 51 %

CASH: $ 71,094

ORIGIN AND BACKGROUND: (English) Scholar (ancient languages),

Religion/Mysticism. Learned spells through studying old manuscripts,

then from summoning ghosts of old sorcerors and Profundis cultists.

LEGAL STATUS: No criminal record, not currently wanted

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait

© 2011 Monkey House Games. Villains and Vigilantes is a trademark of Monkey House Games. Permission is granted to copy this file for private use.
NECROSCOPE
Origin and Background
Todd learned his magical powers by translating
ancient texts, which led him to tales of Profundis;
his Necromantic spells later enabled him to
commune with the monster.

Necroscope wears a dark gray hooded robe,


belted with rope stolen from a hangman. He
usually hides his face and hands with a minor
exercise of darkness control. His dagger, when not
in use, is hidden in his cavernous sleeve.

Tactics and M.O.


Necroscope always employs a Shadowcast spell
before leaving his house, and he carries parts of
corpses with him (mostly teeth, hair and small
bones) in case he needs to summon a Shade while
out of range of the cemetery. When possible, he
will leave the fighting to a Shade and spend an
action every turn evading. If the Shade is defeated
and he's unable to summon another one, he will
attempt to retreat - casting a Sleep spell while
shrouding the area in darkness. Since the Sleep
spell affects everyone in range except for
Necroscope, it may knock out his allies. He only
draws his dagger if an enemy comes into melee
range, but he will not hesitate to kill.

Personality and Character Traits


Necroscope is driven by curiosity and a desire for
magical power, rather than greed. He has neither
ethics nor a temper. He will forgive an enemy if it
suits his long-term purpose, or murder a friend to
create a Shade if it will save his own skin. He has
sacrificed victims in his house, in Gregson’s church,
and in the Charon so - he can summon Shades
almost anywhere in town. Todd does not precisely
worship Profundis, but he has an unhealthy respect
for it - gaining +8 on morale rolls (LL: +3 on COOL
checks for morale), and he is the leader of a very
small Profundis cult. He regards Gregson as a
somewhat useful idiot, and he despises Gutter.

Quotes
“Please allow me to introduce myself… “

“Are you afraid of the dark?”

“You are dealing with forces that are beyond your


comprehension.”

“I am a necromancer. You can answer my


questions now, or you will answer them when
you're dead.”

29
CHARACTER RECORD SHEET

IDENTITY: Matthew LaCava SIDE: Evil

NAME: GUTTER SEX: M AGE: 19 WEIGHT: 110 lbs

EXPERIENCE: 5,000 LEVEL: 3 TRAINING: Intelligence

POWERS: INVENTING:

ADAPTATION: PR=1 per hour in hostile environments, or per use as a defense.

ANIMAL/PLANT CONTROL: Can control 27 rats. 1 Action per turn to control.

RAT POWERS:

HEIGHTENED AGILITY A: +14 HEIGHTENED ENDURANCE A: +9

HEIGHTENED SENSES: Smell. Can track by scent (requires an Average INT task roll every turn);

Detect Danger x2.

WEAKNESS DETECTION: gains a +5 bonus to hit and knowledge of one weakness (if any) after spending

one action within 1" of opponent.

Machete: +2 to Hit, HTH + 1d6 dmg Throwing Knife: +2 to hit, HTH + 1d2 dmg, range = 23"

PHOBIA/PSYCHOSIS: ailurophobia. If confronted by a cat, must succeed at a morale check or go berserk.

STRENGTH: 16 CARRYING CAPACITY: 341 lbs BASE HTH DAMAGE: 1d6

ENDURANCE: 21 HEALING RATE: 1.8

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

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

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

BASIC HITS: 3 HIT MOD.( 1.4 )( 2.6 )( 2.2 )( 1.1 )= 8.81

HIT POINTS ( 27 ):

POWER ( 74 ):

MOVEMENT RATES: Ground: 60

INVENTING POINTS: 4.2 IPs USED: 0 INVENTING: 42 %

CASH: $ 13,566

ORIGIN AND BACKGROUND: (American) Crime skills x2

LEGAL STATUS: Criminal record; not currently wanted

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait

© 2011 Monkey House Games. Villains and Vigilantes is a trademark of Monkey House Games. Permission is granted to copy this file for private use.
GUTTER
Origin and Background Personality and Character Traits
Matt Lacava shared a tenement with innumerable Gutter is a mercenary who likes mayhem almost as
rats and other less pleasant characters for most of much as money, and he has a strong sadistic
his life. One day, in search of privacy, he hid in a streak. He has no loyalty to the others, suffering -4
storm drain and encountered a hive of rats, to morale rolls (LL: -2 on COOL rolls for morale) and
governed by an immobile brain. What happened (wisely) doesn’t expect any in return; he also
between Matt and the hive intelligence may never regards his rats as expendable, as they’re easily
be known, but the Matt who emerged was replaced. If he escapes from the fight at the
tougher, smarter, more agile, and far nastier than Ronson house, he’ll leave town as soon as he can.
the one who had entered - and he had new
friends. Quotes
Gutter is the mercenary of the team; Necroscope “Say hello to my little friends!”
hired him to deal with the Ronsons, their dog, and
any police who may turn up. He doesn’t know the “Chow time!”
identities of his human teammates or the details of
their plan, but he can lead the heroes back to the “I trust you about as far as I could comfortably spit
grave of Noah Albertos IV if properly motivated. a rat.”

Gutter is the snappiest dresser among the Pawns of “Rat here, rat now.”
Profundis; he wears tight black pants, a ruffled red
shirt, a gold belt, Gucci running shoes, dark glasses,
and a pound or so of jewelry. The machete and
knife stuck through the belt spoil the effect slightly;
Gutter believes in survival with style, but survival
comes first.

Tactics and M.O.


Gutter will always bring in his rats to fight for him, if
possible, but he also enjoys closing in, detecting
weaknesses, and slashing away with his machete.

GUTTER’S RATS - VILLAINS AND VIGILANTES TM


WEIGHT AGILITY FEROCITY HITS ACCURACY DAMAGE POWER MOVEMENT
1d4 lbs. 18 13 2 +4 1d4 51 12” ground

GUTTER’S RATS - LIVING LEGENDS TM


HITS/PUNCH DEFT INTL COOL NRG/VITL MOVE WEAPON HIT DMG REFL/INIT
2 / d2 d6 d2 d4 4 / d3 5 Bite d8 d2+1 11 / d6

A hint to the overworked GM; make one initiative roll for all the rats, but divide the rats into six groups of four.
Make one roll to hit per group, not per rat. Roll damage separately for each rat in groups that hit.

30
CHARACTER RECORD SHEET

IDENTITY: Shannon Faber SIDE: Good

NAME: SERAIDE SEX: F AGE: 15 WEIGHT: 150 lbs

EXPERIENCE: 1,000 LEVEL: 1 TRAINING: Study

POWERS: INVENTING: Spells

HEIGHTENED EXPERTISE: +4 to hit with medieval weapons.

MAGICAL SPELLS: each spell takes 1 action to cast

Shield: creates an invisible force field barrier protecting Seraide's front and left side. PR=2 to cast.

Weakness Detection: gains a +6 bonus to hit and knowledge of one weakness (if any). One action to

cast, PR = range in inches (must have line of sight).

PSIONICS: Ancestral memory.

Dagger: +2 to hit, HtH + 1d2. Can be thrown, range = 14".

STRENGTH: 9 CARRYING CAPACITY: 122 lbs BASE HTH DAMAGE: 1d4

ENDURANCE: 9 HEALING RATE: 0.75

AGILITY: 14 ACCURACY MODIFIER: +1 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 )( 1 )( 1.3 )( 1.2 )= 1.56

HIT POINTS ( 5 ):

POWER ( 48 ):

MOVEMENT RATES: Ground: 32

INVENTING POINTS: 0.6 IPs USED: 1 INVENTING: 48 %

CASH: $ 4,080

ORIGIN AND BACKGROUND: (Canadian): Education, Business/Sales.

Only living descendant of a line of warrior-magicians, with

memories older than the invention of iron weapons.

LEGAL STATUS: No criminal record, not currently wanted

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait

© 2011 Monkey House Games. Villains and Vigilantes is a trademark of Monkey House Games. Permission is granted to copy this file for private use.
SERAIDE
Origin and Background
Seraide is the only living descendent of a noble line
of half-human warrior-magicians, and carries all
their memories - memories older than the invention
of iron weapons or the Trojan War.

Seraide wears a deerhide tunic with a crow motif,


a brown cloak, brown hose, and a belt and boots
of dragonskin.

Tactics and M.O.


Seraide will first cast her shield spell and make sure
her back is protected. Then she’ll check her
opponents for weaknesses, relaying these to her
cohorts (if any). She dislikes using technological
ranged weapons or similar devices, restricting
herself to weapons that were familiar to her
ancestors - swords, daggers, spears, etc.

Personality and Character Traits


Most of the time, Seraide is a bright and fairly
normal fifteen-year-old girl. She lives with her
widowed father, gets good grades at school, and
works part-time in a bookstore. Occasionally,
however, she will let her ancestors speak through
her and direct her actions. While under their
influence, she may casually refer to the last time
she had dinner with King Arthur or forget how to
use everyday technology such as light switches or
elevators.

Quotes
“Whither goest – I mean, where are you going?”

“Nenikekamen!” (Translation: We have won!).

“Show some respect for your elders.”

“Snakeskin? No, dragon. Well, we didn't realize


they were an endangered species.”

31
CHARACTER RECORD SHEET

IDENTITY: none SIDE: Evil

NAME: LEFTAND SEX: ? AGE: ? WEIGHT: 130 lbs

EXPERIENCE: 9,000 LEVEL: 4 TRAINING: Strength

POWERS: INVENTING: -

ANDROID BODY: 20% human appearance, 52% internal repair capacity (7 points)

HEIGHTENED ENDURANCE: +9

BODY POWER: Stretching. Max length = 93"; max area = 2163 square inches; max volume = 12,568

cubic inches. Stretched running 94"/turn. PR=1 per use as defense; requires movement only.

VENOM DEVICE: Dagger, +2 to hit, HtH + 1d2 damage, carrier for 8 doses Paralysis venom.

WATER BREATHING A: The Leftands in room T1 on board the Charon are primarily air breathers, and

must pay PR 1 per turn to breathe water. The Leftands in Charon room T2 are primarily water

breathers, and must pay PR 1 per turn to breathe air.

DIMINISHED SENSES: no peripheral vision. -4 to attack sides, +4 to be hit from sides.

STRENGTH: 14 CARRYING CAPACITY: 282 lbs BASE HTH DAMAGE: 1d6

ENDURANCE: 16 HEALING RATE: 1.2

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

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

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

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

HIT POINTS ( 12 ):

POWER ( 60 ):

MOVEMENT RATES: Ground: 94"

INVENTING POINTS: 5.6 IPs USED: 0 INVENTING: 42 %

CASH: $ n/a

ORIGIN AND BACKGROUND: Created by Profundis to serve as

sentries.

LEGAL STATUS: No criminal record, not currently wanted

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait

© 2011 Monkey House Games. Villains and Vigilantes is a trademark of Monkey House Games. Permission is granted to copy this file for private use.
LEFTANDS
Origin and Background
Leftands were designed and created by Profundis
to act as sentries.

Leftands are grey-green and rubbery-looking,


vaguely humanoid in their natural form, but utterly
featureless except for a huge three-lobed eye.

Tactics and M.O.


The Leftands are programmed to stop intruders
from reaching Profundis without its express
permission (though Profundis may ask for the
intruders to be brought before it, unconscious).
They usually rely on their venom-injecting knives. If
an opponent is immune to venom or protected
against their knives, they may attempt to entwine
them in their stretched limbs while calling for the
Ychthyons via their implanted transmitters.

Personality and Character Traits


Character is not a Leftand's strong point. They
cannot be persuaded, reasoned with, or even
distracted. They are absolutely loyal to Profundis,
and cannot be demoralized.

Quotes
Leftands are not mute, but they cannot speak
English or other human languages. They speak the
unpronounceable tongue of Profundis's race.

32
CHARACTER RECORD SHEET

IDENTITY: unpronounceable SIDE: Evil

NAME: YCHTHYARCH SEX: F AGE: 29 WEIGHT: 357 lbs

EXPERIENCE: 14,000 LEVEL: 5 TRAINING: Agility

POWERS: INVENTING: mothering skills

FISH POWERS:

ARMOR A: ADR 66, weight x1.98, regenerates 16 points overnight

SPEED BONUS: +60" swimming

WATER BREATHING A: PR=1 per hour to breathe air

DISINTEGRATION RAY Device: does 1d20 disintegration damage, range = 10”, 11 shots

Tool belt: contains various tools, including a knife (+1 to hit, HtH+d2 damage)

MUTE

STRENGTH: 12 CARRYING CAPACITY: 594 lbs BASE HTH DAMAGE: 1d8

ENDURANCE: 16 HEALING RATE: 3.2

AGILITY: 9 ACCURACY MODIFIER: 0 DAMAGE MODIFIER: +1

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

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

BASIC HITS: 8 HIT MOD.( 1.2 )( 1.8 )( 1 )( 1.2 )= 2.59

HIT POINTS ( 21 ):

POWER ( 53 ):

MOVEMENT RATES: Ground: 37 Swimming 97”

INVENTING POINTS: 8 IPs USED: 0 INVENTING: 48 %

CASH: $ n/a

ORIGIN AND BACKGROUND: Deep-sea creature, genetically

engineered by Profundis, mother of the Ychthyons

LEGAL STATUS: No criminal record, not currently wanted

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait

© 2011 Monkey House Games. Villains and Vigilantes is a trademark of Monkey House Games. Permission is granted to copy this file for private use.
YCHTHARCH
Origin and Background
Ychtharch is a deep-sea life-form, bred and
modified by Profundis to operate the Charon, and
mother of the cloned Ychthyon slaves.

Tactics and M.O.


Ychthyarch rarely fights unless cornered. If that
happens, she will use her Disintegrator Pistol until it's
out of power or she's out of enemies. She keeps a
knife in her tool belt for emergencies.

Personality and Character Traits


Ychthyarch dislikes humans, even those who are
Profundis’ allies, and is extremely protective of her
children. If she sees any of them wounded, she will
go berserk to avenge them. She is loyal to
Profundis but absolutely loyal to the Ychthyons,
and may become demoralized if there is sufficient
threat to any of her children.

Quotes
Ychthyarch cannot speak or understand any
human language. Her own language is that of
Profundis’ race - mostly subsonic growling, with
occasional clicks and a screeching sound like nails
on a chalkboard.

33
CHARACTER RECORD SHEET

IDENTITY: unpronounceable SIDE: Evil

NAME: YCHTHYON SEX: M AGE: 1 WEIGHT: 357 lbs

EXPERIENCE: 14,000 LEVEL: 5 TRAINING: Agility

POWERS: INVENTING:

FISH POWERS:

ARMOR A: ADR 66, weight x1.98, regenerates at 16 points overnight

SPEED BONUS: +60 swimming

WATER BREATHING A: PR=1 per hour to breathe air

HEIGHTENED STRENGTH A: +9

LOWERED INTELLIGENCE: -8

Spear: +3 to hit, HtH + 1d4. Can be thrown, +1 to hit, HtH + 1d4, range = 8”

MUTE

STRENGTH: 24 CARRYING CAPACITY: 2,771 lbs BASE HTH DAMAGE: 1d12

ENDURANCE: 17 HEALING RATE: 3.2

AGILITY: 8 ACCURACY MODIFIER: -2 DAMAGE MODIFIER: -1

INTELLIGENCE: 6 DETECT HIDDEN: 6 % DETECT DANGER: 11 %

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

BASIC HITS: 8 HIT MOD.( 2 )( 1.8 )( 0.7 )( 0.9 )= 2.27

HIT POINTS ( 19 ):

POWER ( 55 ):

MOVEMENT RATES: Ground: 49 Swimming 109”

INVENTING POINTS: 3 IPs USED: 0 INVENTING: 18 %

CASH: $ n/a

ORIGIN AND BACKGROUND: Deep-sea creature, genetically

engineered by Profundis. Spawn of Ythchyarch.

LEGAL STATUS: No criminal record, not currently wanted

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait

© 2011 Monkey House Games. Villains and Vigilantes is a trademark of Monkey House Games. Permission is granted to copy this file for private use.
YCHTHYON
Origin and Background
Ychthyons are modified clones of Ychthyarch
created by Profundis.

Tactics and M.O.


Ychthyons do not evade (trusting to their Armor as
sufficient defense), and will not throw their spears
unless the enemy refuses to come within melee
range.

Personality and Character Traits


Ychthyons are not particularly intelligent, and they
have been taught to tolerate humans in case they
fail to recognize one of Profundis’ allies. They will
not attack unless attacked, or commanded by
Ychthyarch or Profundis - but when they do attack,
they will indiscriminately batter anyone except the
Charon's androids, Ychthyarch, and each other.
They are loyal to Profundis but absolutely loyal to
Ychthyarch.

Quotes
See Ychthyarch.

34
CHARACTER RECORD SHEET

IDENTITY: unpronouncable SIDE: Evil

NAME: PROFUNDIS SEX: H AGE: 16,061 WEIGHT: 5,892,480 lbs

EXPERIENCE: 260,000 LEVEL: 22 TRAINING: Strength

POWERS: INVENTING: total world conquest

SIZE CHANGE Larger, x2: Ht. Factor 24 (144 feet tall & nearly as broad), Wt. Factor x26,784, permanent

ALIEN MOLLUSK POWERS: HEIGHTENED AGILITY A: +11 HEIGHTENED ENDURANCE A: +13

POISON/VENOM: sprays venom when wounded, 2d8 dmg, 38”range, attacks as Lvl 4 Chemical Power

SPECIAL: Alien biochemistry, defends as Chemical Power. WATER BREATHING B: see V&V 2.1 p.20.

DIMINISHED SENSES: Cyclopean vision, -4 to hit on attacks to sides, +4 to be hit from side or rear.

INVULNERABILITY x2: 49 points HEIGHTENED CHARISMA B: +20 HEIGHTENED INTELLIGENCE A: +22

PSIONICS x2: Chthonian Defense, as Willpower A, PR = 1 per use (see also Other Information, below)

DREAM DOMINATION; Mind Control, but only on sleeping or unconscious (not incapacitated) victims.

PR=20, Range = 7460”. Victims must wake normally, or be woken, to regain self-control.

SPECIAL WEAPON: Brain Implant provides the following: ANIMAL/PLANT CONTROL: up to 6 sharks.

LIGHTNING CONTROL; touch only. 2d8 damage, PR=4. Can control or short out devices: see V&V 2.1 p.15.

WATER CONTROL: can generate vortex (underwater version of tornado. 3D6 damage, range = 912”, PR=3.

VULNERABILITY: Profundis' single eye is not Invulnerable to the Spear of Daedalus.

STRENGTH: 19 CARRYING CAPACITY: 27,279,236 lbs BASE HTH DAMAGE: 8d10

ENDURANCE: 24 HEALING RATE: 82495

AGILITY: 3 ACCURACY MODIFIER: -4 DAMAGE MODIFIER: +3

INTELLIGENCE: 38 DETECT HIDDEN: 26 % DETECT DANGER: 30 %

CHARISMA: 41 REACTION FROM GOOD: -8 REACTION FROM EVIL: +8

BASIC HITS: 117850 HIT MOD.( 1.6 )( 3 )( 0.4 )( 1.9 )= 3.65

HIT POINTS ( 429917 ):

POWER ( 84 ):

MOVEMENT RATES: Ground: 1104 Swimming, 1104

INVENTING POINTS: 83.6 IPs USED: 66 INVENTING: 114 %

CASH: $ n/a

ORIGIN AND BACKGROUND: Sole survivor of an an aquatic race of

primordial monsters.

LEGAL STATUS: No criminal record, not currently wanted

(SECURITY CLEARANCE = )

OTHER INFORMATION: Chthonian Defense: Immune to Mind Probes;

anyone trying to probe her mind must save vs. C or suffer Cosmic

Backlash (V&V 2.1, p10); Mindwarp occurs on a critical failure. portrait

© 2011 Monkey House Games. Villains and Vigilantes is a trademark of Monkey House Games. Permission is granted to copy this file for private use.
PROFUNDIS Tactics and M.O.
Able to withstand a direct hit by a large nuclear
bomb, Profundis has no fear of normal weapons,
Origin and Background and unless it recognizes the Spear of Daedalus (an
Profundis is the sole survivor (we hope!) of an evil, INT task check), it will waste none of its available
super-intelligent race which dwelt in the deepest actions on defending itself. Its customary first move
ocean caves long before man arose. It has been will be to summon a vortex, or set loose the sharks,
known by many names in its lifetime - Erebus, depending on the number of opponents. Only
Tartarus, Typhon, Tiamat, Dagon, Tlaloc, and others singularly tough foes earn the dubious privilege of
just as dreadful. Many of the darkest horrors of Hand-to-Hand combat with Profundis.
mythology were twisted memories of it, or its
children. Personality and Character Traits
To Profundis, even death is better than failure.
Profundis was imprisoned within its dome after a Profundis is aware that any plan to destroy the
battle against the protectors of humanity, a battle Spear of Daedalus may draw attention to its
in which Atlantis was destroyed. Most of its greatest weakness, but Profundis prepared for this
children died in the battle, or in the centuries that risk. As far as Profundis is concerned, it has nothing
followed, but the life support system inside the to lose. If Profundis fails and survives, it has up to
dome was designed to make Profundis’ 400 billion years before the Earth is destroyed;
imprisonment eternal, and it has spent the plenty of time to try again.
millennia slowly building the tools that will give it
power again. Profundis is utterly evil, and will destroy anything,
friend, foe, or offspring, to succeed.
Profundis is a self-fertilizing hermaphrodite. Its left
side is more heavily muscled than its right. Apart
from knees that bend both ways, a vertical mouth
Quotes
near its stomach, and its complete lack of a neck, “Puny mortals!”
it is roughly humanoid in shape. Its skin is white,
translucent and rubbery, with large greenish-grey “I am older than the first stories your race told,
veins and arteries visible. Its only eye has three older than the first pictures they painted on the
yellow facets and a dark green pupil. walls of caves.”

With nearly half a million Hit Points, and Power “I've had greater creatures than you stuck
automatically restored as long as it remains in salt between my teeth.”
water, Profundis is almost impossible to kill. The slow
way to kill it is to destroy the Life Support unit in its “When I rule your world, I will command everyone
throne beyond any possibility of repair. The fast to forget that you ever existed. And they will
way is to stab Profundis with the Spear of Daedalus. obey.”
While the spear remains in Profundis’ flesh,
Profundis will remain paralyzed, losing 41 Hit Points
per phase until it dies. The best place to stab
Profundis is in the eye, which isn't protected by
Invulnerability.

SHARK - VILLAINS AND VIGILANTES TM


WEIGHT LEVEL HITS POWER AGILITY FEROCITY MOVE ACC. BITE
600 lbs. 4 9 46 8 18 52" swim +1 2d8-1

SHARK - LIVING LEGENDS TM


HITS DEFT INTL COOL NRG/VITL MOVE BITE TO HIT REFL/INIT
22 6 d2 16 9 / d4 17 swim d10+2 d6 6 / d3

35
CHARACTER RECORD SHEET

IDENTITY: - SIDE: Neutral

NAME: DAEDALUS SEX: M AGE: 50 WEIGHT: 180 lbs

EXPERIENCE: 35,000 LEVEL: 8 TRAINING: Intelligence

POWERS: INVENTING: Improvements to wings

HEIGHTENED INTELLIGENCE B: +16

WEAKNESS DETECTION: gains a +12 bonus to hit after spending one action within 1” of opponent.

WINGS invention: requires a high launching place, and good winds. Speed 144” (33 mph).

HEIGHTENED SENSES invention: Lady Kerith, a jewel-encrusted statue & warning device: Det. Danger 95%

Sword, balanced for Daedalus: +4 to hit, HtH + 1d8 dmg. For other users, +2 to hit, HtH + 1d6 dmg.

STRENGTH: 16 CARRYING CAPACITY: 477 lbs BASE HTH DAMAGE: 1d6

ENDURANCE: 12 HEALING RATE: 1.2

AGILITY: 18 ACCURACY MODIFIER: +3 DAMAGE MODIFIER: +6

INTELLIGENCE: 34 DETECT HIDDEN: 24 % DETECT DANGER: 28 %

CHARISMA: 9 REACTION TO GOOD: 0 REACTION TO EVIL 0

BASIC HITS: 4 HIT MOD.( 1.4 )( 1.4 )( 1.9 )( 1.8 )= 6.7

HIT POINTS ( 27 ):

POWER ( 80 ):

MOVEMENT RATES: Ground: 46

INVENTING POINTS: 27.2 IPs USED: 14 INVENTING: 102 %

CASH: $ NA

ORIGIN AND BACKGROUND: (Greek) Science, Research/Technology

LEGAL STATUS: Prisoner of King Minos.

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait

© 2011 Monkey House Games. Villains and Vigilantes is a trademark of Monkey House Games. Permission is granted to copy this file for private use.
DAEDALUS
Origin and Background
Daedalus is a legendary Greek artificer - inventor
of the saw, the compass, the hang-glider, the
Cretan Labyrinth, Queen Pasiphae's wooden cow,
the metal golem Talus, and many other items. He
was banished from Athens after murdering his
nephew Perdix in a jealous rage, and he will work
for any employer who gives him a chance to
demonstrate his cleverness. See any good book on
Greek Mythology for details.

Tactics and M.O.


If forced to fight, Daedalus will concentrate on
defending himself, blocking with a shield and/or
parrying with a sword, until he can think of a better
way to save his skin. His workshop will be full of
hidden traps and inventions that he can use to
protect himself or disable any enemies – voice-
activated crossbows, one-shot flamethrowers,
lenses that can create blinding flashes, etc.

Personality and Character Traits


Though not actively evil, Daedalus is motivated
primarily by curiosity and pride, and sometimes
takes unnecessary risks with others' lives as well as
his own. He also has most of the prejudices of his
time: he regards anyone who doesn't speak Greek
as a barbarian, thinks women are inferior to men,
and while he values his own freedom, he sees
nothing inherently wrong with slavery.

Quotes
“It's my own invention.”

“Difficult, not impossible – though maybe


impossible for anyone else.”

“Tell me about the future! What wonders have


they built?”

“More than four elements? Fascinating… Can you


name them?”

36
CHARACTER RECORD SHEET

IDENTITY: Talus SIDE: Neutral

NAME: TALUS SEX: M AGE: 27 WEIGHT: 330,480 lbs

EXPERIENCE: 27,000 LEVEL: 7 TRAINING: Strength

POWERS: INVENTING: combat tactics

BODY POWER: body of living bronze, weight x9, defends as Robotic Body.

BODY POWER: skin is heated. Defends as Flame Power B; fists act as carrier for 1d12 Flame Power attack.

HEIGHTENED SENSES: Detect Danger x3.

HEIGHTENED STRENGTH B: +11

INVULNERABILITY: 20 points.

NATURAL WEAPONRY: large metal fists and feet, +3 to hit, +6 damage.

SIZE CHANGE LARGER, Height Factor x6, Weight Factor x216, permanent

VULNERABILITY: special attacks to Talus' left foot do triple damage.

STRENGTH: 29 CARRYING CAPACITY: 4,211,802 lbs BASE HTH DAMAGE: 8d10

ENDURANCE: 11 HEALING RATE: 1653

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

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

CHARISMA: 10 REACTION TO GOOD: 0 REACTION TO EVIL 0

BASIC HITS: 6610 HIT MOD.( 2.2 )( 1 )( 0.2 )( 1 )= 0.44

HIT POINTS ( 2909 ):

POWER ( 51 ):

MOVEMENT RATES: Ground: 252

INVENTING POINTS: 6.3 IPs USED: 0 INVENTING: 27 %

CASH: $ n/a

ORIGIN AND BACKGROUND: (Greek) Sculpted and animated by

Daedalus to guard Minos's capital Knossus.

LEGAL STATUS: No criminal record, not currently wanted

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait

© 2011 Monkey House Games. Villains and Vigilantes is a trademark of Monkey House Games. Permission is granted to copy this file for private use.
TALUS
Origin and Background
Sculpted and animated by Daedalus to guard
Knossus.

Tactics and M.O.


Talus usually tackles his enemies singly with his
super-heated fists, but he has learned a few dirty
tricks in his time – leaping into the water to create
obscuring clouds of steam, throwing rocks and
other brawling weapons to sink ships, etc.

Personality and Character Traits


Talus is programmed to defend Knossus, and never
falters in this duty or needs to check loyalty –
though he has some of his creator's arrogance,
and may drop his guard if flattered. He also has a
strong desire to become immortal.

Quotes
“Halt! Who goes there?”

“You shall not pass!”

“You dare to challenge me, barbarian?”

“Here, by law, I stand.”

37
CHARACTER RECORD SHEET

IDENTITY: varies SIDE: Evil

NAME: SHADE SEX: varies AGE: varies WEIGHT: 130 lbs

EXPERIENCE: 9,000 LEVEL: 4 TRAINING: none

POWERS: INVENTING: none

NON-CORPOREALNESS: Permanent

DEVITALIZATION GAZE: range = 18”, PR = 3, drains 3d10 points of Power

STRENGTH: 11 CARRYING CAPACITY: 139 lbs BASE HTH DAMAGE: 1d4

ENDURANCE: 8 HEALING RATE: 0.6

AGILITY: 13 ACCURACY MODIFIER: +1 DAMAGE MODIFIER: +2

INTELLIGENCE: 17 DETECT HIDDEN: 12 % DETECT DANGER: 16 %

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

BASIC HITS: 3 HIT MOD.( 1 )( 0.6 )( 1.3 )( 1.2 )= 0.94

HIT POINTS ( 3 ):

POWER ( 49 ):

MOVEMENT RATES: Ground: 32

INVENTING POINTS: 6.8 IPs USED: INVENTING: 51 %

CASH: $ n/a

ORIGIN AND BACKGROUND: Shades are souls of the dead,

summoned and controlled by Necroscope. They come from all

different backgrounds and past time periods.

LEGAL STATUS: No criminal record, not currently wanted

(SECURITY CLEARANCE = )

OTHER INFORMATION:

portrait

© 2011 Monkey House Games. Villains and Vigilantes is a trademark of Monkey House Games. Permission is granted to copy this file for private use.
LIVING LEGENDS™
Name: SHADE Age: varies Sex: varies Race: varies
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 7 ):
PHYSIQUE 7 d4 7 Move: 8
REFLEX 11 d6 11 Leap: 1.0169
DEFTNESS 11 d6 11 Mass (kg): 59 Mass Effect: d3
INTELLECT 16 d8 18 Carry (kg): 60
COOL 16 d8 18 NRG ( 8 ):
VITALITY 8 d4 8 Luck Roll: d4 Wealth Roll: n/a
BC Subtotal: 73 Fame: varies Fame Effect: varies
Other Abilities: Base Cost: Modifier: Cost: Base Points: 60 Unspent Eps:
Weaknesses: 30
SPIRIT POWERS Spent Eps: Balance:
INTANGIBILITY (C): Stays Active, Can't Hold Back 10 1 11 Total Cost: 90 0

DEVITALIZATION (V): d3 Mystical, 12" range,


Affects Tangible 3 3 4

SKILLS
PROFESSION [Varies] (INTL/S): d8 2 2

Total Cost: 90 Character Portrait


Weaknesses: Value: Background:
Home: varies
HUMAN CHARACTERISTICS 10 Career Fields: varies
Origin: Mystcal Project
LIMITED EDUCATION: Most Shades come from long ago. 5 Motivation: Servitor
Shades are the spirits of the dead, summoned by
DISTINCTIVE: INTL 3+ to notice, Skill 8+ to disguise 15 Necroscope to do his evil bidding.

© 2011 Monkey House Games. Living Legends is a


trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 30
LIVING LEGENDS™
Name: PSYCLONE Age: ? Sex: ? Race: Artificial Life-Form
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 22 ):
PHYSIQUE 11 d6 22/d10 CON 11 Move: 8
REFLEX 22 d10 22 Leap: 1.2632
DEFTNESS 22 d10 22 Mass (kg): 95 Mass Effect: d4
INTELLECT 11 d6 11 Carry (kg): 120
COOL 11 d6 11 NRG ( 16 ):
VITALITY 16 d8 16 Luck Roll: d4 Wealth Roll: d0
BC Subtotal: 93 Fame: 1 Fame Effect: d1
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
ANDROID BODY Spent Eps: 22 Balance:
HEIGHTENED PHYS (C): +11, CON Only 11 -3 7 Total Cost: 172 0

ADAPTATION (C): Variable [all environment types] 3 8 9

DISINTEGRATOR
DISINTEGRATION (V): d10 damage, 12" range,
Equipment [Carried], Charges [11 uses] 43 -5 22

CHTHONIAN DEFENSE
SKILL BONUS (V): Perception [Mind Reading] +2,
Reversible Only [reduces others' chances to read him] 7 7

PARALYSIS (C): d3 Metaphysical vs. COOL,


Misc [hits automatically, but it's only usable when
somebody tries to read his mind] 4 3 6

WEATHER CONTROL
SPECIAL EFFECTS (V): Storm [Sight Hearing & Smell],
Area Effect [7". Vapor], Range [6"], NRG Cost [1 / use] 7 2 9

HELLMOUTH
TRANSMUTATION [Shrinker] (V): d4 Relocation,
Unlimited, Major [Level 6 Shrinking], 12" range,
Duration [15 minutes, stopped by any kind of healing],
NRG Cost [2 per use] 2 12 10

DIMENSION TRAVEL (V): Black Hole Gate,


NRG Cost [4 per use] 19 -6 9

Total Cost: 172 Character Portrait


Weaknesses: Value: Background:
Home: Profundis Dome
PHYSICAL DISABILITY: Psyclone can only internally repair hit point damage when Career Fields: None
it has at least 4 hit points remaining. 5 Origin: Tech Project
QUIRK: rarely speaks 5 Motivation: Servitor
QUIRK: dislikes human beings 5 Psyclone is an artificial life-form, designed and
POVERTY: no money 20 created by Profundis.
PHYSICAL DISABILITY: Psyclone has no peripheral vision. Attacks against it from
its sides gain the same advantage as attacks from the rear. 5
LIMITED EDUCATION: Raised by Profundis in its dome beneath the sea 5 © 2011 Monkey House Games. Living Legends is a
QUIRK: Absolutely loyal to Profundis 5 trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
LIVING LEGENDS™
Name: MNIPRE Age: ? Sex: ? Race: Artificial Life-Form
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 22 ):
PHYSIQUE 11 d6 22/d12 CON 11 Move: 8 Fly: 28/320
REFLEX 22 d10 22 Leap: 1.5584
DEFTNESS 22 d10 22 Mass (kg): 77 Mass Effect: d4
INTELLECT 11 d6 11 Carry (kg): 120
COOL 16 d8 16 NRG ( 16 ):
VITALITY 16 d8 16 Luck Roll: d4 Wealth Roll: d0
BC Subtotal: 98 Fame: 1 Fame Effect: d1
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
ANDROID BODY Spent Eps: 12 Balance:
HEIGHTENED PHYS (C): +11, CON Only 11 -3 7 Total Cost: 162 0

ADAPTATION (C): Variable [all environment types] 3 8 9

HEIGHTENED SENSE (C): Default Vision is 360 degree 6 4 10

DISINTEGRATOR
DISINTEGRATION (V): d10 damage, 12" range,
Equipment [Carried], Charges [11 uses] 43 -5 22

JET PACK
FLIGHT (V): 28 acceleration, 320 top speed,
Accessory, Charges [11 activations],
Time Limit [1 hour per activation] 21 -4 12

TELEPATHIC LINK
TELEPATHY (V): Telepathic link with Psyclone 1 1

SKILLS:
DISINTEGRATOR (DEFT/G): d12 2 2
MECHANIC (DEFT/S): d8 1 1

Total Cost: 162 Character Portrait


Weaknesses: Value: Background:
PHYSICAL DISABILITY: Mnipre can only internally repair hit point damage when Home: Profundis Dome
it has at least 11 hit points remaining. 10 Career Fields: None
Origin: Tech Project
PHYSICAL DISABILITY: Can't speak 10 Motivation: Servitor
Mnipre is an artificial life-form, designed and
POVERTY: no money 20 created by Profundis for work inside and outside the
Charon spaceship.

LIMITED EDUCATION: Raised by Profundis in its dome beneath the sea 5


© 2011 Monkey House Games. Living Legends is a
QUIRK: highly expressive body language 5 trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
LIVING LEGENDS™
Name: ANIMUS Age: 6 Sex: Male Race: Evolved Seal
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 29 ):
PHYSIQUE 29 d12 29 Move: 8 Swim: 16
REFLEX 12 d6 12 Leap: 7.2727
DEFTNESS 11 d6 11 Mass (kg): 132 Mass Effect: d6
INTELLECT 4 d3 4 Carry (kg): 960
COOL 16 d8 16 NRG ( 17 ):
VITALITY 17 d8 17 Luck Roll: d4 Wealth Roll: 0
BC Subtotal: 89 Fame: 1 Fame Effect: d1
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
CLAWS & TEETH Spent Eps: 12 Balance:
NATURAL WEAPONRY (V): Claws & Teeth, +5 Sharp 30 30 Total Cost: 162 0

SKILL BONUS (V): +3 to hit with Natural Weaponry 12 12

SWIMMING
SPEED BONUS (V): x8 Swimming 9 3 13

SEAL SKIN
ARMOR (C): 1 vs. All Physical 2 2

SKILL BONUS (V): +2 with Grappling, Escape Only 7 -2 5

SKILLS
UNARMED [Claw / Bite](DEFT/G: d12 9 9

UNARMED [Grapple] (DEFT?G): d8 2 2

Total Cost: 162 Character Portrait


Weaknesses: Value: Background:
Home: Profundis Dome
QUIRK: Savage 5 Career Fields: None
Origin: Tech Project
DISTINCTIVE: Seal-oid, INTL 3+ to notice, Skill 4+ to disguise 10 Motivation: Servitor
Animus was bred from seals by Profundis, a process
LIMITED EDUCATION: Raised by Profundis in its dome beneath the sea 5 taking several centuries, in order to create a being
who could carry the the Spear of Daedalus without
being harmed.
POVERTY: no money 20
© 2011 Monkey House Games. Living Legends is a
PHYSICAL DISABILITY: Can't speak 10 trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
LIVING LEGENDS™
Name: CANNONMOUTH, aka James Gregson Age: 39 Sex: Male Race: Possessed Human
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 16 ):
PHYSIQUE 16 d8 16 Move: 8
REFLEX 8 d4 8 Leap: 2.2018
DEFTNESS 7 d4 7 Mass (kg): 109 Mass Effect: d4
INTELLECT 11 d6 11 Carry (kg): 240
COOL 22 d10 22 NRG ( 11 ):
VITALITY 11 d6 11 Luck Roll: d4 Wealth Roll: d4
BC Subtotal: 75 Fame: 2 Fame Effect: d2
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
CHTHONIAN DEFENSE Spent Eps: 12 Balance:
SKILL BONUS (V): Perception [Mind Reading]+2, Total Cost: 162 0
Reversible Only [reduces others' chances to read him] 7 7

PARALYSIS (C): d4 Metaphysical vs. COOL,


Misc [hits automatically, but it's only usable when
somebody tries to read his mind] 7 3 10

INVULNERABILITY
ARMOR (C): 4 vs. All Physical 24 24

HATE PROJECTION
EMOTION CONTROL (V): d4 Metaphysical vs. COOL,
Hate Only, No Range, 13" Area Effect, 11 -2 8
NRG Cost [2 per use]

SONIC ABILITIES
POWER BLAST (V): d10 Sharp Kinetic, 12" Range,
Armor Piercing [-2] 22 2 29

SKILLS
CONVINCE (COOL/G): d12 2 2
SONIC SCREAM (DEFT/G): d6 2 2
SCIENCE [Electromagnetics] (INTL/S): d8 5 5

Total Cost: 162 Character Portrait


Weaknesses: Value: Background:
Home: United States
PHYSICAL DISABILITY: Nearsighted. -1 to hit on all attacks at range. 10 Career Fields: Religion & Communications
range modifiers. Origin: Mystical Accident
DISTINCTIVE: sometimes slips into Gregson persona, preaching fire & brimstone in Motivation: Dystopian
a righteous tone. INTL 4+ to notice, Skill 4+ to disguise 5 A once-honest preacher, Gregson was possessed by
QUIRK: Arrogant 5 a Chthonian servant of Profundis after conducting an
unsuccessful exorcism.
QUIRK: Mild Cowardice 5
COMPULSION: Absolutely loyal to Profundis. Uncommon, COOL 8+ to resist/recover 20
QUIRK: Racist 5 © 2011 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: NECROSCOPE aka Robin Todd Age: 41 Sex: Male Race: Human
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 7 ):
PHYSIQUE 7 d4 7 Move: 8
REFLEX 11 d6 11 Leap: 1.0169
DEFTNESS 11 d6 11 Mass (kg): 59 Mass Effect: d3
INTELLECT 16 d8 18 Carry (kg): 60
COOL 16 d8 18 NRG ( 11 ):
VITALITY 11 d6 11 Luck Roll: d4 Wealth Roll: d4
BC Subtotal: 76 Fame: 7 Fame Effect: d4
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
CHTHONIAN DEFENSE Spent Eps: 21 Balance:
ARMOR (C): 8 vs. Metaphysical, Total Cost: 171 0
Reflective [reflected Intensity becomes Mental dmg] 19 2 25

MAGIC DAGGER
DAGGER: +1 Sharp damage [LL p. 109] 5 5
SKILL BONUS (V): +1 to hit with Dagger,
Equipment [Carried] 3 -3 2
POWER BLAST (V): d2 Mystical, No Range,
Linked [to Dagger] 2 -1 2

MAGICAL SPELLS
HEIGHTENED SENSE (V): 'Aura Vision'. Full sense,
Variable [magical, life, shape and danger],
Activation Required* 4 2 5
SUMMONING (P): Up to 5 Shades, called separately,
Misc [Must name the dead person, be within 12”of the
corpse or where it died, or touch a piece of the body],
NRG Cost [2 per use]* 50 -12 10
DARKNESS (V): 'Shadowcasting', 3" diameter on self,
Misc [black candle reqd.]* 7 -3 5
PARALYSIS (V): 'Sleep', d6 Mystical, 12" range,
Area Effect [13" diameter], NRG Cost [2 per use]* 11 5 21
*Verbal Trigger

SKILLS
WEAPON [Knives] (DEFT/G): d10 5 5
SCHOLAR [Occult] (INTL/S): d10 5 5
INTERROGATION (COOL/G): d10 5 5

CONTACTS: 5 Profundis Cultists [d6 fighting skill] 5 5


Total Cost: 171 Character Portrait
Weaknesses: Value: Background:
Home: Britain
HUMAN CHARACTERISTICS 10 Career Fields: Scholar and Mysticism
Origin: Mystical Project
COMPULSION: Obeys Profundis, Common, COOL 6+ to resist & recover 20 Motivation: Need to Know
Robin Todd learned to cast magical spells through
QUIRK: Coldly Rational 5 studying old manuscripts, then learned deeper
mystical knowledge by summoning the ghosts of old
sorcerors and Profundis cultists.
QUIRK: Not Sadistic 5
© 2011 Monkey House Games. Living Legends is a
RESPONSIBILITIES: Leads a small cult of Profundis worshippers, Common, Major 10 trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
LIVING LEGENDS™
Name: GUTTER. aka Matthew LaCava Age: 19 Sex: Male Race: Human
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 22 ):
PHYSIQUE 16 d8 22/d10 CON 16 Move: 8
REFLEX 11 d6 11 Leap: 4.8
DEFTNESS 11 d6 11 Mass (kg): 50 Mass Effect: d3
INTELLECT 11 d6 11 Carry (kg): 240
COOL 16 d8 d4 Reputation 16 NRG ( 14 ):
VITALITY 14 d6 14 Luck Roll: d4 Wealth Roll: d3
BC Subtotal: 79 Fame: 11 Fame Effect: d6
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
RAT-LIKE RESILIENCE Spent Eps: 8 Balance:
HEIGHTENED PHYS (C): +6, CON Only 6 -3 4 Total Cost: 158 0

ADAPTATION (C): Blunt, Biochem & High Rad 3 5 6

RAT-LIKE SENSES
HEIGHTENED SENSE (C): Default Scent is Full 6 6

SKILL BONUS (V): Tracking +1 3 3

WEAKNESS DETECTION (V): d6 11 11

RAT SWARM
SUMMONING (P): 25 Rats (see separate sheet),
Misc [controlling the rats takes his Action],
NRG Cost [1 per use], Roll Required [COOL 5+] 50 -6 22

MELEE WEAPONS
MACHETE: +1 to hit, +1 dmg [Shortsword, LL p. 109] 9 9
THROWN DAGGER: +1 dmg, 24" rng [LL p. 110] 5 5

SKILLS
WEAPON [Knives] (DEFT/G): d8 2 2
NEGOTIATE (INTL/G): d8 2 2
SNEAK (DEFT/G): d8 2 2
SCENT (INTL/G): d10 5 5
TRACKING (INTL/G): d8 2 2

Total Cost: 158 Character Portrait


Weaknesses: Value: Background:
Home: America
DISTINCTIVE: wears fancy clothes. INTL 3+ to notice, Skill 2+ to disguise 5 Career Fields: Crime x 2
QUIRK: likes to cause damage 5 Origin: Mystical Accident
COMPULSION: Ailurophobia [fear of cats]: Gutter may go berserk in the presence Motivation: For Hire
of cats. Uncommon, COOL 4+ to resist & recover. 10 One day, tenement resident Matt Lacava hid in a
QUIRK: greedy 5 storm drain and encountered a hive of rats,
governed by an immobile brain. Matt emerged
PUBLIC IDENTITY 10
tougher, smarter and more agile than when he had
POVERTY: d3 Wealth 5 entered - and he had new friends.
BAD REPUTATION: disliked by many, -2 COOL levels 10 © 2011 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: SERAIDE, aka Shannon Faber Age: 15 Sex: F Race: Half-Human
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 11 ):
PHYSIQUE 7 d4 11/d4 CON 7 Move: 8
REFLEX 11 d6 11 Leap: 0.8824
DEFTNESS 11 d6 11 Mass (kg): 68 Mass Effect: d4
INTELLECT 11 d6 11 Carry (kg): 60
COOL 16 d8 d4 Impression 18 NRG ( 9 ):
VITALITY 9 d4 9 Luck Roll: d4 Wealth Roll: d1
BC Subtotal: 67 Fame: 4 Fame Effect: d3
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
ANCESTRAL MEMORY Spent Eps: 3 Balance:
SKILL BONUS (V): +4, Total Cost: 153 0
Variable [all pre-industrial combat & magic-related skills] 18 8 52

DAGGER
DAGGER: +1 Sharp damage [see LL p. 110] 5 5

PHYSICAL FITNESS
HEIGHTENED PHYS (C): +4, CON Only 4 -3 3

MAGICAL SPELLS
ARMOR GENERATION (V): 5 vs. All Physical,
Area Effect [1" diameter], Slow Activation [1 Action],
Partial Coverage [not from behind],
NRG Cost [1 to Activate] 13 -2 10

WEAKNESS DETECTION (V): d8 vs. protection or COOL,


Range [6"], NRG Cost [1 per use] 16 16

Total Cost: 153 Character Portrait


Weaknesses: Value: Background:
Home: Canada
HUMAN CHARACTERISTICS 10 Career Fields: Education & Business/Sales
Origin: Mystical Training
POVERTY: Approximate $2500 annual income 15 Motivation: Duty Bound
As the only living descendant of an ancient line of
QUIRK: She often talks like one of her ancestors 5 warrior-magicians, Shannon has inherited all of their
memories - going back before the invention of iron
weapons.
UNIMPRESSIVE: Looks like a young girl dressed in skins, -2 COOL Levels 10
© 2011 Monkey House Games. Living Legends is a
DARK PAST: If her ancestors' enemies learn her identity, becomes Persecuted 15 10 trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
LIVING LEGENDS™
Name: LEFTAND Age: ? Sex: ? Race: Android
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 16 ):
PHYSIQUE 11 d6 16/d8 CON 11 Move: 16
REFLEX 16 d8 16 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 ( 12 ):
VITALITY 12 d6 12 Luck Roll: d4 Wealth Roll: d0
BC Subtotal: 72 Fame: 1 Fame Effect: d1
Other Abilities: Base Cost: Modifier: Cost: Base Points: 80 Unspent Eps:
Weaknesses: 40
ANDROID BODY Spent Eps: 12 Balance:
HEIGHTENED PHYS (C): +5, CON Only 5 -3 3 Total Cost: 132 0

STRETCHING (P): 24" Elongation, 13" Flattening,


7" Inflation 14 14

SPEED BONUS (V): x2 Move 3 3 4

ARMOR (C): 2 vs. All Physical 7 7

WATER BREATHING
ADAPTATION (C): Asphyxiation*, Time Limit [15 minutes] 3 -1 3
*Note: The Leftands in room T1 on board the Charon
are primarily air breathers, and can only survive under
water for15 minutes. The Leftands in Charon room T2
are primarily water breathers, and can only survive in
the air for15 minutes.

POISONED DAGGER
KNIFE: +1 sharp damage [LL p. 109] 3 3

PARALYSIS (V): d12 Bio, No Range, Linked to Knife,


Charges [7 uses] 29 -7 11

SKILLS
WEAPON [Knives] (DEFT/G): d10 5 5
TACTICS [Shipboard] (INTL/G): d10 5 5
LISTEN (INTL/G): d10 5 5

Total Cost: 132 Character Portrait


Weaknesses: Value: Background:
Home: Profundis Dome
PHYSICAL DISABILITY: A Leftand can only internally repair hit point damage when Career Fields: None
it has at least 8 hit points remaining. 10 Origin: Tech Project
Motivation: Servitor
PHYSICAL DISABILITY: A Leftand has no peripheral vision. Attacks against it from The Leftands were created by Profundis to serve as
its sides gain the same advantage as attacks from the rear. 5 sentries.

LIMITED EDUCATION: Raised by Profundis in its dome beneath the sea 5


© 2011 Monkey House Games. Living Legends is a
POVERTY: no money 20 trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 40
LIVING LEGENDS™
Name: YCHTHYARCH Age: 29 Sex: Female Race: Ychthyon Queen
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 22 ):
PHYSIQUE 16 d8 22/d10 CON 16 Move: 8 Swim: 27
REFLEX 7 d4 7 Leap: 1.4815
DEFTNESS 7 d4 7 Mass (kg): 162 Mass Effect: d6
INTELLECT 11 d6 11 Carry (kg): 240
COOL 16 d8 16 NRG ( 11 ):
VITALITY 11 d6 11 Luck Roll: d4 Wealth Roll: d2
BC Subtotal: 68 Fame: 1 Fame Effect: d1
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
FISH POWERS Spent Eps: 17 Balance:
ARMOR (C): 6 vs. All Physical, Ablative, Total Cost: 167 0
Partial Coverage [Medium] 44 -5 23

SPEED BONUS (V): x13.33 Swimming 11 3 16

ADAPTATION (C): Water Breathing 1 1

HEIGHTENED PHYS (C): +6, CON Only 6 -3 4

DISINTEGRATOR
DISINTEGRATION (V): d10 damage, 12" range,
Equipment [Carried], Charges [11 uses] 43 -5 22

TOOL BELT
SKILL BONUS (V): +2, all Mechanic/Craft/Engineer skills
Equipment [Accessory] 7 6 16

DAGGER: +1 Sharp damage [see LL p. 110] 5 5

SKILLS
DISINTEGRATOR (DEFT/G): d6 2 2
MECHANIC (DEFT/S): d6 5 5
SCIENCE [Biochemistry](INTL/S): d6 5 5

Total Cost: 167 Character Portrait


Weaknesses: Value: Background:
Home: Profundis Dome
PHYSICAL DISABILITY: Can't speak 10 Career Fields: Military, Science
POVERTY: approximately $5000 annual income 10 Origin: Tech Project
LIMITED EDUCATION: Raised by Profundis in its dome beneath the sea 5 Motivation: Survival
QUIRK: prefers not to fight 5 Ychtharch is a deep-sea life-form, bred and modified
QUIRK: dislikes humans 5 by Profundis to operate the Charon, and mother of
the cloned Ychthyon slaves.
QUIRK: Loyal to Profundis 5
COMPULSION: Protect/Avenge her Ychthion offspring
Uncommon, COOL 4+ to resist and recover 10 © 2011 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: YCHTHYON Age: 1 Sex: Male Race: Ychthyon
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 22 ):
PHYSIQUE 22 d10 29/d12 STR 22 Move: 8
REFLEX 7 d4 7 Leap: 2.963
DEFTNESS 7 d4 7 Mass (kg): 162 Mass Effect: d6
INTELLECT 4 d3 4 Carry (kg): 480
COOL 7 d4 7 NRG ( 11 ):
VITALITY 11 d6 11 Luck Roll: d4 Wealth Roll: d0
BC Subtotal: 58 Fame: 1 Fame Effect: d1
Other Abilities: Base Cost: Modifier: Cost: Base Points: 80 Unspent Eps:
Weaknesses: 40
FISH POWERS Spent Eps: 16 Balance:
ARMOR (C): 6 vs. All Physical, Ablative, Total Cost: 136 0
Partial Coverage [Medium] 44 -5 23

SPEED BONUS (V): x13.33 Swimming 11 3 16

ADAPTATION (C): Water Breathing 1 1

HEIGHTENED PHYS (C): +7, CON Only 7 -3 5

WEAPON
LONG SPEAR: +3 Sharp damage [see LL p. 110] 13 13

SKILLS
WEAPON [Spears] (DEFT/G): d8 5 5
INTERROGATION (COOL/G): d8 5 5
SNEAK (DEFT/G): d8 5 5
TRACKING (INTL/G): d6 5 5

Total Cost: 136 Character Portrait


Weaknesses: Value: Background:
Home: Profundis Dome
PHYSICAL DISABILITY: Can't speak 10 Career Fields: Military x 2
Origin: Tech Project
POVERTY: no income 20 Motivation: Survival
Ychthyons are modified clones of Ychthyarch,
LIMITED EDUCATION: Raised by Profundis in its dome beneath the sea 5 created by Profundis.

COMPULSION: Protect/Avenge Ycthyarch


Rare, COOL 4+ to resist and recover 5 © 2011 Monkey House Games. Living Legends is a
trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 40
LIVING LEGENDS™
Name: PROFUNDIS Age: 16061 Sex: Hermaphrodte Race: Primordial
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 191 ):
PHYSIQUE 191 8d12+2 16 Move: 8 Swim: 8
REFLEX 2 d2 2 Leap: 2.9362
DEFTNESS 2 d2 2 Mass (kg): 1339200 Mass Effect: 6d12+2
INTELLECT 29 d12 29 Carry (kg): 3932160
COOL 29 d12 d2 Reputation, d4 Appearance 29 NRG ( 16 ):
VITALITY 16 d8 16 Luck Roll: d4 Wealth Roll: d4
BC Subtotal: 94 Fame: 2 Fame Effect: d2
Other Abilities: Base Cost: Modifier: Cost: Base Points: 140 Unspent Eps:
GIANT SIZE Weaknesses: 70
GIGANTISM (C): Level 13, Mass x8192, Profile x 20.2, Spent Eps: 170 Balance:
Stays Active, Can't Hold Back 65 -1 57 Total Cost: 380 0
ALIEN BIOCHEMISTRY
ENERGY FIELD (V): 2d8-1 Bio [Toxic Blood Spray],
Misc [doesn't defend or protect Profundis],
Misc [only when injured] 55 -10 14
CHTHONIAN DEFENSE
SKILL BONUS (V): Perception [Mind Reading] +2,
Reversible Only [reduces others' chances to read] 7 7
PARALYSIS (C): d4 Metaphysical vs. COOL,
Misc [hits automatically, but it's only usable when
somebody tries to read Profundis' mind] 7 3 10
AQUATIC
ADAPTATION (C): Water Breathing 1 1
SPEED BONUS (V): x4 Swimming Rate 6 3 9
THICK SKIN
ARMOR: 9 vs. All Physical 72 72
BRAIN IMPLANT
SUMMONING (P): 6 Sharks (see separate sheet),
Misc [controlling the sharks takes an Action],
NRG Cost [1 per use], Roll Required [COOL 5+] 30 -6 13
MACHINE CONTROL (V): 2d8-1 Electrical,
Misc [no repulsion], NRG Cost [1 per use] 37 -4 22
POWER BLAST (V): 2d10-1 Blunt, 96" range,
Area Effect [3" diameter], NRG Cost [1 per use],
Misc [Only under water] 46 3 69
DREAM DOMINATION
MIND CONTROL (V): d8 Mental, 96" range,
NRG Cost [4 per use], Misc [only on unconscious
victims with Hits > 0] 31 -7 12

Total Cost: 380 Character Portrait


Weaknesses: Value: Background:
Home: Profundis Dome
VULNERABILITY: Profundis' single eye is not armored against the Spear of Daedalus 5 Career Fields: Government & Mysticism
Origin: Mystical Training
PHYSICAL DISABILITY: A Leftand has no peripheral vision. Attacks against it from Motivation: Egotist
its sides gain the same advantage as attacks from the rear. 5 Profundis is the sole survivor of an aquatic race of
primordial monsters.
BAD REPUTATION: -6 COOL Levels 30

DISTINCTIVE: INTL 2+ t notice, Skill 8+ to disguise, Repulsive 30 © 2011 Monkey House Games. Living Legends is a
trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 70
LIVING LEGENDS™
Name: DAEDALUS Age: 50 Sex: Male Race: Human
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 16 ):
PHYSIQUE 16 d8 16 Move: 8
REFLEX 16 d8 16 Leap: 2.9268
DEFTNESS 16 d8 16 Mass (kg): 82 Mass Effect: d4
INTELLECT 29 d12 29 Carry (kg): 240
COOL 7 d4 7 NRG ( 16 ):
VITALITY 16 d8 16 Luck Roll: d4 Wealth Roll: d4
BC Subtotal: 100 Fame: 16 Fame Effect: d8
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
SCIENTIFIC ANALYSIS Spent Eps: 28 Balance:
WEAKNESS DETECTION (V): d8 vs. Protection, 16 16 Total Cost: 178 0
d8 vs. COOL to detect character weakness 16 16

WINGS
FLIGHT (V): 48 Acceleration & Top Speed, Gliding,
Equipment [Accessory] 18 -4 11

LADY KERITH STATUE


HEIGHTENED SENSES (C): Analytical Danger Sense,
Equipment [Carried] 8 -3 5

DAEDALUS' SWORD
LONGSWORD: +1 to hit, +2 damage [LL p. 109] 16 16

SKILL BONUS (V): +1 to hit with Daedalus' Sword,


Equipment [Carried] 3 -3 2

NATURAL WEAPONRY (V): +2 Daedalus' Sword damage,


Equipment [Carried] 9 -3 6

SKILLS
SCIENCE [Aeronautics] (INTL/S): d12 2 2
SCIENCE [Automation] (INTL/S): d12 2 2
WEAPON [Swords] (DEFT/G): d10 2 2

Total Cost: 178 Character Portrait


Weaknesses: Value: Background:
Home: Ancient Greece
PUBLIC IDENTITY 10 Career Fields: Science & Research/Technology
QUIRK: Arrogant 5 Origin: Technological Project
COMPULSION: Daedalus does not allow risk to himself or others to get in the way Motivation: Mercenary
of the testing of his inventions. Common, COOL 6+ to resist & recover 20 The father of ill-fated Icarus. Inventor of the saw,
PERSECUTED: He was banished from Athens for murdering his nephew Perdix. the compass, the hang-glider, the Cretan Labyrinth,
Queen Pasiphae's wooden cow, the metal golem
Uncommon, Major 10
Talus, etc. See any good book on Greek Mythology
LIMITED EDUCATION: Though knowledgeable for his time, he is a product of his era. 5 for more details.
© 2011 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: TALUS Age: 27 Sex: M Race: Magical Construct
Basic Characteristics: Secondary Characteristics:
Score: Effect: Notes: Cost: HITS ( 92 ):
PHYSIQUE 92 4d10-1 121 / 5d10+2 STR 16 Move: 8
REFLEX 7 d4 7 Leap: 1.636
DEFTNESS 7 d4 7 Mass (kg): 150218 Mass Effect: 4d12-1
INTELLECT 7 d4 7 Carry (kg): 245760
COOL 7 d4 7 NRG ( 7 ):
VITALITY 7 d4 7 Luck Roll: d4 Wealth Roll: d2
BC Subtotal: 51 Fame: 16 Fame Effect: d8
Other Abilities: Base Cost: Modifier: Cost: Base Points: 100 Unspent Eps:
Weaknesses: 50
GIANT Spent Eps: 24 Balance:
GIGANTISM (C): 8 Levels, x256 mass, x6.4 profile, Total Cost: 174 0
Stays Active, Can't Hold Back 40 -2 31

MADE OF BRONZE
DENSITY INCREASE (C): Bronze, 8 Protection / 9 SR,
Stays Active, Can't Hold Back 19 -2 15

INTERNAL FIRE
ENERGY FIELD (C): d12 Hi Temp,
Stays Active, Can't Hold Back 43 -1 38

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

GUARDIAN
HEIGHTENED SENSE (C): Basic Danger 2 2

SKILL BONUS (V): +3 to Danger Sense 12 12

SKILLS
UNARMED [Punch](DEFT/G): d8 5 5
UNARMED [Grapple](DEFT/G): d6 2 2
TACTICS [Coastline] (INTL/S): d8 9 9

Total Cost: 174 Character Portrait


Weaknesses: Value: Background:
Home: Greece
PHYSICAL DISABILITY: Called shots to Talus' left foot do triple damage 5 Career Fields: Military, Crime
Origin: Mystical Project
QUIRK: Arrogant 5 Motivation: Duty Bound
Talus was sculpted and animated by Daedalus, to
COMPULSION: Wants to become immortal. Uncommon, COOL 4+ to resist/recover 10 guard Minos's capital of Knossus.

DISTINCTIVE: Giant bronze statue. INTL 2+ to notice, Skill 8+ to disguise 20


© 2011 Monkey House Games. Living Legends is a
POVERTY: limited income 10 trademark of Monkey House Games. Permission is granted
to copy this file for private use.
Total Weaknesses: 50
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.

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