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Sadistic - MHR

The 'Sadistic' Event Book for Marvel Heroic Roleplaying expands on the Spider-Man and Batman crossover, introducing a new narrative that explores the consequences of a bio-technic device designed to cure insanity. The event is structured in three acts, allowing players to navigate a multiversal crisis while interacting with various heroes and villains from both Marvel and DC universes. This fan-made product includes extensive gameplay resources, character data files, and is intended for a group of 4 to 6 players over several months.

Uploaded by

N. Faba
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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75% found this document useful (4 votes)
200 views197 pages

Sadistic - MHR

The 'Sadistic' Event Book for Marvel Heroic Roleplaying expands on the Spider-Man and Batman crossover, introducing a new narrative that explores the consequences of a bio-technic device designed to cure insanity. The event is structured in three acts, allowing players to navigate a multiversal crisis while interacting with various heroes and villains from both Marvel and DC universes. This fan-made product includes extensive gameplay resources, character data files, and is intended for a group of 4 to 6 players over several months.

Uploaded by

N. Faba
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/ 197

SA DISTIC

HEROIC
ROLEPLAYING
ESSENTIAL EVENT BOOK
“WHAT ARE YOU DOING…
…IN MY CITY?”

Art by Michael Turner (pencils) and Peter Steigerwald (colorist)

untested technology This Essential Edition Event Book


Thanks to the invention of the bio-technic nulli er, the criminal- Includes:
• Sadistic: Inspired by Spider-Man
ly-insane might just nd their way back to sanity and be safe for & Batman, the Event takes the
reintroduction into public life. Can the likes of the Joker and seeds of that story and expands
Carnage become upstanding citizens with the aid of this new it to decide the fate of two uni-
device? Or will the technology turn out to be more of a curse verses.
than a blessing? • Hero Data les: Game play
sheets for essential members of
the Bat and Spider families.
action-packed adventure You will need a copy of the Marvel
Heroic Roleplaying Game Opera-
This Marvel Heroic Roleplaying Event Book expands on the tions Manual or reconstruct it using
story seeds from an iconic Marvel / DC crossover comic, with Cortex Prime to use this product.
hero and villain data les, detailed sourcebook entries, and story
material. Explore two universes, make your own choices, and
choose your heroes’ fates. With Marvel Heroic Roleplaying
Event Books, the worlds of What If? are yours to explore.

This book is a fan-made product, not meant for resale. Marvel, DC, Margaret Weiss, and Cortex Prime are
not af liated with this product but this product uses material owned by those entities. All trademarks and
copyrights remain with their original creators.
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FOREWARD
Back in 1995, Marvel and DC put out Spider-Man and Batman, a
single-issue comic that pitted the two titular characters against two of
their most dangerous foes. I was in college at the time, and a big-time
Spider-Man fan, but had learned the lore of the Batman story through
Batman: The Animated Series. I bought the comic thinking that the
pairing of these two heroes would be a fun read.
The story was fun, though being a one-shot story it felt a bit rushed.
It also made no e ort to explain how these two heroes, from di erent
multiverses, somehow existed in the same world for this one story. Yet
the parallels the story drew between the two heroes were as striking as
their di erences, and seeing them work together was a delight. Even
now decades later I still enjoy thumbing through that story, so much so
that the thought of creating a MARVEL HEROIC RPG Event around it
has tempted me for years.
I could have easily done it as a mini-Event, as I did with Gun Smug-
glers (Based on Spider-Man (1990) #44 The Anniversary Syndrome by
Howard Mackie & Tom Lyle); the story was only one issue long, after all.
Treating it as a full Event gave me the opportunity to esh out the story,
so that the relationships between heroes, and between villains, could re-
ally develop. I could also dive deeper into how it is possible for Marvel
and DC heroes to be in the same world at the same time, and create a
deeper crisis out of that. As an added bonus, why stop at just Spider-
Man and Batman when I could involve the entire Bat-family and Spider-
family? And why just have two iconic villains when I could import more
of those heroes’ rogues galleries?
Those of you who have read or played my prior Events, particularly
House Of Madness, know that I tend to bite o far more than I can chew
on these projects. This one is no di erent. I hate to do things by halves.
And besides, these heroes deserve the extra e ort.
- Jayson Jolin

P.S.: As you no doubt know, MARVEL HEROIC ROLEPLAYING is


out of print, and used copies can be hard to come by. My own copy is
very well thumbed and worn. However, you can easily recreate the rules
via CORTEX PRIME, which is in print and on sale.

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CONTENTS
Foreward ii Action: A Cure For Hatred S52 Transition: Regroup S106

EVENT: SADISTIC Action: Abduction Attempt S54 Action: Who’s Left? S018

Preparing For The Event S02 Action: Growing Sadism S57 Action: Securing A Hideout S110

Structure Of The Event S03 Action: Universal Fusion S59 Transition: Putting Together A S112
Plan

Resolving Hero Vs. Hero S04 Transition: Chris-Crossed S61 Action: Incursion Colission S113
Con ict Chaos

Watcher-Run Characters S05 Act Two: Incursion S64 Transition: Multiversal Allies S115

Sadistic Sourcebook S06 Scene Structure S66 Action: Testing the TOMB- S117
Breaker

Marvel / DC Universes Com- SO8 Hooks S67 Transition: Inoculation S118


bined

What’s At Stake S09 Doom Pool S67 Action: Raiding Deepcave S119

Milestones For The Event S10 Transition: Strangers In A S68 Action: Torn Fabric S120
Strange Land

Factions S14 Action: A Word, Dr. Briar S70 Action: Assault On The Queen S122

City Police S14 Action: Consolidating Crime S72 Action: The Great Goblin Joke S124

Organized Crime Groups S18 Transition; Meeting With The S74 Action: Facing Reality S126
Mob

Individual Villains - Gotham S21 Action: Carnage In Arkham S76 Conclusion: Saying Goodbye S128

Individual Villains - New York S24 Transition: U.N. Lobby S78 Aftermath: Incursion Fallout S129

Media S26 Action: Escaped Convicts S80 Friends & Foes S130

Key Locations S30 Action: On The Wrong Side S82 HERO DATAFILES S154

Act One: Parallels S32 Action: Techno-Organic Theft S83 Glossary Of Game Terms S188

Scene Structure S34 Transition: Hunting For An- S86 Data le Index S190
swers

Hooks S35 Action: Rise Of The X-Sen- S88 Credits S191


tinels

Doom Pool S35 Action: Wrong Kind Of Crazy S90

Action: Nightmares S36 Action: Hugo Strange Strikes S93


Again

Action: Catching Carnage S38 Action: To In ict And Suffer S95

Action: Getting The Joker S40 Action: HAhahahahahahaha- S96


hahaaaaaa!

Action: The Bio-Technic S42 Action: Saving Cassie S98


Nulli er

Action: Digital Crime S44 Action: Enter Queen Pismire S100

Action: Unfriendly & Inhumane S46 Act Three: Choices S102

Action: Untamable S48 Scene Structure S104

Transition: Hunting Night- S50 Hooks S105


mares

Transition: Bio-Technic Haz- S51 Doom Pool S105


ards

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EVENT
ACT ONE
S32
Parallels

ACT TWO
S58
Incursion

ACT THREE
S84
Choices

Based on Spider-Man And Batman by


J. M. DeMatties

Writing, Design, and Editing


Jayson Jolin

Cover Art
Jayson Jolin

Data les
Jayson Jolin
David White
Joe Stroup

Interior Art*
The Marvel Bullpen
Additional Artists (see Credits)

Red Pismire Art


Jayson Jolin

*used without permission under Fair Use Art by Robert Henderson


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SADISTIC

This full-featured Event for MARVEL HEROIC ROLE-


PLAYING is inspired by the Spider-Man / Batman Mar-
vel/DC crossover written by J. M. DeMatties. This is not
a simple recreation of the events of that one-issue story;
rather, it takes the foundational ideas of that story and
explodes it into a larger event that represents an incursion
between two multiverses.

Sadistic works best as an Event for 4 to 6 players and


may take as long as six months to play through in its en-
tirety, with each of the three Acts including many Scenes
playable over one or two sessions each. The many hero
and Watcher character data les and Event Milestones
included may inspire you to continue the story beyond
these three Acts.

Everything in this Event is intended for the Watcher, al-


though much of the material in the Sourcebook section
may be distributed either before the game begins or
throughout play as resource material for heroes interested
in certain aspects of the Marvel Universe and /or DC Uni-
verse during the events of this Event.

S01
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GETTING POLITICAL
This Event uses the Politics
Specialty that I rst introduced
in Liberty And Justice For
PREPARING FOR THE
All. EVENT
Politics Sadistic requires some preparation before you
You have experience deal- run it for the rst time. Here’s what you need:


ing with the world of politics,
from handling lobbyists to get- Read over the entire Event provided here and
ting bills passed into law to become familiar with the three Acts and the ow


blocking legislation and getting of Scenes within each Act.
legislators in your pocket. You Become acquainted with the Sourcebook sec-
can double-talk with the best of tion; you might want to make copies of some of


the entries for easy access during play.
them and can read the current
When your group meets to play the rst ses-
political climate and the will of sion, have each player choose a hero from the
the people, turning policy into data les provided. Some characters are unlock-
action or inaction as needed. able heroes, starting out as NPCs. Review the
rules options for Troupe Play if your group would
‣ A Politics Expert is the like to try playing multiple heroes throughout the


equivalent of a congression- Event.
al aide, local politician, a Each player should choose two Milestones to
lobbyist for a marginally-in- pursue for this Event. They may choose from the
uential group or similarly Milestones in their hero data le and from the


in uential person in gov- Event Milestones included in the Sourcebook.
If your players want to choose heroes outside
ernment.
of the ones provided, be aware that you need to
‣ A Politics Master has the
experience and fortitude of a
determine how best to tie them into the story. It
might be a good idea to ensure that such a hero
national politician, ambas- has at least one Event Milestone to pursue, linking
sador, major lobbyist or


them to the Sadistic Event.
leader and knows exactly Make sure you have enough dice, plenty of Plot
how to ensure their party Point tokens, and some kind of action order token
gets things done while for each player. You may also bene t from taking
stumping his political oppo- note of each hero’s A liations and what Mile-
nents. stones the players have chosen. Keep this list

‣ Politics Stunts include


detailed analysis of political
near

you for reference during the game.
If this is your group’s rst ses-
sion of MARVEL HEROIC
climates, giving speeches
ROLEPLAYING, you should
that sway voters and peers introduce them to the basic
alike, blocking legislation rules from the Operations
and pushing a law through a Manual and go over their
legislative vote.

data les with them. Hand
Political Resources in- out copies of the cheat
clude contacts amongst sheet for their refer-
lobbyists, news media, polit- ence.
ical and government of cials
and other related areas, as
well as legal documents and
the ability to pressure those
in power for re-
lease of otherwise
secret information.

S02 SADISTIC
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STRUCTURE OF THE EVENT
Sadistic is an Event in three Acts. Each Act gives the players plenty of
opportunities to bust out their heroes’ super powers and amazing talents, and
allows the Watcher to mix up the action a little with a large selection of bad
guys and heroes.

SYNOPSIS
Cassandra Briar exists in multiple realities, having gained psychic connec-
tion to all variants of herself - in some realities through experiments gone
wrong, in others through mutation. This has led to a vastly-increased intelli-
gence as her minds share computing power, but it has also led to a kind of
schizophrenia. To cure this she developed the bio-technic nulli er, which
suppresses certain brainwaves and ampli es others, allowing her to access
her collective’s knowledge and processing power without also su ering from
their thoughts, memories, and desires.
The bio-technic nulli er has some multidimensional aspects, but also
works on unidimensional mental illness by tapping into the brains of the sub-
ject’s multidimensional counterparts, allowing a mentally-disturbed individual
to process their thoughts through a sane version of themselves’ healthy brain.
Several versions of Cassandra Briar have developed this device, and hope
to use them to bring sanity to disturbed individuals in their own realities.
However, the use of the devices thin the barriers between realities, increasing
the potential for incursions amongst realities. In doing so, Cassandra Briar’s
invention could cause a multiversal collision that could wipe out multiple reali-
ties and leave those that survive scarred and unrecognizable.
Naturally, there are those who would love to see that come to pass.

‣ Sadistic Sourcebook includes extensive background information on


many of the important organizations, nations, and factions with an interest
in both Manhattan and Gotham City. This chapter also includes a full list of


Event Milestones and many Unlockables tied to speci c groups.
Act One starts with both the Marvel and DC universes separate, covering
the e orts by the various Cassandra Briars to implement their new bio-
technic cure, and the simultaneous e orts by the villains of those two uni-


verses to twist that cure to their own designs.
Act Two covers the merger of two universes, and the race to discover


the cause of the coming incursion so as to undo it.
Act Three has the heroes racing to prevent two multiverses from con-
verging and destroying both.

Each Act follows the Event structure described in Understanding Events in


the Operations Manual. We’ve provided the Hook and Buildup for each
Act, as well as Key Scenes that help to set the stage properly for your group
to play through the story. We’ve also included ideas, inspiration, and sug-
gestions for throwing in optional Action Scenes, Transition Scenes, and your
choice of opposing characters.
There are many data les included in this book, including some in various
Action Scenes and others collected at the end of Act Three. The latter are
available for use in any Act. It’s up to you and your group to use them how-
ever you want. A full index of all data les is provided at the end of this Event
Book.

SETUP S03
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RESOLVING HERO VS.
HERO CONFLICT
With two multiverses colliding, it can be easy for heroes to become
territorial, and as tensions rise you might nd hero battling other he-
roes. While such scraps are unfortunate, this Event does include
Scenes where players might nd their heroes battling one another.
This is especially true if your group engages in troupe play using
characters from both realities.

While the current con ict rules they can’t be immensely fun,
are perfectly suited to handle though. Such con icts are grounds
hero vs. hero action, the for great moments of awesome
Watcher’s role as an arbiter action. Heroes should consider
becomes particularly impor- taking out their opponents through
tant. With mechanics that give complications rather than stress.
a lot of leniency in how ac- Pushing a complication past d12
tions can a ect the story, it takes a hero out of the Scene,
can be easy to play the sys- much like stress. Complications,
This text is re- tem and force the narrative to however, don’t linger between
your advantage. As Watcher, Scenes. This allows a defeated
produced from
you—and the other players at hero to start the next Scene with-
that which ap- the table—want to make sure out any trauma. Also, having com-
pears in the that the assets and complica- plications pile up on a hero forces
Civil War Event tions created are fair, fun, and him and his allies to act on the
within the spirit of believabili- complications instead of the op-
Book, CW08,
ty. position.
and modi ed
to t this
Event.
I’m the Watcher. Damien
Wayne’s player picks her d8
‣ If a hero is stressed out during
such a Scene, the losing player
should not be penalized. A
e ect die and calls it Shat- Transition Scene should be
tered Spine d8. It’s my re- played to allow recuperation
sponsibility to suggest some- and explore the consequences
thing less drastic, like Tempo- of the recent battle. If the hero
rary Paralysis d8. Later, the still has too much trauma to be
Ghost Spider’s player de- e ective in an upcoming Ac-
scribes kicking Batgirl into tion Scene, you can suggest
Rush Hour d12 complication. that the player play a new hero,
That’s probably not nearly as much like described in troupe
fun or exciting as having


play (see CW04).
Ghost Spider’s player de- Finally, remember that hero vs.
scribe how she punches Bat- hero con ict doesn’t have to
girl through the windows of be limited to slugging it out—it
Wayne Tower. can also be a clash of ideas
around issues like registration
Maintaining a believable c- or an intense mind game be-
tion and acting as a neutral tween heroes who aren’t above
arbiter of the rules are the two manipulation and lies to pro-
most important roles of the tect a loved one.
Watcher in hero vs. hero con-
icts. That’s not to say that

S04 SADISTIC
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WATCHER-CONTROLLED SUPPORT
CHARACTERS
Beyond framing Scenes and playing the signi cant opposition, the Watcher gets to
play a large cast of minor and Specialty characters that are key to permeating the Event
with the cataclysmic issues of the incursion. The Event has the potential to draw in any
and all of Batman’s and Spider-Man’s massive rogues gallery. Sometimes, in the heat of
things, playing more than a few characters can make Scene management feel burden-
some. Here are a few things you can do to keep things manageable.

Con ict Scenes usually involve one you can choose to skip neutral charac-
Watcher character per hero and some- ters’ actions until a hero or Watcher
times a few more minor characters. If character pulls them in. In fact, you could
you nd there are too many Watcher decide to give a neutral hero a cost, ei-
characters to handle easily, don’t hesitate ther in PP or in doom dice, to activate
to use doom dice to separate the heroes him as a temporary ally. Give the players
and the opposition they face to create the option rst, before spending doom,
smaller, more manageable con ict just like activating certain Limits.
Scenes.
This text is
I’m playing Black Widow and I’ve
I’m playing Batman and my friend is partnered with the Batwoman to track
reproduced
playing Robin. A mob of civilian fear toxin down a witness to an illegal gun deal. from that
victims has engaged us just as we were The witness happens to be a mutant which ap-
about to face off against the Scarecrow. whose powers manifested due to the gun
To make the ght easier to manage, the dealer shooting at her. A militia group
pears in the
Watcher decides to spend a doom die to that regularly buys weapons from the Civil War
describe how the mob has surrounded smuggler intercepts us. The hiding mu- Event Book,
me and Robin and forced Batman to tant might be brought into the con ict as
grapple to a rooftop where the Scare- a temporary ally if Batwoman’s player or I CW09, and
crow lies in wait. spend 1 PP or if the Watcher spends a modi ed to
d6 from the doom pool. t this Event.
When you have Specialty charac-
ters in a Scene—whether brought by the Once engaged in a Scene, a minor
heroes’ resources, unlocked by the play- or Specialty character acts like any other
ers, or part of the Scene’s framing—you character. Instead of having them roll
must rst decide who controls them. You dice, you may wish to use these charac-
can usually let heroes control Specialty ters as support characters, lending a trait
characters that are naturally allied to die to their allies during their turn in the
them. action sequence (much like a
persistent asset).
I’m playing Spider-Man, who has
convinced a normally hostile group of
gang members to protect a child from
Carnage while Spider ghts him. The
Watcher tells me the gang is under my
control but suggests I make the Scene
more manageable by using them as a
Mob by pooling their Team and Buddy
Af liation dice.

Minor and Specialty characters


might start a Scene either neutral or
engaged in the con ict. As the Watcher,

SETUP S05
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SADISTIC
SOURCEBOOK
P
arallel plots enacted by parallel actors in
the DC and Marvel Universes trigger an in-
cursion event, threatening to fuze two mul-
tiverses, destroying much of each to create a
nightmarish whole. This chapter provides the
Watcher with a plethora of setting elements for
running the Event. It includes all the details you
need about the Bio-technic Cure, various fac-
tions and nations potentially involved in the
Event, and a list of New York City and Gotham
City locations that can be used as settings for
your Scenes. This chapter also contains Mile-
stones and unlockables that your characters can
use throughout the Event.

S06 SADISTIC
WHAT ABOUT
EARTH-7642?
There does exist in Marvel Multi-
verse continuity a version of
Earth where both Marvel and DC
characters coexist. Earth 7642
is, according to MarvelFandom.-
com, the world in which several
crossover comics take place,
such as Superman Vs. Spider-
Man, Batman Vs. The Incredible
Hulk, Batman Vs. Punisher, and
the topic of this Event, Spider-
Man vs Batman.

If you desire, you can make this


Event more closely mirror the
comics and have it take place on
Earth 7642. In that case, you can
still incorporate the multiversal
nature of the story by merging
the two Dr. Briars from this
Event, and having the heroes’ ac-
tions determine whether or not
she becomes the Queen Pismire.
You can decide that the accident
at S.T.A.R. Labs triggered her la-
tent mutant powers, allowing for
the Friends of Humanity to main-
tain their role in the story. Or you
can write out the multiversal as-
pects of the whole thing, short-
ening the story to two Acts.

Inked by Jack Purcell (DC Comics Inker) and colored by Tom Chu
(Marvel colorist) https://www. ickr.com/photos/

SOURCEBOOK S07
BOTCHING A ROLL MARVEL/DC COMBINED
Sometimes you roll so UNIVERSE
badly that there’s no
possible good outcome. Unlike prior Events for Marvel Heroic Roleplaying,
If you roll all 1s on your the events of Sadistic are not meant to take place at
dice pool, you Botch the any particular point in time within the timeline of the
roll. What happens comics. Instead, the Event takes the approach of letting
then? the story take place in whatever time periods within Mar-
vel and DC continuity that the Watcher and players like
The Watcher gets to in- best; they might even divorce the story from continuity
troduce a D6 complica- altogether, presenting an idealized (for the gaming group)
starting point for both the Bat-Family and the Spider-
tion for free, without giv-
Family. You can re ect this with the types of Milestones
ing you a PP. Worse, your heroes start with, with the Watcher and players
they automatically crafting unique Milestones that re ect the heroes’ states
step it up by one for of minds for one of their two Milestones, choosing Event
Milestones for their other. In any case, before play be-
every two opportuni-
gins, the Watcher and players must decide on the state of
ties you rolled past the the Marvel and DC Universes and the heroes therein.
rst. So if you had 4
dice in your pool and
all rolled as opportuni-
‣ What is the overall setting within each uni-
verse? Is this a period story, set in a certain period in
Marvel and DC history, or is this a more generic “group’s
ties, the Watcher cre-

favorite view of the comics” setup?
ates a complication for Who makes up the roster of the various super-
you that is rated at D8. teams? Although you probably won’t run into them, in
case the heroes go o -script and try to recruit some help,
it is probably best to know in advance who in your story
Should the complica- are the active members of the Justice League, the
tion step up more than Avengers, the Titans, the Fantastic Four, and the X-Men,
as well as their villainous counterpart teams.

D12, keep it at
What extra-Event datafiles are un-
D12 and add a
lockable? This relates to the team
second roster question above. If the Fan-
D6 com- tastic Four in your Marvel universe
pilation, is composed of Spider-Man,
stepping it up Wolverine, Ghost Rider, and the
grey Hulk, for example, you can rea-
in the same sonably expect that players might want
way with any those latter three heroes to be avail-
extra unspent able as unlockable characters. Of
Opportunities. course, the Watcher has the nal say
on which heroes are thematically ap-
propriate to the Event; Batman may
normally be able to call upon the Jus-
tice League for help, doing so would
drastically alter the feel of the Event.

S08 SADISTIC
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WHAT IS AT STAKE?
Any time a group of heroes wan-
der into another group’s turf, you can
expect tensions to be high, the more so
when those heroes are following
their own villains into the other’s
city. So, what is at stake if the he-
roes cannot get along long enough
to be heroes?

BIO-TECHNIC CHAOS
The technology developed by
Cassandra Briar to nullify the mad-
ness in her patients will be easily mod-
i ed by the Joker as a madness-inducing de-
vice. If forcibly implanted into patients, it
could be used to turn entire populations in-
sane - possibly permanently. While not as
fast-reacting as Joker Venom, it is also
less likely to kill the patient outright, allow-
ing the madness to spread like a zombie plague.

INCURSION ANNIHILATION
Should the heroes prevent the two multiverses SHARED DISTINCTIONS
from merging, much of each reality will be destroyed,
and what is left will be forever altered, perhaps un- Distinctions can be thought
recognizable, and potentially uninhabitable. of as being tied to your Solo
Af liation; they can be used
RAMPAGING SADISTS when you are alone, or with a
Even without the other threats listed in this sec- buddy or team. However, as
tion, the villains threatening both cities are cruel an optional rule, you can
sadists who delight in torturing their heroes as well have Shared Distinctions that
as the population at large. Failing to capture all of link to your Buddy or Team
them leaves the two cities in dire danger. Af liation; the former can be
used just with your Buddy
RISING ANTI-HERO SENTIMENT (whether you are using a
Throughout Sadistic the press will monitor the Buddy or Team die), the latter
heroes’ escapades and their e ectiveness at oppos- just with members of your
ing the villains. The Daily Bugle will be particularly Team.
harsh, but even fair journalistic institutions will begin
to bash the heroes if they fail too often. This could
For 10XP you and your Bud-
even be one of the seeds that leads to Marvel’s Civil
dy can buy a Buddy Distinc-
War Event.
tion. For 15 XP you and two
Teammates can buy a Team
Distinction. You and your
Buddy or Teammates split
the cost evenly between you.

SOURCEBOOK S09
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MILESTONES FOR THIS EVENT
A player can choose to pursue one or two of these Milestones
in place of Milestones in the hero’s data le. More than one
hero can have the same Milestone, and some might even be
taken by two players to refer to each other’s characters.

A GADGET FOR ALL 3 XP when you risk letting


OCCASIONS a villain get away
because you have to
A well-prepared hero is a protect a civilian or
live hero. You keep a wide stop an unrelated
variety of gadgets or other crime.
items on your person at all
times, just in case one of 10 XP when you either de-
them might come in handy. cide that the villain’s
scheme is too dire
1 XP when you use a and leave petty
power from a gad- crimes to the police
get-based power set to focus on the main
in your dice pool. threat, or you decide
3 XP when you activate that the other heroes
can handle the villain
the Gear Limit for the
and leave to handle
rst time during a
the criminals that the
Scene.
heroes have to ig-
10 XP when you spend XP nore in their quest to
to unlock a new beat the villain.
gadget-based power
or power set .
GRIM DEFENDER
Heroics makes for a danger-
CLEAN UP THE ous, often frightening, occa-
STREETS sionally terrifying, occupa-
No matter how dangerous tion. You know that your
the villain or how dire their heroic career must be taken
scheme, you won’t ignore deadly seriously, and have
the everyday crime that no patience for fools who
permeates your city like a laugh at the dangers that
cancer. You’re a hero rst, mean to kill them.
and you have to keep peo-
ple safe from crime.
1 XP when you take time
during a Scene to
stop a non-super
crime like a mugging
or an assault.

S10 SADISTIC
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INTERCEPT
1 XP when you give a 10 when you either
mirthful ally good XP defeat a villain AN ATTACK
reason to cut out the while using the As noted on OM12
humor. Resource you when you take Stress
created because you can spend 1PP to
3 XP when you threaten to not even their evil change the Stress to
force an ally to leave can spoil your another type, such as
because you view mood, or the vil- swapping Physical
their sense of humor lain defeats you Stress for Mental
as a dangerous dis- after turning that Stress.
traction. resource into a
Complication. You can also opt to
10 XP when you either nd
take another charac-
the humor in crime
ter’s Stress and apply it
ghting and make a I WORK ALONE to yourself. That play-
subtle joke to throw
Even when working with er (or the Watcher if a
your opponent o -
others, you stand apart. You Watcher-controlled
guard, or you recog-
work best when on your character), gives you a
nize the value of hu-
own; other heroes just get in PP for your trouble.
mor in heroics for
others but never in the way.
If the player whose
yourself. 1 XP when you choose to character was spared
take a Solo a liation
FOR THE FUN OF IT in a situation that
the Stress doesn’t have
You love being a hero; the any PPs left, the
would better bene t Watcher gives out the
swinging through the city, using Buddy or PP but adds a D6 to
the bounding on the Team. the doom pool for his
rooftops, the costumes, the trouble.
gear, all of it. You get to see 3 XP when you change
the city and the world in a your Solo a liation
Example: Batman is
way that few others can. mid-combat because
about to be shot by the
you need an ally’s
1 XP when you spend Joker. Spider-Man
help or they need
time using one of leaps between them,
yours.
your powers or taking the bullet. Spi-
abilities for the 10 XP when you either rec- der-Man's player
sheer thrill of it. ognize that some- marks the Physical
times working with Stress that Batman
3 XP when you create others can have would have taken on
an Acrobatics greater bene ts than his datafile, and Bat-
Resource repre- working alone and man's player gives
senting your ex- start using your Solo Spider-Man's player 1
treme good mood a liation more spar- PP. If Batman's player
after having spent ingly, or you leave is out of PPs, the
time parkourinrg your allies behind Watcher gives out the
around the city for because you feel PP but adds a D6 to
your own enjoy- their e orts impede the doom pool.
ment. your own.
If a Watcher character
takes the bullet, the PP
is exchanged for a D6
for the doom pool.

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POWER AND 3 XP when you spend 1
RESPONSIBILITY PP to convert Physi-
cal or Mental Stress
You live by a moral code or into Emotional Stress
slogan that keeps you on because the attack
the heroic path. That code triggered your trau-
might seem simplistic, unre- ma.
alistic, or awed to others,
but it has always served you 10 XP when you either face
your trauma head-on
well.
during a Transition
1 XP when you choose a Scene and come to
course of action be- peace with your
cause it is what your trauma, or you end
code requires you to an Action Scene with
do. your Emotional
Trauma stepped up
3 XP when you give a
past D12, forcing
speech to an ally or
you to seek help and
foe detailing the core
leave the team.
credo of your code
for the rst time in a
Scene. UNDER YOUR SKIN
10 XP when you either A villain has really messed
break your code in with your mind, creeped you
order to do what out, or otherwise intimidated
needs to be done in you. You nd it very di cult
order to defeat the to face that villain, di cult to
villain, or you nd a the point of near-impossibili-
way, in spite of all ty.
odds, to defeat the
villain without break-
1 XP when you take Physical
ing your code.
Stress from a villain and
spend 1 PP to convert it
TRAUMATIZING into Mental or Emotion-
al Stress because that
ORIGIN villain really disturbs
There was some tragic event you.
that inspired you to take the
hero’s path. You have never 3 XP when you take Mental
or Emotional trauma
truly recovered from that
due to your interactions
event, and it can come back with that villain.
to haunt you at the worst
times. 10 XP when you either defeat
this villain despite your
1 XP when you draw a
fears or you are defeat-
connection from the
ed by the villain but
events of a Scene to
make a heroic last
your unresolved
stand against them be-
trauma.
fore you fall.

S12 SADISTIC
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VIOLENCE IS NOT 1 XP when you crack a
THE ANSWER joke in an otherwise
serious situation.
Being a super hero doesn’t
mean you have to think with 3 XP when you use your
your sts all of the time, or Mental or Emotional
even most of the time. If Stress in your dice
you can get people talking, pool against an all-
maybe you can nd a solu- too-serious oppo-
tion that doesn’t involve nent.
punching. 10 XP when you, after suf-
1 XP when you choose to fering a major psy-
use your dice pool to chological or emo-
in ict Mental Stress tional crisis, either
in an e ort to talk a realize that there is
foe out of a ght. nothing funny about
your heroic career or
3 XP when you success- its consequences,
fully in ict Mental leading you to be-
Trauma and get a foe come grim and hu-
to stop ghting and morless, or you
listen to reason. come back from the
brink stronger and
10 XP when you either de- more determined to
laugh in the face of
cide that there is no
your trauma and
point in reasoning
those who caused it.
with a villain and go
in sts swinging, or
you successfully
Mentally Stress Out
the major villain of
the Act and get them
to surrender.

WHERE’S YOUR
SENSE OF HUMOR?
Heroics makes for a danger-
ous, often frightening, occa-
sionally terrifying, occupa-
tion. You know that laughter
in the face of such peril is
necessary for your mental
health, a lesson your fellow
heroes don’t always appre-
ciate.

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FACTIONS
Both the Marvel Universe and the DC Universe over ow with
factions that struggle constantly against one another for in u-
ence, resource control, and power. Herein we will discuss
brie y the most important factions within the Event. The he-
roes will no doubt interact with many of them as they strive to
prevent their universes from unraveling.

CITY POLICE
Both the Gotham and New York City police are accustomed
to combatting crime on a superhuman level, though Manhat-
tan certainly has the edge in that department. On the other
hand, Gotham P.D. has to deal with a far greater concentra-
tion of criminally insane individuals.

SIGNIFICA NT NPCS

Expert Beat Cop


Data File

SOLO 4 BUDDY 8
TEAM 6

Handgun 6 Restraints 6

SFX: You’re Under Arrest. Add a D6 and step up your e ect die by +1
when in icting Arrested complications on a target.

This is the rst, and often only, type of o cer that most of the
public will deal with. The boys in blue patrol on foot or in
squad cars, motorcycles, or sometimes on horseback, partic-
ularly in city parks.

Expert Detective
Data File

SOLO 8
BUDDY 6
TEAM 4

Senses 6 Sidearm 6

Restraints 6

Tasked with the investigation of crimes within their precinct,


detectives work unsolved cases and generally outrank beat
cops.

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COMMISSIONER GORDON
Incorruptible Cop
Af liations

Distinctions
SOLO 6

BUDDY 10 Unconventional tactics


TEAM 8

GOTHAM CITY COMMISSIONER


Power Set

While skeptical of Batman’s


Handgun 8 Restraints 8 vigilante methods, Jim Gordon
shares the Caped Crusader’s
SFX: Former Marine. If a pool includes a GOTHAM CITY COMMISSIONER commitment to purging crime
power, you may replace two dice of equal size with one die +1 step from Gotham City. He is
larger.
tough, blunt, and gru , but
fair-minded - it is his great
integrity that led him to rely on
Specs

Covert Expert 8
Crime Master 10
Batman as he was the only
Menace Expert 8 Politics Expert 8
one he was sure could not be
corrupted by the city’s criminal
Vehicle Expert 8
organizations.

NYC POLICE CHIEF SYLVIA TRENT


My City, My rules
Af liations

Distinctions

SOLO 10 Chief Sylvia Trent rose


through the ranks with an
BUDDY 6 Under Arrest Equals ever-growing resentment
TEAM 8 Guilty of costumed vigilantes,
seeing them as tarnishing
the reputation of her fel-
low o cers. She has
ordered the police to
NYC POLICE CHIEF
Power Set

aggressively pursue
charges against any vigi-
Plasma Pistol 8 ENHANCED STAMINA 8
lante they encounter, even
SFX: Dangerous. Add a D6 to your dice pool for an attack action and step back to the point of siding with
the highest die in the pool by -1.n Step up Physical Stress in icted by +1. the criminals that super
heroes apprehend. She
also views the police as a
law unto themselves,
answerable to no one. As
far as she is concerned,
Business Expert Covert Expert
Specs

8 8
New York is her city, and
she runs it like a gangster
Crime Master 10 Menace Master 10 runs their mob.
Politics Master 10

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LOCATIONS
The police are responsible for the safety of an entire city (at
least on paper - there are plenty of o cers who are more in-
terested in wielding power or using their positions corruptly
than serving and protecting) and that requires maintaining
multiple police stations, jails, evidence warehouses, and vehi-
cle depots. All of these locations are Secure Police Facil-
ities that are full of their city’s Finest Police Officers.

Evidence Warehouse
Whether stand-alone or attached to a police station, the evi-
dence warehouse stores all of the items and information
gathered by the police during the investigation of a crime.
They house Confiscated Illegal Items such as drugs,
money both real and conterfeit, and expensive items like jew-
elry and ne art. They also house Firearms and other Crim-
inal Evidence that could convict or clear a suspect.

Jails And Prisons


All police stations have jails where they can hold suspects
until they are reassigned to a prison, either awaiting trial or
after conviction. These are Well Patrolled Facilities
with Redundant Imprisonment Features designed to
keep prisoners inside the walls. Some also have Tough But
Well-Meaning Counselors who try to rehabilitate inmates
so that they can be successfully returned to civilian life once
their sentence is complete.

Station House
Police stations are scattered all through a city. The area
around the station house is called a precinct. Within you can
nd Overworked Administrative Staff, recently-arrest-
ed Criminal Suspects, a number of Nervous Witnesses
and Concerned Citizens, the police themselves, and the
occasional Internal A airs o cer.

Vehicle Depot
While there are always some Official Police Vehicles at
nearly all police locations, this is where they are stored when
not in use. Some are actually stables where Trained Po-
lice Horses are quartered.

MILESTONES
Characters associated with the police of either city may
choose from the following Milestones:

CONSULTING DETECTIVE
While you aren’t a cop, you are occasionally retained by the
police to supply their de ciencies. You and the police have a

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close working relationship, willingly supplying each other infor-
mation so as to more quickly solve crimes.

1 XP when you agree to work with a police contact to solve


a crime.

3 XP when you form a bond with a criminal suspect be-


cause you know that their motivation for committing
the crime was just and understandable.
10 XP when you either turn in the honorable criminal and
thus honor your commitment to the law, or you allow
the criminal to escape and sour your relationship with
the police.

OFFICER OF THE LAW


You have been deputized or otherwise given the authority of an
o cer of the law. You are also answerable to the police chief or
commissioner in your city, and can only operate within your ju-
risdiction.

1 XP when you exert your authority as an o cer of the law.

3 XP when you take the Buddy A liation in your dice pool


for an entire Scene and your buddy is a fellow o cer.

10 XP when you either turn in your badge because the or-


ders your superiors have been giving you are contrary
to your view of how a hero should act, or you forsake
your heroic lifestyle to become a full-time cop.

UNLOCKA BLE
These unlockables are available to any hero following
one of the City Police Milestones presented
above.

‣ [5 XP / 10 XP] Long Arm Of The Law:


Cops look after their own. For 5 XP, a
group of four Beat Cops or a single Detec-
tive shows up to help you out during a sin-
gle Action Scene, then departs. For 10 XP,
Commissioner Gordon or Chief Trent ar-
rives with a mob of 3D8 beat cops. Of
course, the police will want you to con-
tinue to honor your relationship with the
police.

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ORGANIZED CRIME GROUPS
Neither Gotham City nor Manhattan are strangers to profes-
sional criminal organizations. New York City has, among oth-
ers, the Maggia crime family, the Thieves’ Guild, the Hand, the
Serpent Society, and the Kingpin’s criminal empire. Gotham
has the Black Mask’s Sionis crime family, the Falcone crime
family, the Russian ma a, the Triads, and too many others to
mention.

Turf, wealth, power, and prestige all have huge importance to


these professional criminal enterprises. All of the various
groups see the value in alliances with one another while at the
same time seeking to overthrow and consume the others, or
destroy them outright.

SIGNIFICA NT NPCS
Expert THUG
Data File

SOLO 6
BUDDY 8
TEAM 4

Knife 6 Pistol 6

SFX: Rough You Up. Add a D6 to your dice pool for an attack action and step back
the highest die in the pool by -1.n Step up Physical Stress in icted by +1.

Thugs are your run-of-the-mill criminals, the street punks, the


burglars and thieves, and the enforcers that heroes are likely to
meet up with rst.
Expert GOON
Data File

SOLO 8
BUDDY 6
TEAM 4

Enhanced Strength 8 Enhanced Durability 8

SFX: Berserk. Add a die from the doom pool to one or more attack actions. Step up
the doom pool die by +1 for each action; return it to the doom pool when you’re
done.

Goons are ‘heavy thugs’, big muscle that spent their time in the
gym rather than in the library.
MASTER HENCHMEN
Data File

10

SOLO 6 BUDDY 4 TEAM 8

Firearm 8 Invisibility 6

SFX: Fast Getaway. Add a D6 and step up your e ect die by +1 when using Invisibili-
ty to create assets.

The master henchmen is more experienced than the common


thug, and probably runs a low-level criminal scheme, either on
his own or for a crime family’s lieutenant. Gang leaders t into
this category as well.

S18 SOURCEBOOK
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mob lieutenant
SOLO AN OFFER YOU CAN’T REFUSE
Af liations

Distinctions
10

BUDDY 6 THIS TOWN IS OUR TOWN


TEAM 8

THE BOSS’S RIGHT HAND


Power Set

A mob lieutenant is the


highest-ranking member
Goons 8 8 8 Big Gun 8 of a criminal organization
other than the crime boss.
SFX: Get ‘Em Boys. Target multiple opponents. For every additional target, add d6
Lieutenants divide control
to your pool and keep an additional e ect die.
over the city like lords
LIMIT: Mob Cohesion. Goons may be targeted individually or by Area Attack SFX. divide up a kingdom.
D10 physical stress in icted removes a die from Goons power. Recover
They are street smart,
Goons after a Transition Scene.
clever, and often full of
themselves, though they
know that their lives rely
Specs

Business Expert 8 Combat Expert 8 on pleasing the crime


boss…or replacing them.
Covert Expert 8 Crime Expert 8

Menace Expert 8 Psych Expert 8

BLACK MASK
Hatred Of Gotham’s Elite
Af liations

Distinctions

SOLO 6 Roman Sionis can be


viewed as the dark re ec-
BUDDY 8 Gotham’s #1 Crime Boss tion of Bruce Wayne; while
TEAM 10 Criminally Insane both men were born into
wealth, where Bruce
Wayne would do anything
to see his parents again,
Roman resented his
CRIME BOSS
Power Set

wealthy parents who were


Enhanced Durability 8
Weapon 10 more interested in main-
taining their social status
SFX: Full Auto. Remove the highest-rolling die in an attack action and use three than with caring for his
dice for your total. needs, even forcing him
SFX: Focus. In a pool including a Crime Boss power, replace two die of equal into a friendship with
size with one die +1 step larger. Bruce Wayne so as to be
LIMIT: Gear. Shut down a Crime Boss power to step up the lowest die in the in the Wayne’s good
doom pool by +1 or add a D6 doom die. Spend a doom die to recover. graces. Resenting his
parents, Bruce, and the
city that propped them up,
Roman became cruel and
driven, turning to crime
and building a criminal
empire where he ruled
Specs

Business Expert 8
Combat Expert 8
without mercy and with a
Crime Master 10 Menace Expert 8 sadist’s lust for cruelty.

SADISTIC S19
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KINGPIN
Manipulative
Af liations

Distinctions
SOLO 8 Wilson Fisk rose from
nothing to a formidable
BUDDY 6 Speed Belying His Size gure in organized
TEAM 10
Utterly Ruthless crime. Publicly an af-
uent spice merchant,
the self-titled Kingpin
of Crime runs a vast
SELF-MADE MAN
Power Set

criminal empire well-


Enhanced Durability 8 Enhanced Strength 8
protected by an army
of high-priced attor-
SFX: Boss Of Bosses. Spend a doom die to step up a Crime Master stunt or resource neys and loyal hench-
and recover mental or emotional stress. men. Fisk’s only real
SFX: Criminal Empire. When using Business or Crime Master to create scene assets or soft spot is his wife
complications, step up the e ect die. Vanessa— he’s even
SFX: Grappling. When in icting a restraining- or immobilization-type complication on a worked with bitter rival
target, add a d6 and step up the e ect die. Daredevil when she’s
LIMIT: Your Reach Exceeds Your Grasp. Spend a resource, asset, or complication created threatened. Currently
by Kingpin to step up the lowest die in the doom pool or add a d6 doom die. imprisoned, he’s trying
to “out” Daredevil as
attorney Matt Murdoch
and secure his own
release before one of
his numerous enemies
brings him down.
Fisk’s massive bulk
may seem obese and
Business Expert Combat Expert
Specs

8 8
slow, but he’s a skilled
combatant in excellent
Crime Master 10 Menace Expert 8
physical condition.
Politics Master 10

MILESTONES
Characters associated with organized crime from either city may
choose from the following Milestones:

HIT OUT ON YOU


You’ve attracted the attention of a crime boss in an unfortunate way.
You have been marked for death.

1 XP when you encounter a member of a crime boss’ organization


and declare that you’ve put a number of that boss’ goons
away before.
3 XP when you choose to spend a Scene out of commission after
having taken Physical Trauma from a hit by the crime boss’
minions in a prior Action Scene, using any Transition Scene
only to recover Physical Trauma.
10 XP when you either take down the crime boss as a warning to the
rest of the organization, or you go into protective custody so
as to not draw the crime boss’ ire to the rest of your allies.

S20 SADISTIC
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MADE MAN
You have earned the favor of a crime boss, and now are con-
sidered untouchable by his organization so long as you don’t
1 XP when you agree to do a favor for a crime boss.
3 XP when you use your position as a hero to do that favor even
if the favor is detrimental to the mission of your allies.
10 XP when you either become a made man and retire from hero-
ics to live a protected life under the watch of the crime
boss, or you reveal that your actions were all part of a
sting to gather evidence against the crime boss, allowing
you to arrest them for good.
violate the crime boss’ trust.

UNLOCKA BLES
These unlockables are available to any hero associated with
one of the criminal organizations.

‣ [5 XP / 10 XP] Favor: In appreciation for favors you have


done for them in the past, a crime boss extends a favor to
you. For 5 XP, that crime boss orders his goons to sur-
render to the heroes without a ght. For 10 XP, the crime
boss arranges for an ‘accident’ to happen to one of the
heroes’ enemies, causing the highest die in the doom
pool to decrease by -1 step.

INDIVIDUAL VILLAINS -
GOTHAM
While Gotham City is full to boiling over with nefarious villains,
a few rise to the top as key threats to the heroes in this Event.

Joker
The Clown Prince of Crime has molded his entire life around the
Batman, whom he considers “his Batman.” He revels in break-
ing down the psyches of heroes and common folk alike, believ-
ing that sanity is insane and that madness is the only sane re-
sponse to a sadistic universe. He is also constantly trying to
entertain and outdo himself in what he calls his art - crime is
just a brush he uses to paint his madness upon the canvas
known as reality.

Master Plan: Upon learning about the bio-technic nulli er, Jok-
er quickly envisions using them to spread madness rather than
sanity. He merely needs to adjust the technology, make it self-

SOURCEBOOK S21
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replicating, and provide a delivery system - bonding them with mu-


tated symbiotes is the perfect way to accomplish his goals.
Creating symbyites (mutated symbiotes that are microscopic
and bond with the bio-technic nulli er rather than people)


serves as the perfect delivery system.
The symbyites can replicate, and can convert living tissue into


more biotechinc nulli ers.
Symbyites can overcome most immune systems apart from the
most powerful superhuman ones.
Act One: Joker learns about the bio-technic nulli ers from news
reports about its success with other Arkham inmates, abducts that
inmate so as to study the device, then arranges for himself to be
captured so that he can test his own personal countermeasure
against it (he reverses it in his captive, as well, but the heroes only
discover this after Joker has already received his treatment). Now
certain that he can reverse the device’s e ects, he is in search of a
way to use it to spread further mayhem across Gotham.
Act Two: Joker partners with Carnage so as to study his symbiote,
then tries to claim it for himself. If successful, he will serve as host
for the symbiote. If not, tries to destroy it along with its host. Either
way, his spies in both Dr. Briar’s organizations inform him of the V-
BT-Nu, and he secures some of it for himself. And what better tar-
get to test his new toy than Wayne Enterprises? If he is lucky, he
might even manage to infect the Batman himself!
Act Three: As incursion events crescendo, Joker couldn’t be hap-
pier. The chaos his (and his rivals’) devices have caused is cascad-
ing out of control. He is mainly focused on maintaining, and accel-
erating, and protecting this beautiful growing insanity, even at the
cost of his own life.

Hugo Strange
A psychiatrist and genetics expert, Hugo has an absolute xation
on uncovering the inner psyche of Batman. He considers Batman
to be the perfect physical specimen, and has used blood from the
Caped Crusader to improve the genetic structure of his Monster
Men.

Master Plan: Strange is interested in Cassandra Briar as much as


he is in her devices. He wishes to duplicate her abilities within him-
self, allowing him to surpass all of his peers in intellect, allowing
him to solve the Batman mystery and to perfect his Monster Men
designs.
Act One: He sends his Monster Men to abduct Cassandra Briar so
as to experiment on her to recreate her abilities.
Act Two: Whether or not he was successful in Act One, he will try
to abduct Briar’s Marvel counterpart for the same purposes.
Act Three: Understanding that Briar is the key to ending the incur-
sions but determined to gain her powers for himself, he races to
Art by Greg Capullo steal her abilities, use them to end the incursions, and become the
hero of the multiverse, securing himself as the most important be-

S22 SADISTIC
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ing in existence and demanding all that this title can grant him.

Cassandra Briar
(DC)
This version of Dr. Briar is a
behavioral psychologist. She
was interned at Starr Labs
where exposure to experi-
mental technology granted
her powers to her. The inci-
dent left her with a perma-
nent scar on her left temple
in the shape of a probability
curve.

Dr. Briar’s absolute certainty


in the e cacy of her bio-
technic nulli er borders on
fanaticism; she believes that
every single human being on
this and all other Earths must be “normalized” by her technolo-
gy. She likens herself to a queen ant and humanity as her
colony. As the Event progresses she will become more and
more obsessed with this “certain truth”, and will declare herself
as Queen Pismire before the end of Act Two.

Queen Pismire is not above using her technology against other


versions of herself who are “mentally unbalanced” enough to
oppose her designs. She will nd herself at odds with her mu-
tant Marvel counterpart, who sees the potential insanity im-
posed by her connection with so many other versions of herself.

Master Plan: To tun the multiverse into her own super-colony,


with all of humanity serving her industrial dreams.
Act One: Dr. Blair will seek to have her device distributed to
mental patients worldwide.
Act Two: She seeks to have her device prescribed instead of
psychiatric medication to average adults, then turn all of those
under her in uence into an army so as to force the rest of hu-
manity into servitude.
Act Three: Dr. Blair seeks to link up with other Queen Pismires’s
across the multiverse in order to forge her super-colony and re-
shape the surviving universes in her image.

Art by Brian Bollard

SOURCEBOOK S23
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INDIVIDUAL VILLAINS -
NEW YORK
Like Gotham, Manhattan has no shortage of villains. Howev-
er, a few have their eyes set squarely on our heroes.

Green Goblin
Norman Osborn is at once a brilliant strategist and business-
man and a sadistic, power-hungry agent of chaos. Corrupt-
ing Peter Parker into one of his goblin children is one of his
main life goals. He sees himself as king of the world, and de-
lights in manipulating and horrifying his unwilling subjects.

Master Plan: A technology that manipulates the mind


through the brain is a tool for subjugation. If he can create a
device that can do remotely what the bio-technic nulli er can
do once implanted he can turn the whole world into his sub-
servient puppets.
Act One: Upon witnessing the device’s e ect on Cletus Cas-
sidy’s mind, an intrigued Osborn arranges for the plans for the
device to fall into his hands. Studying the device, he con-
ceives of a plan to use the multi-dimensional radiation the de-
vice emits on a wider scale. He tests the new device on the
Kingpin’s goons, threatening civilians in the process.
Act Two: Pleased with his success, he next uses the device
to turn his rivals’ gangs against their leaders, decisively win-
ning Manhattan’s long crime cold war. With his ambitions
growing, he steals the designs of Cassie’s techno-organic
bio-technic nulli er and unleashes it on Manhattan’s popula-
tion.
Act Three: Recognizing that he cannot rule a world destroyed
by multiversal incursions, Norman tries to ensure that only the
world he desires to rule remains - one where all are mindless-
ly loyal slaves to his will.

Carnage
Cletus Cassidy is a gleeful sadist who just wants to watch the
world burn in the most cruel way possible. He considers life
meaningless, with madness being the only sane response.
He gains particular joy from destroying all hope for those who
seek to make a moral, heroic stand, those bound by duty, re-
sponsibility, and ethics, such as Spider-Man.

Master Plan: Gather up and use like-minded criminals to un-


leash as much chaos and death as possible.
Act One: Carnage’s rampage begins the act, and could last
several Scenes before he is nally captured. While Cletus is

S24 SADISTIC
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successfully implanted with the bio-technic nulli er, the symbiote dis-
ables the device, allowing Carnage to escape.
Act Two: Carnage learns of the Joker, and is immediately smitten.
Easily lured in to Joker’s trap, he soon nds that Joker’s love of his art
renders his malice impure, and he tries to kill the Joker. When the
heroes intervene, he tries to escape only when either the Joker is
dead or that goal is rendered impossible.
Act Three: Carnage loves the chaos of the incursion, and uses it to
kill as many people as possible, even spreading some of his symbiot-
ic o spring to unsuspecting civilians, making them into killers like
himself.

Cassie Briar (Marvel)


This version of Dr. Briar is a mutant whose powers manifested during
her college years. She has devised a means to hide her mutant sig-
nature from detection devices, which she hides inside of a broach she
always wears.

Dr. Cassie Briar believes initially in the e cacy of the device she and
her counterparts have devised to eliminate madness. She hopes to
apply her technology to the suppression of hate impulses so as to
eliminate bigotry and hatred from the world. She is more pliable to
persuasion than her DC counterpart, however; if she can be swayed
that her connection to her multiple counterparts is itself a path to in-
sanity or that the use of her technology steals a person’s individuality
and freedom of choice, she could be an ally against the coming mul-
tiversal incursions.

While just as driven as her DC counterpart, Cassie is driven by her


experiences as a mutant to erase hate from the human psyche. She
believes the sadistic tendencies of people like Cletus Cassidy can be
erased, or at least jammed, which is the rst step towards freeing
humankind from its own self-destructive hatred.

Master Plan: Erase hatred from the human mind.


Act One: Cassie uses Cletus Cassidy as her test case for eliminating
extreme hatred and sadism, then tries to purge an anti-mutant hate
group of the same malady.
Act Two: Cassie breaks into the storage facility for a techno-organic
virus, which she plans to use to spread her device’s e ects across
the human species.
Act Three: Seeing what madness has come from her inventions, she
turns her attention to undermining the plots of Queen Pismire, Joker,
Green Goblin, and the rest.

S25
SOURCEBOOK
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MEDIA

Any major metropolitan center is going to have a plethora of news-


sources to choose from. And while many in today’s world are sure
that print is dead, most major newspapers have news websites,
blogs, podcasts, or vlogs to back up their more traditional paper
circulations.

THE DAILY BUGLE


One of the forefront newspapers, The Daily Bugle is home to con-
servative slant, brutish and outspoken Publisher J. Jonah Jame-
son, and a slew of widely known reporters from one of the most-
varied news bullpens in the United States.

Some of the most well-known journalists in the newspaper’s long-


standing existence include: Jameson, current Editor-in-chief Rob-
bie Robertson, reporters Ben Urich, Betty Brant, Eddie Brock,
and Jessica Jones, photographer Russ Holmes, and freelance
photographer Peter Parker (whom you may have heard of before).

THE ALTERNATIVE
Chief competitor to the Bugle, The Alternative features more
idealistic reporters, like Sally Floyd, who try to get to the grit of
a story without placing a slant on the news. Floyd, photographer
Geo y Creswell, and the rest of the sta get strong support
from Managing Editor Neil Crawford.

GOTHAM GAZETTE
A national newspaper based in Gotham, the Gazette’s editor-in-
chief Mario Ito makes sure his paper covers both local, national,
and international news, but its crime editor Warren Spencer works
overtime trying to cover the many crime waves that wash over the
city. The paper employs former photographer Vicki Vale as one of

S26 SADISTIC
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its chief reporters, and is also the home of photographer Joey
Day.

SIGNIFICA NT NPCS

Betty Brant
Master Journalist
Data File

10

SOLO 8
BUDDY 6 TEAM 4

Having started out as J. Jonah Jameson’s secretary, Betty has


come into her own as a journalist, and is now one of the paper’s
most trusted reporters. She is also a dear friend of Peter Park-
er, with whom she once had a brief romance.

Joey Day
Rookie Photojournalist
Data File

SOLO 8
BUDDY 4 TEAM 6

Joey Day, son of the villainous Calendar Man, is a new photog-


rapher for the Gotham Gazette eager to prove himself and dis-
tance himself from his father’s criminal legacy.

Sally Floyd
Expert Journalist
Data File

SOLO 6
BUDDY 4
TEAM 8

A leading reporter for The Alternative, Sally Floyd is concerned


that civil comfort may one day win the war against civil liberty.
She is generally trusted by super heroes because of her reputa-
tion for fair reporting.

Mario Ito
Master Journalist
Data File

10

SOLO 6
BUDDY 4 TEAM 8

A competitive but not ruthless journalist, Chief Ito’s goal is to


make his paper bigger than the Daily Planet ever was.

Vicki Vale
Master Photojournalist
Data File

10

SOLO 8 BUDDY 6
TEAM 4

A former photojournalist for Vue Magazine, Vicki Vale has an


obsession with the Bat-family and is determined to unlock their
secrets.

SOURCEBOOK S27
J. Jonah Jameson
Holds A Grudge
Af liations

Distinctions
SOLO 6

BUDDY 4 Obsessed With Spider-Man

TEAM 8 Tabloid Journalist


Specs

Business Expert 8
Menace Expert 8

Sometimes referred to as JJJ, Jameson is the owner and publisher of The Daily
Bugle. He is a dinosaur from the ol’ days of hard-hitting sensational journalism who
uses the newspaper as a tool to push his hate of costumed heroes, particularly
Spider-Man. Likewise, he’s a big fan of disasters and anything else that will sell
extra copies of one of the best-known daily newspapers in New York City. JJJ has
spent most of his life with the Bugle, rising up through the ranks from copy boy to
Art by Iban Coello and
reporter to editor, before purchasing the business, and then ultimately the Goodman Brian Reber
Building.

MILESTONES
Characters associated with various media outlets may choose from
one or both of these Milestones in addition to those on their data-
les, or those related to the Event.

PHOTOS FOR THE PAPER


The papers are going to print stories about you anyway, and those
stories will need photos. Who better to take those photos about
you than you?
1 XP when you talk to a member of the media about providing photos
for their paper while in your secret identity.
3 XP when you create or step up a Professional Selfie asset and
spend 1 PP to turn that asset into a Positive Press resource.

10 XP when you either gain a permanent contract with the paper to


supply photos of superhero and super criminal con ict, or you
decide that the work involved is distracting you from ghting
crime and give up on photojournalism.

SMEAR CAMPAIGN
The press has targeted you for intentionally-negative press, showing
a willingness to twist facts to t their narrative. You need to gure
out a way to counter that bad press.
1 XP when you complain that a journalist or paper is unfairly targeting
you in the press.

3 XP when you spend 5XP to change a distinction to Victim Of The


Press.

S28 SADISTIC
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10 XP when you either replace your Victim Of The Press dis-
tinction with a new distinction for 5 XP because you
have gotten the press o of your back, or you decide to
lay low and quit your heroics until the press has found a
new target to smear.

UNLOCKA BLES
These unlockables are available to any hero following one
of the Press Milestones presented above.

‣ [5 XP/10 XP] Embedded: The press is the fourth estate,


and nothing must get in the way of the truth, at least, not
unless for a good reason. For 5 XP, a journalist puts a hold
on a story or photo for up to a few days. For 10 XP, the re-
porter kills a vital story or photos, keeps knowledge private,
and possibly destroys all records.

SOURCEBOOK S29
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KEY LOCATIONS
Located in southern New Jersey, the dark gothic
Gotham City rarely sees sunshine; a combination of ge-
ographic and atmospheric conditions renders the sky
shrouded in a near-permanent blanket of heavy rain
clouds, and the proli c factories pump dark smoke into
the sky. Harsh economic conditions and the oppressive
feel of the city contribute to a cynical viewpoint by the
average Gothamite.

Gotham City seems forever in the grip of crime, whether


it be Falcone’s crime family, regular thugs on the street,
or the ever-present collection of goons working for the
city’s super-villains. Corruption rises to the highest gov-
ernment o ces; sometimes it seems like everyone is on
the take. Yet there are good people working to uproot
the corrupt, arrest the criminals, and make the city bet-
ter. And most of them don’t wear capes.

Many locations appropriate to this setting, such as


Avengers Tower, the Baxter Building, and several NYC
landmarks, are detailed in MARVEL HEROIC ROLE-
PLAYING: Civil War. We have ported a few descrip-
tions into this Event from that one, but though it is cur-
rently out of print, we encourage you to pick up a used
copy of that Event for more information.

ARKHAM ASYLUM / RIKER’S ISLAND


In spite of its reputation as a failed institution, the Elizabeth Arkham
Asylum for the Criminally Insane has a fairly average success rate.
The dedicated doctors, nurses, and sta of the psychiatric
hospital / prison deserve praise, for the most part, for their e orts
to restore their patients to mental health. Unfortunately, most peo-
ple only know the place as the home of many of Batman’s rogues’
gallery, who seem never to be cured of their psychological condi-
tions and escape with alarming regularity. The Asylum is a Ultra-
Maximum Security Psychiatric Prison. It houses a wide va-
riety of Criminally-Insane Mental Patients including those
of a superhuman variety.

Ryker’s Island, on the other hand, focuses more on securing its in-
mates than treating their mental conditions. It houses more super-
human threats than any other facility in the world. Ryker’s Island is
a High Security island jail complex. The jail is home to enemies
of the Avengers, Fantastic Four, and Spider-Man. The Island and
one of its sub-complexes, the Raft, are covered in detail in the
Breakout mini-Event included in the MARVEL HEROIC ROLE-
PLAYING Basic Game.

S30 SADISTIC
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Both facilities imprison superhuman criminals through Ex-
traordinary Security Features such as Power Neu-
tralizing Agents. Each features large Open Areas, includ-
ing some that are Exposed to the Elements. Inside the mul-
tiple buildings you’re likely to see Vault-Like Doors, Twist-
ed Passages, and Reinforced Guard Posts manned by
Highly Trained Guards.

SEWER TUNNELS For more multiversal


Beneath the busy city streets lies a Maze-Like Network of fun, you can use the
sewers. These sewers are often used as escape or travel paths Mutagenic Toxic
for heroes when other means of travel are limited or when Waste as a way to
stealth is a key factor. They are also frequently used as hideouts incorporate the
for a variety of villains. Sewers are one location where heroes Teenage Mutant Nin-
can engage in combat and have a lot less chance of causing ja Turtle data les
collateral damage—although they can be Flooded, Filled found on Marvel Plot
with Trash and contain caches of Mutagenic Toxic Waste Points blog site.
hidden by unscrupulous corporations.

SKYSCRAPERS
Major cities often have tall buildings that are Recognizable
Landmarks which are both Towering and Iconic. The most
popular and tallest of them often have Long Lines waiting to
use its many Express Elevators to reach observatories
which have Protective Guardrails to protect people from a
Dire Fall.

SUBWAY SYSTEM AND STATIONS


New York City has an intricate subway system, full of Dank
Tunnels, High-Voltage Rails, Harried Commuters, and
Crowded Enclosed Spaces. It’s common for mobs of thugs
to cause a scene in the subway. Sometimes heroes or villains
use it as an underground Short Cut for a quick getaway or to
elude a tail.

SOURCEBOOK S31
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TWO UNIVERSES
Many of the Scenes in
this act take place in
either the Marvel or
DC universe, while a
ACT ONE
few take place simul-
taneously in both. To PARALLELS
aid you in discerning

I
which, those with the n two worlds, di erent but following similar paths, he-
roes struggle to beat back the darkness, the cruelty, the
bat symbol (b) in the sadism, of their most vicious enemies. A rising star in the
Scene title take place eld of biological psychology has approached each of them
in the DC universe, in their own worlds, promising a cure for the criminally-insane
while those that fea- that will sap the evil right out of their hated foes. But does
this cure promise more than it can deliver, or deliver more
ture the spider symbol that it promises? A sinister plot is brewing within the fabric of
(u) take place in the the multiverses, one that might lead to the end of them all.
Marvel universe. If
neither symbol is
present, you must run
that scene in both uni-
verses, as described
on page S34.

S32 SADISTIC
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ACT ONE: PARALLELS S33
RUNNING SCENES
IN PARALLEL SCENE STRUCTURE
For much of this Act the Act One has two parts. The Buildup section has
Scenes will take place both in four main Action Scenes introducing the heroes to
the story and getting them together before the sto-
the Marvel and DC universes,
ry’s inciting disaster.The Key Scene introduce Action
but the heroes from these and Transition Scenes that can be played in any or-
worlds will not interact until der, ending in the Transition Scene that showcases
Dr. Blair’s various schemes the rst merging of the Marvel and DC universes.
come to a head and the two
worlds overlap, merging tem- BUILDUP
porarily. This can be a little
complicated to play, but ‣‣Action: Nightmares
Action: Catching Carnage u

‣‣
saves one half of the table
waiting for the other half to Action: Getting The Joker b
Transition: The Bio-Technic Nullifer

‣‣
nish their Scenes before
starting their own. Action: Digital Crime b
Action: Unfriendly & Inhumane u
You can choose instead to
use the rules of Trope Play KEY SCENES
(CW04) to allow you to run
these Scenes twice, once for ‣‣
Action: Untamable

‣‣
Transition: Hunting Nightmares
each universe, but this can Transition: Bio-Technic Hazards
feel repetitious and will hold Action: A Cure For Hatred u
fewer surprises for the players
who have to go second. ‣‣
Action: Abduction Attempt

‣‣
Action: Growing Sadism
Action: Universe Fusion
Instead, we encourage simul- Transition: Chris-Crossed Chaos
taneous play, with the Watch-
er clearly distinguishing when Remember that you can create additional Transition
he is referring to Marvel or DC Scenes as needed to allow the heroes to rest, re-
continuity within the Scene, cover, gather additional resources, and recruit new
heroes or support between any Action Scenes. The
and disallowing heroes from
nature of these Scenes largely depends on the ac-
opposed universes from using tivity of the heroes.
Buddy or Team die together
or from otherwise engaging
with one another. Scene Complications
Another tool for creating increased incursion chaos
is to turn a Scene Distinction into a Scene Compli-
cation. By spending a D10 from the doom pool you
can change a Scene Distinction into a D10 Scene
Complication.

Additionally, you can convert a


normal complication that a ects just one character
into a Scene Complication by activating a player
Opportunity. In that case, the Scene Complication
is one step higher than the original complication.

S34 SADISTIC
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HOOKS
The conceit of this Event is that Bat-
man and Spider-Man will meet to de-
feat their respective foes and their
new common enemies. For these two
heroes, the rst Scene of this Event is
their Hooks; these character-de ning
moments narratively depict what got
Bruce Wayne and Peter Parker to don
their costumed identities in the rst
place.

It is possible to play this entire Event


without either of the above heroes be-
ing involved, or being only Watcher-Controlled characters aiding the main he-
roes. For those heroes, getting involved in the story will require a Hook that
leads naturally into Action: Capturing Carnage and / or Action: Getting The
Joker. A few suggestions for doing so follow.


Bat Signal: Any member of the Bat-family might have
answered the call by Commissioner Gordon that the Jok-
er had kidnapped former psychotic killer Vince McNatty,
the recipient of an experimental treatment at Arkham Asy-
lum and now out on bail, and is threatening to kill McNatty
and a large swath of Gotham’s citizens if he’s not
stopped. Gordon will be unfamiliar with the speci c de-
tails of McNatty’s treatment, knowing only that the Clown
Prince of Crime has taken o ense to any suggestion that
his “beautiful mania” could be or should be cured.

First Responders: Any hero might be called to the
scene to stop either Joker or Carnage (as appropriate) if
they start the adventure with a close a liation with the
police (such as through a Milestone).
Dr. Kafka
‣ Invitation: Any of the Marvel heroes might have been in-
volved in the capture of Cletus Cassidy and invited by Dr.
Ashley Kafka of the Ravencroft Institute to observe the procedure proposed
by Dr. Cassandra Briar - and to provide extra security in case Carnage tries
to escape.

DOOM POOL
The doom pool begins at 2D10 for this act if starting with Action: Nightmares.
Otherwise, it starts at 2D8.

10 10 8 8

DOOM POOL 2D10 DOOM POOL 2D8

ACT ONE: PARALLELS S35


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Action: Nightmares
Bruce Wayne and Peter Parker each
have a nightmare about the day that
shaped them most - the day that they
lost their parental gures - and of the
monsters that took them away.

The heroes partaking in this Scene,


playing either Batman or Spider-Man (Pe-
ter Parker), each are having a Traumatic Nightmare in which
they witness the deaths of the loved ones, the loss of whom
shaped their heroic lives and traumatized them most deeply.

Batman begins his nightmare standing in a shadow in Crime Alley,


watching as a very young Bruce Wayne crouches between the
dead bodies of his parents, Dr. Thomas Wayne and Martha Wayne.
The thief who killed them stands a few steps o , grinning evilly
while still holding the smoking gun.

Spider-Man begins his nightmare witnessing the death of Uncle


Ben in his childhood home in Queens, seeing everything through a
window while he clings to the wall outside. Aunt May crouches in
shock and horror beside a dead and bleeding out Uncle Ben while
the burglar, smoking gun still in hand, stands over them both with
an evil grin on his face.

Neither hero may aid the other - although both are participating in
this Scene, they are separated not by geography but by reality -
each is having their nightmare in their home universe. As such,
they must each use their Solo A liation die in any dice pools.

Any attempt to resuscitate their fallen loved ones fails automatical-


ly. Consoling Aunt May or young Bruce will prove di cult with the
assailant standing so close, threatening.

Attacking the assailant in either dream is essentially an attack on


the Doom Pool itself. There are no actual enemies here - they are
battling their own psyches.

S36 SADISTIC
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Use any Watcher E ect Dice to in ict Emotional Stress or related Com-
plications; if the latter, spend dice from the Doom Pool to ensure that
those Complications persistent, so that they may be exploited by vil-
lains in future Scenes.

Attacking the Traumatic Nightmare Scene Distinction and in icting


D10 Stress on it ends the nightmare, causing the hero to wake up.
Each hero must attack it separately; if Spider-Man manages to elim-
inate the Complication in his world, it still exists in Batman’s until
he, too eliminates it. Once it is eliminated in both realities, the
Scene ends.

SCENE OPTIONS
‣ These nightmares are fueled by survivor guilt; as such, Aunt May
and young Bruce might accuse their hero of Failing Their Loved


Ones, a Complication that could play into future Scenes.
In the comic, as Batman ghts the thief who gunned down his par-
ents, the thief slowly starts to look like Carnage, as Bruce cannot
believe a mere mortal man could shatter his life - it would take a
monster. Likewise, Uncle Ben’s murderer begins to look more and
more like the Joker, a madman who sent Peter’s world spiraling into
chaos. Playing on this might not have any mechanical game bene-
t, but might serve as a clue that both heroes had already begun to
feel the e ects of the multiversal bleeding e ect subconsciously,


even before the physical e ects had become apparent.
You might allow for a few minutes of play at the end of the Scene
where the heroes take stock of what just happened to them before
the Scene ends; Peter wakes up next to Mary
Jane who tries to console him, Bruce wakes up
alone but Alfred heard the commotion of Bruce
shouting in his sleep and came to check on him.
Do not allow for a Transition Scene before the
next Action Scene, however. Any Stress, Trau-
ma, or Complication received in this Scene
needs to be at full strength so as to make the
next Scene more dramatic.

ACT ONE: PARALLELS S37


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Action: Catching
Carnage u
At the Ravencroft Institute, Cletus Cas-
sidy escapes his bonds and attempts
to slaughter everyone present. Thank-
fully, the heroes are on hand to put a
stop to this rampage.

When the heroes arrive, Cletus Cassidy


is imprisoned in a Transparisteel
Cage that looks like a glass egg held
in place from above and below by
Complex Power Dampeners. While
Cassidy’s symbiote is still bonded with
him, it should be inert - but that senti-
ment is soon disproved.

After a few minutes taunting Dr. Kafka, Cletus will attack either of
the above two Scene Distinctions using the full power of the Doom
Pool and any active hero Complications. If he manages to elimi-
nate the Transparisteel Cage, he escapes and ruthlessly at-
tacks Dr. Kafka.

After ve rounds of combat, starting with Carnage’s rst attack on


his cage, a small group of guards arrive and attack him with Mi-
crowave Guns, which target Carnage’s Limit. The heroes can team
up with these guards since they all have a common goal of subdu-
ing Carnage.

RAVENLOFT GUARD MOB


TEAM Not Paid Enough For This
Af liations

Distinctions

8 8 8 8
Ready For Anything
Tough As nails

THE BOSS’S RIGHT HAND


Power Set

Armor 8 Microwave Gun 8

SFX: Area Attack. Target multiple opponents. For every additional target, add d6 to
your pool and keep an additional e ect die.
LIMIT: Mob Cohesion. Ravenloft Guard Mob’s Team Affiliation may be targeted
individually or by Area Attack SFX. D10 physical stress in icted removes a die
from Goons power. Recover Team Dice after a Transition Scene.

S38 SADISTIC
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Once Carnage has been Taken Out, the Ravenloft
Guards will take him into custody once more, and
will not allow the heroes to attack any further.
Remind the heroes, through Dr. Kafka, that mur-
dering Cassidy is immoral and illegal, and that the
guards will attack them if they threaten their pris-
oner now that he is helpless. Comments about
how killing Cassidy is the only way to protect oth-
ers from him will fall on deaf ears, or might even
lead to their expulsion from Ravenloft, which
would mean that other heroes will have to be
present for Transition: Test Subjects and Action:
Untamable unless the heroes somehow get back
into Dr. Kafka’s good graces.

With Cletus Cassidy unable to medically partake


in the experiment, the procedure is rescheduled
for a few days later. The heroes are asked to re-
turn to Ravenloft at that time to oversee the pro-
cedure and make sure that Carnage does not es-
cape again.

SCENE OPTIONS
‣ Carnage spawns multiple symbiotic o spring
which infect Ravencroft sta members, forcing
the heroes to deal with several bloodthirsty
symbiotes instead of just one. See the mini-
Event Breakout in the MARVEL HEROIC ROLEPLAYING Core Book for


the stats for a Symbiote Spawn power set.
It could be that Dr. Kafka has chosen to keep a Concealed Weapon on
her in case Cassidy should escape, a handheld microwave pistol like the ri-
es her guards are using. Though this is a Scene Distinction, it can re ect
Dr. Kafka helping the heroes ght Carnage.

DR CASSIE BRIAR u
SOLO Multiversal Connection
Af liations

Distinctions

10

BUDDY 6 True Aversion To Hate


TEAM 8 Weight Of Conscience
Power Set

MULTIVERSAL CONNECTIONS
Superhuman Intellect 10
Psychic Resistance 10

Telepathic Senses 10 Telepathy 10


SFX: Focus. If a dice pool includes the Multiversal Connections power, you may replace two die of equal size with
one die +1 step larger.
SFX: Flexible Mind. Split Superhuman Intellect into 2D8 or 3D6.
SFX: Second Chances. Spend a doom die to reroll when using an Multiversal Connections power.
LIMIT: Too Much Input. Change any Multiversal Connections power into a complication and gain a d6 for the
doom pool. Activate an opportunity or remove the complication to recover the power.
LIMIT: Mutant. Step up or double the e ect die of a Mutant-related attack for a D6 doom die.

Acrobatic Novice 6 Business Novice Combat Novice


Specs

6 6

Cosmic Expert 8 Covert Novice 6 Crime Novice 6


Medical Master 10 Menace Novice 6 Psych Expert 8

Politics Expert 8
Science Expert 8
Tech Expert 8
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Action: Getting The Joker b
The Joker has unleashed his latest caper upon the city of Gotham,
forcing the heroes to intervene - but was his capture just a little to
easy?

Several weeks ago, Dr. Briar very publicly used her bio-technic nulli er
on psychotic inmate Vince McNatty, and by all accounts the e ort was
a complete success. Last week a judge granted the now docile Mc-
Natty parole, so long as he was accompanied by a pair of uniformed
o cers to ensure that if he relapsed he would be quickly caught.

The very existence of this “cure for madness” o ended the Joker. But
it also struck him as an opportunity. The problem with the methods
that the Joker had used in the past to turn sane men mad was that it
had always been chemical - once someone went mad there was no
spreading that madness to those who were not yet exposed. But if
this bio-technic nulli er could be made contagious…

The Joker had been working on a virus that spread psychosis-trigger-


ing chemicals similar to those in his Joker venom but with lethal e ect,
but people could become immune to viruses. A techno-organic con-
tagion, on the other hand, humans had no immune response for that!

Merely a day after McNatty’s parole began, the Joker kidnapped him,
and began experimenting on the device inside McNatty’s head. He
also contracted Black Mask to hack Dr. Briar’s les and steal the plans
for her device. With all of that information at his disposal, he not only
devised a possible way to achieve his goals, but also a way to protect
himself from his own diabolical scheme. He merely had to test it; and
who better to do so than on himself?

Joker’s hacking of McNatty’s device has made him even more of a


psychotic than before, and one under the Joker’s in uence. Vince
McNatty is now Vile McNasty, the Joker’s eager henchman. McNasty
will protect Joker at all costs while he executes his plan.

While he was torturing McNatty, Joker has been patiently collecting


bats from all over Gotham. He has injected them with the Joker Virus,
and plans to release them so that their disease can infect all of
Gotham.

But that plan is a blind; he hopes it will succeed, but what he really
wants is to be captured and brought back to Arkham; Dr. Briar has
publicly called for Joker’s capture so that she can “cure” him, and
that’s just what Joker wants - he’s willing to gamble that his counter-
measure will successfully nullify the nulli er, allowing him to subtly be-
gin turning his sanity nulli er against the guards at Arkham, the rst in
a long line of his victims.

At the start of the Scene, the heroes already know where the Joker is;

S40 SADISTIC
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Vile McNasty
Manic
Af liations

Distinctions
SOLO 8 Vince McNatty showed
traits of psychopathy at a
very early age, showing
BUDDY 10 Psychopath no moral understanding
and no self-restraint. He
TEAM 6 strangled a fellow class-
mate to death in rst
grade out of curiosity. His
READY TO KILL
Power Set

behavior did not get bet-


ter from there. He con-
Enhanced Strength 8 Knives 8
tinued to kill even in
SFX: Berserk. Add a die from the doom pool to one or more attack actions. Step prison, eventually being
up the doom pool die by +1 for each action; return it to the doom pool when permanently con ned to
you’re done. solitary.

SFX: Criminal Empire. Add a d6 and step up the e ect die by +1 when in icting a This brie y changed with
Bleeding complication on the target. Dr. Briar’s device being
LIMIT: Exhausted. Shutdown any Ready To Kill power to gain a D6 for the implanted in his skull, and
doom pool or step up an existing doom die by +1. Recover power by acti- he became a repentant if
vating an opportunity or during a Transition Scene. quiet person. But with
Joker’s manipulations, he
has become a manic
Specs

killer, pining for the next


Crime Expert 8 Menace Expert 8
opportunity to take life.

at the top of a tall building in Gotham, which is the best place to release his
bats. They know this because he has been leading the heroes on a long
chase before now, having left clues at the scene where he abducted McNat-
ty, at McNatty’s home, at a variety of abandoned hideouts, and nally in a
hijacked newsfeed signal. His clues slowly spelled out his plan; in
vengeance for “curing” insanity, he has cured its rst “victim” of the cure,
and plans to cure the rest of Gotham with a virus released via bats. The
symbolism of using bats to spread madness is of course obvious.

Joker will have McNatty do most of the ghting, while Joker will spend his
actions placing various obstacles in the heroes’ way and trying to stay one
step ahead of them, birdcage of bats in tow. When he does go down, the
heroes nd that the bats that Joker has caged appear healthy, if worked up
by being tossed around as Joker has dodged the heroes.

The heroes might suspect that something is up, as this plan lacks the usual
amount of cunning normally on display when the Joker makes schemes.
Nonetheless, they caught him, and the police soon arrive to take him into
custody.

SCENE OPTIONS
‣ In addition to McNasty, the Joker might have a mob of thugs on hand if
there are a lot of player heroes to contend with, just to keep the heroes


from overwhelming him.
The battle might take place at night, leading to the rooftop battle being
Marred By Darkness, making it more likely that heroes might fall o
the roof.

ACT ONE: PARALLELS S41


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Transition: The Bio-
Technic Nulli er
Dr. Briar prepares to demonstrate her
bio-technic device on her test sub-
ject(s), giving the heroes a chance to
learn more about what the device is
supposed to do, and what potential
problems the technology could
cause.
PROFESSIONAL
OPPOSITION Up until this point, the heroes have
not met Dr. Briar or learned what her
innovative new cure for psychosis
Not everyone is on
might be. Now they will have that
board with Dr. Briar’s chance.
invention. Arkham’s
warden is on record In the Marvel Universe, the heroes are
opposing the tech- introduced to Dr. Cassie Briar at
nology as a “scientif- Ravenloft by a representative of Os-
ic fad” but is com- born Pharmaceuticals, a subsidiary of Osborn Industries. They
pelled by the federal have invested heavily in this program, and are eager to see the
government to treatment administered.
oblige. Likewise, Dr.
Kafka considers this In the DC Universe, Dr. Cassandra Briar introduces herself at
technology “a high Arkham Asylum, either in her lab or in her o ce, noting that she
chose Arkham Asylum as the front line for her studies with the
tech lobotomy,” but
blessings of both Arkham’s warden and the city mayor’s o ce.
her hands, too, are Numerous well-known psychologists and psychiatrists have
tied by government come to observe or assist with the study, including renowned
red tape. These psychiatrist Dr. Hugo Strange.
stances should be
made clear to the There are a number of things that the heroes can learn about
heroes regardless of during their interview with Dr. Briar, her assistants, her as-
whatever else they sociates, and others.


nd when combing
for Resources. Business Resource: Multiple pharmaceutical companies are
running adds against her treatment, as it could replace most of
the related drugs on the market, costing them billions. They are
lobbying to have the treatment banned.
‣ Marvel: Norman Osborn has created a whole fundraising
organization to funnel money from various outside sources
into Dr. Briar’s research, though his company has actually
invested far less than any other while ensuring that only
his company has the patent on the device.
‣ DC: S.T.A.R. Labs is Dr. Briar’s primary backer. However,
Hugo Strange has joined with a number of psychiatrists
and psychologists in forming a lobbying organization to
ght the pharmaceutical lobby.
‣ Covert Resource:

S42 SADISTIC
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‣ Marvel: This Dr. Briar whom Norman Osborn has taken such
keen interest in has only been on in the medical eld for a
few years, and before that aced her college and post-grad
studies in record time, spending only two years in college
and three more before getting her doctorate. Before that,
this genius was an intellectual underachiever, with a D+ av-
erage in high school and more interest in xing cars than in
neurobiology.
‣ DC: By interviewing the sta at Arkham, the heroes learn
that Dr. Briar’s les regarding her research may have been
hacked, but she has done her best to keep that quiet so that
negative press does not ruin public support for her program.
‣ ‣ Crime Resource:
Marvel: According to police reports, Dr. Briar once called
police to protect her both from being abducted and from be-
ing murdered. Not long after achieving her doctorate, Dr.
Briar was targeted by both the Friends of Humanity and the
Mutant Liberation Front as a suspected mutant. However,
both groups lost interest when mutant detection technology
failed to register her as a mutant.
‣ DC: Those connected with the Gotham PD or criminal
sources might learn that Dr. Briar’s les were hacked a few
weeks ago and the hackers were suspected to be tied to
Black Mask’s organization, though the evidence for this is
not strong enough to warrant an arrest.
‣ Medical Resource: Interviewing Dr. Briar’s
support sta or the surgical team will reveal
that the bio-technic nulli er is not one de-
vice but a series of nodes that coordinate to
re-route brain impulses, with the central
node serving as the control center. Precise
programming allows the device to be tuned
for controlling and suppressing speci c
neuroses.
‣ Psych Resource: Due to the complexity of
psychological disorders, no single device
could suppress such a wide variety of neu-
roses as Dr. Blair’s claims suggest. It would
take multiple devices, or each working in
tandem with the others, to achieve such an
e ect.
‣ Tech Resource: A device implanted in the
brain to control unhealthy brain functions
could be re-tooled to control other func-
tions, but this would require reprogramming
prior to implantation.

ACT ONE: PARALLELS S43


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Action: Digital Crime b
Black Mask’s organization has taken an interest in Dr. Cassandra Bri-
ar’s bio-technic nulli er, and has hacked her computer in order to get
a copy of the plans. You must recover the stolen data and discover
what the Black Mask wanted with them in the rst place.

Heroes who used a Covert or Crime Resource to discover the hack


can trace the hacker to a boarded-up store in The Hill district of Old
Gotham. The front of the old and abandoned comic book store is
nothing but rows of empty tables that once housed boxes of comics
and walls lled with empty shelves.

However, the back room, which has its own exit to the alley in the
back, houses a Home-made Internet Hub farm and a workstation
with multiple used monitors and keyboards obtained by dumpster-
diving. The space also houses a cot and a used dresser drawer as
well as a mini-fridge and portable stove.

The hacker is Ollis Knapp, and he is in a way a prisoner of the Black


Mask’s gang. Ollis’ mother got deep into debt with the gang borrow-
ing from them to help pay for their father’s medical bills when he was
sick with cancer, and rather than see their mother face that debt after
their father’s death agreed to serve as the Black Mask’s hacker until
the debt was repaid, sacri cing a promising programming career in
the process.

OLLIS KNAPP
For My Mom
Af liations

Distinctions

SOLO 6

BUDDY 8 I Don’t Want To hurt You

TEAM 10

UNWILLING CRIMINAL
Power Set

REVOLVER 6 HACKER KIT 10

SFX: Constructs. Add a D6 and step up the e ect die by +1 when using
Unwilling Criminal to create assets.
Limit: Conscious Activation. If stressed out, asleep, or unconscious, shut-
down Unwilling Criminal. Reactivate when stress is recovered or you
are awake. If Physical Trauma is taken, shutdown Unwilling Criminal
until trauma is recovered.
Specs

CRIME EXPERT 8
TECH MASTER 10

S44 SADISTIC
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DR CASSANDRA BRIAR b
SOLO Dreams Of Supremacy
Af liations

Distinctions
10

BUDDY 8 Multiversal Connection


TEAM 6 Universally Arrogant

MULTIVERSAL CONNECTIONS
Power Set

Superhuman Intellect 10
Psychic Resistance 10

Telepathic Senses 10 Telepathy 10


SFX: Focus. If a dice pool includes the Multiversal Connections power, you may replace two die of equal size with
one die +1 step larger.
SFX: Flexible Mind. Split Superhuman Intellect into 2D8 or 3D6.
SFX: Second Chances. Spend a D8 or higher doom die to reroll when using an Multiversal Connections power.
LIMIT: Too Much Input. Change any Multiversal Connections power into a complication and gain a d6 for the
doom pool. Activate an opportunity or remove the complication to recover the power.
LIMIT: Exhausted. Shutdown any Multiverses Connections power to gain a doom die. Recover by activating an
opportunity or during a transition Scene.

Acrobatic Novice 6 Business Expert Combat Novice


Specs

8 6

Cosmic Expert 8 Covert Novice 6 Crime Novice 6


Medical Master 10 Menace Expert 8 Psych Expert 8

Politics Expert 8
Science Master 10 Tech Expert 8

To cement his control over Ollis, the Black Mask forced them to par-
take in other crimes as well, implicating them in several shootings,
robberies, and break-ins. Black Mask has enough on Ollis to ensure
that they spend the rest of their lives in prison.

When the heroes arrive, Ollis has a 3D8 mob of thugs and one en-
forcer “protecting” him. Should the heroes engage the group, the
enforcer will attempt to cover Ollis while they secure Dr. Briar’s data
and any other data they can acquire (by creating a Backup Disk
asset) and then destroying the internet hub. Once this is secure, the
enforcer and thugs will attempt to cover Ollis’ escape.

SCENE OPTIONS
‣ Ollis may have begun to be corrupted by their long exposure to
crime. Change their I Don’t Want To Hurt You distinction to
This Is Who I Am Now. Your players can still try to turn them
back on the path of good once they hear about their past, but


this will prove more di cult than it might otherwise have been.
Perhaps the heroes, upon recovering the Backup Disk, uncover
more than just Dr. Briar’s work. There could be an Underworld
Playbook of the various criminal gangs and organizations that
Black Mask has been creating from intel gathered by his spies,
so as to better plan against his competition. Securing this for the
police is a good way to gain their favor, perhaps in preparation
for taking a police-centered Milestone later on.

ACT ONE: PARALLELS S45


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Action: Unfriendly & Inhumane u
Dr. Cassie Briar was targeted by the Friends of Humanity and the Mu-
tant Liberation Front as a suspected mutant, the former to kill her and
the latter to recruit her. Though both groups have since declared her
fully human and have since left her alone, the heroes might be curious
as to how both groups could have misidenti ed her as a mutant.

Finding the Mutant Liberation Front is extremely di cult as the group


prefers to operate underground. The Friends Of Humanity, on the
other hand, are, at least on the surface, a political special interest
group with deeply conservative leanings. They maintain o ces in
Manhattan. They also have several hidden bases that house their
anti-mutant terrorist cells, but those are not the focus of this Scene.

Any heroes arriving in their superhuman identities will be treated with


scorn and hostility, though the Friends Of Humanity will not engage in
open hostilities in their political o ce unless attacked, in which case
they will use the assault as evidence of the threat to humanity that all
superhumans pose.

Which is a shift in their stance for the worse; since control of the
group has been taken over by Senator Peter Krane on a national lev-
el, the FOH have expanded their hate from mutants to all metahu-
mans. So getting anything more than snide and hostile remarks out
of the group’s current local spokesperson, Gillian Weed, will require a
psychological battle.

Weed is a trained prosecutor who has become a political operative,


so she is clever in addition to being socially vicious. She will not in-
tentionally betray any of her groups’ secrets, but with clever interro-
gation techniques and su cient Mental or Emotional Stress the he-
roes might just learn a thing or two.
EFFECT MENTAL STRESS EMOTIONAL STRESS
DIE

D6 Since determining that Dr. Briar is Gillian Weed comes from a deeply con-
not a mutant the FOH has kept an servative family and was raised “right”,
eye on her, discretely so as to not she is opposed to deviant behavior and
violate her restraining order against metahumans are deviant by their very
them, in case she is some other existence. “Please, by all means, take
kind of metahuman. o ense.”

D8 The FOH suspected Dr. Briar as a Gillian was the one who deduced that
mutant or metahuman due to her Dr. Briar must be a mutant, and is still
sudden and bewildering increase in convinced that she must be a metahu-
both intelligence and motivation. man of some sort. Though she has
But they see her research as wor- been careful to not violate the restrain-
thy of merit, and are quietly chan- ing order, she has still sunk consider-
neling funds into countering politi- able resources into proving her case to
cal adds against her work. her superiors.

S46 SADISTIC
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EFFECT MENTAL STRESS EMOTIONAL STRESS
DIE

D10 The FOH is a nonpro t organization, Weed lost her chance to run the
but it channels targeted donations to D.C. branch of the FOH because
many popular conservative causes of her failure to prove Dr. Briar’s
in order to shore up support for their deviant genetics. This is a matter
own cause - the elimination of the of pride for her to prove that she
metahuman threat. Interest in pre- was right.
serving Dr. Briar’s work is just one of
those causes.

D12 Dr. Briar’s work is of great interest to Somehow Dr. Briar has screened
the FOH, as her anti-madness tech- herself against detection, Weed is
nology could have other, broader sure. Weed takes this as a per-
applications that many conserva- sonal attack against her, and
tives would deem worthy of further means to make Dr. Briar pay for
exploration. There are all kinds of the humiliation. This is about more
“deviant” behaviors, after all, that than killing Dr. Briar. This is about
liberals are all too eager to encour- payback.
age. Many of society’s problems
would simply melt away if those
“excess liberties” were eradicated.

Stress Out The FOH seeks to target metahu- Weed wants to turn Dr. Briar’s bio-
mans with the bio-technic nulli er as technic nulli er against her, making
a means of lobotomizing them. Dr. Briar into little more than a
Then the FOH can sell metahumans drooling, mindless drone.
to the government as living
weapons.

Note that much of the information above need not come from Weed
directly - perhaps a le is open on her desk that she didn’t have time to
hide, or an overzealous aide with less political tact blurts out something
before she can stop them.

SCENE OPTIONS
‣ Gillian Weed isn’t the only sta er at the FOH o ce. There are sev-
eral others including secretaries, lobbyists, interns, and others.
Perhaps there is someone working here who is of Weakening
Zeal in their pursuit of an end to metahumankind, and as their re-
solve has lessened their distaste for the organization has grown.
During the heroes’ visit, they might notice this and steer some of
their E ect Die towards convincing that someone to quit the group,


or to turn informant.
It is entirely possible that an actual physical confrontation could
break out during this Scene. If so, use the stats for thugs and en-
forcers to represent a group of FOH militia men bursting out of a
back room to ght the heroes. You can use the Mob Lieutenant
data le for Gillian Weed, changing the Distinctions to Bend The
Law To My Needs and Humans Will Inherit The Earth.

ACT ONE: PARALLELS S47


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Action: Untamable
Who would have thought it! Psychotic criminals who have a long history of
escaping imprisonment have escaped imprisonment. Worse, pursuing them
will mean abandoning the medical sta to certain death!

The surgeries have taken place, and after weeks of observation both Cletus
Cassidy and the Joker have been turned into meek and humble citizens. Or
at least, that is what they want you to think.

In each reality Dr. Briar holds a press conference in front of the facility hold-
ing their surgery subject. Factions of the press swoons over the accom-
plishment or presses for comments on the morality of the bio-technic cure
and the opposition to it. Assurance are made, photo ops taken. And at the
height of it all, everything goes wrong.

‣ Although Cletus Cassidy was successfully made dormant, his symbiote


was not, and the alien organism has been subtly working to dis-
able the device. Now that it has succeeded, Carnage is on the
loose again.

S48 SADISTIC
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‣ The Joker used the knowledge he gained from experimenting on
Vince McNutty to create a toxin that will bond with the bio-tech-
nic nulli er, disabling it. He injected the toxin before his capture,
and now it has worked its magic. He is free, and ready to cause
havoc. And as he has arranged for a 2D8 mob of thugs to in-
termix with the crowd to resupply him with his gear and cause
general mayhem, woe be those upon who he sets his gaze.

Both Joker and Carnage seek to escape, but not before causing as
much destruction as possible. They will use their E ect Die to target
the crowd, the press, and any other bystanders, possibly in icting Men-
tal and Emotional Stress on the heroes as a byproduct. Use the Doom
Pool liberally to let them build assets and complications that will allow
them a path to freedom. If at all possible, build the Doom Pool to 2D12
so that you can end the Scene early with their respective escapes.

SCENE OPTIONS
‣ There’s nothing like a Hostage Situation to give heroes pause,


and what better hostage than Dr. Brair?
With her two prize test subjects having circumvented her cure, Dr.
Briar is in damage control mode. She will insist that her basic
technique is sound - she will merely have to discern by what
means the device was cir-
cumnavigated in this case
and devise means to prevent


them from working again.
Should either Carnage or
Joker be caught, arrange for
another Action Scene where
they escape again - Green
Goblin and Hugo Strange
might each have a reason to
ensure this happens, perhaps
as distractions for their own
schemes or to curry a deal


with the villains they release.
During the attack, you
could introduce Strange
Shadow Figures that move
about oblivious to the escape
or the heroes actions but
could prove distracting or
hinder apprehension of the
villain(s). You can use this
Scene Distinction in any
scene in the remainder of Act
One.

ACT ONE: PARALLELS S49


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Transition: Hunting Nightmares
The Joker and Carnage are loose in their respective cities. The heroes
are on the hunt, but have to act fast - it is only a matter of time before
these two strike again, with deadly results.

The police have put out an emergency all points bulletin for the im-
mediate capture of the Joker and Carnage on their respective worlds.
However, as the heroes join the search, they encounter several wrin-
kles that could complicate or impede their e orts.

‣ Big Distraction b: The escape seems to have been expected by


someone. During the commotion of the villain(s) escaping, while
Dr. Briar was being ushered to safety by Arkham guards, a group
of monstrous creatures abducted her. See the Action Scene Ab-
duction Attempt.

‣ Break-In u: Not long after the escape, a small group of Friends of


Humanity thugs attack an armored truck carrying samples of the
bio-tech nulli er, but this turns out to be a trap laid by Dr. Cassie
Briar. See the Action Scene A Cure For Hatred.
‣ Distribution: In advance of the escape, the FDA approved of the
bio-technic nulli er’s use for psychiatric applications. Already it is
being prescribed and inserted in patients across the country.
‣ Shadows: A number of strange shadow gures have been seen
moving across the city. Several were seen at the press confer-
ence. Are these strange creatures related to the escaped
villain(s), and if so, could they lead the heroes to them?

‣ Top Secret u: In order to protect the plans for the device from fu-
ture hacking, Norman Osborn has ordered the plans be trans-
ferred to his private server, which is not connected to the internet
and is under tight security.

In order to hunt down Carnage or the Joker, your heroes could unlock
the following Resources.
‣‣ Crime Resource:
Marvel: Carnage never stays hidden for long - his impulse to
kill is too strong. He is not without cunning, however. He will
pick a high-pro le target with which to lure the heroes into his
clutches and then strike when he has the most advantage.
‣ DC: Joker clearly had a plan when he was caught, likely to
prove that he could outwit Dr. Briar and beat her device. But
with the Joker all plans have layers, and there is likely more to
this than meets the eye. The bio-technic nulli er must hold a
deeper place in his plans, and he will be someplace secure
laying out a means to use it against Gotham. This will require
considerable resources, which heroes might be able to track
to a single buyer to nd his hideout.

S50 SADISTIC
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Transition: Bio-Technic Hazards
Something has been sticking in your craw about these bio-technic nulli-
ers. You want to know more about their potential use - and misuse.

By now, what with the protests by prominent psychiatric organizations


and the interest in the device by criminal organizations, the heroes
might have suspicions about the dangerous potential of the bio-technic
nulli ers. They might begin asking around about what the true harm of
the device might be.

‣ Business Resource: If the bio-technic nulli er works as promised,


a huge portion of the pharmaceutical industry could go bankrupt as
their psychiatric drugs will no longer be needed. On the other hand,
the company that owns the patent and controls the device’s pro-
duction would come to dominate the industry.
‣ Cosmic Resource: People have begun to notice strange shadows
that move independent of any physical object that might cast them.
These shadows have been independently veri ed and cannot be
explained by mass-hallucinations or cultural reinforcement of delu-
sional beliefs. These are reported anywhere where use of the bio-
technic nulli er has been documented.
‣ Crime Resource: The heroes’ contacts in law enforcement or on
the street reveal that several criminal organizations are looking at
tra cking stolen bio-technic data to “prominent big-league cos-
tume criminals” who have an interest in “controlling public outlook”
and “owning public o cials.”
‣ Medical Resource: The human brain relies on communication be-
tween various interconnected regions within it. Mental illness is
brought about by underperformance or overperformance of di erent
regions. Every aspect of our personality is controlled by regions of
the brain interacting with each other. Any technology that can alter
this interaction can alter our personality.
‣ Psych Resource: Reports of strange intrusions in dreams by im-
ages of other worlds like our own but di erent have been increasing
with each use of the bio-technic nulli er.
‣ Science Resource: Cosmologists and those who study the fabric
of reality at places like S.T.A.R. Labs (b) and Horizon Labs (u) have
begun to notice ripples in space-time originating around Earth.
They cannot as yet explain these distortions.
‣ Tech Resource: The bio-technic nulli er plans seem to have fea-
tures that they shouldn’t. Strange components that appear to be
overly-complex transmitters don’t seem to broadcast anywhere. A
closer examination reveals that the transmitters have features in
common with extra-dimensional portal devices being developed by
the best minds on Earth.

ACT ONE: PARALLELS S51


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Action: A Cure For Hatred u
Shipments of the bio-technic nulli er, now with a pharmaceutical
name BT-Nu, and a street name of Brain Train, travel to various neuro-
logical surgery centers around the country by armored car. That
doesn’t stop the Friends of Humanity from trying to get their hands on
a shipment, which is exactly what Dr. Cassie Briar wants.

Cassie Briar has known ever since her encounter with the FOH and
the Mutant Liberation Front that she would remain under scrutiny for
the rest of her life unless she could get groups like those to stop hat-
ing everyone not like themselves.

She also has the bene t of a near in nite number of alternate selves
with which to brainstorm, allowing her to develop her technology
quickly. She has modi ed all of the 2nd generation BT-Nu devices;
when removed from their case without a precise key (which ships
separately to the facility by secure carrier), any of the devices within
the case will detect and attack any individual whose brain radiates
innate hatred, regardless of whom the subject of that hate may be.

Expert BT-Nu
Data File

TEAM 6 6 6 6

Hate Control 8 Empathy 6

SFX: Target Hatred. Target multiple hate- lled opponents. For every addi-
tional target, add d6 to your pool and keep an additional e ect die.
LIMIT: Mob Cohesion. Team Dice may be targeted individually or by Area
Attack SFX. D8 physical stress in icted removes a die from Team Dice.
Recover Team Dice after a Transition Scene.

The devices attempt to deal Emotional Stress. Stressed Out charac-


ters can no longer act in hateful ways - such characters quit the
Friends of Humanity and surrender to police or heroes, willing to tell
all they know of the organization’s structure, plans, and goals. Natu-
rally uncontrolled members will attempt to silence their cured allies by
any means necessary.

How The Heroes Get Involved


The best way to involve the heroes is to have them witness the at-
tack; they are on patrol in the area when the attack takes place, they
hear of the attack on police dispatch, or perhaps a Resource reveals
that an attack on the shipment is imminent, if not who the attack will
come from. Cassie might even be the source of the tip, directly or
anonymously, to ensure that the heroes arrive to maximize news cov-
erage, hoping that seeing hatred itself cured will send a message that
bigotry and hate are on the verge of extinction. Naturally this will lead

S52 SADISTIC
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to a strong reaction by those for whom hate is a way of life, and THE HEIST GANG
arguments about civil liberties and personal autonomy being
There are ve FOH op-
violated will lead to paranoia about “the liberals coming for your
minds!” eratives involved in the
heist, each with a sepa-
rate job and each with
The Fight their own Distinctions
and Specialties.
When the heroes do arrive the sequence of events is pretty
straight forwards. The FOH team will attempt to run the Ar- Duke Nash: Driver
mored Truck o the road, then some of them will take the dri- No Red Lights
ver hostage while the rest break into the truck’s hold. Once Vehicle Expert 8

they have secured the shipment - ten suitcase-sized cases of


BT-Nu, they will try to load them onto their own vehicle, a Brooke DiSanto: Safe
Souped-Up Armored Car, and escape. Heroes will have to Cracker
rescue the driver and prevent the theft. That’s Mine Now
Crime Expert 8

HEIST TEAM MEMBER


Holly LeBlanc: Sniper
HUMAN SUPREMACY
Af liations

Distinctions

SOLO 6
In My Sights
(SEE SIDEBAR) Covert Expert 8

BUDDY 8

TEAM 10
Zach Nash: Muscle
Pro Body Builder
Hate-Fueled Terrorists Enhanced Strength
Power Set

Menace Expert 8

BODY ARMOR 10
WEAPON 10

SFX: Burst. Step up or double a Weapon die against a single target. Re- Rich Smith: Defense
move the highest rolling die and add 3 dice for your total. Cover Fire
Limit: Exhausted. Shutdown any Hate-Fueled Terrorists power to gain Weapon 10
1 PP. Recover power by activating an opportunity or during a Transition Combat Master 10 *
Scene.
*Replaces Combat Expert
Specs

COMBAT EXPERT 8
(SEE SIDEBAR)

Holly LeBlank shot out the ar-


mored vehicle’s tires from a
rooftop vantage point along the
vehicle’s route. She serves as a
hidden sniper during the en-
counter, starting the Scene with a
D6 Unseen Resource. If she
remains undetected for the entire
Scene she will Police Her Brass
before abandoning her Sniper
Nest.

From X-Force #40

ACT ONE: PARALLELS S53


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Action: Abduction Attempt
In their respective worlds, Carnage and Hugo Strange at-
tempt to abduct Dr. Briar.

This Scene can occur at any time after the villains escape,
from immediately to just before the end of the Act. Both
BACK IN BLACK Hugo Strange and Carnage have reason to attempt the
abduction, but whether this Scene is a prevention or a res-
It is entirely possible that
cue depends upon how vigilantly the heroes decide to
your players might want to watch Dr. Briar.
portray Spider-Man in his
black costume, especially
when he is going up PROTECTION
against the Dark Knight.
That is perfectly ne, and If the heroes suspected that someone might try to get to
might not even warrant a Dr. Briar, they might decide to covertly follow her and stake
modi ed Data le for the out her home and work. Or they might o er their services
wall-crawler, as he has a as guards. Dr. Briar will not willingly be restrained to a safe
black costume that isn’t a house of any kind - she views her work as too important.
terrifying alien symbiote. If
In this instance, let the heroes devise how they will protect
you do choose to go the
their respective versions of Dr. Briar. They will have to
symbiote route, however, travel with her while she is working and guard her home,
you should change out his but Dr. Briar will insist that they not observe her actual
WEB SLINGING power set work, which is secret. It is up to you as the Watcher to de-
for the SYMBIOTE SPAWN cide when and where to implement the abduction, while
power set found on BR13 bearing in mind the following:
in the MARVEL HEROIC
ROLEPLAYING rulebook. Hugo Strange: The good doctor will direct his monster
You might also change out men with surgical precision, and will not take unnecessary
his Friendly-Neighborhood risks. He will do so from afar, watching from hiding, direct-
Hero distinctions for Dead- ing his minions electronically. He will wait for a moment of
ly-Neighborhood Hero. weakness, such as when some of the heroes are away or
when a large crowd will provide cover and confusion.
You will also have to take
the Symbiotic Tempter
Carnage: Cletus is clever but impulsive and predatory. He
power set, as shown on will try to distract the heroes with false strikes, luring them
S78.

From Sensational Spider-Man 35

S54 SADISTIC
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away so he can make his move. He might recruit old allies like Shriek to do
the abducting while he serves as the distraction.

Rescue
If the heroes have done nothing to prevent an
abduction, they will hear about it on the news or
from one of their sources with the police or with
criminal contacts, and have to locate her them-
selves. This might require an additional Transi-
tion Scene so that the heroes can develop Re-
sources needed to locate her.

Hugo Strange: The heroes track Hugo Strange


to Arkham House, an abandoned former home
for criminally-insane patients that predates
Arkham Asylum and which has stood abandoned
and condemned for decades. It is a gothic Vic-
torian building three stories tall. The Over-
grown Garden yard is thick with untamed
bushes, vines, and uncut grass, its paths mostly
overgrown and cracked. The yard is surrounded
with a tall Spiked Iron Fence with chained
gates. There is an unattached one-car garage at
the back of the property near a garden shed,
with a stone driveway that leads to an alley behind
the property.

The house has Rotten Floors, Walls, And Doors that are precarious to
walk on. The house itself was in its prime mostly o ces, storage, labs, and
examination rooms.

The cells and surgeries were housed in the three basements. It is here where
Dr. Hugo Strange is conducting his experiments on Dr. Briar. The rst base-
ment is lled with Sturdy Holding Cells and guard and nurse stations.
The second basement has a mix of cells and small operating rooms.

The lowest basement is the main surgery, and Dr. Briar and Hugo Strange are
here. The space has Expensive Medical Equipment and there is a Secret
Exit to the surface that exits in a tool shed at the back of the property.

Dr. Briar is Restrained, strapped to a medical table and surrounded by vari-


ous scanning equipment. She has so far not met with harm, but Hugo
Strange is plotting cellular surgery that could kill her. Hugo will have his mon-
ster men attack any heroes as soon as he is aware of their presence, and will
attempt to ee with his captive while the heroes are occupied. He has a Fast
Getaway Car parked in the garage.

Carnage: The heroes trace Carnage to an Abandoned Railway Museum


in Brooklyn. He has Dr. Briar strung up in a web of old symbiote tissue at the

ACT ONE: PARALLELS S55


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center of the open, three-story space, with strands of the webbing
attached to busted railway cars, building girders, and any other sur-
face available. There are lots of Nooks And Crannies where Car-
nage can hide, allowing him to dart out, strike, and dart back into hid-

MONSTER MEN
Stupidly Strong
Af liations

Distinctions
SOLO 10

BUDDY 8 Former Asylum Inmates


TEAM 6 6 6

OVERSTIMULATED GLANDS
Power Set

Superhuman Durability 10 Superhuman Stamina 10

Superhuman Strength 10
SFX: Unleashed. Step up or double any Overstimulated Glands power for one action. If the action
fails, spend a doom die equal to or greater than the normal rating of the power die.
SFX: Monster Mob. Target multiple hate- lled opponents. For every additional target, add d6 to your
pool and keep an additional e ect die.
LIMIT: Mob Cohesion. Team Dice may be targeted individually or by Area Attack SFX. D8 physical
stress in icted removes a die from Team Dice. Recover Team Dice after a Transition Scene.
Specs

Combat Expert 8 Menace Expert 8

ing so as to sneak into a new position and strike again.


Carnage is only keeping Dr. Briar alive so as to lure the heroes in.
Once they are present, he will gleefully kill her, though he will do so
slowly, hacking at her and then at the heroes, taunting them with how
easily he can kill her. However, don’t let her die - use his strikes
against her to in ict Emotional Stress or Complications on the heroes
instead.

SCENE OPTIONS
‣ u Carnage might recruit like-minded psychopaths like Shriek, Dop-
pelgänger, Demo-goblin, and Carrion to help him lure in the heroes.

‣ b Hugo Strange might fear discovery and hire professional assas-


sins to watch Arkham House from outside, so as to ambush the he-
roes.

‣ b Arkham House should have Emergency Medical Supplies


somewhere in the sub-basement that the heroes can use to aid in re-
covery e orts should any of them, or Dr. Briar, become Stressed Out.

‣ u The railway museum will have plenty of tools and railway parts
that the heroes can use as Improvised Weapons.

S56 SADISTIC
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Action: Growing Sadism
Joker and Green Goblin attempt to strengthen their
reserve of lackeys by targeting rival crime bosses
for assimilation.

This Scene plays out basically the same regardless


of which villain is running things; only their strate-
gies will di er. In the Marvel universe, Green Gob-
lin targets Kingpin’s men. In the DC universe, Joker
targets Black Mask’s organization.

Both villains will assault their target’s skyscraper


headquarters, where they conduct both their crimi-
nal and legitimate enterprises. They will utilize their
universe’s 2nd generation BT-Nu, but with modi -
cations to (a) make their targets act more psychotic
and sinister(P-BT-Nu), and (b) make them willing
thralls of the villain. Any of Black Mask’s or King-
pin’s goons who are a ected by the P-BT-Nu will
try to get more of the goons infected, as well as
any heroes whom they encounter.
Art by Todd Nauck
Green Goblin’s assault is very direct - he has re t-
ted a number of his ghost grenades with P-BT-Nu,
and after bursting open a wall or window of King-
pin’s o ce with goblin grenades he will lob the modi ed grenades
through the opening. He won’t stick around to see the results, moving
to di erent oors on di erent building faces to repeat the tactic. He

A.I. GOBLIN GLIDER


Follow Osborn’s Commands
Af liations

Distinctions

SOLO 6

BUDDY 8 Spread Chaos


TEAM 10

DEATH GLIDER
Power Set

SANITY CONTROL 8
SUBSONIC FLIGHT 8

WEAPONS 10
SFX: Pumpkin Bombs. Against a single target, step up or double a Weapons die. Remove the high-
est rolling die and use three dice for the total.
SFX: Ghost Grenades. When using Sanity Control to in ict a Psychotic Minion complication on
a target, add a d6 and step up Weapons die.
LIMIT: Gear. Shutdown Death Glider to step up the lowest die in the doom pool or add a d6 doom
die. Spend a doom die to recover.
Specs

Combat Expert 8

ACT ONE: PARALLELS S57


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also has multiple automated gliders moving remotely around the
building that perform the same tactic.

The Joker’s means of attack is to infect a handful of Black Mask’s


goons before his assault and let them walk into the skyscraper with
canisters of P-BT-Nu, move to di erent oors of the skyscraper (in-
cluding Black Mask’s o ce) and then attack with the canisters. The
Joker himself will accompany the highest-ranking goon (the one who
got into the main o ce) in disguise and reveal himself after the initial
attack.

Both villains also send goons / gliders to attack the pedestrians out-
side of the skyscrapers, hoping that the heroes will get wind of the
attack and try to intervene. Both villains would love to use their new
toys to corrupt and control a few heroes, after all.

Master P-BT-Nu
Data File

10

TEAM 6 6 6 6

Sanity Control 10

SFX: Target Sanity. Target multiple hate- lled opponents. For every addi-
tional target, add d6 to your pool and keep an additional e ect die.
LIMIT: Mob Cohesion. Team Dice may be targeted individually or by Area
Attack SFX. D8 physical stress in icted removes a die from Team Dice.
Recover Team Dice after a Transition Scene.

All of the controlled goons have the Psychotic Minion complication at


D10. Removing the complication restores them to normal, but that
means that they go from ghting on behalf of Joker / Green Goblin to
ghting for Kingpin / Black Mask.

SCENE OPTIONS
‣ Instead of being drawn in by villains attacking civilians, either King-
pin or Black Mask might call a hero with a crime-based Milestone


during the initial attack, hoping to call in a favor.
With all of the devices warping reality in this vicinity, multiple
Strange Shadow Figures will likely manifest. These might be
more distinct than they have been before, with blurred facial features
and other distinguishing marks becoming more apparent.

S58 SADISTIC
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Action: Universe Fusion
Overuse of the bio-technic devices causes two realities to overlap,
causing blurred memories, con ict with adversaries from alternate
worlds, and temptation for villains seeking new territories.

This has the potential to be a very long Scene or a very short one, de-
pending on how much detail you want to put into it. You could make
several Scenes out of this one, with several Action Scenes interspersed
with a few Transition Scenes for the heroes to get their feet under them
again.

Things are a little worse in Manhattan, where the New Yorks of two
separate realities overlap. Buildings long torn down in one reality are
still there in the new, whereas key landmarks like Four Freedom Plaza
might disappear altogether or take a new form. In short, the whole of
the New York skyline ripples and shifts, making for a Turned Around
City where even long time natives might nd it easy to get lost. This
a ects the subway systems as well, with long-abandoned stations in
one reality being in full use in another, and vice versa.

Gotham City, meanwhile, suddenly nds itself with several beached


boats and confused boaters from Marvel’s Delaware Bay north of Cape
May Point as the two realties merge.

Heroes who suspect that the spread of bio-technic nulli ers might have
some connection to all of this can create Assets or Resources to allow
them to detect reality-warping nexuses. Because the BT-Nu’s are pri-
marily manufactured in Manhattan and Gotham, such devices allow he-
roes to see that there are two such nexuses, one in each city. This will
lead to the heroes from each city to likely travel to the other, where they
will nally meet.

SCENE OPTIONS
Use these options to esh out what kinds of con icts will arise as part
of two universes merging.
‣ Bust Out Another Thousand: A small yacht has crashed into the
Gotham Savings & Loan, rupturing a bank vault wall. A group of
opportunistic thieves that had been casing the bank for a future
heist have decided to take advantage of this rare chance to make
an easy score. Worse, the Injured Sailing Crew need to be
pulled from the Crashed Pleasure Yacht and given medical
attention.
‣ Morlocks: The sudden shift in reality has altered or destroyed some
of the Morlock tunnels. Marrow and a group of other Morlocks have
decided that this was caused by some surface-dweller attack and
have come to the surface to punish those responsible. They treat
anyone that they meet as a hostile unless the heroes can calm them
down.
‣ New Around Here: A handful of Watcher characters from another

ACT ONE: PARALLELS S59


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adjacent reality wound up in the city due to the incursion. They are
disoriented and confused, and their lack of understanding has led
them into a con ict with equally-disoriented police. Things could get
deadly unless the heroes intervene.
‣ Simultaneous Occupation: Two buildings are trying to occupy the
same space at the same time. There are lots of civilians to rescue, a
5D6 mob of Helpless Civilians to be exact, and the two overlap-
ping structures are now Structurally Unsound.
‣ Subway Strife: Two subway trains from two separate realities were
moving on the same track and have collided. Heroes must work
around Electrified Tracks that have come into contact with some
turned-over cars, making rescuing people from Highly Energized
Train Cars very dangerous.
‣ What Are You Doing In My City?: In one of the above disasters, or
during one that you designed yourself as Watcher, two groups of he-
roes from opposed realities respond to the same threat. This is a
good opportunity for hero-vs-hero con ict that could result in massive
tensions between the two groups. If so, that could lead to some I
Don’t Trust These Guys Complications holding over into the
Criss-Crossed Chaos Transition Scene.

These are just a few suggestions. You are encouraged to come up


with more of your own. This is a great opportunity to personalize this
Event for your group, focusing on the kinds of incursion-related chaos
that your group would nd compelling.

S60 SADISTIC
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Transition: Criss-Crossed Chaos
Heroes from two di erent realities join forces in order to sort out what
exactly has caused worlds to fuse.

This Scene concludes Act One. By one means or another, in one city
or another or in a neutral setting, the Marvel and DC heroes meet. The
best place for this to occur is high above the city streets on a Dramat-
ic Rooftop City Overlook but the exact location will likely be de-
termined by the players.

There is a good chance that the heroes met when both sides respond-
ed to the same disaster. If so this meeting will take place at the site of
that incident immediately thereafter. Heroes on their own turf might dis-
trust or resent the outsider heroes engaging in heroics on their turf.

ACT ONE: PARALLELS S61


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This animosity might last several Scenes into Act Two, but should be
worked out before the end of that Act.

Hopefully, the heroes will spend time comparing notes, and come to
the same conclusion: the Dr. Briars of their respective realities are
somehow responsible for the incursion, and have to be persuaded to
stop any further creation of BT-Nu devices and recall all existing
shipments of the devices around the world.

There is also the matter of the escaped convicts Carnage and Joker,
as well as the machinations of Norman Osborn and Hugo Strange.
The heroes will have to decide how they will split their resources to
handle these threats.

This is a good time for the players to decide which heroes they plan
to play in the next Act. This should ow naturally from the conversa-
tions that take place in this Scene. It might even be that the players
decide to create two or three teams of heroes, and that they will play
di erent heroes in di erent Scenes based on what missions their hero
teams undertake.

Art by Vasco Georgiev This Transition is a great place to


gain perspective on the threats
that are looming as the incursion
continues. It’s also a chance to
pick up Resources that could
change the scope of the following
Acts. Here’s a list of potential Re-
sources the heroes can pick up,
ready for the opening scenes of
Act Two.

‣ Business Resource: Charac-


ters with great nancial resources,
or who are connected with those
who do, might be able to nance
the new team(s), granting them
greater nancial resources or new
gear.
‣ Combat Resource: With the
new groups of heroes training with
each other, the new hero team(s)
could learn a great deal about
each other’s ghting styles, or
each might brief the other about
their enemies ghting styles and
tactics.
‣ Cosmic Resource: Two realities
overlapping like this could spell
doom for both or cause one to
consume the other. In rare cases
the two could merge seamlessly,

S62 SADISTIC
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with the inhabitants of each having their minds altered to believe the
new merged reality was how things always were. In any case, some
aspects of the original realities will be lost, and in the worst case,
neither reality will survive.
‣ Covert Resource: By spying on the organizations supporting
Norman Osborn, Hugo Strange, or by monitoring various other
groups with skin in the bio-technic nulli er game, the heroes might
get their hands on useful les, learn hidden base locations, get a
sample of the devices for study, or any number of other useful se-
cret material.
‣ Crime Resource: Heroes with underworld connections might be
able to get a contact inside of a criminal organization, granting them
valuable intel or meetings with important members of those organi-
zations.
‣ Psych Resource: Long-term exposure to the P-BT-Nu devices
could permanently alter the victim’s brainwaves, rendering them
clinically psychotic for the rest of their lives.
‣ Science & Tech Resource: Another way to get a sample of the
bio-technic nulli er is to know someone who takes part in the de-
vice’s manufacture or an engineer who knows where the plans are
kept. Or perhaps you could nd someone who knows how to jam
the nulli er or render it unable to activate.

By the end of this Scene, nation and local news outlets have started
reporting on the chaos, with speculation regarding the overlapping
Manhattans and the new city in Delaware Bay. Reports on each world’s
villains are being cross-reported between news agencies of each world.
Naturally, J. Jonah Jameson blames Spider-Man for everything. But it
isn’t just the heroes who are watching the news reports. The villains are
too, and they are adjusting their plans accordingly…

ACT ONE: PARALLELS S63


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ACT TWO
INCURSION
T
wo universes have fused together, at least partially, but only
time and the actions of our heroes will tell if this is but a glancing
blow as the two realities pass each other by or a reality-shatter-
ing collision that will spell the end of two multiverses.

The heroes know, or at least suspect, that Dr. Cassandra Briar lies at
the heart of this catastrophe. To date, they do not know the true extent
of her connection. They suspect that at least one of the Briars may be
a mutant, but is the other superhuman as well? What powers do they
truly possess? And how does it tie to the accelerating incursion?

Then of course, there are the other players in this game, opportunistic
villains who have already begun to pervert Dr. Briar’s creation into a
tool for conquest and villainy. While they strive to keep the world from
unravelling, they must also thwart the schemes of at least four sepa-
rate super-villains, each deadlier than the last.

All that while trying to work with heroes from an alternate reality with-
out driving each other crazy.

S64 SADISTIC
HAA
HA
HA
HA

HA
HA
HA

HAAA!
ACT TWO: INCURSION S65
SCENE STRUCTURE
Act Two sees the lines between realities begin to blur, and it becomes
increasingly clear that not just two universes but many, perhaps all,
hang in the balance. From that Build-up, we progress to Key Scenes
that show the heroes trying to hold back the incursion while strug-
gling to uncover the various plots woven together in this dark web,
each villain’s destructive personal plans threatening to undermine the
very structure of reality. What is worse, at least one of the Dr. Briars
seems all too happy to see multiversal devastation as long as she
survives to rule those universes that remain.

BUILDUP
‣‣Transition: Strangers In A Strange Land

‣‣
Action: A Word, Dr. Briar.
Action: Consolidating Crime


Transition: Meeting With The Mob
Action: Carnage In Arkham

KEY SCENES
‣‣
Transition: U.N. Lobby

‣‣
Action: Escaped Convicts
Action: On The Wrong Side

‣‣
Action: Techno-Organic Theft
Transition: Hunting For Answers

‣‣
Action: Rise Of The X-Sentinels
Action: Wrong Kind Of Crazy

‣‣
Action: Hugo Strange Strikes Again
Action: To In ict And Su er

‣‣
Action: HAhahahahahahahahaaaaa!
Action: Saving Cassie
Action: Enter Queen Pismire!

Remember that you can create additional Transition Scenes as need-


ed to allow the heroes to rest, recover, gather additional resources,
and recruit new heroes or support between any Action Scenes. The
nature of these Scenes largely depends on the activity of the heroes.

Over the course of this Act, use the Doom Pool to add elements of
the growing intensity of the incursion. Add additional incursion-
themed Scene Distinctions, inject random Watcher characters out-of-
the-blue as they emerge from those shadow forms from Act One,
have whole buildings emerge or vanish that belong to other realities.
Do this with increasing frequency as the Act progresses, though only
do so if it won’t disrupt the fun of the current Scene.

S66 SADISTIC
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HOOKS
Going into this Act the heroes already have lots of reasons to get in-
volved. After all, two universes have overlapped, causing chaos across
state lines, and if things continue could spread not just across the
globe but across all of reality. There are also old enemies to ght, and a
new technological threat to eliminate. And two versions of the same
woman seem to be at the center of it all.

However, as the players enter this act they may have decided to spend
XP unlocking new characters to play from other realities that have also
touched a glancing blow against the main two. If so, a desire to get
back to their own reality will likely be a central goal, which will widen
once those heroes understand what is going on.

DOOM POOL
The doom pool begins at 3D8 for this act.

8 8 8

DOOM POOL 3D8

ACT TWO: INCURSION S67


fi
SAVE SOME FUN Transition: Strangers In A
FOR LATER Strange Land
You might decide that Heroes from an-
you want to keep your other reality be-
players focused on just yond the Marvel
Marvel and DC, viewing and DC Uni-
adding in additional real- verses nd
ities at this early stage themselves
too distracting to the caught up in this
main story. That’s per- incursion, and
fectly ne; bringing in must sort out
these heroes is com- where they are
pletely optional, or might and what they
even prove to be an Un- must do in order
lockable for later in Act to get home
Two or even in Act Three.
This is an op-
tional Scene
played only if
some of your
players decide
that they wish to
play a character from outside the mainstream Marvel and
DC Timelines, such as Marvel’s Age of Apocalypse or
DC’s Flashpoint, or even from further a eld
realities, such as that of the Teenage Mu-
tant Ninja Turtles.

The point of this Scene is to get these


heroes grounded, to help them un-
derstand where they are and in gen-
eral who the good guys and bad guys
are here. You might even interrupt this
Scene with an Action Scene that
depicts these heroes facing a low-
tier local villain or trading blows
with heroes from the two main-
stream realities in a classic case of
mistaken mistrust.

Since these heroes are from “out of town”,


they won’t have existing contacts upon
which they can build resources. But that
doesn’t mean that they can’t forge new
contacts or use their Business,
Covert, Crime, Menace, or Psyche
knowledge to adapt to their new surround-
ings.

S68 SADISTIC
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‣ The heroes discover that a few of their nemesis have
also made their way into this world, and are up to no


good.
Good Deeds: By saving lives, stopping criminals,
or helping out in other, more mundane ways, the
heroes can gain a good reputation which can
lead to o ers of aid from local communities
who o er shelter and food as well as local


gossip that could provide a crucial lead.
Hives Of Scum And Villainy: By going
into local dive bars where criminals like to
hang out, either in disguise so as to not draw
attention or in costume to intimidate information
out of these thugs, you might learn about a vil-


lain’s next move from an o -duty minion.
Read Between The Lines: If one of the heroes is a
reporter in their civilian identity or hangs out with re-
porters, they might know how to navigate a newsroom,
blending in within the bullpen so as to get inside


scoops that never made it to print.
Shadow Shadowing: You emerged from a shadow,
so maybe you can learn more about what happened
to you by studying other shadow people that


phase in and out of this reality.
Thin Blue Line: Just like heroes with journal-
istic civilian identities, heroes who are, or have
ties to, police might be able to blend in at the
police station and read les and reports that
never get broadcast on
the police radio.

ACT TWO: INCURSION S69


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Action: A Word, Dr. Briar
Naturally, since her bio-technic nulli er seems to be at the heart of all of
the chaos, the heroes would like to talk to her. Unfortunately, she is very
di cult to reach these days, even though both of her are allegedly in the
same place.

Finding either Dr. Briar won’t be easy, and might require the creation of a
resource during a Transition Scene. Initially they might try to contact ei-
ther of them at either their o ces at Arkham / Ravenloft or in their apart-
ments in Gotham / Manhattan. However neither will bear fruit as Cassan-
dra immediately boarded a ight for Manhattan while Cassie has, at Cas-
sandra’s recommendation, paid cash for a motel room until the two can
meet.

However, eventually the heroes will discover that Cassandra has own out
to Manhattan to meet with Cassie, allegedly to compare notes about their
respective realities and their progress with the bio-technic nulli er. After
some time tracking the two women’s movements they can track them to
the law o ces of Horace Twine, a High-Paid Unscrupulous Lawyer
that Cassandra has hired to give her and her doppelgänger legal cover
while they go about their insidious business.

Horace Twine
SOLO Client / Lawyer Confidentiality
Af liations

Distinctions

10

BUDDY 8 I’ll Sue!


TEAM 6 Professional Fixer
Specs

Business Expert 8 Covert Expert 8

Politics Master 10 Menace Expert 8

Politics Expert 8 Psych Master 10

Not only will the heroes have to deal with Horace and his associates, but
Cassandra has hired a security team (use appropriate criminal data les for
their stats) to keep gun-ho heroes at bay until she and Cassie can come
to an “understanding.”

Getting past Horace Twine will require Stressing him Out either Mentally or
Emotionally, or burdening him with a D12+ legal Complication. Horace
will not get into a physical confrontation with the heroes, and if they lay a
nger on him he’ll threaten to sue.

Should the heroes get past Horace and the guards Cassandra will exit the
conference room where she and Cassie have been speaking and admit
only to meeting with Cassie so that they could work together to achieve
their common aim of worldwide distribution of her device, and deny any
connection the device has to the incursion. She will then state that any

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further communication with her or Cassie must be through Ho- WHY MEET AT
race and his rm. Unless the heroes physically detain her,
which will result in a lawsuit, both Cassandra and Cassie will ALL?
depart along with their body guards.
Since their powers
interconnect the
Expert Legal Team minds of all Dr. Briars,
Data File

TEAM 10 10 10
one might reasonably
ask why they would
need to meet at all
SCENE OPTIONS when they could just

‣ Observant heroes might pick up that Cassie is a little more


timid than usual. This might encourage them to make a
Psych Resource in a future Transition Scene to try and dis-
talk psychically? Un-
fortunately their link is
not naturally at the
cern the nature of her relationship with Cassandra - and level of surface
that she isn’t really comfortable around her twin from an- thoughts, but rather


other reality. connects their collec-
This Event really isn’t about legal drama. If the heroes do tive knowledge. They
get sued, a court date is set far enough in the future that it can force mental dia-
won’t interfere with this adventure. At worst, they might logue but it requires
nd themselves under a Restraining Order Complica- concentration and is
tion keeping them from approaching either Dr. Briar, an or- somewhat painful.


der they might or might not feel inclined to obey.
Plus, Cassandra
It might occur to the heroes to search either Dr. Briar’s of-
ces or homes before they nally track the two women wants to intimidate
down. It is up to the Watcher what they might nd there, Cassie into submit-
but remember that both women are very careful about re- ting to her orders,
vealing the true nature of their powers or their plans, keep- which is much easier
ing most of the information in their collective minds. And if to do in person.
they get found out, they might nd themselves Wanted
By The Police or at the very least subject to that restrain- Cassandra orders
ing order. Cassie to focus her
efforts on spreading
BT-Nu like a virus,
while Cassandra fo-
cuses on convincing
national and world
governments to a
greater voluntary roll-
out of the device.

ACT TWO: INCURSION S71


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Action: Consolidating
Crime
There is a gang war erupting on the streets of Man-
THE MAGGIA CRIME hattan. And right now, it looks like Green Goblin is
FAMILIES winning that war.
The international crime syndi-
In broad daylight, the Green Goblin attacks a meet-
cate known as Maggia consists ing of Maggia heads at a warehouse in the Docks.
of several families, many of Police are dispatched, but it is likely that patrolling
whom are based in Manhattan. heroes will get there rst.
These include but are not limit-
The Dockside Warehouse has goons from each
ed to the following: of the crime families stationed on the ground, on


Costa Family
Fortunato Family
the roof, and on adjacent rooftops serving as
Armed Security. Many of the guards are in



Hammerhead Family
Nefaria Family
stolen mandroid armor just in case heroes crash
the meeting, and there are also several Dread-
naughts on patrol.


Nobill Family
Silvermane Family This warehouse is Neutral Ground for the crime
bosses; they each paid a portion of the modest fee
to rent the space for the evening, but none of them
Each of the heads of these owns it. Hence there is no incriminating evidence
families are featured in the on site with which the heroes or the police can
Friends And Foes chapter. make arrests.

mandroid armor mark x


Power Set

Blast 10 Enhanced Stamina 8 Invisibility 8

Senses Subsonic Flight


8 10 Superhuman Durability 10

Superhuman Strength 10
SFX: Dangerous. Add a D6 to your dice pool for an attack action and step back highest die in pool by -1. Step up
Physical Stress in icted by +1.
SFX: Immunity. Spend a die from the doom pool to ignore stress, trauma, and complications from artillery, heat and
radiation.
LIMIT: Gear. Shutdown Android Armor Mark X and gain a D6 for the Doom Pool. Take an action vs. the doom
pool to recover.

Everything about the meeting is completely legal,


even if the topic of discussion is about a conspira-
cy to take out the Green Goblin. However, if the
heroes somehow learn of the meeting in advance
of the attack, perhaps through a Business,
Covert, or Crime Resource, they might be able
to sneak inside prior to the attack and record the
goings on, allowing for any of the criminals who

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don’t get away to be charged with criminal conspiracy to attempt mur-
der.

Green Goblin has a 4d8 retinue of converted thugs as well as three re-
mote gliders. His plan is to have two of his gliders convert the rooftop
guards while his goons attack those on foot. He himself will burst into
the warehouse accompanied by his remaining remote glider; he will at-
tempt to convert the crime bosses while his glider converts their under-
lings. He gures that his goons will convert their goons outside and
then the whole bunch of them will converge on anyone trying to escape
the warehouse.

SCENE OPTIONS
‣ Should the police arrive on scene they might try to take charge,
leading to a possible shootout between them and the criminals.
This could endanger any Innocent Civilians going about their
day. Of course, the Green Goblin might just start targeting the cops


for conversion, as well.
A Scene like this is a perfect opportunity to have a guest hero with a
history with New York crime, such as Daredevil, Moon Knight, White
Tiger, or Shang Chi show up. Those heroes are also investigating
why the crime bosses are meeting, and are more than happy to lend
a hand in apprehending them. Of course, such a team up might
also involve heroic rivalries with the player heroes.

DREADNAUGHT
Follow Programming
Af liations

Distinctions

SOLO 10

BUDDY 8 Mindless Machine


TEAM 6 System Glitch

Mechanical Goon
Power Set

Superhuman Durability 10 Superhuman Reflexes 10

Superhuman Stamina 10 Superhuman Strength 10

weapon 10
SFX: Flamethrower. Add a D6 and step up the e ect die by +1 when in icting Burning complications on a target.
SFX: Immunity. Spend a die from the doom pool to ignore stress, trauma, and complications from emotional attacks.
LIMIT: Breakdown. Shutdown Mechanical Goon and gain a D6 for the Doom Pool. Take an action vs. the doom pool to
recover.
Specs

Originally developed by Hydra, dreadnaught quickly became a


Combat Master 10 favorite mindless minion amongst criminal organizations world-
wide for their ability to oppose super-powered opponents such
as superheroes.

ACT TWO: INCURSION S73


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Transition: Meeting With The Mob
Kingpin and Black Mask have allied themselves, but know that they
need the heroes aid, and vice versa, to combat the rising bio-technic
threat.

Either directly or through intermediates, the heroes receive an invita-


tion to meet with two of the most notorious gangsters around: King-
pin and Black Mask. The invitation does not include an address; the
heroes are to meet with an intermediate who will bring them to the
meeting. In truth, after being picked up, the heroes are shu ed
around several times, changing vehicles over and over, moving into
buildings just to be stu ed into elevators, brought up to high oors
and then through rooms and back down stairwells and into base-
ments where they move underground to other buildings to meet new
vehicles, etc.

The nal meeting takes place neither in Gotham nor Manhattan, but
rather in an Abandoned Shopping Mall in Trenton, New Jersey.
The location is safe and neutral ground for the two mob bosses, and
also for the heroes. Both bosses have brought plenty of muscle, with
Goons Under Cover as security guards and homeless drifters.

The two crime bosses have each come to the conclusion that the cur-
rent state of a airs is unsustainable; the incursion must come to an
end, and sooner rather than later, before Joker and Green Goblin can
absorb all of their resources. They have agreed to an alliance that will
last until the incursion ends, and will try to persuade the remaining
crime families in each city to join in that alliance. E orts to that end
are already under way.

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Likewise, Black Mask and Kingpin wish to o er any re-
sources they have at their disposal to the heroes, whom HEY! DIDN’T I
they judge are the most likely to be able to put an end to USED TO READ
the incursion, though of course they are seeking other av-
enues as well. As separating the two universes is in every- YOUR COMIC
one’s bene t, everyone should see the logic in putting BOOK?
aside their di erences for the time being to get the job
done. It is canon that Spider-
Man used to read Bat-
Of course, neither Kingpin nor Black Mask hide their true man comics as a kid.
natures. They are doing this because it is in their own best The reverse might also be
interests, and either man would turn on the other gleefully if true - maybe Tim Drake
it meant a bene t for themselves. However, the likelihood was a Spider-Man super-
of that being the case in the current climate is low, and nei- fan when he was
ther man sees any sense in trying to muscle in on the oth- younger.
er’s territory.
Now, you can completely
The heroes can decide for themselves if they want to take ignore this in your game.
the mob bosses up on their o er. Refusal will be seen as However, an interesting
short-sighted, but they will leave the o er on the table conversation could de-
should the heroes change their minds. This is a good op- velop between the heroes
portunity for heroes to take a crime-related Milestone. of each reality if they
They can also use a Crime Resource to gain some useful suddenly nd themselves
tools and information, or unlock a new Power Set. face to face with heroes


from their worlds’
Fast Getaway: Should the heroes get in over their comics…and then nd
heads, they can use this Resource to locate a hidden out that they themselves
escape route created by the crime bosses for fast get- are comic characters in
aways. Once used the path will be closed up - there’s the other’s reality. At the
no sense in keeping it active now that the heroes know very least it would weird
where it is and can thus use it against the crime organi- out some heroes, and for


zations when the incursion is ended. others it might lead to
Inside Scoop: The hero gains access to a Mental or Emotional
connected informant, who can keep the hero Trauma!
in the know as to their enemies’ most like-


ly movements, plans, and hideaways.
Secret Safe House: Cops aren’t AND YOU THOUGHT
DEADPOOL AND I WERE CRAZY
the only ones who use safe houses.
WHEN WE ‘D TALK TO OUR AUDIENCE
If the heroes need to lay low for a OR OUR EDITORS, WRITERS, AND
while to lick their wounds or ARTISTS.
catch their breath, the crime or-
ganizations provide them shelter.
But again, once things go back to
normal, those safe houses will
be abandoned and replaced so
…WAIT.
the heroes can’t go nd the FORGET I MENTIONED
criminals to lock them up. DEADPOOL. HE MIGHT ACTU-
ALLY SHOW UP.

ACT TWO: INCURSION S75


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BEFORE THE HEROES
ARRIVE AT ARKHAM Action: Carnage In
Cletus has seen reports of the Arkham
Joker and believed him a kin-
Carnage arrives in Gotham, assaulting Arkham
dred spirt, someone who gets Asylum in an attempt to win a meeting with the
the joke that life is meaning- Clown Prince Of Crime!
less, broken, and insane, and
that insanity is the only sane Alerts go o all through the Arkham facility, which
triggers general alerts to the Gotham City police
response. He therefore decid- department. There is trouble at the asylum.
ed to learn as much about him
as possible, and discovered Reports are sketchy at rst; somehow all of the
that the best place for that is cells in the facility have opened and the main
breaker has been shut o . All of the inmates are
in his psychological profile loose.
and other files at Arkham.
By the time the heroes have arrived police have
Cletus in fact thinks that secured the outer perimeter of the asylum. So far
no one has come out, but that also includes the
Arkham is a great place to re- asylum’s security, medical sta , and general sta .
cruit new members of his
“family” so he will offer a place Those familiar with the Breakout mini-Event
in his gang to any inmate that that came with the original MARVEL HEROIC
he deems crazy enough. ROLEPLAYING GAME Operations Manual
will be familiar with this scenario, as it comprised
However, his main goal is to Act One of that mini-Event. In fact, two Scenes
learn about the Joker and to from that mini-Event, Action: Carnage In The
get his attention, hoping to Dark and Action: The Villainous Mob, could be
lure him out for a meeting so inserted into this part of the story very easily. In
truth, this Scene is actually potentially several
the two can join forces.
Scenes, as described below.

To that end, he used his sym-


biote to disguise himself as ‣ Action: In ltration. The heroes must pene-
trate into the heavily-secured and Locked Down
asylum, getting past the perimeter walls and the
one of the food delivery driv-
Mobs Of Minor Villains that now re down at
ers (having killed the original the police and the heroes using weapons taken
while he was loading his truck) from now-deceased security guards. Squads of
bringing supplies to Arkham, still-at-liberty guards that are trying to take the
then as a security guard, and facility back might help the heroes out. Securing
the permitter wall, or at least one wing of it,
finally as a part of the medical would be the secondary objective of this Scene.
staff. Once he was inside the
records office he dropped the ‣ Action: Secure The Grounds. The open spa-
ces between the various buildings must be se-
cured before police can enter the asylum
facade and started killing the
staff so he could have “private grounds. This would run similar to Action: In l-
tration, with the heroes cleaning up a group of
reading time.” inmates before allowing the police to enter the
facility.

S76 SADISTIC
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‣ Action: New Recruits. As the heroes move to secure the administration
building so as to ensure the safety of the warden and the civilian sta of the
asylum whom have gone there to seek shelter from the rioting inmates, they
encounter a major villain whom has taken up Carnage’s o er to join his
“family.” The choice of this villain is up to you; there are plenty of options to
choose from in the Friends And Foes chapter of this Event. This villain
should have a mob of goons with them to ensure that this is a challenging
ght.
‣ Action: Carnage’s Children. When the heroes nally get to the generator
building they nd that all of the people who worked there are dead, and that
the facility is being patrolled by several inmates whom have been given
symbiote o spring of Carnage. Use the Should the heroes survive, they will
nd a note from Cassidy scrawled in the chest of one of the dead workers
saying that he wished he could stay and play but he is o to nd his psy-
chological equal.

Once these Scenes are over it can be presumed that the police have success-
fully secured the rest of the facility. The heroes can use any time between this
and the next Action Scene to have a Transition Scene where they create re-
sources to guess Carnage’s next move.
Expert Inmate
Data File

SOLO 4 BUDDY 6 TEAM 8

Improvised Weapon 6

SFX: Berserk. Add a die from the doom pool to one or more attack actions. Step up
the doom pool die by +1 for each action; return it to the doom pool when you’re
done.
Limit: Unstable Mind. Both 1 and 2 on your dice count as opportunities when using
Improvised Weapon.

SCENE OPTIONS
‣ The heroes might encounter eeing Batman villains at any point during this
collection of Scenes. If so you might consider having a police o cer or se-
curity guard help with dealing with any mobs of inmates present so that the


heroes can focus more time on this more important threat.
Just imagine what would happen if one of the other heroes were to become
infected with a symbiote? A Batman / Symbiote combination is terrifying to
contemplate!

SYBMIOTE SPAWN
Power Set

Enhanced Durability 8 Enhanced Stamina 8

Superhuman Reflexes 10 Superhuman Strength 10

Tentacles 8 Wall-Crawling 6
Web-Slinging 6
SFX: Feed. On any successful action that includes Tentacles, step up physical stress by +1.
SFX: Multipower. Use two or more Symbiote Spawn powers in your dice pool, at –1 step for each additional power.
LIMIT: Fire Vulnerability. When making a reaction against re-related actions, take Emotional Stress equal to the e ect die of
the attack, regardless of if you also take Physical Stress. If stressed out by Emotional Stress, ee immediately.

ACT TWO: INCURSION S77


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PLAYING WITH A
SYMBIOTE Transition: U.N. Lobby
A player taking part in Ac-
tion: Carnage In Arkham While her counterpart is under threat by Hugo Strange,
might decide that it would Dr. Cassandra Briar stands before the United Nations
be fun to let their hero lobbying for the distribution of her cure world-wide..
bond with a symbiote and
get its powers. However, Whether through the news, their own contacts, or just
in addition to that power word-of-mouth, the heroes learn that the United Nations
set, you would impose on is meeting in New York and that Dr. Cassandra Briar is
them the Symbiote addressing the assembled diplomats and world leaders
about the need for world-wide distribution of her bio-
Tempter power set as
technic technology. She makes the case that it is not
well. See below: weapons or mutant powers or explosives that are the
number one threat to humankind, but rather the insanity
SYMBIOTIC of those controlling such destructive forces. She argues
that “normalizing” the problematic and often rebellious
TEMPTER insane around the world will render war, indeed all con-
The symbiote that you ict, a relic of the past.
have bonded with is a
semi-sentient being with Much of her rhetoric is worrisome. Although she uses
a hunger for blood and coded words and careful phrasing, careful observers will
chaos. While manifested, note that she is characterizing anyone who disagrees
the Symbiotic Tempter with the rulers of various nations as “mentally unwell.”
Her device seems to be marketed towards quelling dis-
uses the current doom
sent, and in some cases granting true control of a popu-
pool in place of an Af lia- lace to their rulers. And several world dictatorships,
tion die for all dice pools, member nations and non-member nations included, are
similar to a Large Scale taking notice.
Threat. Dice added to or
spent out of the doom Likely the heroes will not be admitted to the U.N. build-
pool affect the Symbiotic ing during the meeting, so they will have to watch from
Tempter power. The live feeds and on after-event news broadcasts. Howev-
Symbiotic Tempter dice er, someone like Peter Parker might be able to get in as
may be targeted like a press, and of course once the meeting is over any hero
Large Scale Threat’s Af l- might be able to gain admittance under the right circum-
stances.
iation dice with success-
ful actions against it re- Dr. Briar is surrounded by Highly Trained Security
ducing the doom pool. If Guards who refuse to let the heroes anywhere near her.
the doom pool is reduced If they press the issue, this could lead to an impromptu
to two dice, the Symbiot- Action Scene. Otherwise, she simply leaves the U.N.
ic Tempter retreats, al- without a word to the heroes.
lowing you to regain con-
trol, and all emotional Master Security Guards
Data File

10

stress and trauma are re-


covered. TEAM 8 8 8 8

Enhanced Strength Enhanced Stamina


8 8

Nano-Weave Body Armor 10 Weapon 10

S78 SADISTIC
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The rhetoric stepped up by this supposed champion of mental health
should greatly disturb the heroes. Some might decide to keep her un-
der constant surveillance from now on, while others will try to speak to
members of the U.N. sta , or even diplomats or the world leaders
themselves, to try and dissuade them from following Dr. Briar’s lead.
Keep in mind that Horace Twine and his legal sta will be ready to
pounce if the heroes try anything even remotely illegal.

‣ Covert Resource: Dr. Cassandra Briar has employed the use of


body doubles, possibly even Life Model Decoys, and cup-and-ball
vehicle tactics to prevent heroes from keeping track of her where-
abouts. Other than at public events, it is di cult to tell where the
real Dr. Briar is at any time. This seems excessive for mere personal
security. She’s up to something and doesn’t want anyone to gure


out what that is.
Crime Resource: Several professional assassins have been of-
fered high-dollar contracts to take out either or both of the Dr. Bri-
ars. It seems that there are plenty of people who are concerned


about the spread of BT-Nu and what either Briar could do with it.
Menace or Psych Resource: Those close to Dr. Cassandra Briar
know that she seems to have a domineering control over Dr. Cassie
Briar which doesn’t seem related to BT-Nu use. Cassie is reportedly
afraid of Cassandra, but is going along with her because each has a


use for the other, though what that use might be is speculation.
Politics Resource: While many world leaders are being coy
about the potential applications of BT-Nu and its variants, there are
lots of dictators out there who are saying the quiet part out loud -
BT-Nu is a very promising population control technology, which
could be used to turn an entire populace into mindlessly-loyal un-
derlings. The potential for use against foreign populations or even


governments is equally frightening.
Science or Tech Resource: E orts are under way amongst
many independent research groups to nd a way to counter BT-Nu
in its various guises. While wide-scale jamming is currently out of
reach, hand-held BT-Nu Jammers are in the testing phase.

ACT TWO: INCURSION S79


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Action: Escaped Convicts
Feeling jilted by Carnage as he searches for a new “family,” Shriek
escapes Ravenloft with members of her own family, bent on trav-
eling to Gotham to get her revenge.

Either when the heroes arrive at Ravenloft to try and question Dr.
Cassie Blair or through some news report or tip from a resource,
the heroes discover that Shriek, a former associate of Carnage,
has escaped Ravenloft with her “children” Carion, Demogoblin,
and Doppelgänger. The quartet have made their way to the JFK
airport and are tearing their way through airport security, bent on
hijacking a plane bound for Gotham. The Ravenloft sta reports
that Shriek has grown furious that Carnage not only did not re-
lease his “family” but is actively recruiting a new one. They are
evidently determined to kill Carnage and anyone he has an inter-
est in recruiting. They are not shy about killing anyone who
stands in their way of reaching Gotham.

The Busy International Airport has over fty ights coming


and going each hour, not to mention shuttles to and from the
Overcrowded Parking Lot. A number of Airport Security Per-
sonnel have been killed or gravely wounded by the time the he-
roes arrive. Local police arrived just before the heroes, but are
busy evacuating terminals. Shriek and her children have already
boarded and hijacked a commercial ight and its Terrified
Passengers And Crew, but the pilots have been stalling in
hopes of a rescue and the Boeing 737 Aircraft has yet to
complete its taxi to the runway.

Clever heroes will try to lure the villains out of the plane, but
Shriek is smart enough to resist such attempts. Doppelgänger is
a creature of pure instinct, however, and much more prone to tear
a hole in the airliner to get outside and slice up some heroes.
Demogoblin likewise will nd the slaughter of “sinners” like the
heroes very tempting. If one or both of these villains are lured
out, there is a much higher likelihood that the other two will follow
suit.

Shriek has a trick up her sleeve, however. Using her Join The
Party SFX, she can convert the passengers on the plane into a
Violent Mob to turn against the heroes.

This should prove to be a challenging ght. However, this isn’t


Maximum Carnage; by the end the four villains should be round-
ed up and headed back to Ravenloft.

Speaking of, when the Scene is over and they are either in con-
tact with police or with the Ravenloft sta , they learn from Dr.
Ashley Kafka that Dr. Cassie Briar’s lab has been ransacked and

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destroyed. All of her les on her versions of BT-Nu have
gone missing.

Unbeknownst to the heroes, Norman Osborn provided the


means for Shriek’s escape so as to ransack Dr. Briar’s lab.

It might be time to talk to Cassie.

SCENE OPTIONS
‣ Escape: It is entirely possible that some, or all, of
Shriek’s family will escape. If so, they are delayed, but
not deterred, and now have a score to settle with the
heroes. They nally make it to Gotham in time to take
part in Action: Fury Of Carnage. There, they try to
kill Carnage, any of his new allies, and, of course, the


heroes..
Suspicious: Heroes investigating the escape in a Tran-
sition Scene should gain clues, probably through a
Covert or Tech Resource, that Shriek could not have
escaped without inside help, and that whomever did
this had master-level technical knowledge. You can
provide other clues that Norman Osborn was involved,
but none of it should be enough to convince the police
to issue an arrest warrant.

VIOLENT MOB
Psychically Manipulated
Distinctions
Af liations

TEAM 6 6 6 6 6
Unleashing The Rage

MOB MENTALITY
Power Set

GRAB 8 SWARM 8

SFX: Area Attack. Target multiple opponents. For every additional target, add D6 and
keep +1 e ect die.
SFX: Gang Tackle. Against a single target, step up or double Swarm die. Remove the
highest rolling die and use three dice for the total.
LIMIT: Mob Cohesion. Defeat Team dice (with D8 stress) to reduce mob.
LIMIT: Why Are We Doing This Again? If the Violent Mob was added to the scene by
Shriek and she is stressed out, step back all Team dice to D4.

ACT TWO: INCURSION S81


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Action: On The Wrong Side
The heroes introduced in Action: Strangers In A Strange Land catch
up with their nemesis, and try to sway them to work together to get
home rather than try to take advantage of they chaos of this incursion
to empower themselves.

This Scene requires a little more work on the part of the Watcher than
others, as so much depends upon which incursion-based characters
the players choose to play. The nemesis might have any number of
goals now that they are in this mixed-up Marvel/DC reality, from ac-
quiring new technology or magics foreign to their own world to con-
quest of this one. The Watcher should think carefully about what that
nemesis would want, and how they might go about getting it. Then
they should provide opportunities, via a mix of Action and Transition
Scenes, for the heroes to learn of those plans and intercept the
nemesis. The Scene Distinctions chosen should re ect the place and
circumstances of the confrontation.

As the heroes are trying to convince their nemesis to help them nd a


way back, Stressing the nemesis Out either Emotionally or Mentally
should be the goal. However, the heroes might try to capture the vil-
lain rst, then attempt persuasion later.

SCENE OPTIONS
‣ Maybe you decide to mix and match heroes with villains, with the
heroes realizing that the strange villain is also stranded from his
home. For example, perhaps the Thundercats realize that Bebop
and Rocksteady are not local to this reality and try to end their
crime spree and convince them to help both groups get to their


home realities.
While some villains will be more amiable than others to a mutually-
bene cial team-up, others might actually be rooting for destruc-
tion on a multiversal scale. They might ally themselves with local
villains or even Dr. Cassandra Briar in hopes of hastening reality


to its end.
Even if your players aren’t playing heroes from another reality, you
can still port in villains from elsewhere for the local heroes to deal
with. This will only serve as a warning to the players that reality is
slowly unravelling.

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WHERE IS EVERYBODY?
Action: Techno-Organic
Theft So you might be wondering
where all of the other heroes
are? Batman and Spider-Man
Former FOH goons break into a facility housing a sam- each know a plethora of he-
ple of Stryfe’s techno-organic virus. But who is pulling roes who have much greater
their strings? expertise in multi-dimension-
al, world-warping, time-
The heroes are contacted by Dr. Henry “Hank” McCoy,
known also as the X-Men’s Beast. He has been work- mashing catastrophes. What
ing at Horizon Labs on using a sample of techno-or- is stopping them from calling
ganic virus used by the evil future clone of Nathan in the experts?
Summers, the villain known as Stryfe, to develop a
techno-organic vaccine to use against future such out- Well, if you’ve ever read the
breaks. Speci cally, since the virus is such a potential comics, and I suspect most
threat to mutant-kind, and to human-kind if it were to of you have, you already
mutate, he has been working in an Underwater know the answer. Super-
Scientific Stronghold in the Hudson River built by heroes are busy. Every team
Horizon Labs speci cally for such dangerous work. and every hero faces a near-
constant string of disasters,
assaults by villains, internal
betrayals, and the occasional
frame-up that sets them on
the wrong side of the law.

You are encouraged to come


up with emergencies for other
heroes to face that keep them
from coming to the aid of the
heroes; The X-Men are ght-
ing a Brood invasion in the
Savage Land, the Justice
League have been captured
by Doctor Doom and are
ghting to escape, the
Avengers are tangling with
the Rogues in Coast City.

However, just because a hero


is unavailable doesn’t mean
they can’t provide a Resource
for the heroes to use. Maybe
the Fantastic Four are off-
However, although the location of the lab has been a planet, but a quick trans-ga-
secret until now, somehow the information has leaked, lactic call to Mr. Fantastic
and now a group of former Friends Of Humanity gets you a one-time use of
goons, now calling themselves Friends Of The Hive, the Fantasti-car.
have in ltrated the facility. He is doing his best to aid

ACT TWO: INCURSION S83


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security in fending them o , but he needs help, and as neither the X-
Men, nor the Avengers, nor the Fantastic Four are available, he has
reached out to the heroes for aid.

Getting to the facility might be a problem, but at least some of the


heroes should be able to use a Vehicle Resource to arrange for a
small submarine, perhaps hired by Horizon Labs itself.

The facility itself burrows into the riverbed, with only the top ten feet
exposed. The Exposed Docking Hatch, one of three, leads into a
Pressurized Transition Zone before nally giving way to a recep-
tion area. The rst level is living quarters, a kitchen, common rooms,
and tness rooms. On the levels below that are a Maze Of Labs,
Offices, And Storerooms. The Beast’s lab is on the lowest of the
ve-level facility, where the most dangerous of the experimental ma-
terials is studied. Each level is separated by a Ten-Foot Concrete
Barrier, accessible by Secured Lifts and an emergency stairwell,
and the circular hallways at each landing are sealed and at Negative
Pressure to prevent pathogens from escaping before decontamina-
tion can take place.

The Friends Of The Hive have berthed their Undersea Assault


Vehicles at all three docking hatches, so the heroes will have to ei-
ther nd a a way to either disengage and move one or enter the facili-
ty in a di erent way. When the heroes do get inside, they nd that the
intruders have made it to the lowest level, and are ghting a mob of
security guards and Beast.

There are actually four teams of 3D8 intruder mobs making their way
through the facility. One stayed behind to deal with anyone who
might try to come to the facility’s aid, and is on the rst level. Two are
ghting with Beast and his security team. The nal group, which is
made up of a team that split o from the rst three when they
docked, has remained concealed, and has snuck into the Beast’s lab
while he is occupied. They work to get past the Massive Security
Protocols around the stored sample of the virus, and once they do
must transfer the virus to a transport container, and then make their
way through each oor to reach the surface. Then they must enter a
sub, disengage from the facility, and make their escape.

For the purposes of running the fourth team’s retreat behind the
scenes, treat each level as an instance of a Get Off Of This Level
Asset, and as they step up the Asset past D12, they bypass a level.
Do the same to Get Aboard The Sub and to Get Away From The
Facility. If at any time the heroes encounter this group, they can
attack the Asset with their E ect Die to slow the escape.

Should even one Friend of the Hive escape, they will deliver the virus
to Dr. Cassie Briar, and she will use it to further augment her BT-Nu
designs to make them virus-like, allowing them to spread through the
human populace. Should this agent fail, however, BT-Nu will be far
less wide-spread at the end of this Act, though certainly enough of it

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will have been introduced to the public to cause the incursion to be-
come more dangerous, if not catastrophic.

The data le for the Friends of the Hive mob is found in Action: Hugo
Strange Strikes Again.

SCENE OPTIONS
‣ Hive. As noted in They Store What Down Here, below, there are
some things in this facility that are too dangerous to be allowed to
be released. One such horror is Hive, a Sentient Hostile Viral
Organism. If its Secured Storage Container is damaged in
the ght, Hive will try to infect the heroes. If successful, it seizes
control over one of the heroes, using them to try and escape the
facility to do who knows what evil in the city above. The hero so
infected has the temporary Sentient Hostile Viral Organism Power


Set listed below.
They Store What Down Here? Horizon Labs has a lot of Dan-
gerous Contaminants down here for study. Maybe one of them
escapes during the ghting due to a Storage Container being
damaged, and the heroes develop some kind of Debilitating
Illness Complication that hinders their abilities.

Master Hive 8 8 8

Infectious Disease
Power Set

Infect 8

SFX: Area Attack. Target multiple opponents. For every additional target, add D6 and keep +1
e ect die.
SFX: Infection. If Hive manages to impose an Infected Complication on a target, and the doom
pool includes at least 2d12 move all stress and trauma for the infected target to the doom
pool and activate Sentient Hostile Viral Organism.
LIMIT: Immune Response. Shutdown the Infected power to step up the lowest die in the doom
pool or add a D6 doom die. Activate an opportunity to recover.

Sentient Hostile Viral Organism


Power Set

When Hive infects a host, they take control over the host. While manifested,
Hive uses the current doom pool in place of an A liation die for all dice pools, similar to a
Large Scale Threat. Dice added to or spent out of the doom pool a ect Hive’s power. Hive’s
dice may be targeted like a Large Scale Threat’s A liation dice with successful actions against
him reducing the doom pool. If the doom pool is reduced to two dice, the hero’s immune sys-
tem overcomes Hive and all emotional stress and trauma are recovered.

ACT TWO: INCURSION S85


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Transition: Hunting For Answers
The heroes have a lot of di erent avenues to pursue, so they take
some time to plan their next moves.

By now the heroes have picked up several threads and are certainly
in need of some answers. Those answers might take the heroes in a
number of directions, investigating leads in di erent parts of either
city or anywhere in between. They may even temporarily go their
separate ways in order to more quickly piece together more parts of
the puzzle.

Use this Scene as many times as you need in order to give the heroes
plenty of opportunities to explore avenues of research and prepare
them for the Scenes to come. It is advisable that you spread them
amongst the preceding and upcoming Action Scenes so as to not
slow down the story too much.

‣ A Meeting Of Menaces. It is well established by now that Car-


nage is angling to meet the Joker. Use of a Covert or Crime
Resource could lead the heroes to a few of the Joker’s old
hideouts. You could play this two ways; you could have it lead to
the hideout where Joker remade Vile McNasty, allowing them to
nd evidence of Joker’s plan to turn the whole world crazy. Or
you could have it lead to the place where Joker and Carnage ac-
tually meet, allowing them to crash the party before the events of
Action: Wrong Kind Of Crazy, possibly preventing that
Scene from taking place as a new Action Scene unfolds with the
Joker and Carnage each trying to kill the heroes while they also
try to kill one another, although the Joker will only make parting


shots while covering his own escape.
Bating Norman. The Green Goblin’s aims in using BT-Nu to se-
cure his power over the criminal underworld is obvious, but some
heroes might suspect that this is the least of his ambitions. They
might try to sneak into Oscorp in hopes of uncovering his real
plans. That goal will lead to at least a few Action Scenes involving
breaking in, sneaking to Norman’s o ce or private lab, accessing
his les in a ghost drive, and probably triggering an alarm or oth-
erwise having to face o against the Green Goblin or his cronies.
But there is a simpler way; lots of people work for Oscorp, and
most of them aren’t party to Norman’s schemes, but they might
not realize what they know, allowing the heroes to piece together
that Norman has plans for a widescale and forced distribution of


BT-Nu, and that the goal is to reshape the world in his image.
Desperately Seeking Cassie. Any interactions that the heroes
have had with Cassie Briar give the strong impression that she is
cowed at the very least by her DC counterpart. Heroes investi-
gating her les nd a secret diary indicating that she is terri ed of
the other Cassandras, implying that there are more than two of
them. The heroes won’t yet know that the other Cassandras that
Casssie refers to are those linked to her from other dimensions

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through her mutant power, or that a large subset of them are
actively trying to use their powers to conquer the multiverse.
What is clear is that Cassie is sincere in her desire to rid the
world of hate, and that she is at least somewhat convinced
that her ends are worth the means of working with her coun-
terparts. But the uncertainty of that conviction might be a


wedge against her.
No Friends Of Mine. There is probably quite a bit of confu-
sion regarding the Friends Of The Hive, the splinter group of
Friends Of Humanity who were supposedly “cured” of their
ability to hate. The heroes either have no clue what “the
Hive” is, or they think it is the sentient virus that tried (suc-
cessfully?) to escape from beneath the Hudson River. A
Psych Resource might allow the heroes to consider that
the Hive might refer to a hive mind, which would imply that
the hive has a queen, and that queen might be the woman
who “cured” them of their hate. Of course, that will lead
them to the wrong Dr. Briar, as Cassandra has more control
over the BT-Nu technology than Cassie ever had, and has
been controlling Cassie’s actions as surely as if she herself


were infected by BT-Nu.
Strange Power. Since his initial abduction of Dr. Cassandra
Briar, Hugo hasn’t made any overt moves. The heroes may
have forgotten about him entirely. But he hasn’t been inac-
tive. In fact, there are reports from various sources of his
Monster Men stealing trucks full of BT-Nu from various dis-
tributors, abducting people infected by Joker’s and Green
Goblin’s variations on the device, and of sightings of Hugo
Strange himself meeting with surviving members of the


Friends of Humanity.
Unfriendly Reunion. The heroes learn from a Friend Of The
Hive member captured by the police that their companions
are on their way to a secret bunker in upstate New York
where the remaining Friends Of Humanity of Manhattan are
in hiding. The heroes have the opportunity to capture both
groups in one raid.

<<HUFF HUFF>>
DON’T TELL SHE-HULK I SNUCK INTO
THS EVENT BOOK. I GET THE FEELING
SHE’D BE ANGRY ABOUT THAT.

AN ANGRY HULK.
WHAT A UNIQUE
CONCEPT.

THE AUTHOR’S NOT


TOO HAPPY ABOUT
IT, EITHER.

ACT TWO: INCURSION S87


Action: Rise Of The X-Sentinels
Hoping to recover the techno-organic virus, the heroes track the
Friends Of The Hive to a hidden stronghold that dates back to Project
Armageddon and Stephen Lang. But coming here was a trap by the
FOH, who unleash upon the heroes the X-Sentinels.

After a number of their membership were converted over


to Dr. Briar’s side, the remaining have gone into hiding.
While laying low, they began plotting. They believe that in
order to have created BT-Nu, the Doctor Briars must be
technopathic mutants, and must therefore be eliminated.
They believe once the Briars are killed, BT-Nu will shut
down. But they aren’t hedging their bets, and have been
studying the tech that “corrupted” their former members.
They believe they have come up with a way to neutralize
BT-Nu. They also want the techno-organic virus for
themselves to use against mutantkind.

To this end, they have broken into one of Project Ar-


mageddon’s secret laboratories in order to activate and
re-program Stephen Lang’s prize weapons, the X-Sen-
tinels, machine duplicates of the X-Men. Having made
this their base, and with the X-Sentinels as their backup, they let leak
to the Friends Of The Hive the location of their stronghold, withhold-
ing what secrets lie within. They hope, correctly, that the Friends Of
The Hive will arrive to convert them. Then they can use the X-Sen-
tinels to subdue them, and then destroy the BT-Nu keeping them from
their true selves.

However, the heroes also arrive, so this will be a three-way ght be-
tween friends and foes.

The stats for the X-Sentinels can be found in the Friends And Foes
chapter. Not all of the X-Sentinels will be present, as some have been
moved to another hidden location run by the New Jersey branch of
Friends of Humanity for later use. Choose three X-Sentinels for use in
this Scene, reserving the remaining (and any that survive this Scene)
for later.

The Project Armageddon Stronghold is built within an Isolat-


ed Mountain Range amid Steep Cliffs and patrolled by Preda-
tory Wildlife such as wolves, bears, and cougars. The interior is
built out of Thick Stone And Steel and has numerous levels with
Secret Rooms that hold all kinds of Anti-Mutant Technology.
There are plenty of opportunities for creative Tech Assets and Com-
plications.

Neither group of Friends, each a 4D8 mob, ghts to the death, and if
reduced to 2D8 will attempt to escape. There are plenty of vehicles
parked in the garage and the hangar by which the villains could ee

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and via which the heroes could make pursuit.

SCENE OPTIONS
‣ Bad Day For A hike. Since this takes place in such a secluded
part of the state, one could be forgiven for not expecting innocent
bystanders to be an issue. Yet the heroes might come across some
extreme hikers, mountain climbers, or camping enthusiasts who
blunder into the mountain pass just outside of the hidden strong-
hold just as the action is about to commence. They might just be
civilians to rescue, or they might provide comic relief or even prove
to be useful allies (“Say, doesn’t that hiker look a lot like Agent


Coulson?”).
Extreme Weather. The approach to the stronghold might be
hindered by a Freak Mountain Storm. At these elevations the
storm might involve snow as easily as rain, and the Powerful
Wind Gusts and Slippery Terrain might hinder anyone trying to


chase down escaping enemies.
Oh Lordy; It’s The Hulk! What better place for the Hulk to hide
out than a lonely mountain? Or perhaps Bruce Banner had discov-
ered this place before the Friends Of Humanity moved in, deciding
that the tech here could be re-purposed for nding a way to cure
himself of his monster, and the FOH captured him when they ar-
rived. Should either form get caught in the cross re, the heroes
might have a rampaging engine of destruction to contend with.

ACT TWO: INCURSION S89


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THESE TWO CAN’T Action: Wrong Kind Of Crazy
GET ALONG AT ALL
Joker and Carnage have met, and they have not gotten
Carnage had initially along well at all. An explosion has ripped through a build-
thought that he and ing that housed one of Joker’s hideouts, and the heroes
Joker would get along arrive to see what appears to be evidence of both villains’
famously. He thought demise.
Joker got the joke: that
“life is literally mean- A late-night explosion has rocked a destitute Gotham
street. The Roxy Theatre, long-since abandoned, has
ingles — totally absurd
erupted in a massive blast that left is as a splintered crater.
—and madness is the
only sane response.” The Exploded Building Debris is littered with broken
However, once Joker boards, plywood, metal, roo ng shingles, and other busted
began to talk about his building materials, as well as damaged set pieces, rigging,
grand plans for Gotham and theater light cans. The explosion actually took out
and the world, portions of neighboring buildings and damaged the street.

This was one of the Joker’s many hidden lairs, and he blew
it to bits after he and Carnage found their di erences ir-
reconcilable and Carnage decided that Joker was better
o dead. Naturally, Joker came to the same conclusion
about Carnage. Just as Carnage attacked, Joker ducked
into a secret escape hatch, rushed outside, and blew the
building with Carnage still inside.

Because the building belonged to the Joker, you can ex-


pect that there are many Unsprung Traps amongst the
debris for heroes to stumble upon. But the main trap is
not one of Joker’s doing.

Amongst the debris the heroes nd the body of a man, left


unidenti able by the explosion. The body is draped in
torn-up symbiote remains. At rst it might be tempting to

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think that this is the remains of Cletus Cassidy, but in fact it is a ruse,
and one that Spider-Man should be familiar with. Carnage wrapped a
piece of his symbiote around the corpse to fool the Joker, whom Car-
nage gured would return to con rm the kill, and is waiting in a nearby
alley to strike the unawares Clown Prince of Crime a fatal blow. But the
Joker seems to be a no-show, and the heroes are right there, just beg-
ging to be slain.

Carnage will ght for as long as he thinks he has the advantage, and he
will make great use of his Reaction E ect Die in order to injure heroes
even when it isn’t his turn to act. And just to spite the Joker, he will use
his own actions to capture and kill Batman if the Caped Crusader is in
the Scene.

Of course, if he does this, Joker will also come out of the shadows.
Carnage cannot be allowed to harm Batman or any of the Bat-family.
“It’s my town, and my Batman.” Joker is holding a canister with raw
High-Dose Psychotic Joker Virus, the kind that he had injected his
bats with in act one, and attempt to ood the Scene with the virus, a
complication that the Watcher should turn into a Scene Complication at
the rst opportunity.

If the characters manage to act rst, they can attempt to disarm the
Joker of the container. If the virus is released, it could potentially kill the
entire population of Gotham if the complication steps up beyond D12.
Heroes are encouraged to come up with imaginative ways to contain
the virus if released, such as superheating the air to burn it up or to
synthesize an antivirus using the samples in the broken container and
the equipment in the batmobile.

ACT TWO: INCURSION S91


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Joker will ee if things start to turn against him, but Carnage is out for
blood, and will ght until subdued or victorious. Use the Doom Pool
to ensure that Joker escapes, but if that is not possible, he has goons
hidden away at other hideouts that can work to spring him so that he
is here for later Scenes.

SCENE OPTIONS
‣ It is entirely possible that, through a Resource gained in a previous
Transition Scene, the heroes show up before or during Joker and
Carnage’s ght. If so, things should play out similarly to Action:


HAhahahahahahahahaaaaa!
It is entirely possible that Carnage, the Joker, or both, will have
backup. While Shriek and her family are not his allies here, Car-
nage may have recruited local villains from Arkham. Joker will
have several of his BT-Nu victims, including some from his old
mob. Use this option if you think that the heroes will have an


easy time facing just Joker and Carnage.
If any of them escaped, Shriek and her family can show up in the
middle of this Scene to kill Carnage and any of his new family, as
well as any heroes who happen to be present. In that case, intro-
ducing backup for Joker and Carnage might make the Scene too
cluttered. You will have to gauge this based on the size of your
group and your own skill level.

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Action: Hugo Strange Strikes Again
Hugo Strange has contacted the Friends Of Humanity, saying that they
are alike - both wish to restore sanity to an insane world full of freaks.
Exchanging the monster men for the X-Sentinels, Hugo Strange makes
an attempt to capture Dr. Cassie Briar.

Hugo has just about worked out the nature of both Cassandra and
Cassie’s power through a study of both their technology and, from afar,
their behavior towards one another. He is convinced that they, and their
technology, are the source of the incursion. He is also insanely jealous
of their ability to coordinate with alternate versions of themselves. If he
had that power, he could become an unstoppable mind, one t to rule
over any world in which he exists.

Having learned from his last attempt, he plans to go after both Briars
simultaneously. For this, he needs the help of the Friends of Humanity,
with whom he has made common cause - both want to eliminate the
freaks of their own worlds. Having met with the FOH leadership in New
Jersey, he has arranged that his monster men will assist them in captur-
ing Cassandra, while he will go after the mutant Cassie using the X-
Sentinels. Once both women are in his hands, one can be sacri ced to
the Friends of Humanity to sate their bloodlust, while the other can
grant him the power he seeks, which he will extract from her through
any means necessary in his new laboratory.

The attempt to abduct Dr. Cassandra Briar by the Friends of Humanity


is described in Action: To Inflict And Suffer. This Scene focuses
on Hugo Strange’s attack on Dr. Cassie Briar.

FRIENDS OF THE HIVE MOB


Brainwashed
Distinctions
Af liations

TEAM 8 8 8
For Queen Pismire!

HUMAN SWARM
Power Set

Enhanced Stamina 8 Swarm 6 Weapon 8

SFX: Area Attack. Target multiple opponents. For every additional target, add D6 and keep +1
e ect die.
SFX: Fanatics. Spend 1 PP to reroll when using any Human Swarm power.
SFX: Gang Tackle. Against a single target, step up or double Swarm die. Remove the highest
rolling die and use three dice for the total.
LIMIT: Mob Cohesion. Defeat Team dice (with D10 stress) to reduce mob.

ACT TWO: INCURSION S93


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Due to the attack on her Ravenloft lab, Cassie has set up a new lab in
an Abandoned Pharmaceuticals Factory in Brooklyn. The
sales of BT-Nu have given her, and her counterpart, great nancial
resources, so the building has been refurbished with State Of The
Art Biotechnology Labs and a Fully-Automated Assembly
And Packaging Line. Apart from a 3D8 mob of newly-“recruited”
members of the Friends Of The Hive, she is alone.

The heroes could be here because they tracked Cassie down using a
Business or Covert Resource, either because they want to ask
her questions about her research and her counterpart, or because
they got wind of the X-Sentinel attack before or during the assault. If
the former, Cassie hides behind her FOTH mob, who forbid entry to
the building and ght the heroes if they try to enter by force.

Everything changes once the X-Sentinels arrive on the Scene. Hugo


is going for overkill; he sends every available X-Sentinel to apprehend
Cassie. The FOTH mob will consider the X-Sentinels the bigger
threat, and will even ally themselves with the heroes if they didn’t end
up ghting earlier.

If the heroes manage to defeat both the X-Sentinels and the FOTH
mob, Cassie is grateful enough that she is willing to talk to the he-
roes. She will convey that she is a mutant, and that her power links
her to all of her variants across all of the multiverse. Cassandra
gained the same power through her accident at S.T.A.R. Labs.
Cassie just wanted to rid the world of hate, but Cassandra, and many
variants like her, are hell-bent on multiversal conquest, one reality at a
time. Cassie can be persuaded of the error of her ways by Emotion-
ally Stressing her Out. Otherwise she remains committed to using
BT-Nu to rid the world of hate.

If the X-Sentinels are defeated but the mob remains, she is too afraid
to speak freely; Cassandra has exerted her control over BT-Nu and
the FOTH are loyal to her, not Cassie. If she talks, they will kill her.
She has been secretly working on a BT-Nu patch that can override
Cassandra’s control but it isn’t nished. She has been using a Power
Frequency Scrambler to shield her treasonous thoughts from Cas-
sandra while allowing her to see most of her mind so as to avoid sus-
picion. The most she will tell the heroes is that she is committed to
curing hate, and that BT-Nu is the best hope of achieving that goal.

Should even one X-Sentinel escape with Cassie a rescue operation


will be necessary. That e ort, however, will have to wait until Action:
Saving Cassie.

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Action: To In ict And Su er
While the X-Sentinels target Cassie, the FOH and the monster men attack
Dr. Cassandra Briar at the Manhattan chief of police’s o ce, but it seems
that Dr. Briar might have things more under her control than anyone could
have expected.

Cassandra knows that all politics is local, and that grassroots movements
can change governments. To that end, she made deals with nearly every
police o ce in the U.S.A. and rst-world countries worldwide to use BT-
Nu to subdue their prisoners to keep them calm and pliable for court and
while incarcerated. However, her BT-Nu is robotic in nature, and the tiny
insect-like devices quickly implanted themselves in the police o cers, ef-
fectively making them mindlessly loyal to her.

Her plan will be revealed in Action: Rise Of Queen Pismire. For now,
it is enough that the police are here solely to protect her, which will come
in handy when the Friends Of Humanity and Hugo Strange’s monster
meant arrive to abduct her.

To be honest, this is a bold assault. There are several mobs of police


present. The monster men will attack rst, drawing out the police in a big
spectacle of law enforcement versus monsters.

While the police are distracted, the Friends of Humanity will sneak in
dressed as police and corner Cassandra in Chief Sylvia Trent’s o ce.
They will be quite surprised when they learn that Chief Trent has assigned
a mob of cops as Cassandra’s personal body guards.

The heroes will have come here because of the same Resource that led
them to Cassie’s abduction; they will have to have made the choice to
come here instead of to that Scene, since both take place simultaneously.
Of course, the heroes could have split up to tackle both abductions, in
which case run both Scenes at the same time.

While Cassandra will do nothing to reveal that she controls the police at
this point, feel free to drop hints that will make the heroes suspicious. The
prospect of her controlling the whole of the NYPD should give them pause,
but that is nothing compared to the actual scope of her ambitions.

SCENE OPTIONS
‣ There are still some members of the police force not yet in Cassandra’s
control. They might mention that the rest of their fellow policemen
and women are acting oddly. They will be generally more willing to
work with the heroes and talk freely than those under Cassandra’s


thrall.
If she can get a hero alone, she might attempt to use her BT-Nu
against them, earning her an ally amongst the heroes. She will
most likely do this through a confederate, one that won’t directly
implicate her if they fail.

ACT TWO: INCURSION S95


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Action: HAhahahahahahahahaaaaa!
Joker and Green Goblin discover that they are being spied upon, and launch
an all-out attack on the covert heroes.

Green Goblin and Joker have similar aims and similar means. Norman Os-
born initiates contact, and o ers the Joker an alliance. Each wants total con-
trol over their own city, and will share resources so that this can be achieved.

Both admit openly that they will eventually betray one another. This is a
game between them, with the fate of the world as the prize. Both are eager to
play.

Norman has larger goals; the conversion of the entire world into a re ection
of himself, with goblin-like humans each doing whatever they can to conquer
each other. Norman naturally considers himself unbeatable even in that sce-
nario. Norman re ects the capitalist’s utopia; greed-driven monsters who
crush any beneath them and attain nancial dominion and power over all
others.

Joker, meanwhile, cares nothing for money and simply wants the chaos of a
world driven mad. Everyone perceiving everyone else as a potential victim,
everyone caring for none, not even themselves. Joker personi es anarchy,
doing what you want, when you want, consequences be damned.

Norman prefers to meet Joker on the clown’s turf; he’d rather not have Joker
loose in his facility where he can do untold damage or even reprogram his
BT-Nu-controlled goons to switch sides. However Joker is curious about
Manhattan, and would rather be away from Gotham so soon after his con-
frontation with Carnage.

They nally agree to meet in an old and Abandoned Subway Terminal


that Norman sometimes uses as a hideaway when he is pretending to be
dead. He has refurbished the spacious train terminal into a Luxury Un-
derground Penthouse hundreds of feet below the streets of Manhattan.

The only way to reach this lair is through a network of Pipe-Clogged Tun-
nels that are riddled with a variety of Deadly Traps and are monitored by
a Sophisticated Security System. Getting inside the lair without being
noticed will be di cult, though not impossible.

Both Joker and Green Goblin have a 3D8 mob of BT-Nu-controlled goons at
their sides. Norman is in his Green Goblin costume but unmasked (though
the mask is in hand). Assuming the heroes arrive unnoticed, the two villains
are working out the deals of an agreement to work together to conquer as
many people as possible with BT-Nu. What arises is a sort of competition to
see who can conquer the largest territory in the shortest amount of time.
And each agrees to “deal with” the other’s Dr. Briar in the bargain.

Once a ght ensues, both villains prefer to let their goons do the ghting.
Norman’s parting shot, to no one’s surprise, is to set o a Chain Of Struc-

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tural Explosions to bring the whole penthouse crashing
down in order to bury the heroes alive in a D10 Collapsed
Subway Station Scene Complication.

SCENE OPTIONS
‣ Enough, Norman. Those of you familiar with my
House Of Madness Event will recall my creation
of Arach-Knight, my rewrite of Gabriel Stacy’s
character where, instead of following the path of
the Goblin, he rejects Norman and becomes a
grim re ection of Spider-Man (my initial creative
idea was “what would Batman have been like if
he’d chosen a spider instead of a bat as his
symbol). Gabriel will have taken a keen interest in
Norman’s activities, and might have tracked him
here, ready to put an end to Norman’s evil THIS PLACE LOOKS
schemes. He could even become an Unlockable FAMILIAR
character that the players might decide to play.
Of course, this isn’t “his” Norman; in the heroes’
home reality Gabriel became the Grey Goblin just If the description of the
like in the comics. Gabriel realizes that this isn’t hideout seems familiar,
his reality, but any version of Norman is one worth you probably have
taking out. You can nd Arach-Knight’s player watched Christopher


data le in House Of Madness. Reeve’s Superman
Prepared As Always. Joker and Green Goblin are movie. This is essen-
genius-level threats with plenty of Tricks Up tially the hideout that
Their Sleeves. You could prepare any number Gene Hackman’s Lex
of extras that either villain could have hiding Luthor used in that
amongst their goons or on their persons. Neither movie. Everything is
is beneath carrying a Remote Detonator for
here, from the Giant
bombs hidden in nearby buildings that they can
Swimming Pool to the
use to force the heroes to leave to deal with sav-
lead box. There’s no


ing lives rather than confronting the villains.
What More Could Anyone Ask? This is a world kryptonite in there,
su ering an incursion; whose to say that this isn’t though.
Lex Luthor’s lair? Maybe both Norman and Lex
picked the same underground lair and that the
Luthor of Earth-789 is here waiting to punish
these two interlopers for invading his space. He,
along with Otis and Miss Tessmacher could make
this a far more interesting and far more comedic
Scene. And of course if you really want to pull out
all the stops, Christopher Reeve’s Superman
could even make an appearance.

ACT TWO: INCURSION S97


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Action: Saving Cassie
The heroes have located Cassie at one of Dr. Hugo Strange’s hidden bases,
and strive to free her from his clutches. But has Hugo Strange found what
he was looking for?

Hugo Strange has spirited Cassie away to a hidden cave hideaway in north-
eastern Maine, where he has retreated in the past to escape the prying eyes
of the Dark Knight. Here he has set up an extensive lab, and believes he
has discerned a way to use Cassie as a biological blueprint that he can map
onto his own biology, allowing him to tap into the minds of his alternate
selves across reality.

His cave is protected by newly-created monster men pulled form mental in-
stitutions in southern Maine. He also retains any X-Sentinels not destroyed
in prior Scenes.

The Hidden Cave Lair has many of the same Scene Distinctions as the
Project Armageddon Stronghold from Action: Hugo Strange Strikes
Again, though lacking the anti-mutant tech. The lab in which Hugo Strange
holds Cassie prisoner is lled with Sensitive Scientific Equipment.

Cassie is trapped inside of a Transparent Steel Tube where she is


strapped down and unconscious. The apparatus to which the tube is at-
tached connects wirelessly to the harnesses that Hugo Strange wears
around his chest and head. Through them he continues to map her mutant
physiology onto his own. Eventually he will not need her presence and will
have a morphed, mutant-like connection to his other selves. For this ght,
however, he needs her.

However, he’s been connected to his alternate selves for a few days, and
has used their combined genius to perfect his monster men process, and

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has altered himself with it. He is now a monstrosity with the intellect of the
multiverse.

The chief e ect of tapping into other Hugo Stranges’ minds is that Hugo be-
comes a Large Scale Threat that can more easily grow the Doom Pool. Should
Cassie be freed, immediately remove all but his last Solo die, restore his Stress
tracks, and give him D10 Mental Stress.

Strange will ght until he sees no path to victory or until he is disconnected


from Cassie’s power, in which case he will try to ee, though it should be easy
for the heroes to subdue him once his Team A liation dice are exhausted.

Upon being saved Cassie is extremely cooperative, as per the rst option in
Action: Hugo Strange Strikes Again.

SCENE OPTIONS
‣ One Hugo Strange is bad enough, but what if the growing incursion is ac-
celerated by his meddling with Cassie’s power and a Mob Of Hugo
Stranges appears? They would use his standard stats but with 3D10 Team
dice and related mob SFX and Limit. The mob would have their own agen-
da that might align with his but also might try to take what he has already


earned, making them his enemy.
Other incursion-related events might be accelerated here, such as the cave
being replaced by a bunker in the Mohave desert, dinosaurs appearing and
attacking anyone in range, or really anything you can imagine.

MONSTER HUGO STRANGE


Connected To The Multiverse
Af liations

Distinctions

SOLO 10 10 10

BUDDY 6 Mad Psychologist

TEAM 8
Manipulative

Multiversal Monster
Power Set

Godlike Durability 12 Godlike Stamina 12


Godlike Strength 12 Superhuman Intellect 10

SFX: Grapple. When in icting a restraining or immobilization style complication on a target, add a D6 and step up the E ect
Die.
SFX: Large Scale Threat. Target multiple hate- lled opponents. For every additional target, add d6 to your pool and keep an
additional e ect die.
SFX: Unleashed. Double any Multiversal Monster power for one action. If the action fails, spend a die from the doom
pool equal to the normal rating of the power die.
Limit: Everybody’s Problem. Turn one of your complications into a scene complication and gain a doom die.
Limit: Going Mad. Add a D6 to the doom pool and step up Emotional Stress caused by failed plans or being outsmarted.
Limit: Large Scale Threat. Team Dice may be targeted individually or by Area Attack SFX. D12 physical stress in icted re-
moves a die from Team Dice. Recover Team Dice after a Transition Scene.
Specs

Combat Expert 8 Psych Master 10 Science Master 10

ACT TWO: INCURSION S99


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Action: Rise Of Queen
Pismire
Showing her true colors, Dr. Cassandra Briar de-
clares herself the Queen Pismire, and usurps con-
trol over all versions of the bio-technic nulli er,
declaring herself ruler of both cities, and soon, the
world.

Cassie will have a warning, but it is tool


late. Cassandra was given the techno-
organic virus that her Friends Of The Hive
minions gave her and has incorporated it
into her BT-Nu designs. Now the device
has become viral, a Techno-Organic
Mental Brainwarper. Cassandra can
grow as much of it as she wants now
that her resources are worldwide. And
she has grown enough to release into
large swaths of the world population.

Cassandra has now shipped hundreds of


canisters to each police o ce, and has
announced a world-wide press brie ng to
be held at each station, where she, broad-
casting from a hidden location, plans to o -
cially announce the success of her prisoner reform
program in coordination with the police. The event
is a ruse; she plans to have her police unleash
more BT-Nu onto the public, growing her army
even more.

Once she is in control over such a sizable portion


of the population, she will seize seats of govern-
ment all over the free world. There will also be
similar seizures in 3rd world nations where she
has managed to gain a foothold.

What the heroes witness, wherever they


are, is a swarm of the TOMBs washing over
crowds of people, turning them into Cas-
sandra’s puppets. They are all part of the hive,
and Cassandra is Queen Pismire.

And everyone is after the heroes.

This Scene is a ght for the heroes’ lives as they


try to escape a world turned against them. Grant-
ed not everyone turns right away; there is still not

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enough TOMBs to infect everyone. But the device is now self-replicating,
and spreading fast. Even the heroes themselves aren’t necessarily im-
mune.

Figuring out a way to counteract the virus is a topic for later discussion.
Now is the time for survival. Hatching a plan to reverse all of this will have
to wait.

Being under Queen Pismire’s control doesn’t give people super powers. It
does however connect their minds to Cassandra’s, making her essentially
omniscient. What they see, she sees; what they know, she knows.

Thankfully, Cassie is immune. And she’s the heroes’ best bet to undo all of
this.

SCENE OPTIONS
‣ Converted Heroes. You know all of those Avengers and Justice
Leaguer and X-Men and New Titans that were away on missions or o -
planet? They aren’t any more immune to the TOMB than anyone else
(with rare exceptions). Suddenly the heroes have She-Hulk or Supergirl


or some other superhuman allies out to get them.
Lost Loved Ones. One of the worst possible outcomes of this infec-
tion wave is that the heroes’ supporting cast could be made to turn
against them, even the ones who know their secret identities. Alfred
knows all of Batman’s secrets, so if he’s infected now the heroes can’t
retreat to the bat cave. How traumatic will it be when Mary Jane tries
to capture or kill Peter? Or if Commissioner Gordon turns his gun on


Batgirl?
Panicked Villains. While the villains out there aren’t any more im-
mune that the heroes, some of them might have thus far escaped infec-
tion and be willing to temporarily team up with the heroes, at least in
escaping the immediate threat of death or infection. Deals will have to
be made in later Scenes as to how long that alliance will last.

Expert Converted Civilian Mob


Data File

TEAM 6 6 6 6

Technology Control 8 Virus 6

SFX: Call For Help. Spend D6 from the Doom Pool to add an additional die to
the Team A liation.
SFX: Versatile. Split Virus into 2D6.
LIMIT: Exhausted. Shutdown any power to gain a die for the doom pool. Re-
cover power by activating an Opportunity or during a Transition Scene.
LIMIT: TOMB Cohesion. The Team Affiliation may be targeted individually or
by Area Attack SFX. D8 physical stress in icted removes a die from Goons
power.

ACT TWO: INCURSION S101


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ACT THREE
CHOICES
W
ith Queen Pismire enthralling the world and the incursion
accelerating due to the worldwide infection by the TOMB,
the heroes are in a race against time as multiverses are
drawn together like mass towards the center of a black hole. Matter
and antimatter realities will begin to collide soon, causing annihilation
of both. Even realities of the same matter type will begin destroying
each there gravitationally, physically, and more. If a means of coun-
tering TOMB and other BT-Nu devices aren’t deployed soon, this and
most other realities may come to a violent end.

S102 SADISTIC
ACT THREE: CHOICES S103
SCENE STRUCTURE
Act Three has two parts. The Buildup section has four main Action
Scenes introducing the heroes to the story and getting them together
before the story’s inciting disaster.The Key Scene introduce Action
and Transition Scenes that can be played in any order, ending in the
Transition Scene that showcases the rst merging of the Marvel and
DC universes.

BUILDUP
‣‣Transition: Regroup

‣‣
Action: Whose Left?
Action: Securing A Hideout
Transition: Putting Together A Plan

KEY SCENES
‣‣
Action: Incursion Collision

‣‣
Transition: Multiversal Allies
Action: Testing The TOMBBreaker

‣‣
Transition: Inoculation
Action: Raiding Deepcave

‣‣
Action: Torn Fabric
Action: Assault On The Queen

‣‣
Action: The Great Goblin Joke
Action: Facing Reality


Conclusion: Saying Goodbye
Aftermath: Incursion Fallout

Remember that you can create additional Transition Scenes as need-


ed to allow the heroes to rest, recover, gather additional resources,
and recruit new heroes or support between any Action Scenes. The
nature of these Scenes largely depends on the activity of the heroes.

From now until the nal Scene of the Event, use all the tricks at your
disposal to insert incursion-related chaos into each Scene. Have
sections of reality vanish, explode, or emerge with little warning.
Have battles between heroes and villains from other realities interrupt
your own. Introduce strange physics from strange realities. Do this
with increasing severity as you progress through the Act so that when
you reach the nal confrontation with Queen Pismire, it feels like reali-
ty will y apart at any moment.

Scene Montages
This Act introduces a new type of Action Scene called a Montage.
In a Montage instead of ghting characters or mobs, you must
achieve a handful of Objectives. Each Objective has a data le that
the heroes can try to Stress Out, in which case the Objective is
achieved. The Scene ends when all Scene Objectives are either
completed or thwarted. An Objective is thwarted if one of the follow-


ing pertains:
All characters are Stressed Out

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‣ The Crisis Pool reaches 2D12

Crisis Pool: During a Montage the Watcher splits the Doom Pool into several
Crisis Pools, each of which is tied to an Objective. If there aren’t enough dice
in the Doom Pool the Watcher can split existing dice as though the doom pool
has the Versatile SFX, though they can only do this once per die. Once the Ob-
jective is complete the Crisis Pool is dissolved and a D6 is returned to the
doom pool either as a new die or to step up an existing doom die by +1. The
Watcher may reserve dice in the Doom Pool if he wishes. Any Crisis Pool not
given a die starts out with a D4.

Objective Datafiles: An Objective Data le has these components:


‣‣ Name: What the Objective is trying to accomplish
Affiliation: Whether the heroes can handle this Objective in tandem with


another Objective or if it must be accomplished on its own.
Alone: Heroes must accomplish this Objective before


moving on to another.
Tandem: Heroes can accomplish this goal with any oth-

‣‣
er of the same A liation die color.
Distinctions: Descriptive obstacles to achieving the Objective.
Component Sets: These work like Power Sets, but represent the powers
of large groups rather than individuals or even mobs. You can have mob
dice for the powers similar to what Multiple Man uses for his Duplicate
power, but each die represents a much larger force than a mob. Typically,


though, these powers have only one die each.
Specialty Groups: These represent the skills of large organizations or
powerful leaders opposing you, like U.S. Ambassadors (Politics), IDF Battal-
ions (Combat), or Corporate Funding (Business).

Complications and Assets applied to Objectives should have equally large-


scale descriptions.

HOOKS
At this point, you should start the session by reminding the players of how they
got here, giving an abridged recap of key Scenes from the rst two Acts, espe-
cially the last Scene of Act Two. The heroes are fugitives of Queen Pismire’s
Earth, probably with their identities known to her, as well as all of their normal
hideouts. And on top of everything else, the sudden explosion of TOMB de-
vices means that the incursion is rushing ahead at full speed, with the fate of
the multiverse riding on eliminating the TOMBs and defeating Queen Pismire
once and for all.

DOOM POOL
The doom pool begins at 4D10 for this act.

10 10 10 10

DOOM POOL 4D10

ACT THREE: CHOICES S105


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Transition: Regroup

Queen Pismire’s
swarm of drones
are overrunning
the world. It is only a matter of time before she controls the
whole planet. Worse, reality is coming apart at the seams. Before you
can do anything about it, you need to regroup and nd a safe place to
stage a world-wide rescue.

As the heroes go underground trying to stay o of Queen Pismire’s


radar until they can sort out what to do against her, multiple incursion
events begin to take hold. Worlds that have very little in common
with one another begin to overlap, leading to the most extreme of cir-


cumstances, such as:
Alternate versions of everyday citizens running into one another,


leading to panic and anger.
Buildings from alternate realities that occupy the same space tear
each other apart, leading to Collapsing Structures and civil-


ians in Dire Peril.
Random pockets of multiversal energy building up and causing


Causality Explosions.
Heroes and villains from foreign realities continuing to arrive and in


their confusion erupting into chaotic confrontations.
Extreme weather events surging in from other worlds and triggered
in this one, such as Extreme Sea Level Rises, Nation-Sized
Hurricanes, Richter Nine Earthquakes, and Sudden
Vacuum.

All of these and more await in future Scenes. However, it should be


clear that only by eliminating the BT-Nu devices in all of their varia-
tions can the incursions be stopped and, hopefully, reversed. Elimi-
nating Queen Pismire’s control over the devices is the most obvious
method of achieving this, though the heroes are encouraged to nd
other ways to defeat the devices, such as developing TOMBBreaker
technology.

Before they can do that, however, they need a new base of opera-
tions that Queen Pismire doesn’t know about. Unfortunately, she

S106 SADISTIC
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knows most things that Cassie knows, making it di cult for her to travel
with the heroes. With help, Cassie can strengthen her disconnection to
the Pismire network, perhaps the most straightforward way is to actually
jam her powers with a mutant nulli er.

Even without Cassie complicating things, if the TOMB has infected any of
the heroes’ loved ones, then Queen Pismire knows everything that loved
one knows about the hero, making existing hideouts unsafe to use. They
will have to scout out a place that none of those who know the heroes
would suspect. Moreover, they need a place with su cient power and
space to house the technology they’ll need to devise anti-TOMB technol-
ogy yet secluded and hidden enough that the hive won’t be able to track
them down.

This is likely to be a long and complicated Transition Scene with heroes


dividing up tasks so that they can get their feet under them again and be-
gin preparing for a countero ensive.

‣ Ally Hunt. The heroes have very few people on their side right now.
Those not already infected, or immune due to their powers, are in hid-
ing or on the run. However, there are other heroes out there, and many
of them are from other realities. Some of them may have been trying
to prevent the incursion from their own universes before they found
themselves in this one. There may even be some villains who are will-
ing to help. Figuring out which heroes are going to be up to helping
out leads directly to Action: Who’s Left.
‣ Gathering Gear. Once a base is found, the heroes will need to
equip it with the machinery and medical research equipment needed to
begin curing TOMB. Maybe they still have some uninfected contacts
who would be willing to donate such equipment, or perhaps they know


in what warehouses some unguarded equipment is stored.
Nullifier. In order to keep Cassie with the heroes and avoid her re-
capture, they need to nd a mutant nulli er that will disconnect her
from the hive mind. The Friends Of Humanity and other anti-mutant
groups have them, but so do the NYPD in limited supply. If Beast is


still reachable he might be able to nd, or cobble together, one himself.
Safe Haven. The heroes have had enough experience in tracking
down villain hideouts that they should have plenty of ideas as to what
would make for a good one, and also a poor one. The trick is to nd
one that is both close to the action but far enough away that an incur-
sion event won’t likely destroy it or a lucky hive member won’t nd it.
Fortunately there are lots of potential options, such as Morlock tunnels,
remote abandoned warehouses outside city limits, unmapped cave
networks in the Kittatinny mountain ranges, or, if they can swing it, a
recently-arrived abandoned space station with teleportation technolo-


gy.
Transportation. This has grown beyond Gotham and Manhattan.
The heroes need to acquire ways of getting around the nation and the
world. Maybe they were able to liberate some vehicles from the Bat-
cave, Avengers Tower, or the Hall of Justice before those places were
overrun by hive members.

ACT THREE: CHOICES S107


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Action: Whose Left?
People are pouring into this reality from beyond, but almost as quickly
as they arrive the TOMB adds them to the hive. With these new ar-
rivals are heroes from other worlds, and there are still a few heroes
from this one left to help make a stand.

Play this Scene out as often as you and your players like, gathering
heroes to serve as Watcher characters or as Unlockable player he-
roes.

Due to the nature of this Scene most of it is contained in the Scene


Options, since the circumstances that take place each time will vary
wildly each time it is played through. Each of the options could be
used for any number of heroes from any number of realities.

SCENE OPTIONS
‣ Assault On The Baxter Building. The Incursion has drawn in
the attention of the Fantastic Four, whom have returned to try and
stop it. But the incursions have displaced the four members, bringing


in alternate versions of each to handle the problem.
Where. The Baxter Building / Four Freedom Plaza. You
can nd the statistics for this building in the CIVIL WAR


Event book.
Who. The Fantastic Four of four di erent realities; Reed
Richards from the Heroes Reborn world, Malice from a
world where she conquered Earth, Ghost Rider from a
world where the original FF died and a new FF formed,
and She-Thing, a She-Hulk from a world where the Thing
died and she took his place but mutated further with ex-
posure to cosmic rays and became rock-skinned (though


still green) like the Thing.
Obstacles. The Sue Storm is Malice, and she hasn’t de-
cided what side she’s on. Also, the Baxter Building is one
of the strongholds that Queen Pismire seeks to take rst in


her conquest of the world.
Freefall. The JLA Watchtower has crashed into Asteroid M,
leaving most of the heroes stationed on the Watchtower and most of
the mutants on the asteroid injured or killed. Worse, the collision has
knocked both bases out of orbit, drawing them into Earth’s gravity
well. While the strike will happen in the ocean, it will still be a cata-


clysmic event if not stopped.
Where. The two Wrecked Orbital Space Stations
are in a Decaying Orbit around Earth. They are full of
Damaged Future-Level Technology that could be
jury rigged to help re-stabilize orbit. There are a number
of Evacuation Craft that can be used to assist Injured
Superbeings evacuate the doomed space platforms.
‣ Who. There are any number of well-known superheroes
aboard who, though injured, could provide Resources.

S108 SADISTIC
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‣ Obstacles. It is entirely possible that evil variants of super-
heroes could manifest onboard and make trouble for the he-
roes. That and the regular use of the doom pool to turn the col-
lapsing and explosive stations against the heroes is more than


enough to challenge them.
None Challenges Doom. Hive members have overwhelmed Latve-


ria, leaving even Doctor Doom in need of aid.
Where. Castle Doom, a Medieval Castle Bristling With
Future Tech, lled with Armies Of Robot Minions.
‣‣ Who. Doctor Victor Von Doom.
Obstacles. Hive members and Reprogrammed Doombots.
‣ On The Run. The heroes are being pursued by a swarm of hive mem-

‣‣
bers when they run into a other heroes facing the same threat.
Where. Anywhere in either city.
Who. Your choice.

‣ ‣
Obstacles. Endless swarms of Hive members.
Quick! In Here! While sneaking through the city at night trying to
nd temporary shelter the heroes see someone gesturing to them from


the sewers.
Where. The sewers and the Turtle Lair. The Lair is a Con-
verted Sewer Exchange with Numerous Interlocking
Chambers full of Turtle-Themed Equipment, arcade
games, a Fully Functioning Dojo and a Hidden Garage
within which are various modes of transportation including The


Turtle Van.
Who. The Teenage Mutant Ninja Turtles. Note, if the
players are playing the Turtles, then these are Turtles from a dif-


ferent reality.
Obstacles. An ally of the Turtles is compromised by TOMB
and leads a mob of hive members to capture the Lair.

ACT THREE: CHOICES S109


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Action: Securing A Hideout
You believe you have found a place from where you can plan and exe-
cute Queen Pismire’s plot. But is it as safe as it seems?

There are secrets that Bruce Wayne keeps even from Alfred, proto-
cols in case every last ally turns against him. The Deepcave Proto-
cols were based in WayneTech’s Manhattan branch. Deepcave pene-
trates miles into the Earth via a Series Of Trapped And Shifting
Tunnels accessible by turbo lifts. At base level, Deepcave is a sub-
terranean batcave,

Deepcave is Shielded Against Detection And Teleportation


by the thick rocks between it and the surface. It houses a hanger and
garage (with vehicle-sized turbo lifts to the surface) each with bat-
themed vehicles (that the heroes can use by creating a Resource). An
Encrypted And Untraceable Ethernet Signal allows the bat-
computer to access WayneTech satellite networks to monitor the
spread of TOMB. There are also bunk alcoves and basic necessities
so the heroes have places to sleep, bathe, and eat (although they will
have to contend with rations).

However, Deepcave has been compromised, though not by whom


you would expect. Due to the incursion, Deepcave penetrates into
Subterranea. Thus, in the eyes of this domain’s ruler, Deepcave be-
longs to the Mole Man.

Having discovered Deepcave, the Mole Man has sent several moloid
mobs to loot the place. The heroes will encounter them within min-
utes of their arrival, and they will attack viciously, knowing that failing
to defend their claim will earn them the Mole Man’s ire. They try to
overwhelm the heroes with their numbers, and summon a moleshark,
a massive, multi-eyed monstrosity with a huge jaw full of multiple
rows of teeth and a multi-pronged tentacle tongue laced with a heavy
neurotoxin.

S110 SADISTIC
MOLOID MOB
TEAM Cower Before Mole-Man

Distinctions
Af liations

4 4 4 4
Single-Minded

MOTLEY MOLOIDS
Power Set

SWARM 8 Enhanced Senses 8

SFX: Area Attack. Target multiple opponents. For every additional target, add D6 and keep +1 e ect die.
SFX: Gang Tackle. Against a single target, step up or double Swarm die. Remove the highest rolling die and use
three dice for the total.
LIMIT: Blinded. In the presence of sunlight or bright lights, turn Enhanced Senses into a complication. Remove
the source of light or remove the complication to recover the power.
LIMIT: Mob Cohesion. Defeat Team dice (with D6 stress) to reduce mob.

If the heroes fend o the moioids and their mole shark the Mole Man ap-
pears and demands they turn the Deepcave over to him as the rightful
ruler of Subterranea. The heroes will have to either ght him or negotiate
with him; while he has no interest in the crisis on the surface, once he is
made to understand that Queen Pismire will target Subterranea as soon as
the surface is conquered, he will likely deign to allow the heroes to use his
Deepcave until the crisis is averted.

MOLESHARK
SOLO Animalistic
Af liations

Distinctions

8 8 8 8

BUDDY 6 Building-Sized Monster


TEAM 4

SUBTERRANEAN TITAN
Power Set

Godlike Durability 12
Godlike Stamina 12

Godlike Strength 12 Maw 12


Thick Hide 12

SFX: Large Scale Threat. Target multiple hate- lled opponents. For every additional
target, add D6 to your pool and keep an additional e ect die.
SFX: Neurotoxin. Add a D6 and step up the e ect die by +1 when in icting Sluggish
complications on a target.
Limit: Huge. Turn a Subterranean Titan power into a complication and add a D6 to
the doom pool or step up an existing doom die. Activate an Opportunity to
recover the power.
Limit: Large Scale Threat. Team Dice may be targeted individually or by Area Attack
SFX. D10 physical stress in icted removes a die from Team Dice. Recover Team
Dice after a Transition Scene.
Specs

Menace Master 10

ACT THREE: CHOICES S111


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Transition: Putting Together A Plan
Now that the heroes have a secure base of operations, they must plot
a way to undo the damage done by the incursion. Time is of the es-
sence; partial collisions between worlds are becoming more common,
and sooner or later a near miss will become a world-ending direct hit.

No doubt at this point the situation feels overwhelming, perhaps


hopeless. Yet the heroes are not without assets or help. If they have
been able to secure Cassie’s help and have safely screened her
against her twin’s detection, she can provide insight on how to defeat
the TOMBs. And while some superhumans have succumbed to the
rule of Queen Pismire, others are out there ghting the good ght,
and can provide backup, equipment, or intel that could come in
clutch in the coming ght.

Cassie, or another technically-minded ally, will propose a design


called a TOMBBreaker; a techno-organic antivirus that can kill the
TOMB. This will take a lot of resources and e ort, e ectively occupy-
ing all of Cassie’s e orts (or that of another character if Cassie was
not persuaded to help). While Deepcave has a lot in the way of scien-
ti c equipment, it is not a techno-organic laboratory, so materials and
equipment will have to be procured. More dangerously, a sample of
the TOMB will be needed on which to test the TOMBBreaker.

‣ Allies: There are a lot of displaced heroes and villains now who
desire to get home and save their own realities. They might make
willing if temporary allies in this ght. Should you come across any,
you should be prepared to reason with them using a Psych Re-


source.
Equipment: Both S.T.A.R. Labs and Horizon Labs have the
equipment that the heroes need. The heroes know a few contacts
who, mercifully, have managed to keep from being infected and who
can get the heroes the security bypasses needed to enter the labs to
get the equipment, but they cannot guarantee that the heroes won’t


face opposition.
Materials: Sadly, the best place to get techno-organic material is
the sample that Cassie stole from the Friends Of Humanity, which
means going back to her laboratory to steal it back. This will likely be
heavily guarded as Queen Pismire has no doubt anticipated just this


kind of plot to undermine her e orts.
Sample: It should be easy enough to get a sample of TOMB; just
capture an infected person. The creation of this Resource should fo-
cus on the how of the capture.

S112 SADISTIC
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Action: Incursion Collision
Two realities graze each other causing untold damage forcing the heroes to
rescue infected and innocent alike.

When the heroes emerge from Deepcave to begin collecting the items they
need to create the TOMBBreaker, before they can get very far the rst se-
rious incursion collision occurs as two realities brie y merge and separate.

As the Watcher, you should choose exactly where this takes place based
on how your players lay out their plans. It could be at the exit point of any
of the turbo lifts or at some point in transit to their Objectives in the next
Scene. It could even be within Deepcave itself.

Ground and sky crack and shatter like glass and Shards Of Reality fall
in random directions and for a short time two Earths merge. You can ac-
tually see the landscape of the other world dragging across the aperture
between realities.

Across the void steps a single man in a blue military-style uniform, his face
blocked by a re ective mask. “Well, this seems like a ne world to con-
quer.” He points forwards as soldiers and tanks move behind him, march-
ing through the rip in reality’s fabric. “COBRAAAAAAAAAAA!”

On the one hand, there is an invading army about to cross into this reality

COBRA H.I.S.S.TANK MOB


TEAM Armored Vehicle
Af liations

Distinctions

10 10
Offroad Vehicle

MOBILE WEAPON VEHICLE


Power Set

8 10

Enhanced Reflexes Superhuman Durability


10 10

Superhuman Speed Weapon


SFX: Heavy Cannon. Steppe or double Weapon for one action. If the action fails, add a D10 to
the doom pool.
SFX: Immunity. Spend a die from the doom pool to ignore stress, trauma, and complications
from artillery, heat and radiation.
SFX: Targeting System. Step up or double Weapon die against a single target. Remove the
highest rolling die and add three dice for your total.
LIMIT: Gear. Shutdown Android Armor Mark X and gain a D6 for the Doom Pool. Take an
action vs. the doom pool to recover.
LIMIT: Mob Cohesion. Team Affiliation may be targeted individually or by Area Attack SFX.
D12 physical stress in icted removes a die from Goons power. Recover Team Dice after a
Transition Scene.

ACT THREE: CHOICES S113


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COBRA TROOPER MOB
TEAM Co-braaaaaaaaaa
Af liations

Distinctions
8 8 8 8 Corporate Terrorists

Cobra Uniform
Power Set

Laser Guns 8
Protective Armor 6

SFX: Area Attack. Target multiple opponents. For every additional target, add d6
to your pool and keep an additional e ect die.
LIMIT: Mob Cohesion. Ravenloft Guard Mob’s Team Affiliation may be
targeted individually or by Area Attack SFX. D10 physical stress in icted
removes a die from Goons power. Recover Team Dice after a Transition
Scene.
Specs

Combat Expert 8 Menace Expert 8

and the heroes probably want to hold them back. On the other,
TOMB-infected are probably nearby, so they might want to just keep
running and leave these Cobra goons to face the consequences of
invading an infected world. It might actually be a kindness to have
these invaders returned to their own world and be spared assimila-
tion.

Once the ght ends the rift seals itself, though there are noticeable
Reality Cracks that linger. These will become more prominent as the
Act progresses.

SCENE OPTIONS
‣ Should the heroes prove to have a hard time
against the might of Cobra, spending 2D12 to
have the rift seal early, perhaps accompanied by
the arrival of G. I. Joe to turn the tide and draw


Cobra back into their own world.
You can have some of the TOMB-infected ar-
rive and start assimilating Cobra, forcing Cobra
Commander to order a retreat if too many of his


troops are compromised.
This Scene is meant to have a temporary ef-
fect, to serve as a punctuation on how chaotic
things are getting. However, there is nothing
stopping you from having Cobra Commander and
a select few of his troops escape into the world
rather than through the rift to cause problems for
the heroes further down the line.

S114 SADISTIC
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Montage: TOMBBreaking
You know what you need in order to build the TOMBBreaker. Now you just
have to go out and get it.

This is a Montage, as described on page S104-S105. The feel of this


Scene should be quick snapshots of the heroes accomplishing broad
goals rather than a full Action Scene where there are lots of details that
could be observed or spoken.

The heroes can achieve any of the below Objectives in any order. All of
the heroes can tackle a single Objective at a time or they can split up and
you can run multiple Objectives simultaneously, though you should remind
the heroes that they are pressed for time so splitting up might be prefer-
able.

Treat each Objective like a mini-Scene; if approached separately with the


whole group of heroes tackling each Objective one-at-a-time then each
Objective Data le is just part of that Scene. If they approach the Objec-
tives two or more at a time, only the rst Objective is original to the Scene
and each additional one requires you to spend your highest Doom Die to
include it in the Scene - this narratively re ects the heroes saving time and
thus reducing their risks later on as Queen Pismire will have had less time
to grow her armies.

OBJECTIVE: CAPTURE A SAMPLE


The heroes have lots of options for capturing a TOMB-infected civilian.
The real trick is to do so without becoming infected themselves. Re-
sources or assets that allow them to quarantine their target will come in

OBJECTIVE: CAPTURE A SAMPLE


Infectious
Af liations

Distinctions

Tandem
Call Out For Aid
8

QUEEN PISMIRE’S WORKER


Component Set

Technology Control 6
Virus 8

SFX: Call For Help. Spend D6 from the Doom Pool to add an additional die to the Tandem A liation.
SFX: Versatile. Split Virus into 2D6.
LIMIT: Exhausted. Shutdown any Queen Pismire’s Worker power to gain a die for the crisis pool. Recover power
by activating an Opportunity or during a Transition Scene.
LIMIT: TOMB Cohesion. If stepped up beyond 1D8 Queen Pismire’s Worker’s Tandem Affiliation turns the
Objective into a mob and may be targeted individually or by Area Attack SFX. D10 physical stress in icted re-
moves a die from Goons power.
Specs

Tech Expert 8

ACT THREE: CHOICES S115


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clutch. Also important will be isolating a single target; remember,
however, that all of the infected are connected to Queen Pismire’s
network, so as soon as one is targeted, others will swarm in. And
once the target is captured steps must be taken to ensure that the
target cannot be traced back to Deepcave.

OBJECTIVE: GATHER EQUIPMENT


Whether acquired from Horizon labs or S.T.A.R. Labs, the heroes
must gain access to the building (preferably without being detected),
make their way to the lab where the equipment can be found, dis-
mantle it, cart it outside, and get it into a vehicle for transport. The
equipment is not small, and will require dolly’s or carts to move, and
might take several trips to acquire it all. And all of this presumes
there are no infected present, which is probably assuming too much.

OBJECTIVE: GATHER EQUIPMENT


Lockdown
Af liations

Distinctions

Tandem
Patrolled
10
Unwieldy Equipment

BUILDING SECURITY
Component Set

Infected Mob 8 8 8 Technology Control 6


Virus 8

SFX: Versatile. Split Virus into 2D6.


LIMIT: TOMB Cohesion. Infectious Mob may be targeted individually or by Area Attack SFX. D12 physical stress
in icted removes a die from Goons power.
Specs

Combat Expert 8 Tech Expert 8

OBJECTIVE: SECURE MATERIALS


This has many of the same problems as gathering the equipment,
though now we are talking about a single canister of techno-organic
virus that two heroes can probably carry between them. However,
they must protect the canister from being ruptured, or run the risk of
exposing themselves and others to the techno-organic virus within.

Use the same Objective Data le as Objective: Gather Equipment, but


change the Unwieldy Equipment Distinction to Dangerous Car-
go.

S116 SADISTIC
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Action: Testing The TOMBBreaker
The heroes must go out in the open to lure in enough of Queen Pismire’s
drones to properly test the TOMBBreaker

It is probably a good idea to have a Transition Scene for the heroes to re-
cover Stress and Trauma before embarking on this Scene. During that
Transition the heroes can also use the laboratory they assembled in Deep-
cave to manufacture TOMBBreaker. They will want to spend XP to acquire
that as an Unlockable.

TOMBBREAKER ANITVIRUS
Power Set

Innoculation 8 Leech 8

SFX: Power Void. When creating Power Loss or Inoculated complications on


multiple infected targets, add a d8 for each additional target, keep an additional
e ect die for each target, and step up each e ect die used for a Power Loss
complication.
LIMIT: Gear. Shutdown TOMBBreaker Antivirus and add a die to the doom pool
or step up the smallest doom die. Spend a die from the doom pool to recover.

For 5XP they gain access to the Power Set for a single Scene. For 10 XP
they gain access to it as a permanent addition to their data le.

For the test, you can use the Expert Converted Civilian Mob on S101 for
your test subjects. Count every Team A liation die lost due to exposure
to the Inoculated Complications as being Stressed Out.

SCENE OPTIONS
‣ If you want a greater challenge in this Scene, grab one of the data le
from elsewhere in this book and treat that hero or villain as having
been converted by TOMB. Or you can grab a powerful hero from out-
side of this Event, such as the Hulk (from the What If: Hulk sup-
plement to Breakout) or Superman (from the Suffer The Children
Event on Plot Points Blogs site) and really give the heroes a run for


their money.
If the heroes don’t want to spend XP on the TOMBBreaker An-
tivirus Power Set, they can opt to create a Resource that represents
a sample of the TOMBBreaker, though this will likely be less e ective


than if they have the Power Set.
Don’t forget that Queen Pismire can see through the eyes of her min-
ions, and if the heroes are winning she will likely send reinforcements if
any are nearby. If the heroes are too easily beating the infected mob


you can send in a few minor-character infected to spice things up a bit.
Since we haven’t seen Carnage in a while, this might be a good oppor-
tunity to have him make an appearance. He has escaped his cell in
the confusion of Red Pismire’s ascension, and though he is con dent
in his symbiote’s ability to fend o the TOMB, he’s starting to see that
he’s likely to be killed if she wins. He probably blames the heroes for
not having xed things. You can have him attack both the heroes and
the mob as he lashes out against the world, determined to take as
many lives with him as possible.

ACT THREE: CHOICES S117


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Transition: Inoculation
The heroes render themselves immune to the TOMB.

During this Scene, the heroes should spend 5 XP to add the following
SFX to one of their Power Sets. Normally adding an SFX costs 10 XP
but the heroes have worked hard to get to this point so they can have
a cost break.

SFX: Inoculated. Spend 1 PP to ignore stress, trauma, and complica-


tions from techno-organic viruses of any kind.

Now that the heroes are protected, they might want to inoculate fel-
low heroes under Watcher control. Doing so as a separate mission
will entail an additional Action Scene. They may do so, but you
should use that Scene to grow the doom pool as much as possible to
represent Queen Pismire’s growing power due to the heroes’ spend-
ing time on other things. In fact from now on it is probably a good
idea to horde at least a little doom dice for the nal few Scenes of this
Event.

The types of Resources the heroes gather at this point should proba-
bly focus on either rallying allies, spreading the antivirus, or shoring
up the Deepcave. In fact, that last one will be very important as the


Deepcave will be compromised in the very next Scene.

S118 SADISTIC
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Action: Raiding Deepcave
The heroes have been found, and an all-out assault commences. Are the
heroes prepared?

This is an optional Scene that gives the heroes a scare as hordes of infect-
ed swarm in and try to slay the heroes.

It is best to use this Scene if the heroes made obvious mistakes in prior
Scenes that would give away their location. Do not use it if the heroes
made great strides to keep the location of Deepcave a secret.

Claxons go o as each of the turbo lifts to the Deepcave burst open.


Three 6d8 mobs of converted civilians pour in. With them are two charac-
ters from the Friends And Foes section (Watcher’s choice). They aim to kill
Cassie as well as the heroes and anyone else they nd.

Even if the heroes manage to defeat everyone, Deepcave is no longer safe.


And it is unlikely that any other hideout will remain secret for long, even if
found. There is no choice. They must make a strategic attack against
Queen Pismire now.

SCENE OPTIONS
‣ During this Act the heroes might have taken the precaution to set up a
secondary base of operations that has yet to be discovered. If so al-


low the heroes to go there and spend a Transition Scene recovering.
Deepcave has several sections. A member of the Bat Family might
create a Hidden Chamber asset to allow them to hide from the mobs
before they get in too close. The mobs would have to destroy the as-
set to locate the heroes. Anyone making a Secret Exit asset can
use it to try and escape. Building the asset past D12 allows the heroes


to escape.
The Deepcave’s early warning systems probably go o just before the
mobs burst in. You can allow one round where none of the villains gain
a turn to allow the heroes a moment to prepare for the attack.

ACT THREE: CHOICES S119


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Action: Torn Fabric
Another Incursion Collision has rocked the planet, and this time the
tear is more permanent and far more dangerous.

As the heroes make their way to confront Red Pismire, the fabric of
reality collapses a portion of this reality, merging Gotham and Man-
hattan. Reality Fissures interweave throughout Gothattan, mak-
ing travel di cult.

Several Reality Quakes shake the city, causing Reality Shards


as well as chunks of buildings to fall all around the heroes. Several
small Chaos Storms sweep through the city.

CHAOS STORM
Reality Breaker
Af liations

Distinctions

SOLO
Reduced Visibility
10 10 10

STORM OF STORMS
Component Set

Debris 8 Reality Control 12 Weather Control 10

SFX: A ict. Add a D6 and step up the e ect die by +1 when in icting Reality Shift complications on a target.
SFX: Data le Shift. Spend D6 from the Doom Pool to change a 5 XP aspect of a data le for the remainder of the storm,
D8 to change a 10 XP aspect, D10 to change a 15 XP aspect, or D12 to force a character to change out their
data le for a random player or Watcher data le (the latter converted to a player data le). Spend a second Doom
Die to make the e ect last an additional Scene.
SFX: Multipower. Use two or more Storm of Storms powers in a single dice pool at -1 step for each additional pow-
er.
LIMIT: Fading Storm. Shutdown any Storm Of Storms power to gain a die for the crisis pool. Recover power by
activating an Opportunity.
LIMIT: Large Scale Threat. The Storm Of Storms Solo Affiliation may be targeted individually or by Area Attack
SFX. D12 physical stress in icted removes a die from Goons power.

This is the rst time that the reality shifting could a ect the heroes
directly, forcing one or more of them to change out their data le, or
some aspect of it, for another mid- ght. Knowing that the storm is a
symptom of the larger problem will add urgency to the quest to undo
Queen Pismire’s changes before reality itself loses all meaning.

The storm cannot be fought by simply punching it, heroes will have to
come up with creative ways of taking it out. Alternatively, they could
simply try to escape it, putting enough distance between them and it
to eliminate its e ects on them.

SCENE OPTIONS
‣ You might nd that the storm is more impactful if it strikes in the
middle of another ght. You could start the Scene with the heroes

S120 SADISTIC
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encountering a mob of converted civilians and as the ght progresses
drop the storm on them. The best way to do that is to spend 2D12 to
end the ght and start a new Action Scene with the storm hitting. You
can assume that the storm claims the mob, erasing them from exis-


tence or turning them into something else.
This Scene can be replayed multiple times, but if you do so it might do
you well to change the severity of the storm each time. Lower the
storm’s a liation dice to d8s or d6s, reduce how many there are, or
both the rst time you set it upon them. Each time you use its again
up the intensity. You could even have one raging during the nal two


Scenes, with four or ve d10s in Solo.
Reality storms can cause time travel. Pick a hero, use a reaction e ect
die to create an Is That Me Over There? asset and give it to that
hero. Then, later in the ght, create a complication of equal weight
called Where’d I Go? and impose it on that hero, saying they cannot
act for a number of rounds equal to how long they waited to use the


asset.
Just for fun, drop Godzilla on the city.

ACT THREE: CHOICES S121


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QUEEN PISMIRE - Dr. Cassandra Briar
Af liations Connected To Every Reality

Distinctions
SOLO 10 10 10 10 10

BUDDY 8 8 8 Sees It All Coming


TEAM 6 Universally Arrogant

MULTIVERSAL CONNECTIONS
Power Set

Godlike Intellect 12
Psychic Resistance 12

Telepathic Senses 12 Telepathy 12


SFX: Focus. If a dice pool includes the Multiversal Connections power, you may replace two die of equal size with
one die +1 step larger.
SFX: Flexible Mind. Split Godlike Intellect into 2d10 or 3d8.
SFX: Second Chances. Spend a doom die to reroll when using an Intense Multiversal Connections power.
LIMIT: Too Much Input. Change any Multiversal Connections power into a complication and gain a d6 for the
doom pool. Activate an opportunity or remove the complication to recover the power.
LIMIT: Large Scale Threat. The Solo A liation may be targeted individually or by Area Attack SFX. D12 physical stress
in icted removes a die from the Solo a liation.

PISMIRE ARMOR
Power Set

Clinging 10 Godlike Durability 12 Supersonic Flight


Reality Molding* 10 Superhuman Reflexes 10 Weapon 8

SFX: Fashion Reality. Add a d6 and step up the e ect die by +1 when creating assets or when in icting Reality
Warping complications on a target.
SFX: Healing. Add Godlike Durability to your dice pool when helping others recover stress. Spend a die from the
doom pool to recover your own or another’s Physical Stress or step back your own or another’s Physical Trauma
by -1.
SFX: Pincers. Step up or double Weapon for one action. If the action fails, add a die to the doom pool equal to the
original Weapon die.
SFX: Toxic Energy Blast. Add a D6 to your dice pool for an attack action and step back the highest die in the pool by -2.
Gain an additional D6 E ect Die, then choose one as Physical Stress and one as a Poisoned complication. Step
up the Physical stress by +1.
LIMIT: Gear. Shutdown Pismire Armor and add a die to the doom pool or step up the smallest doom die. Spend a die
from the doom pool to recover.
*Reality Molding is a science- avored Sorcery that pertains to channelling and redirecting cosmic energy.

ANT MAW BLADE


Power Set

Blade 10 Hidden Blaster 8

SFX: Riposte. On a reaction against Physical Stress, in ict Physical Stress with your e ect die at no doom pooll cost or
spend a D20 or higher doom die to step it up by +1.
SFX: Zap! Step up or double Hidden Blaster against a single target. Remove the highest-rolling die and add three dice
to your total.
LIMIT: Gear. Shutdown Ant Maw Blade and add a die to the doom pool or step up the smallest doom die. Spend a
die from the doom pool to recover.
Specs

Acrobatic Master 10 Business Master 10 Combat Master 10

Cosmic Master 10 Covert Master 10 Crime Master 10

Medical Master 10 Menace Master 10 Psych Master 10

Politics Master 10 Science Master 10 Tech Master 10

S122 SADISTIC
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Action: Assault On The Queen
As the heroes manage to fend o the chaos storm, diabolical laughter
erupts form around them. The sky tears open revealing thousands of
worlds in various states of ruin, and within each can be seen a variant of
the woman who descends above you, Dr. Cassandra Briar, Queen Pismire.

Evidently Cassandra hasn’t been napping while the heroes have been pre-
paring their countero ensive. She has designed a new techno-organic
body armor that integrates with her biology, and it is bristling with ways to
make the heroes miserable. It also allows her to control her armies of
TOMB-controlled workers and soldiers. And she’s upgraded those sol-
diers, too.

Queen Pismire has come to Gothattan to make it her nest, her world capi-
tal. She has spread her TOMB so thoroughly throughout the world that
within a matter of hours all sentient life on the surface will be converted.
She has only to deal with the last bit of resistance, which includes the he-
roes.

In the skies and in the cracks in reality around them, the heroes can see
other Queen Pismires making the same declaration to scattered heroes
resisting in other worlds. Chaos storms rage in all of them.

Queen Pismire declares that she and her fellow queens will cull the cos-
mos of unnecessary worlds and remake those that remain in their image,
with one of them reigning all the others as empress. She who puri es her
world rst will claim this title. She means for that to be her.

Perceptive heroes will notice that many of the soldiers facing them are old
allies and friends. People like Alfred, Mary Jane, Commissioner Gordon,
and others. They might also notice that Pismire’s crown-like helmet is the
key to controlling, and shutting down, the TOMBs worldwide.

Once Queen Pismire is defeated, an attempt to seize the crown on her


head is interrupted by the arrival of the Green Goblin and the Joker, who
have their own devices by which to steal control over the TOMBs.

SCENE OPTIONS
‣ Alternate Selves: Should the heroes be winning too easily, Queen
Pismire calls out to her sister queens and summons forth alternate ver-
sions of the heroes whom have been infected by the TOMB and obey


her every command.
Chaos Storms: As this is a nexus for the disruption of reality, more
severe chaos storms could erupt at any time. Modify the stats found in
the previous Scene as needed for the needs of this Scene.

ACT THREE: CHOICES S123


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Action: The Great Goblin Joke
Green Goblin and Joker have coordinated to create their own means
of breaking Queen Pismire’s control over the TOMB. But even if they
are successful, they still have to contend with each other, and each
has a very di erent view of how the world should be remade, each in
their own image.

As you will recall, Joker and Green Goblin came to an agreement.


Each would use the BT-Nu to control their own city, reshaping it in
their evil images. Now that those cities have merged, all bets are o .

Naturally, Norman sees a bene t in using Joker, combining forces to


kill the heroes and then having the two men turn on each other. Nor-
man sees a world of goblins tearing each other apart for power. It is
to him glorious.

Joker, on the other hand, has come to realize that he wants the multi-
verse to self-annihilate. What could be more chaotic than all of reality
destroying itself?

Both men want to take Queen Pismire’s helm from the heroes. They
wants it destroyed, along with each other’s helms, so that only one of
them can control the TOMBs.

All three have helms that grant Reality Molding at D10. Any stress
or complication that is greater than that D10 disables a helm.

Should all three helms be disabled, Norman will make one nal angry
strike at the heroes before rushing o to try and cobble together an-
other helm before reality falls apart. Joker will simply start laughing
maniacally and wait for the world to end.

The heroes can use salvaged parts of the helms to rebuild a single
working helm by creating a Jury-Rigged Reality Helm asset. They
can then use it to undo the damage done to reality one step at a time
following the steps in the next Scene.

S124 SADISTIC
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SCENE OPTIONS
‣ As a reminder that there is still the collapsing of multiple universes un-
folding as Joker and Green Goblin struggle for supremacy, use the


Doom Pool to introduce more chaos storms of greater intensity..
It is entirely possible that the heroes are battered and barely holding on
at this point. If so, you might grant them a quick Transition Scene to
allow them to catch their breaths and heal up before Joker and Green
Goblin arrive. Don’t give them too much time, though; reality is still
collapsing all around them.

Art by Daviddv1202 on DeiantArt

ACT THREE: CHOICES S125


Action: Facing Reality
No matter who is running the show, the TOMB must be destroyed or
there won’t be a show left to run.

Even with Joker and Green Goblin defeated, the fracturing of reality is
still continuing apace. With all three devices for controlling TOMBs,

‣‣
the heroes can patch things if they hurry.
First, they must withdraw all TOMBs from their victims.
Second, they must convert the raw TOMBs into a kind of Cerebro


that can target the other Pismires across reality.
Next they must give this to Cassie, so she can unleash her power


on the other Pismires, nullifying their powers.
Finally, they must recon gure all TOMBs across reality to target the
Near-Infinite Number Of Reality Rifts Scene Complica-
tion D12, sealing them whilst self-destructing.

Sure. That’s all.

The other Pismires will sense this plan and target Cassie’s mind for
extermination. The heroes must protect her from this assault. As
they are attacking from outside of this reality they are not as potent as
Queen Pismire was. Use the Pismire Assault data le below for at-

PISMIRE ASSAULT
Connected To Every Reality
Af liations

Distinctions

TEAM 10 10 10 10 Sees It All Coming


Universally Arrogant

MULTIVERSAL ASSAULT
Power Set

Godlike Intellect 12
Psychic Resistance 12

Realit Molding 8
Telepathic Senses 12 Telepathy 12

SFX: Fashion Reality. Add a d6 and step up the e ect die by +1 when creating assets or when in icting Reality
Warping complications on a target.
SFX: Focus. If a dice pool includes the Multiversal Assault power, you may replace two die of equal size with one
die +1 step larger.
SFX: Flexible Mind. Split Godlike Intellect into 2d10 or 3d8.
LIMIT: Too Much Input. Change any Multiversal Assault power into a complication and gain a d6 for the doom
pool. Activate an opportunity or remove the complication to recover the power.
LIMIT: Pismire Mob. The Team A liation may be targeted individually or by Area Attack SFX. D12 physical stress in-
icted removes a die from the Solo a liation.
Specs

Acrobatic Master 10 Business Master 10 Combat Master 10

Cosmic Master 10 Covert Master 10 Crime Master 10

Medical Master 10 Menace Master 10 Psych Master 10

Politics Master 10 Science Master 10 Tech Master 10

S126 SADISTIC
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tacks made by these other Pismires.

If the Joker is still at liberty, he will also do whatever is necessary to pre-


vent the heroes from xing reality.

The most likely method of attack will be to target the helm(s) for destruc-
tion, as noted in the last Scene. Heroes can make repairs if a helm is
damaged.

Once Cassie has, with the heroes’ help, eliminated the Pismire Assault
mob, they can target the Scene Complication (not before).

Completion of this Scene ends the chaos storms, patches the reality rifts,
and sets in motion the nal separation of the Marvel and DC universes. It
is time for the heroes to say goodbye.

SCENE OPTIONS
‣ Pismires from other realities should not cross over to this one as they
will be similarly di cult to defeat as Cassandra. However, you can
have them seize control of some of the TOMB-infected if the Scene


needs more drama.
Once the TOMBs are withdrawn from everyone former allies will rush
to the heroes’ aid while innocent civilians will scatter to the wind in
panic. However, how previously-controlled villains respond is up to the
Watcher. Some might ee in hopes that the heroes will be too busy to
notice, while others might try to seize control over the helm(s) or might


try to help the heroes since they don’t want their world destroyed.
Heroes from realities other than the main Marvel and DC universes will
probably fade out of this reality rst, as will their respective villains.
Gotham and Manhattan won’t separate until their respective universes
do (this makes saying goodbye easier).

ACT THREE: CHOICES S127


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CONCLUSION: SAYING GOODBYE
The Multiverses are separating. The inversion wave has set reality
back on its natural course. That means that allies must part ways. It
is time to say goodbye.

With the banishment of the TOMB devices from our world the Event
draws to a close. Heroes from di erent realities bid each other
farewells, shake hands as allies, and fade from each others’ view.
Cities return to their proper places, though with many battle scars.
The following are some of the repercussions stemming from the
Event, though many more are possible.

BIO-TECHNIC BLUEPRINTS
Just because the TOMBs are gone does not mean that the plans for
the bio-technic device are gone from either world. Cassandra and
Cassie wrote down their blueprints, and now at least one of their labs
lays unguarded. Unscrupulous forces could acquire those plans and
use them to create new and unforeseen horrors.

LASTING ALLIEGANCES
The heroes have all returned home, but they recall the apocalypse
they just prevented to gather as allies. Perhaps there are safe ways
to bridge the gaps between universes, so that if they should ever
need each other again, these heroes can reassemble to face new
threats to reality.

SHATTERED WORLDS
The damage done to the mainstream Marvel and DC universes was
great, and will take years if not decades to undo. This leaves oppor-
tunities for unscrupulous companies to make massive pro ts from the
reconstruction process. It also leaves many cities struggling, many
people either homeless or facing nancial ruin, which will lead to des-
peration and to an increase in crime.

But as bad as things are here, there are countless other worlds where
things are worse. Planets broken open with life barely clinging on.
Worlds where their local Pismires managed to just barely eek out a
victory. Calls will go out for heroes from other realities to help them.
Who will answer the call?

S128 SADISTIC
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ACT THREE: CHOICES S129
FRIENDS AND FOES
T he following section provides game statistics
and brief bios of many of the allies and enemies you may
encounter during this Event, any of whom may stand
against the player heroes or stand with them in the con ict. There
are many of them, and you’re not expected to use them all, but if
you want to expand Sadistic beyond the three Acts provided these
characters make that easy to do. Apart from the main villains,
Carnage, Green Goblin, Hugo Strange, and Joker, each data le is
written up as a minor character, which is to say that the A liations
are set at d4/d6/d8. If you want to use them as major characters,
just step up each of those A liation dice. If you use them as minor
characters, you may choose to draw a line through one of their
Distinctions, or keep all three.

For those players looking for a challenge, you might o er them


one or more of these characters as player heroes. Many of them
GODZILLA are heroes in their own right, albeit not as prominent as those list-
You can nd a ed with the hero data les. As the incursion steps up in Act Two
great data le for and Act Three, characters from outside even Marvel and DC con-
Godzilla over at tinuity might be pulled into the fray, such as the Teenage Mutant
https://marvel- Ninja Turtles. Remember to adjust their SFX and Limits to re ect
heroicrp.fandom.- using Plot Points instead of doom dice, and step up their A lia-
com/wiki/Godzilla. tions just as if you were using them as major characters. Players
Tell them their should rely solely on the Event Milestones when choosing Mile-
friends at Marvel stones for upgraded characters.
Plot Points sent
you. You can nd many more data les on Marvel Plot Points Blogs.

S130 SADISTIC
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ACT THREE: CHOICES S131
DC Friends And Foes
BLACK SPIDER
Solo Contract Assassin
Af liations

Distinctions
8

Buddy 6 Distrust Of Superhumans


Team 4
Killer Spider

GEAR
Power Set

Night Vision 6 Weapon 8 Webbing 8 Wall Crawling 8

SFX: Grapple. Add a D6 and step up the e ect die by +1 when in icting a web-related complication on a target.
SFX: Web Constructs. When creating web-related assets, add a D6 and step up the e ect die.
LIMIT: Gear. Shut down Gear and gain a die for the doom pool. Take an action vs the doom pool to recover.

Intense Training
Power Set

Eric Needham is an assassin


for the League Of Shadows
Enhanced Reflexes 8 Enhanced Stamina 8 and a long-time enemy of
Batman. He has worked for
Ehanced Strength 8 the Suicide Squad as well as
the Secret Society of Super
SFX: Second Wind. Before you make an acton using an Intense Training power, Villains. He was a drug user
you may move your Physical Stress to the doom pool and step up the Intense who accidentally killed his
Training power by +1 for this action. own father and as a result
LIMIT: Exhausted. Shutdown any Intense Training power to gain a die for the doom cleaned himself up and be-
pool. Recover power by activating an opportunity or during a Transition Scene. came a vigilante targeting
drug dealers and tra ckers.
He has since become an
Acrobatics Master Combat Master
Specs

10 10
assassin for hire.
Covert Expert 8 Menace Expert 8

HARLEY QUINN
Solo Delights On Mischief
Af liations

Distinctions

Buddy 8 Former Psychiatrist


Team 6 Mad Love

A GIRL’S TOYS
Power Set

Weapon 8

SFX: Big Bad Boom. Target multiple opponents. For each additional target add a D6 and keep an additional e ect die.
SFX: Giant Mallet. Step up Weapon against a single target. Remove the highest-rolling die and add three dice for your
total.
SFX: Pop Gun. Add a D6 to your dice pool for an attack action and step back the highest die in the pool by -1. Step up
physical stress in icted by +1.
LIMIT: Gear. Shut down A Girl’s Toys and gain a die for the doom pool. Take an action vs the doom pool to recover.

PSYCHOTIC TRAINING
Power Set

Once a psychiatrist at
Arkham Asylum, Harley Quinn
Enhanced Reflexes 8 Enhanced Stamina 8 became infatuated with the
Joker, whom corrupted her
Ehanced Strength 8 mind and turned her into his
minion. Harley considers
SFX: Focus. In a pool with a Psychotic Training power, replace two die of equal size herself to be of a liberated
with a single die +1 step larger. mind, and views herself as
SFX: I Can Help! Step up her e ect die by +1 when providing a support action for an ally. the Joker’s one true love.
SFX: Immunity. Spend a doom die to ignore stress, trauma, and complications due to She will do anything for “Mr.
poison or disease. J” up to and including mur-
LIMIT: Exhausted. Shutdown any Psychotic Training power to gain a die for the der. She has an impish love
doom pool. Recover power by activating an opportunity or during a Transition of mayhem and pretends at
Scene. being a lady when she is
bringing the mayhem.
Acrobatics Master Combat Master
Specs

10 8

Crime Expert 8 Menace Expert 8

Psych Expert 8

S132
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PENGUIN
Solo Illegitimate Businessman
Af liations

Distinctions
8

Buddy 6 Tougher Than He Looks


Team 4 Upper Crust Delusion

UMBRELLA MULTITOOL
Power Set

Superhuman Durability 10 Flight 6

weapon 8

Oswald Chester eld Cobble-


SFX: Flame Thrower. Step up or double Weapon against a single target. Remove the pot runs the Iceberg Lounge
highest-rolling die and add three die for the total. but that is merely a front for
SFX: Machine Gun. Target multiple opponents; add a D6 and keep an additional e ect his illegal smuggling and
die for each additional target. arms trade. Penguin consid-
SFX: Sword. On a reaction against a Physical Stress attack action, in ict Physical ers himself a member of the
Stress with your e ect die at no PP cost or spend a PP to step it up by +1. upper crust of society in
LIMIT: Gear. Shut down Umbrella Multitool and gain a die for the doom pool. spite of all evidence to the
Take an action vs the doom pool to recover. contrary. He understands
how to survive in the under-
world - through a mix of
Specs

Business Master 10 Combat Master 10 book smarts, street smarts,


brawn, and connections. He
Crime Master 10 Menace Expert 8
has run afoul of the Batman
too many times to count.
Politics Master 8 Tech Master 10

Talia Al Ghul
Solo Illegitimate Businessman
Af liations

Distinctions

Buddy 6 Tougher Than He Looks


Team 4 Upper Crust Delusion

LEAGUE OF ASSASSINS
Power Set

Enhanced Durability 8
Enhanced Reflexes 8

Enhanced Stamina 8
Weapon 8

SFX: Dangerous. Add a D6 to your dice pool for an attack action and step back the
highest die in the pool by -1. Step up Physical Stress in icted by +1.
SFX: Second Wind. Before making an action including a League Of Assassins pow-
er, move your Physical Stress to the doom pool and step up the League Of
Assassins power by +1. Daughter of the notorious
SFX: Katana. On a reaction against a Physical Stress attack action, in ict Physical Ra’s Al Guhl, Talia is an elite
Stress with your e ect die at no PP cost or spend a PP to step it up by +1. member of the League of
LIMIT: Exhausted. Shut down any League Of Assassins power and gain a die for the Assassins. She considers
doom pool. Recover during a Transition Scene or by activating an opportunity. Batman her beloved, and is
aware of his secret identity
but refuses to reveal it. She
serves her father above all,
Specs

Combat Master 10
Psych Expert 8
but will help Batman if she
can without crossing her
Science Master 8 Vehicle Expert 8
father.

ACT THREE: CHOICES S133


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Marvel Friends And Foes

BEAST
Solo Genetic Activist
Af liations

Distinctions
4

Buddy 6 Renaissance Beast


Team 8
Smartest Man In The Room

BESTIAL MUTANT
Power Set

Enhanced Durability Enhanced Senses 8 8

Enhanced Stamina Superhuman Reflexes 8 10

Superhuman Strength 10
Dr. Henry “Hank” McCoy is
SFX: Claws & Fangs. Add a D6 to your dice pool for an attack action and step back the
one of the founding mem-
highest die in your pool by -1. Step up Physical Stress in icted by +1.
bers of the X-Men and the
SFX: Oh My Stars And Gardens! Spend a doom die to borrow the highest die in the original X-Factor. He has
doom pool as an asset for your next action, then step back and return the doom served as an Avenger, as
die. well as on several other
LIMIT: Mutant. Step up or double the e ect die of a Mutant-related attack for a D6 super teams. He has a
doom die. friendly relationship with
Spider-Man both as a hero
and as a scientist. Hank is a
Acrobatics Master Combat Expert
Specs

10 8
genius-level intellect with the
respect of his peers in the
Cosmic Expert 8 Medical Expert 8
scienti c community.
Science MAster 10 Tech Master 10

CARION
Solo Obsession With Spider-Man
Af liations

Distinctions

Buddy 6 Shriek's "Son"


Team 4 Touch Of Death

CARION VIRUS
Power Set

Death Touch 10 Enhanced Durability 8

Malcolm McBride’s pride and


Enhanced Strength 8
Intangibility 8 resentment of Peter Parker
led him to stealing the origi-
Levitation 6 Telepathy 6 nal Carion Virus from the lab
SFX: Ash To Ash, Dust To Dust. Against a single target, step up or double Death of Miles Warren, the original
Touch. Spend D6 from the doom pool to do both. If the action fails, spend a Jackal. While studying the
virus it attacked him, trans-
doom die equal to or greater than the normal rating of the power die.
forming him into the second
SFX: Touch Me Not. On a reaction against a Physical attack action, in ict Physical Carion (the original being a
stress with your e ect die. Spend a doom die to step it up by +1. The reaction clone of the Jackal). Carion
pool must include a Death Touch die. believed himself to be War-
LIMIT: Living Matter. Death Touch only a ects organic substances. ren’s clone and went after
Spider-Man in vengeance for
Gwen Stacy’s death. He was
Specs

later absorbed into Sheik’s


Menace Expert 8 Science Expert 8
“family” during the Maximum
Carnage a air.

S134 SADISTIC
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DEMOGOBLIN
Solo Destructive Demon
Af liations

Distinctions
8

Buddy 6 Kill All Sinners


Team 4 Protect All Children

DEMONIC NATURE
Power Set

Enhanced Reflexes 8
Superhuman Durability 10

Enhanced Stamina 8
Superhuman Strength 10

SFX: Unleashed. Step up or double any Demonic Nature power for one action. If that
action fails, take Emotional stress equal to the normal rating of your power die.
LIMIT: Moral Code. Step up the lowest die in the doom pool or add a D6 doom die to step
up Emotional stress from opponents that point out that Demogoblin’s actions
harmed a child.

TWISTED GOBLIN GEAR


Power Set

Hellfire Blast 8 Subsonic Flight 8


Demogoblin was the de-
monic form of a fanatical
Weapon 10 zealot whom brie y bond-
SFX: Area E ect. Add a D6 and keep an additional e ect die for each additional target. ed with Jason Macen-
SFX: Black Pumpkin Bomb. Add a D6 and step up your e ect die by +1 when using a dale’s Hobgoblin but later
Pumpkin Bomb to in ict Emotional stress. severed that connection.
His de nition of sinner
LIMIT: Gear. Shutdown any Twisted Goblin Gear power to step up the lowest die in the exempted only children,
doom pool or add a D6 doom die. Spend a doom die to recover that power. and he was sworn to put
all sinners to death. He
Acrobatics Expert Combat Expert found common cause with
Specs

8 8
Shriek and her family and
Medic Expert 8 Mystic Expert 8 brie y joined them.

DOPPLEGANGER
Solo Creature Of Instinct
Af liations

Distinctions

Buddy 6 Savage Spider


Team 4 Shriek’s Adopted Pet

MORE SPIDER THAN MAN


Power Set

Enhanced Stamina Swingline 8 8

Superhuman Reflexes 10 Wall Crawling 6


Doppelgänger is a demonic
Superhuman Strength 10 Weapon 8 duplicate of Spider-Man creat-
ed by Magus during the In nity
SFX: Barbed Webbing And Claws. Add a D6 to your dice pool for an attack action and
War. He was killed but later
step back the highest die in the pool by -1. Step up Physical Stress in icted by
revived by Demogoblin and
+1.
served him thereafter. He was
SFX: Grapple. Add a D6 and step up your e ect die by +1 when in icting the web- on his own when found by
related complication on a target. Shreik and adopted as her pet
SFX: Multi-Limbed. Use two or more More Spider Than Man powers in a single during Maximum Carnage.
dice pool at -1 Step for each additional power.
LIMIT: Exhausted. Shutdown any More Spider Than Man power to step up the Doppelgänger is nearly-mind-
lowest die in the doom pool or add a D6 doom die. Activate an opportunity to less and thrives on violence
recover. and murder.
Specs

Acrobatics Expert 8
Combat Master 10

Menace Master 10

S135
ACT THREE: CHOICES
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MARROW
Af liations Solo Hell Hath No Fury

Distinctions
8

Buddy 4 Tough As Bone


Team 6 Unyielding

MUTANT SKELETAL STRUCTURE


Power Set

Enhanced Reflexes Enhanced Strength 8 8

Superhuman Stamina 10 Weapon 10


Superhuman Durability 10
SFX: Bone Weapons. Add a D6 and step up the e ect die by +1 when using Weapon
to create assets.
SFX: Healing Factor. Spend a doom die to recover your own Physical Stress or step
back your own Physical Trauma by –1.
SFX: Slash First Talk Later. Add a die from the doom pool to one or more attack ac-
tions. Step up the doom pool die by +1 for each action; return it to the doom Sarah Russian is a leader with-
pool when you’re done. in the Morlock community
beneath Manhattan, having
LIMIT: Mutant. Step up or double the e ect die of a Mutant-related attack for a D6 formerly led the violent splinter
doom die. group Gene Nation. She is
angry at the world for the state
of Morlock society living be-
neath the world of humans yet
Specs

Acrobatics Expert 8 Combat Master 10


also ercely proud of her peo-
ple.
Menace Master 10

MOLE MAN
Solo Demanding Respect
Af liations

Distinctions

Buddy 4 Overly Dramatic


Team 8 Ruthless Dictator

RULER OF SUBTERRANEA
Power Set

Enhanced intellect 8 Enhanced Reflexes 8

SFX: Rightful King. Shutdown your highest rated Ruler Of Subterranea power to
step up another Ruler Of Subterranea power by +1. Recover power by
activating an opportunity or during a Transition Scene.
LIMIT: Light Sensitivity. When in daylight or bright light without his visor, shutdown
Ruler Of Subterranea. Recover by donning the visor or interrupting or
removing the source of light.
Human society rejected Harvey
VESTMENTS OF KINGSHIP Elder in his formative years due
Power Set

to his appearance and poor


eyesight. He became a scien-
Weapon 8 Visor 6
tist and grew infatuated with
SFX: Focus. If a pool includes a Vestments of Kingship power, you may replace the myths of a world within the
two dice of equal size with one die +1 step larger. core of the Earth and upon
LIMIT: Gear. Shutdown Vestments Of Kingship to gain a die for the doom pool. discovering Subterranea and
Take an action vs the doom pool to recover. conquering the native moloids
took the mantle of its ruler, the
Mole Man. He has led several
Specs

Combat Expert 8 Menace Expert 8 e orts to conquer the surface


world since, frequently defeat-
Politics Expert 8 ed by the Fantastic Four.

S136 SADISTIC
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SHRIEK
Solo Broken Carnage Family
Af liations

Distinctions
8

Buddy 4 Fractured Psyche


Team 6 Violent Tendencies

BIO-SONIC GENERATION
Power Set

Emotion Control 8
Leaping 6

Sonic Blast 8

SFX: Take It Up To Eleven. Step up or double Sonic Blast for one aciton. If the
action fails, If the action fails, spend a doom die equal to or greater than the
normal rating of the power die, then shut down Sonic Blast. Activate an op-
portunity to recover Sonic Blast.
SFX: Join The Party. If Shriek has a Buddy or Team a liation that includes Carion, Frances Louise Barrison (alias
Doppleganger, or Demogoblin, spend D10 from the doom pool to add a Vio- Sandra Deal) was a drug dealer
lent Mob to the Scene. If there is a Violent Mob in the Scene already, spend whose abusive mother made
a doom die to add another Team die to the Violent Mob, to a max of 5D6. her obsessed with having a
perfect family. Driven insane
SFX: Slash Noise Pollution. When adding an e ect die to the doom pool instead of
after being shot in the head
causing stress to an opponent, step up the e ect die by +1. If stepping beyond
and exposed to Cloak’s dark
D12, add a D12 and a D6.
force dimension (which trig-
LIMIT: Share The Hatred. Emotion Manipulation can only be used to induce fear, gered her mutant abilities), she
anger, or hatred. created a “family” of villains
LIMIT: Hanging By A Thread. Step up Mental or Emotional stress to step up the low- with Carnage as the father
est dice in the doom pool or add D6 doom die. gure. She has been in and
LIMIT: Mutant. Step up or double the e ect die of a Mutant-related attack for a D6 out of Ravenloft (never due to
doom die. discharge) ever since.
Specs

Menace Expert 8

FRIENDS AND FOES S137


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The Sadistic Four
The four main villains of this Event are Carnage,
Green Goblin, Hugo Strange, and the Joker.

CARNAGE
Solo Insane
Af liations

Distinctions
10

Buddy 8 Life Is A Cruel Joke


Team 6 Murderous

DEADLY SYMBIOTE
Power Set

Enhanced Durability 8 Shapeshift Stretching


8 8

Superhuman Reflexes 10 Superhuman Stamina 10


Superhuman Strength 10 Telepathy Tentacles
8 8

Wall-Crawling 6 Web-Slinging 6
SFX: Feed. On any successful action that includes Tentacles, step up physical stress by +1.
SFX: Sense Immunity. Characters with Spider-Sense or similar SFX cannot use them in dice pools against Carnage.
SFX: Multipower. Use two or more Deadly Symbiote powers in your dice pool, at –1 step for each additional power.
LIMIT: Fire Vulnerability. When making a reaction against re-related actions, take Emotional Stress equal to the e ect die of
the attack, regardless of if you also take Physical Stress. If stressed out by Emotional Stress, ee immediately.
Specs

Combat Master 10 Covert Expert 8 Menace Master 10

GREEN GOBLIN
Solo A Monster Hides Within
Af liations

Distinctions

10

Buddy 6 Obsessed With Spider-Man


Team 8 Power At The Cost Of Sanity

GOBLIN AUGMENTATIONS
Power Set

Enhanced Durability 8 Superhuman Stamina 10


Enhanced Reflexes 8 Superhuman Strength 10
SFX: Planner. Spend a doom die to step up a Tech Master or Crime Master stunt or resource and recover Mental or
Emotional Stress.
SFX: Seething Rage. Step up or double any Goblin Augmentations power for one action. If the action fails, spend a
doom die equal to or greater than the normal rating of the power die.
LIMIT: Barely-Restrained Madness. Step up the lowest die in the doom pool or add a d6 doom die to step up Emotional
Stress from opponents that o end or mock Osborn.

WICKED GOBLIN ARSENAL


Power Set

Subsonic Flight 8 Superhuman Durability 10 Weapon 8

SFX: Electric Blast. Against a single target, step up or double a Weapons die. Remove the highest rolling die and use three
dice for the total.
SFX: Ghost Grenades. When using Weapons to in ict an Obscuring complication on a target, add a d6 and step up
Weapons die.
SFX: Pumpkin Bombs. Add a D8 and keep an additional e ect die for each additional target.
SFX: Rasor Rangs. Step back the highest die in an attack action pool to add a d6 and step up physical stress in icted.
LIMIT: Gear. Shutdown Vestments Of Kingship to gain a die for the doom pool. Take an action vs the doom pool to
recover.

Business Master Combat Expert Crime Master


Specs

10 8 10

Menace Master 10 Politics Expert 8 Psych Expert 8

Science Master 10 Tech Master 10


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HUGO STRANGE
Mad Psychologist
Af liations

Distinctions
SOLO 10

BUDDY 6 Manipulative
TEAM 8
Obsessed With Batman

UNASSUMINGLY ATHELETIC
Power Set

Enhanced Durability Enhanced Stamina


Enhanced Strength Enhanced Intellect
SFX: Grapple. When in icting a restraining or immobilization style complication on a target, add a D6 and step up the E ect
Die.
SFX: Unleashed. Double any Unassumingly Athletic power for one action. If the action fails, spend a die from doom
pool equal to the normal rating of the power die.
Limit: Everybody’s Problem. Turn one of your complications into a scene complication and gain 1PP.
Limit: Going Mad. Add a D6 to the doom pool and step up Emotional Stress caused by failed plans or being outsmarted.
Specs

Combat Expert 8 Psych Master 10 Science Master 10

JOKER
Solo Clown Prince Of Crime
Af liations

Distinctions

10

Buddy 6 Insanity Is An Art


Team 8 My World, My Batman

HARLEQUIN OF HATE
Power Set

Enhanced Durability 8 Enhanced Intellect 8

Enhanced Reflexes 8 Enhanced Stamina 8

Psychic Resistance 10
SFX: Immunity. Spend a doom die to ignore Stress, Trauma or Complications from poisons
and toxins.
SFX: Clarity Of Madness. Spend a doom die to step up your e ect die by +1 for one action.
SFX: Gotcha! Step up a pre-prepared Joker stunt by +1.
SFX: Too Mad To Control. Spend a doom die to ignore Stress, Trauma or Complications
from psychic attacks.
LIMIT: Mania. Turn Enhanced Intellect into a complication for a doom die. Activate an
opportunity or remove the complication to recover the power.

ARSENAL OF PRANKS
Power Set

Running 6 Transmutation 8 Weapon 8

SFX: Acid Flower. Step back the highest die in your attack action pool by -1. Add a D6 and step up the Physical Stress
in icted by +1.
SFX: Chattering Teeth. Add a D6 and keep an additional e ect die for each additional target. If the power includes the
Weapon power spend a D8 doom die to step up the E ect Die by +1.
SFX: Joker Toxin. Add a D6 and step up the e ect die by +1 when imposing a Crazed Mania complication on a target.
SFX: Joy Buzzer. Step up or double Weapon for one action. If the action fails, spend a doom die equal to or greater than
the normal rating of the power die.
LIMIT: Gear. Shutdown Arsenal Of Pranks to gain a die for the doom pool. Take an action vs the doom pool to recover.

Combat Expert Covert Expert Crime Master 10


Specs

8 8

Menace Master 10 Psych Master 10 Science Master 10

Tech Master 10 Vehicle Expert 8

FRIENDS AND FOES S139


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X-SENTINELS
Macnines built to replicate, and destroy, the original X-Men.

ANGEL SENTINEL
Solo Behave Like Angel
Af liations

Distinctions
4

Buddy 6 Follow Programming


Team 8 Mutant Hunter

AVIAN MACHINE
Power Set

Enhanced Reflexes 8 Enhanced Senses 8

Superhuman Stamina 10 Winged Flight 8

SFX: Self-Repair. Add Superhuman Stamina to your dice pool when helping others recover stress.
Spend a doom die to recover your own physical stress or step back your own physical trauma.
SFX: Wing Charge. Against a single target, step up or double Subsonic Flight. Remove the highest rolling
die and use three dice for your total.
LIMIT: Machine. Step up or double the e ect die of a electromagnetic—related attack for a D6 doom die.
Specs

Acrobatics Master 10 Business Master 10

Combat Expert 8 Psych Expert 8

BEAST SENTINEL
Solo Behave Like Beast
Af liations

Distinctions

Buddy 6 Follow Programming


Team 8 Mutant Hunter

BESTIAL MACHINE
Power Set

Enhanced Durability 8 Enhanced Senses 8

Enhanced Stamina 8
Superhuman Reflexes 10

Superhuman Strength 10 Wall-Crawling 6


SFX: Claws & Fangs. Step back the highest die in your attack action pool to add a d6 and step up physi-
cal stress in icted.
SFX: Self-Repair. Spend a doom die to recover your physical stress or step back your physical trauma
LIMIT: Machine. Step up or double the e ect die of a electromagnetic—related attack for a D6 doom die.
Specs

Acrobatics Master 10 Combat Expert 8

Cosmic Expert 8 Medical Expert 8

Science Expert 8 Tech Expert 8

S140 SADISTIC
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CYCLOPS SENTINEL
Solo Behave Like Cyclops
Af liations

Distinctions
4

Buddy 6 Follow Programming


Team 8 Mutant Hunter

LASER BEAM
Power Set

Force Blast 10

SFX: Area Attack. Against multiple targets, for each additional target add a D6 and
keep an additional e ect die.
SFX: Energy Absorption. On a successful reaction against an energy attack, con-
vert your opponent’s e ect die into an Laser Beam stunt or step up Force
Blast until
used in an action. If your opponent’s action succeeds, spend a D10 doom
die to use this SFX.
SFX: Ricochet. Against a single target, step up or double Force Blast. Remove
the highest rolling die and use three dice for your total.
LIMIT: Machine. Step up or double the e ect die of an electromagnetic—related
attack for a D6 doom die.
Specs

Combat Expert 8 Cosmic Expert 8

Covert Expert 8 Tech Expert 8

Vehicle Master 10

ICEMAN SENTINEL
Solo Behave Like Iceman
Af liations

Distinctions

Buddy 8
Follow Programming
Team 6 Mutant Hunter

LIVING REFRIGERATOR
Power Set

Enhanced Durability 8
Enhanced Senses 8

Enhanced Speed 8 Enhanced Stamina 8

Ice Blast 8 Ice Mastery 10


SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an addition-
al e ect die.
SFX: Constructs. When using a Cryokinesis power to create assets, add a d6 and step up your
e ect die.
SFX: Immunity. Spend a doom die to ignore stress, trauma, or complications from cold-based at-
tacks.
SFX: Multipower. Add more than one Cryokinesis power die to your pool. Step back each
Cryokinesis power die in your pool once for each die beyond the rst.
LIMIT: Machine. Step up or double the e ect die of a electromagnetic—related attack for a D6 doom
die.
Specs

Business Expert 8 Psych Expert 8

FRIENDS AND FOES S141


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MARVEL GIRL SENTINEL
Solo Behave Like Marvel Girl
Af liations

Distinctions
4

Buddy 8
Follow Programming
Team 6 Mutant Hunter

PSIONICS SIMULATOR
Power Set

Psionic Resistance 10 Superhuman Durability 10

Telekinetic Control 10 Telekinetic Flight 8

Telekinetic Sense 8 Telekinetic Blast 10

Telepathy 8

SFX: In ict Your Environment. Add a D6 and step you e ect die by +1 when using Psionics Simu-
lator to in ict Grapple complications on a target.
SFX: My Skill Now. Use a target’s Specialty as though it were your own by spending a doom die
equal to the skill die -1 step.
SFX: Use Your Environment. Add a D6 and step up your e ect die by +1 when using Psionics Sim-
ulator to create an asset.
LIMIT: Machine. Step up or double the e ect die of a electromagnetic—related attack for a D6 doom
die.
LIMIT: Conscious Activation. If stressed out, asleep or unconscious, shutdown Psionics Simula-
tor. Recover Psionics Simulator when stress is recovered or you wake up. If Mental
Trauma is taken, shutdown Psionics Simulator until Trauma is recovered.
Specs

Combat Expert 8 Psych Expert 8

POLARIS SENTINEL
Solo Behave Like Polaris
Af liations

Distinctions

Buddy 4
Follow Programming
Team 6 Mutant Hunter

ROBOTIC DYNAMO
Power Set

E.M. Blast 10 Magnetic Control 10

Magnetic Senses 8 Subsonic Flight 10


Superhuman Durability 8

SFX: Magnetic A iction. Add a D6 and step up your e ect die by +1 when in icting Grap-
ple complications on a target.
SFX: Magnetic Assets. Add a D6 and step up our e ect die by +1 when creating assets.
SFX: Magnetic Dynamo. Use more than one Robotic Dynamo power in a single dice pool at
-1 step for each additional power.
LIMIT: Machine. Step up or double the e ect die of a electromagnetic—related attack for a
D6 doom die.
Specs

Combat Expert 8 Science Expert 8

S142 SADISTIC
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From Beyond The Multiverse
Age Of Apocalypse

EMPLATE - AGE OF APOCALYPSE


Solo Ever-Present Hunger
Af liations

Distinctions
8

Buddy 4 Fear Of The Torture Realm


Team 6 Unmatched Hunter

MUTANT VAMPIRE
Power Set

Diamond Skin 12 Enhanced Senses 8

Leech 10 Mimic 10 Mind Control 10

SFX: Power Drain. When using Leech to create a Power Loss complication on a target, add a
d8 and keep an extra e ect die for physical stress.
A hunter for Apoca-
SFX: Power Drain. On a successful reaction against an action that involves physical contact,
lypse’s Elite Force,
convert your opponent’s e ect die into a Power Loss complication. If your opponent’s
Emplate maintains a
action succeeds, spend 1 pp to use this SFX.
group of nameless
LIMIT: Mutant. Step up or double the e ect die of a mutant—related attack for a D6 doom die. thralls that do his bid-
LIMIT: Thrall. Emplate can only use Mind Control on those he has successfully used Leech on. ding and serve as a
quick snack when
needed. The desire to
DIMENSION SHIFTING
Power Set

feed and to avoid the


torture dimension drive
Invisibility 10 Intangibility 10
him more than loyalty to
SFX: Lifeform Fusion. Emplate can partially fuse with an ally if they are Buddies. For one action Apocalypse.
he can use an ally’s Power Sets including SFX and Limits by spending a D8 or higher form
the doom pool.
LIMIT: Vulnerable. Failing to use Leach in a successful attack action at some point during a Scene
adds a D4 to his Emotional Stress or steps up that stress by +1. If he is stressed out he
shifts into the torturous realm between dimensions until he can feed.
Specs

Menace Expert 8
Mystic Expert 8

HOLOCAUST - AGE OF APOCALYPSE


Solo Always Someone Better
Af liations

Distinctions

Buddy 6 A Million Is A Statistic


Team 4 Over The Top Villainy

MICROWAVE BODY
Power Set

Armor 10 Blast 10 Leech 10

SFX: Absorption. On a successful reaction against a Physical attack action, convert


your opponent’s e ect die into a Microwave Body stunt or step up a Mi-
crowave Body power by +1 for your next action. Spend 1 PP to use this
stunt if your opponent’s action succeeds.
SFX: Bio-Nuclear Blast. Target multiple opponents. Add a D6 and keep an additional
E ect Die for each additional target.
SFX: Energy Being. Spend a doom die to ignore stress, complications, and trauma
from physical attacks.
SFX: Walking Wasteland. If the Armor Breached Limit is activated, Bio-Nuclear Blast Also called Nemesis, Holocaust is
adds a D8 instead of a D6 and steps up each e ect die by +1. the purported son of Apocalypse
and one of his four horseman. Con-
LIMIT: Armor Breached. Turn Armor into a complication for a D6 doom die. Activate
vinced of his invincibility, he tried to
an opportunity or remove the complication to recover the power.
destroy Magneto’s X-Men but was
LIMIT: Mutant. Step up or double the e ect die of a mutant—related attack for a D6 injured by the Scarlet Witch, whom
doom die. he murdered for her gall. Holocaust
revels in the death he causes as well
as rendering all land that he deci-
mates uninhabitable. He is a prime
Specs

Combat Master 10 Menace Master 10 example of evil for evil’s sake.

FRIENDS AND FOES S143


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COLOSSUS - AGE OF APOCALYPSE
Solo Brutal Anti-Hero
Af liations

Distinctions
4

Buddy 8
Magneto’s Faithful Servant
Team 6 Shadowcat’s Beloved
Power Set

ORGANIC STEEL
Godlike Durability 12 Superhuman Stamina 10

Godlike Strength 12
SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an
additional e ect die.
SFX: Invulnerability. Spend a doom die to ignore physical stress or trauma unless caused
by electromagnetic attacks. The cruel and brutal
SFX: Take The Hit. Spend a doom die to take physical stress intended for an ally or friend Colossus mercilessly
nearby. trained Magneto’s
LIMIT: Conscious Activation. If stressed out, asleep or unconscious, shutdown Organic students to battle
Apocalypse, even
Steel. Recover Organic Steel when stress is recovered or you wake up. If Physical
encouraging them to
Trauma is taken, shutdown Organic Steel until Trauma is recovered.
kill each other in train-
LIMIT: Heavy Metal. When attacked by magnetism, Anti-Metal, or when submerged in water, ing in order to ensure
change any Organic Steel power into a complication and add a d6 to the doom pool or that only the most t
step up an existing doom die by +1. would survive to bat-
tle their enemies. He
Combat Master Menace Master loves only his wife
Specs

10 10
Shadowcat and his
Psych Expert 8 sister Illyana.

SHADOWCAT - AGE OF APOCALYPSE


Solo Dedicated Spouse And Teacher
Af liations

Distinctions

Buddy 8 Fierce Fighter


Team 6 Spirited

PHASING
Power Set

Airwalking 6 Intangibility 10

SFX: Disruption. When including Intangibility as part of an attack action vs. tech-related tar-
gets, add a d6 and step up your e ect die.
SFX: Reactive Power. Spend a doom die to include a Phasing power in another character’s dice
pool before they roll. If that character takes stress, you immediately take d6 mental stress.
SFX: Power Drain. Replace Intangibility die with 2D8 or 3D6.
LIMIT: Mutant. Step up or double the e ect die of a mutant—related attack for a D6 doom die. A veteran of the ongo-
ing struggle to free the
world of Apocalypse’s
KITTY CLAWS
Power Set

rule, Kitty and her hus-


band became teachers
Claws 10 of Magneto’s Genera-
tion Next after Colossus
SFX: Slash. Against a single target, step up or double a Kitty Claws die. Remove the highest
had grown weary of
rolling die and use three dice for your total.
battle. Shadowcat
LIMIT: Gear. Shutdown Kitty Claws to gain a die for the doom pool. Take an action vs the takes her charges’s
doom pool to recover. training very seriously
but still maintains a
loving and upbeat de-
Specs

Acrobatics Expert 8 Combat Expert 8 meanor that balances


her husband’s brutal
Covert Expert 8
teaching methods.

S144 SADISTIC
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Amalgam Comics Universe
DARK CLAW - AMALGAM UNIVERSE
Solo Best There Is At Anything I Do
Af liations

Distinctions
4

Buddy 8 Do It All For Vengeance


Team 6 I’m The Night, Bub!

WEAPON X MUTANT
Power Set

Adamantium Claws 10 Enhanced Reflexes 8

Enhanced Strength 8 Godlike Stamina 12


Psychic Resistance 10 Superhuman Reflexes 10

SFX: Berserk. Add a doom die to your next attack action. After your action, step up the doom die
and return it to the doom pool.
SFX: Focus. If your pool includes a Weapon X Mutant die, you may replace two dice of equal
size with one stepped-up die.
SFX: Healing Factor. Spend a doom die to recover your physical stress and step back your physi-
cal trauma.
LIMIT: Mutant. Step up or double the e ect die of a mutant—related attack for a D6 doom die.

Raised in Canada by
ARSENAL OF GADGETS
Power Set

the state after his


parents were mur-
Claw-A-Rang 6 Cybernetic Senses 6
dered, Logan Wayne
joined the Royal
Swingline 6 Utility Belt*8
Canadian Mounted
SFX: Explosive Claw-a-rang. Step up or double Claw-A-Rang for one action. If the action fails, Police, he volunteered
add a die to the Doom Pool equal to the normal rating of your power die. for a super-soldier
SFX: Insulated. Spend 1 PP to ignore Stress, Trauma, or Complications from electricity, re, cold, project where he dis-
or inhalants. covered his mutant
SFX: Vanish. When using Utility Belt to to create an Invisibility asset, add a D6 and step up abilities. After the
Weapon X program
the Effect Die. crumbled, he donned
Limit: Gear. Shut down any Arsenal Of Gadgets power and gain a doom die. Take an action a mask and began to
against the Doom Pool to recover. battle crime in memory
of and in vengeance
*Utility Belt is a reskin of the Mimic power to represent Dark Claw having just the right gadget for for his parents’ deaths.
the job.
Specs

Acrobatics Master 10 Business Expert 8 Combat Master 10

Covert Master 10 Crime Master 10 Menace Master 10


Psych Expert 8 Science Master 10 Tech Master 10
Vehicle Expert 8

FRIENDS AND FOES S145


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G. I. Joe
COBRA COMMANDER
Solo Grating Voice
Af liations

Distinctions
4

Buddy 6 Follow My Orders!


Team 8 Retreat!

COBRA ARSENAL
Power Set

Kevlar Uniform 6 Sword 8 Firearm 8

SFX: Burst. Step up or double any Cobra Arsenal power against a single target. Remove the
highest-rolling die and add three dice for your total.
SFX: Counterattack. On a reaction against a Physical Stress action in ict Physical Stress with
your e ect die at no doom pool cost, or spend a doom die to step the e ect die up by +1.
SFX: Second Chance. Spend a doom die to reroll when using any Cobra Arsenal power.
As the leader of the
LIMIT: Gear. Shutdown Cobra Arsenal to gain a die for the doom pool. Take an action vs the terror organization Co-
doom pool to recover. bra, Cobra Commander
is cunning, backstab-
Business Master 10 Combat Expert bing, and cowardly in
Specs

8
the face of true adversi-
Covert Master 10 Crime Expert 8 ty. He seeks total world
domination through his
Menace Expert 8 Mystic Expert 8 Cobra organization,
which is funded by like-
Science Expert 8 Tech Expert 8 minded billionaires
around the world.
Vehicle Expert 8

Heroes Reborn Universe

MR. FANTASTIC - HEROES REBORN


Solo Boundless Curiosity
Af liations

Distinctions

Buddy 6 Science Has The Answers


Team 8 Socially Illiterate

HYPERELASTICITY
Power Set

Enhanced Reflexes Enhanced Speed 8 8

Stretching 10 Superhuman Durability 10

Superhuman Intellect 10
SFX: Area Attack. Target multiple opponents. For every additional target, add a D6 to
your pool and keep an additional e ect die. Exposed to massive
amounts of cosmic
SFX: Elastic Mind. Add a d6 and step up your e ect die by +1 when creating assets.
radiation during a sci-
SFX: Gadgets. Add a d6 and step up your e ect die by +1 when in icting a Technoligy-based ence experiment
complication on a target. aboard a rocket ship,
SFX: Grapple. Add a d6 and step up your e ect die by +1 when in icting a Grapple complica- Reed and his family
tion on a target. gained fantastic powers
SFX: Rebound. Step up or double Stretching die against a single target. Remove highest- and became the Fan-
rolling die and add an additional die to your total. tastic Four. Yet even
Reed’s deductive pow-
SFX: Versatile. Replace Stretching die with 2D8 or 3D6 on your next roll.
ers could not predict
LIMIT: Exhausted. Shutdown any Multiverses Connections power to gain a doom die. Re- that his entire universe
cover by activating an opportunity or during a transition Scene. was created by his own
son from another reality
for the purpose of sav-
ing him from the devas-
Specs

Cosmic Master 10 Medical Expert 8


tation of Onslaught.
Science Grandmaster 12 Tech Master 10
Vehicle Expert 8

S146 SADISTIC
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Malice Universe

MALICE - SUE STORM


Solo Delights In Cruelty
Af liations

Distinctions

Buddy 6 Highly Aggressive


Team 8 What’s Yours Is Mine

FORCE PROJECTION
Power Set

Flight 6 Force Blast 8 Invisibility 12

Godlike Durability 12
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 to your
pool and keep an additional e ect die.
SFX: Force Constructs. When using Force Projection to create assets, add a D6 and step up the
e ect die by +1. This version of Sue
Storm lost her mental
SFX: Multipower. Use two or more Force Projection powers in a dice pool, at -1 step for each
battle with the dark
additional power. version of her personali-
SFX: Reactive Power. Spend a doom die to add a Force Projection power to another charac- ty made manifest by
ter’s dice pool before they roll a reaction. If the character takes physical stress, take mental Hate Monger. While
stress. she failed to kill the
SFX: Force Of Will. When using Godlike Durability in your dice pool, redirect Physical Stress Fantastic Four on her
or e ect die targeting a Force Projection asset to Mental Stress at no cost. Spend a own she divorced Reed
doom die to step back this redirected Stress by -1. and married Doctor
Limit: Conscious Activation. If stressed out, asleep, or unconscious, shutdown Force Projec- Doom, and with their
tion. Reactivate when stress is recovered or you are awake. If Physical Trauma is taken, combined might felled
her former family. She
shutdown Unwilling Criminal until trauma is recovered.
and Doom conquered
Earth but then turned
Specs

Cosmic Expert 8
Covert Expert 8 on each other, with
each controlling about a
Menace Master 10 Psych Expert 8 third of the Earth while
the rest harbors a resis-
Science Expert 8 tance to both rulers.

FRIENDS AND FOES S147


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New Fantastic Four Universe
GHOST RIDER
SOLO

Distinctions
Af liations

10
Avenger Of The Innocent
BUDDY 8 Pawn Of Heaven & Hell
TEAM 6 Daredevil Stuntman
Power Set

SPIRIT OF VENGEANCE
Hellfire Chains 8 8 Godlike Durability 12

Superhuman Strength 10

SFX: Area Attack. Add a D6 and keep an additional e ect die for each additional target.
SFX: Invulnerable. Spend a doom die to ignore physical stress or trauma unless caused by mystical attacks.
SFX: Penance Stare. Step up or double and Spirit Of Vengeance power for one action. If it fails, add a die to the doom
pool equal to the original power.
LIMIT: Growing Dread. Both 1s and 2s count as opportunities when using a Spirit Of Vengeance power.
LIMIT: Uncontrollable. Change any Spirit Of Vengeance power into a complication for 1 PP. Activate an opportunity or
remove the complication to recover the power.
Power Set

THE RIDER’S CYCLE


Blazing Speed 10

SFX: Eternal Stuntman. Add a D6 and step the e ect die by +1 to create assets.
LIMIT: Gear. Shut down The Rider’s Cycle to gain a doom die. Take an action vs. the doom pool to recover.
Power Set

When the Fantastic Four were


ZARATHOS presumed destroyed, a new
Fantastic Four was assembled
Zaratos is the demon that gives Ghost Rider his power. It uses the doom that included Ghost Rider, Grey
poll for all actions and opposes the heroes and other characters. While
manifested, Zaratos’s dice may be targeted like mob dice; Zaratos does not Hulk, Wolverine, and Spider-
take stress, but successful actions against it may reduce the doom pool. Man. While in the main 616
Zaratos may use any of Ghost Rider’s SFX but does not use any of his A li- reality the original FF returned,
ations, Distinctions, or Specialty traits. Zaratos continues to grow in power
if the doom pool also grows. If the doom pool is reduced to two dice, in this reality they did not, and
Zarathos dissipates, but is not truly destroyed. Ghost Rider has remained a
member in good-ish standing.
Specs

Combat Expert 8
Menace Master 10

Mystic Expert 8
Vehicle Master 10

S148 SADISTIC
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Dark Fantastic Four
titania
Solo Outcast Childhood
Af liations

Distinctions
4

Buddy 8 Reformed Villain


Team 6
Titanic Might

ALIEN MUTAGENIC ALTERATION


Power Set

Godlike Strength 12 Superhuman Durability 10


In this reality the FF perished
Leaping 8 Superhuman Stamina 10 at Dr. Doom’s hands four vil-
lains led by The Leader stood
SFX: Fiercely Focused. Against a single opponent, double Godlike Strength power against Doom out of self-
against a single target. Remove the highest-rolling die and add three dice for your preservation. Titania was the
total. group’s strong-woman. Earn-
SFX: Shrug It O . Spend a doom die to ignore physical stress, trauma, or complications ing the appreciation of the
from mystical sources. world served as a good
SFX: Strongest Around. In a reaction dice pool versus an opponent using a Strength smokescreen for the Leader’s
power trait, spend a doom die, or step up your emotional stress, to add a die equal plots, but Titania found herself
to their strength to the pool. If you fail the reaction, step up your emotional stress reforming as their good deeds
again. earned them world respect.
LIMIT: Con dence Shaken. Step up a doom die or add a d6 to the doom pool to step up She and her team turned to the
emotional stress based on the taunting of or competition with another woman. Hobgoblin to help defeat the
Leader, and he became their
new big brain. Fully reformed,
Combat Expert Crime Expert she joined Hobgoblin, Calypso,
Spec

8 8
and Graviton to form the new
Menace Expert 8 Fantastic Four.

FRIENDS AND FOES S149


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Teenage Mutant Ninja Turtles
Bebop
Solo Former Professional Thief
Af liations

Distinctions
4

Buddy 8 HEE-Hee!
Team 6
Smooth Criminal

HUMAN-WARTHOG-CYBORG HYBRID
Power Set

Anton Zeck was a pro-


Enhanced Reflexes 8 Enhanced Senses 8
fessional thief and gun
for hire who was con-
Enhanced Stamina 8 Invisibility 8Weapon 8
tracted to steal from the
SFX: Dance Moves. Replace Enhanced Reflexes die with 2D8 or 3D6 on your next roll. Foot Clan, which he did
SFX: Energy Mohawk. Step up or double Weapon for one action. If the action fails, add a D8 to successfully, but his
the doom pool. prize was stolen by the
Turtles before he could
SFX: Explosives. Target multiple opponents. Add a D6 and keep an additional e ect die for each deliver it. He later tried
additional target. to abduct Shredder’s
SFX: Laser Tag. Add a D6 to your dice pool for an attack action. Step back the highest die in the daughter to buy his way
pool by -1. Step up the Physical Stress done by +1. out of the city but was
LIMIT: Exhausted. Shutdown any Multiverses Connections power to gain a doom die. Re- thwarted and captured
cover by activating an opportunity or during a transition Scene. by the Foot, who forced
him to undergo muta-
tion into a human/
Specs

warthog. Since then he


Acrobatics Expert 8 Combat Expert 8 has served at the
Shredder’s pleasure,
Covert Expert 8
Crime Expert 8
more to save his own
skin than out of loyalty.

DONATELLO
Solo Better In The Lab Than In The Field
Af liations

Distinctions

Buddy 4 I’ve Got An Idea!


Team 6 Overly Analytical
Power Set

NINJA TURTLE ENGINEER


Enhanced Durability 8 Enhanced Reflexes 8

Enhanced Stamina 8

SFX: Constructs. Add a D6 and step up the E ect Die by +1 when using Science Expert or
Tech Master to create Assets.
SFX: Inspired. Step up or double Tech Master for one action. Remove the highest-rolling die and
add three dice for your total. You may still split the Tech Master die during this action.
SFX: System Shutdown. Add a D6 and step up the E ect Die by +1 when using Tech Master to
create a Malfunction Complication on a target.
LIMIT: Exhausted. Shutdown any Ninja Turtle Engineer power to gain a doom die. Recover power by
activating an Opportunity or during a Transition Scene.
Power Set

The technician of
BŌJUTSU the quartet, Donny
has two great
Enhanced Durability 8 8 Weapons loves in his life -
his technology
SFX: Area Attack. Add a D6 and keep an additional E ect Die for each additional target. and April O’Neil.
SFX: Hidden Blade. Add a D6 to your dice pool for an attack action. Step back the highest die in the Donny tends to
pool by -1, and step up the Physical Stress done by +1. get sidetracked
LIMIT: Gear. Shutdown Bōjutsu and gain 1 PP. Take an action versus the Doom Pool to recover. when either are
involved, each for
di erent reasons.
Specs

Acrobatic Expert 8 8Combat Expert Yet he recovers


quickly and is loyal
Covert Expert 8 8
Crime Expert to his family. He
genuinely wants to do
Science Expert 8 10 Tech Master right, even if sometimes
his passions get in his way.
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FOOT SOLDIER MOB
Live In Shadow
Af liations

Distinctions
SOLO 4

BUDDY 6 6 Strike Hard And Fast


TEAM 8 8 8
Oath To The Clan

LIFE OF TRAINING
Power Set

Enhanced Reflexes 8 Enhanced Speed 8

The Foot are a clan of


Enhanced Stamina 8
Martial Strike 10 ninjas that serve the
SFX: Foot Mob. Target multiple hate- lled opponents. For every additional target, add d6 to your Shredder. A branch
pool and keep an additional e ect die. of the Foot clan serve
his estranged daugh-
SFX: Focus. If a dice pool includes a Life Of Training power, you may replace two dice of equal
ter, Kara, who tries to
size with a single die one step larger.
use the clan for good.
LIMIT: Mob Cohesion. Team Dice may be targeted individually or by Area Attack SFX. D10 physical
stress in icted removes a die from Team Dice. Recover Team Dice after a Transition Scene.
Specs

Covert Expert 8 Combat Expert 8

LEONARDO
Disciplined
Distinctions

Solo
Af liations

Buddy 4 Honor Of A Samurai


Team 8
We Work As A Team

NINJA TURTLE LEADER


Power Set

Enhanced Durability 8 Enhanced Reflexes 8

Enhanced Stamina 8 Mystic Sense 6


Psychic Resistance 8

SFX: Focus. If a pool contains a Ninja Turtle Leader power, you may replace two dice of the
same size with one die +1 step larger.
SFX: Meditation. Add Psychic Resistance to your dice pool when helping yourself or others
recover Emotional Stress. Spend a doom die to recover your own or another’s Emotional
Stress or step back your own or another's Emotional Trauma by -1.
LIMIT: Exhaustion. Shutdown any Ninja Turtle Leader power to gain a doom die. Recover
power by activating an Opportunity or during a Transition Scene.

KATANA NINJITSU
Power Set

The weight of leader-


ship weighs heavily on
Enhanced Durability 8 Weapons 8 Leo’s shoulders, espe-
cially so when he feels
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 to your pool and as though he is in way
keep an additional e ect die. over his head. Yet he
SFX: Riposte. On a reaction against a Physical Stress attack action, in ict Physical Stress with grants himself little time
your E ect Die at no doom pool cost or spend a doom die to step up the damage by +1. to hesitate out of fear of
SFX: Unleashed. Step up or double any Katana Ninjitsu power for one action. If the action Master Splinter’s
fails, remove a die from the Doom Pool equal to the normal rating of the power die. judgement and for the
LIMIT: Gear. Shutdown Katana Ninjitsu and gain doom die. Take an action versus the Doom lives of his brothers. He
frequently butts heads
Pool to recover.
with his brother Raphael
who often seems to
Acrobatic Expert Combat Expert resent his role as team
Specs

8 8

leader, but he is quick


Covert Master 10 Crime Expert 8 to patch up such argu-
ments for the good of
Menace Expert 8 Psych Expert 8 the family.

FRIENDS AND FOES S151


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M.O.U.S.E.R. MOB
Chomp!
Af liations

Distinctions
SOLO 4

BUDDY 6 6 Obey The Foot Clan


TEAM 8 8 8

Created by Baxter
Stockman, Mobile
DEADLY PROGRAMMING
Power Set

O ensive Under-
ground Search Esca-
Bite 10 Superhuman Senses 10
vation and Retrieval
Sentries can chomp
Superhuman Durability 10 Wall Crawling 8
through concrete and
SFX: Chomp! Add a D6 to your dice pool for an attack action and step back the highest die in the steel and attack
pool by -1. Step up the Physical Stress done by +1. without mercy. They
SFX: Tracking. If a dice pool includes Superhuman Senses, you may replace two dice of equal are programmed to
size with a single die one step larger. obey the Foot Clan
and to hunt turtles.
LIMIT: Mob Cohesion. Team Dice may be targeted individually or by Area Attack SFX. D10 physical
stress in icted removes a die from Team Dice. Recover Team Dice after a Transition Scene.

MICHAELANGELO
Booyakasha!
Distinctions

Solo
Af liations

Buddy 8
Conoscitore Di Pizza
Team 6
Sharp As A Stone

go ninja go ninja go!


Power Set

Enhanced Durability 8 Enhanced Reflexes 8

Enhanced Stamina 8 Gourmet Sense 6


Psychic Resistance 8

SFX: On The Scent. Add a D6 and step up the E ect Die by +1 when using Gourmet Sense to
create Assets.
SFX: Second Chance. Spend a doom die to reroll when using any Go Ninja Go Ninja Go power.
SFX: Turtle May Care. Shutdown Enhanced Durability to step up or double Enhanced Re-
flexes for one action. Recover Enhanced Durability by activating an Opportunity or
during a Transition Scene.
LIMIT: Exhaustion. Shutdown any Go Ninja Go Ninja Go power to gain a doom die. Recover
power by activating an Opportunity or during a Transition Scene.

NUNCHUCK NINJITSU
Power Set

“I will name this collec-


tion of my abilities on a
Enhanced Durability 8 Weapons 8 piece of paper…a…
um…data le! I’m so
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 to your pool and good at naming things!”
keep an additional e ect die.
SFX: Riposte. On a reaction against a Physical Stress attack action, in ict Physical Stress with The least intellectual of
your E ect Die at no doom pool cost or spend a doom die to step up the damage by +1. the quartet, Mikey’s
SFX: Unleashed. Step up or double any Katana Ninjitsu power for one action. If the action mind is normally on
fails, remove a die from the Doom Pool equal to the normal rating of the power die. shredding on his skate-
board, on pizza, or on
LIMIT: Gear. Shutdown Katana Ninjitsu and gain doom die. Take an action versus the Doom
weird conspiracy theo-
Pool to recover.
ries. Rarely does his
demeanor shift away
from carefree silliness.
Specs

Acrobatic Master 10 Combat Expert 8 But for all of his quirks,


he loves his brothers,
Covert Expert 8 Psych Master 10 and would do anything
to protect them.
Vehicle Expert 8

S152 SADISTIC
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ROCKSTEADY
Solo Collector OF Fine Antiquities
Af liations

Distinctions
4

Buddy 8 Russian Rhino


Team 6
Veteran Of Many Wars

HUMAN-RHINO HYBRID
Power Set

Enhanced Durability Enhanced Speed


Enhanced Stamina Enhanced Strength
Ivan Steranko hired
Rhino Horn Anton Zeck to steal an
SFX: Charge!. On a successful attack action using the Multipower SFX, convert your opponent’s artifact from his “old
e ect die a complication against that opponent. Spend a doom die to apply this complica- friend” the Shredder.
tion even if the attack fails. When he tried to have
SFX: Multipower. Use Enhanced Speed and Rhino Horn in the same dice pool at -1 step the Shredder’s daughter
each. abducted he was pun-
LIMIT: Exhausted. Shutdown any Human-Rhino Hybrid power to gain a doom die. Recover by ished by being mutated
activating an opportunity or during a transition Scene. into his current form.
Now he and Bebop
form an unlikely duo
Specs

serving Shredder for as


Combat Expert Menace Expert long as it keeps them
both alive.

RAPHAEL
Hot-Headed
Distinctions

Solo
Af liations

Buddy 6 Snarky Sense Of Humor


Team 4
Still Standing, Huh? I'll Fix That!

NINJA TURTLE BRAWLER


Power Set

Enhanced Durability 8 Enhanced Reflexes 8

Enhanced Stamina 8

SFX: Berserker. Add a die from the Doom Pool to one or more attack actions. Step up the die by
+1 for each action, then return it to the Doom Pool when you are done.
SFX: Second Wind. Before you make an action using a Ninja Turtle Brawler power, you may
move your Physical Stress die to the Doom Pool and step up the Ninja Turtle Brawler
power by +1 for this action.
LIMIT: Exhaustion. Shutdown any Go Ninja Go Ninja Go power to gain a doom die. Recover
power by activating an Opportunity or during a Transition Scene.

SAI NINJITSU
Power Set

The brother with the


biggest attitude and
Enhanced Durability 8 Weapons 8 anger management
issues, Raph projects a
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 to your pool and tough-guy attitude but
keep an additional e ect die. still has a soft spot for
SFX: Dangerous. Add a D6 to your dice pool for an attack action and step back the highest die in his brothers and his pet
the pool by -1. Step up Physical Stress in icted by +1. turtle, Spike. Raph
SFX: Defensive. Spend a doom die to add Enhanced Durability (or step it up by +1 if already in prefers the direct ap-
your pool) and reroll all dice when taking a reaction. proach always, and is
the least patient with his
SFX: Second Chance. Spend a doom die to reroll when using a Sai Ninjitsu power.
brothers. He is often
LIMIT: Gear. Shutdown Sai Ninjitsu and gain doom die. Take an action versus the Doom Pool the butt of Mikey’s
to recover. pranks and butts heads
with Leo over his lead-
ership choices. He
Specs

Acrobatic Expert 8
Combat Expert 8 would sooner die,
though, than betray or
Covert Expert 8 Crime Expert 8 let down his family.

Menace Master 10

FRIENDS AND FOES S153


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HERO DATAFILES
BAT FAMILY

S156 Batgirl I

S158 Batgirl IV

S160 Batman

S162 Batwoman

S164 Catwoman

S166 Nightwing

S168 Red Hood

S170 Red Robin

SPIDER-FAMILY

S172 Black Cat

S174 Black Widow

S176 Ghost Spider

S178 Scarlet Spider I

S180 Scarlet Spider II

S182 Silk

S184 Spider-Man I

S186 Spider-Man II

S154
Sadistic features two teams of heroes, one from the
Marvel Universe and one from the DC Universe.
These we have grouped together by team, starting
with the Bat Family, followed by the Spider-Fami-
ly. Each data le includes a pair of Milestones repre-
senting key plot threads for that hero.

Some of these heroes are somewhat anachronistic


with regards to the comic series from which this
Event draws inspiration. Since this Event does not
take place speci cally in one part of either universe’s
mainstream continuity but is an approximation of
several periods, and since some of your favorite he-
roes might not have been around during the time that
Spider-Man and Batman was written, we have
taken some liberties to ensure that you can play as
the hero you prefer.

Heroes not chosen by the players can become Un-


lockable heroes through the expenditure of XP, as can
some of the Watcher Characters (with a little tweak-
ing) such as any of the Teenage Mutant Ninja
Turtles (and in fact you can nd their hero data les
on Marvel Plot Points blogs).

Hero data les that are not chosen by players may be


converted into Watcher characters for use as foes or
occasional allies. Don’t forget to switch their SFX
and Limits to re ect using doom dice instead of Plot
Points. Even if the players don’t use them, these he-
roes remain major characters and should keep their
A liations at their listed ratings.

There are several heroes in this Event who share the


same hero name. We have labeled these by roman
numeral (for example Batgirl I and Batgirl II) and also
suggested an alternate name for that hero to go by
(unless they were the original classic, like Peter Park-
er’s Spider-Man) in case both are in the same Scene.

S155
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BAT FAMILY

BATGIRL I
SOLO

Distinctions
Batman’s Star Pupil Barbara Gordon
Af liations
10 4
[Secret]
BUDDY 8
+1PP
Eternal Optimism
OR
Smartest Woman In The Room
TEAM 6 8
Power Set

BAT-THEMED ARESENAL
Bat-A-Rang 6 Cybernetic Senses 6
Enhanced Durability Swingline 8 6

Utility Belt* 8

SFX: Hack The System. Add a D6 and step up the e ect die by +1 when creating
computer-based complications.
SFX: Insulated. Spend 1 PP to ignore Stress, Trauma, or Complications from electrici-
ty, re, cold, or inhalants.
LIMIT: Gear. Shut down any Bat-Themed Aresenal power and gain 1 PP. Take an
action against the Doom Pool to recover.
*Utility Belt is a reskin of the Mimic power to represent Batgirl having just the right gadget for the job.

PP XP
PEAK MENTAL & PHYSICAL TRAINING
Power Set

Enhanced Reflexes 8 Enhanced Stamina 8

Superhuman Intellect 10

SFX: Eidetic Memory. Spend 1 PP to add a Resource to an Action Scene without


activating a Watcher opportunity. If you do activate a Watcher opportunity to
create the Resource, step it up by +1.
SFX: Size Them Up. After at least one round of combat with a target, step up Combat
Expert in any dice action against that target. If the action fails, add a D6 to the
doom pool.
LIMIT: Growing Dread. Both 1s and 2s count as opportunities when using a Peak
Mental & Physical Training power.
Specs

Acrobatics Master 10 Combat Expert 8

Covert Expert 8 Crime Master 10


Medical Expert 8 Menace Expert 8

Tech Master 10 Vehicle Expert 8

JOKER VENDETTA
Milestone

1 XP when you declare that you have a score to settle with the Joker.
3 XP when you use Eternal Optimism as a D4 Distinction when
facing the Joker for the entire combat. E
P
10 XP when you either deal with your anger through counseling or a M M
heart-to-heart with a fellow hero, or you deal with it by hurting the H
Joker the way he hurt you. E O
Y
N T
S
NOT OVER THE TRAUMA
Milestone

T I
I
1 XP when you take a D4 distinction when your opponent has a gun. A O
C
3 XP when you take Emotional Trauma from a gun-toting opponent. L N
10 XP when you either return to your role as Oracle because you realize
A
A
that you aren’t emotionally ready to fight crime, or you put the L
trauma behind you and embrace your Batgirl persona perma- L
nently.

S156 SADISTIC
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PANTHEON

BATGIRL I
SOLO

Distinctions
Batman’s Star Pupil Barbara Gordon
Af liations

10 4
[Secret]
BUDDY 8
+1PP
Eternal Optimism
OR
Smartest Woman In The Room
TEAM 6 8
Power Set

BAT-THEMED ARESENAL
Bat-A-Rang 6 Cybernetic Senses 6
Enhanced Durability Swingline 8 6

Utility Belt* 8

SFX: Hack The System. Add a D6 and step up the e ect die by +1 when creating
computer-based complications.
SFX: Insulated. Spend 1 PP to ignore Stress, Trauma, or Complications from electrici-
ty, re, cold, or inhalants.
LIMIT: Gear. Shut down any Bat-Themed Aresenal power and gain 1 PP. Take an
action against the Doom Pool to recover.
*Utility Belt is a reskin of the Mimic power to represent Batgirl having just the right gadget for the job.

PP XP
PEAK MENTAL & PHYSICAL TRAINING
Power Set

Enhanced Reflexes 8 Enhanced Stamina 8

Superhuman Intellect 10

SFX: Eidetic Memory. Spend 1 PP to add a Resource to an Action Scene without


activating a Watcher opportunity. If you do activate a Watcher opportunity to
create the Resource, step it up by +1.
SFX: Size Them Up. After at least one round of combat with a target, step up Combat
Expert in any dice action against that target. If the action fails, add a D6 to the
doom pool.
LIMIT: Growing Dread. Both 1s and 2s count as opportunities when using a Peak
Mental & Physical Training power.
Specs

Acrobatics Master 10 Combat Expert 8

Covert Expert 8 Crime Master 10


Medical Expert 8 Menace Expert 8

Tech Master 10 Vehicle Expert 8

JOKER VENDETTA
Milestone

1 XP when you declare that you have a score to settle with the Joker.
3 XP when you use Eternal Optimism as a D4 Distinction when
facing the Joker for the entire combat. E
P
10 XP when you either deal with your anger through counseling or a M M
heart-to-heart with a fellow hero, or you deal with it by hurting the H
Joker the way he hurt you. E O
Y
N T
S
NOT OVER THE TRAUMA
Milestone

T I
I
1 XP when you take a D4 distinction when your opponent has a gun. A O
C
3 XP when you take Emotional Trauma from a gun-toting opponent. L N
10 XP when you either return to your role as Oracle because you realize
A
A
that you aren’t emotionally ready to fight crime, or you put the L
trauma behind you and embrace your Batgirl persona perma- L
nently.

HERO DATAFILES S157


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BAT FAMILY

BATGIRL IV ~ KNIGHTMARE
SOLO

Distinctions
Assassin Lineage CASSANDRA CAIN
Af liations
8
4
[Secret]
BUDDY 6
+1PP
Fighting Is My First Language
OR
Deep Moral Convictions
TEAM 10 8

ASSASSIN TRAINING
Power Set

Superhuman Reflexes 10 Enhanced Senses 8

Enhanced Stamina 8
Enhanced Strength 8

SFX: Body Language Reading. Spend 1 PP to add Enhanced Senses (or step up by
+1 if already in your pool) and reroll all dice on a reaction.
SFX: Death Touch. When spending 1PP to add a die for your total, step up your E ect
Die by +1 for each extra die you add to the total. If stepped past D12, step up
the Trauma in icted by +1 step per die added as well.
SFX: Focus. In a pool including a Assassin Training power, replace two dice of
equal size with one die +1 step larger.
LIMIT: Dyslexia. Take D6 Mental Stress or step up existing Mental Stress / Trauma by
+1 step in scenarios that require Cassandra to read or write and earn 1PP.

PP XP

CAPE, COWL, AND CONTRAPTIONS


Power Set

Bat-A-Rang 6 Cybernetic Senses 6


Enhanced Durability Swingline 6 8

Utility Belt* 6
SFX: Insulated. Spend 1 PP to ignore Stress, Trauma, or Complications from electrici-
ty, re, cold, or inhalants.
LIMIT: Gear. Shut down any Always Prepared power and gain 1 PP. Take an action
against the Doom Pool to recover.
*Utility Belt is a reskin of the Mimic power to represent Batgirl having just the right gadget for the job.
Specs

Acrobatics Master 10 Combat Master 10

Covert Master 10 Crime Expert 8

Menace Expert 8

MY PARENTS WERE THE WORST


Milestone

1 XP when you declare another character an agent of one of your es-


tranged parents.
3 XP when you avoid or withdraw from a Scene in order to avoid the
attention of one of, or both of, your parents.
10 XP when you face your parents in final confrontation on condition of E
them leaving you alone forever, either winning your freedom or
P
M M
perishing in final defeat. H
E O
Y
N T
STRENGTH OF MY CONVICTIONS S
Milestone

T I
1 XP when you object to a course of action because it conflicts with I
your moral code. A O
C
3 XP when you take Emotional Stress due to the consequences of L N
going along with your team’s morally-questionable tactics. A
10 XP when you either turn against your team because their actions are A
too immoral, or you decide that the ends justify any means to
L
victory.
L

S158 SADISTIC
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PANTHEON

BATGIRL IV ~ KNIGHTMARE
SOLO

Distinctions
Assassin Lineage CASSANDRA CAIN
Af liations

8
4
[Secret]
BUDDY 6
+1PP
Fighting Is My First Language
OR
Deep Moral Convictions
TEAM 10 8

ASSASSIN TRAINING
Power Set

Superhuman Reflexes 10 Enhanced Senses 8

Enhanced Stamina 8
Enhanced Strength 8

SFX: Body Language Reading. Spend 1 PP to add Enhanced Senses (or step up by
+1 if already in your pool) and reroll all dice on a reaction.
SFX: Death Touch. When spending 1PP to add a die for your total, step up your E ect
Die by +1 for each extra die you add to the total. If stepped past D12, step up
the Trauma in icted by +1 step per die added as well.
SFX: Focus. In a pool including a Assassin Training power, replace two dice of
equal size with one die +1 step larger.
LIMIT: Dyslexia. Take D6 Mental Stress or step up existing Mental Stress / Trauma by
+1 step in scenarios that require Cassandra to read or write and earn 1PP.

PP XP

CAPE, COWL, AND CONTRAPTIONS


Power Set

Bat-A-Rang 6 Cybernetic Senses 6


Enhanced Durability Swingline 6 8

Utility Belt* 6
SFX: Insulated. Spend 1 PP to ignore Stress, Trauma, or Complications from electrici-
ty, re, cold, or inhalants.
LIMIT: Gear. Shut down any Always Prepared power and gain 1 PP. Take an action
against the Doom Pool to recover.
*Utility Belt is a reskin of the Mimic power to represent Batgirl having just the right gadget for the job.
Specs

Acrobatics Master 10 Combat Master 10

Covert Master 10 Crime Expert 8

Menace Expert 8

MY PARENTS WERE THE WORST


Milestone

1 XP when you declare another character an agent of one of your es-


tranged parents.
3 XP when you avoid or withdraw from a Scene in order to avoid the
attention of one of, or both of, your parents.
10 XP when you face your parents in final confrontation on condition of E
them leaving you alone forever, either winning your freedom or
P
M M
perishing in final defeat. H
E O
Y
N T
STRENGTH OF MY CONVICTIONS S
Milestone

T I
1 XP when you object to a course of action because it conflicts with I
your moral code. A O
C
3 XP when you take Emotional Stress due to the consequences of L N
going along with your team’s morally-questionable tactics. A
10 XP when you either turn against your team because their actions are A
too immoral, or you decide that the ends justify any means to
L
victory.
L

HERO DATAFILES S159


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BAT FAMILY

BATMAN
SOLO

Distinctions
I’m Batman Bruce Wayne
Af liations
10 4
[Secret]
BUDDY 8
+1PP
Billionaire Play Boy
OR
World’s Greatest Detective
TEAM 6 8
Power Set

ALWAYS PREPARED
Bat-A-Rang 6 Cape Glider 6
Cybernetic Senses 6 Enhanced Durability 8

Swingline 6 Utility Belt* 8

SFX: Explosive Bat-A-Rang. Step up or double Bat-A-Rang for one action. If the
action fails, add a die to the Doom Pool equal to the normal rating of your power
die.
SFX: Insulated. Spend 1 PP to ignore Stress, Trauma, or Complications from electrici-
ty, re, cold, or inhalants.
SFX: Safe Landing. Spend 1 PP to ignore Physical Stress or Trauma from falling.
SFX: Vanish. When using Utility Belt to to create an Invisibility asset, add a D6
and step up the E ect Die.
LIMIT: Gear. Shut down any Always Prepared power and gain 1 PP. Take an action PP XP
against the Doom Pool to recover.
*Utility Belt is a reskin of the Mimic power to represent Batman having just the right gadget for the job.
Power Set

PEAK HUMAN CONDITIONING


Enhanced Reflexes 8 Enhanced Stamina 8

Enhanced Strength 8 Enhanced Intellect 8

SFX: Focus. In a pool including a Peak Human Conditioning power, replace two
dice of equal size with one die +1 step larger.
SFX: Second Wind. Before you make an action including your Peak Human Condi-
tioning power, you may move your Physical Stress to the Doom Pool and step
up the Peak Human Conditioning power die by +1 for this action.
LIMIT: Exhausted. Shut down any Peak Human Conditioning power and gain 1 PP.
Recover by activating an Opportunity or during a Transition scene.
Specs

Acrobatics Master 10 Business Expert 10

Combat Master 10 Covert Master 10


Crime Master 10 Menace Master 10
Psych Expert 8 Science Expert 8

Tech Expert 8 Vehicle Expert 8

NO SENSE OF HUNOR
Milestone

1 XP when you glare silently at an ally who just cracked a joke or said some-
thing silly.
3 XP when you use give a Menace Master asset to an ally who is making a
reaction pool against an attack.
10 XP when you either abandon an ally after an Action Scene or during a Tran- E
sition Scene because you consider that ally a liability because they won’t
P
M M
take the mission seriously, or you admit that your ally’s fresh perspective H
on life is an asset to your goals, maybe even cracking a smile at one of E O
their jokes. Y
N T
S
THIS IS MY CITY! T I
Milestone

when you use Menace Master to try to intimidate a potential ally hero
I
1 XP
A O
3 XP
into leaving Gotham because this is your city.
when you first accept an asset from that ally instead of using your Sec-
C
L N
ond Wind SFX in an Action Scene. A
10 XP when you either admit to your ally that their aid made your city safer and A
invite them to help you defend it from further harm, or you break off all L
contact with that ally with a stern warning that they either leave Gotham L
on their own, or by your forcing them to go.

S160 SADISTIC
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PANTHEON

BATMAN
SOLO

Distinctions
I’m Batman Bruce Wayne
Af liations

10 4
[Secret]
BUDDY 8
+1PP
Billionaire Play Boy
OR
World’s Greatest Detective
TEAM 6 8
Power Set

ALWAYS PREPARED
Bat-A-Rang 6 Cape Glider 6
Cybernetic Senses 6 Enhanced Durability 8

Swingline 6 Utility Belt* 8

SFX: Explosive Bat-A-Rang. Step up or double Bat-A-Rang for one action. If the
action fails, add a die to the Doom Pool equal to the normal rating of your power
die.
SFX: Insulated. Spend 1 PP to ignore Stress, Trauma, or Complications from electrici-
ty, re, cold, or inhalants.
SFX: Safe Landing. Spend 1 PP to ignore Physical Stress or Trauma from falling.
SFX: Vanish. When using Utility Belt to to create an Invisibility asset, add a D6
and step up the E ect Die.
LIMIT: Gear. Shut down any Always Prepared power and gain 1 PP. Take an action PP XP
against the Doom Pool to recover.
*Utility Belt is a reskin of the Mimic power to represent Batman having just the right gadget for the job.
Power Set

PEAK HUMAN CONDITIONING


Enhanced Reflexes 8 Enhanced Stamina 8

Enhanced Strength 8 Enhanced Intellect 8

SFX: Focus. In a pool including a Peak Human Conditioning power, replace two
dice of equal size with one die +1 step larger.
SFX: Second Wind. Before you make an action including your Peak Human Condi-
tioning power, you may move your Physical Stress to the Doom Pool and step
up the Peak Human Conditioning power die by +1 for this action.
LIMIT: Exhausted. Shut down any Peak Human Conditioning power and gain 1 PP.
Recover by activating an Opportunity or during a Transition scene.
Specs

Acrobatics Master 10 Business Expert 10

Combat Master 10 Covert Master 10


Crime Master 10 Menace Master 10
Psych Expert 8 Science Expert 8

Tech Expert 8 Vehicle Expert 8

NO SENSE OF HUNOR
Milestone

1 XP when you glare silently at an ally who just cracked a joke or said some-
thing silly.
3 XP when you use give a Menace Master asset to an ally who is making a
reaction pool against an attack.
10 XP when you either abandon an ally after an Action Scene or during a Tran- E
sition Scene because you consider that ally a liability because they won’t
P
M M
take the mission seriously, or you admit that your ally’s fresh perspective H
on life is an asset to your goals, maybe even cracking a smile at one of E O
their jokes. Y
N T
S
THIS IS MY CITY! T I
Milestone

when you use Menace Master to try to intimidate a potential ally hero
I
1 XP
A O
3 XP
into leaving Gotham because this is your city.
when you first accept an asset from that ally instead of using your Sec-
C
L N
ond Wind SFX in an Action Scene. A
10 XP when you either admit to your ally that their aid made your city safer and A
invite them to help you defend it from further harm, or you break off all L
contact with that ally with a stern warning that they either leave Gotham L
on their own, or by your forcing them to go.

HERO DATAFILES S161


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BAT FAMILY

BATWOMAN
SOLO

Distinctions
Childhood Trauma Katherine Kane
Af liations
10 4
[Secret]
BUDDY 8
+1PP
Military Brat
OR
Twice-Named Daughter Of Cain
TEAM 6 8

YEARS OF INTENSE TRAINING


Power Set

Enhanced Reflexes 8 Enhanced Stamina 8

SFX: Field Medic. Add Medical Expert to your dice pool when helping others re-
cover Stress. Spend 1PP to recover your own or another’s Physical Stress or
step back your own or another’s Physical Trauma.
SFX: Military Training. Against a single opponent step up Combat Master for one
action. If the action fails, add a D10 to the doom pool.
LIMIT: Exhausted. Shut down any Years Of Intense Training power and gain 1
PP. Recover by activating an Opportunity or during a Transition scene.

VIGILANTE GEAR
Power Set

PP XP
Bat-A-Rang 6 Cybernetic Senses 6

Enhanced Durability Swingline 6 8

Utility Belt* 8

SFX: Insulated. Spend 1 PP to ignore Stress, Trauma, or Complications from electrici-


ty, re, cold, or inhalants.
LIMIT: Gear. Shut down any Vigilante Gear power and gain 1 PP. Take an action
against the Doom Pool to recover.
*Utility Belt is a reskin of the Mimic power to represent Batwoman having just the right gadget for the job.
Specs

Combat Expert 8 Crime Expert 8

Medical Expert 8 Politics Expert 8

Psych Expert 8 Tech Expert 8

Vehicle Expert 8

RELIGION OF CRIME
Milestone

1 XP when you declare that a Watcher-controlled criminal is a part of


the Religion Of Crime.
3 XP when you disengage with a more powerful foe in order to engage
in battle with member(s) of the Religion Of Crime.
10 XP when you either destroy a group of Religion Of Crime members or
E
you return your focus to the main threat of the Event and ignore P
the lesser threat of the Religion Of Crime. M M
H
E O
Y
N T
WORK/LIFE BALANCE S
Milestone

T I
1 XP when you take an aside to talk about, or to, your girlfriend Renee I
A O
Montoya. C
3 XP when you skip an Action Scene to spend time with Renee. L N
A
10 XP when you either hang up the cowl for the rest of the Act or longer A
to work on your relationship with Renee, or you put your relation- L
ship on hold due to the urgency of the current crisis. L

S162 SADISTIC
fi
fi
PANTHEON

BATWOMAN
SOLO

Distinctions
Childhood Trauma Katherine Kane
Af liations

10 4
[Secret]
BUDDY 8
+1PP
Military Brat
OR
Twice-Named Daughter Of Cain
TEAM 6 8

YEARS OF INTENSE TRAINING


Power Set

Enhanced Reflexes 8 Enhanced Stamina 8

SFX: Field Medic. Add Medical Expert to your dice pool when helping others re-
cover Stress. Spend 1PP to recover your own or another’s Physical Stress or
step back your own or another’s Physical Trauma.
SFX: Military Training. Against a single opponent step up Combat Master for one
action. If the action fails, add a D10 to the doom pool.
LIMIT: Exhausted. Shut down any Years Of Intense Training power and gain 1
PP. Recover by activating an Opportunity or during a Transition scene.

VIGILANTE GEAR
Power Set

PP XP
Bat-A-Rang 6 Cybernetic Senses 6

Enhanced Durability Swingline 6 8

Utility Belt* 8

SFX: Insulated. Spend 1 PP to ignore Stress, Trauma, or Complications from electrici-


ty, re, cold, or inhalants.
LIMIT: Gear. Shut down any Vigilante Gear power and gain 1 PP. Take an action
against the Doom Pool to recover.
*Utility Belt is a reskin of the Mimic power to represent Batwoman having just the right gadget for the job.
Specs

Combat Expert 8 Crime Expert 8

Medical Expert 8 Politics Expert 8

Psych Expert 8 Tech Expert 8

Vehicle Expert 8

RELIGION OF CRIME
Milestone

1 XP when you declare that a Watcher-controlled criminal is a part of


the Religion Of Crime.
3 XP when you disengage with a more powerful foe in order to engage
in battle with member(s) of the Religion Of Crime.
10 XP when you either destroy a group of Religion Of Crime members or
E
you return your focus to the main threat of the Event and ignore P
the lesser threat of the Religion Of Crime. M M
H
E O
Y
N T
WORK/LIFE BALANCE S
Milestone

T I
1 XP when you take an aside to talk about, or to, your girlfriend Renee I
A O
Montoya. C
3 XP when you skip an Action Scene to spend time with Renee. L N
A
10 XP when you either hang up the cowl for the rest of the Act or longer A
to work on your relationship with Renee, or you put your relation- L
ship on hold due to the urgency of the current crisis. L

HERO DATAFILES S163


fi
fi
BAT FAMILY

CATWOMAN
SOLO

Distinctions
Both Sides Of The Law Selena Kyle
Af liations
8
4
[Secret]
BUDDY 6
+1PP
Former Crime Family Head
OR
Thrill Of Thievery
TEAM 10 8

CAT BURGLAR
Power Set

Enhanced Reflexes 8 Enhanced Stamina 8

Speed 6 Enhanced Strength 8

SFX: Disguise. Add a D6 and step up the e ect die by +1 when using a Thrill Of
Thievery Distinction to create disguise-based assets.
SFX: Martial Arts. In a pool that includes a Cat Burglar power, you may replace two
dice of equal size with one die +1 step larger.
SFX: Seduction. Add a D6 and step up the e ect die by +1 when in icting Seduced
complications on a male target.
LIMIT: Exhausted. Shutdown any Cat Burglar power and gain 1PP. Recover the
power by activating an opportunity or during a Transition Scene.

PARAPHANALEA
Power Set

PP XP

Invisibility 6 Swingline 6 Weapon 8

SFX: Claws. Add a D6 to your dice pool for an attack action and step back the highest
die in the pool by -1. Step up the Physical Stress in icted by +1.
SFX: Stealth. On a reaction to detection-based asset attack action, use your e ect die
to create an Undetected complication at no PP cost or step up your e ect die
by +1 for 1 PP.
SFX: Whip. Add a D6 and step up the e ect die by +1 when imposing a Grapple
complication.
LIMIT: Gear. Shut down Paraphernalia to gain +1 PP. Take an action vs the doom
pool to recover.
Specs

Acrobatics Master 10 Combat Expert 8

Covert Master 10 Crime Master 10


Psych Master 10

STEAL AWAY
Milestone

1 XP when you secretly plan a theft in conjunction with the team’s


actual mission.
3 XP when you break away from the main mission to steal the item you
have been planning to take.
10 XP when you either complete the heist and return to your hideout to
E
stow it until you can sell it, or you give up the heist because your P
team needs you. M M
H
E O
ROMANCING THE BAT Y
Milestone

N T
1 XP when you make a flirtatious move towards Batman.
S
T I
3 XP when you use your Seduction SFX to get Batman to do some- I
thing for you. A O
C
10 XP when you either admit your love for Batman and become his part- L N
ner in life and in crime, or you break his heart and remain a free
A
A
agent. L
L

S164 SADISTIC
fi
ff
ff
ff
fl
fl
ff
ff
PANTHEON

CATWOMAN
SOLO

Distinctions
Both Sides Of The Law Selena Kyle
Af liations

8
4
[Secret]
BUDDY 6
+1PP
Former Crime Family Head
OR
Thrill Of Thievery
TEAM 10 8

CAT BURGLAR
Power Set

Enhanced Reflexes 8 Enhanced Stamina 8

Speed 6 Enhanced Strength 8

SFX: Disguise. Add a D6 and step up the e ect die by +1 when using a Thrill Of
Thievery Distinction to create disguise-based assets.
SFX: Martial Arts. In a pool that includes a Cat Burglar power, you may replace two
dice of equal size with one die +1 step larger.
SFX: Seduction. Add a D6 and step up the e ect die by +1 when in icting Seduced
complications on a male target.
LIMIT: Exhausted. Shutdown any Cat Burglar power and gain 1PP. Recover the
power by activating an opportunity or during a Transition Scene.

PARAPHANALEA
Power Set

PP XP

Invisibility 6 Swingline 6 Weapon 8

SFX: Claws. Add a D6 to your dice pool for an attack action and step back the highest
die in the pool by -1. Step up the Physical Stress in icted by +1.
SFX: Stealth. On a reaction to detection-based asset attack action, use your e ect die
to create an Undetected complication at no PP cost or step up your e ect die
by +1 for 1 PP.
SFX: Whip. Add a D6 and step up the e ect die by +1 when imposing a Grapple
complication.
LIMIT: Gear. Shut down Paraphernalia to gain +1 PP. Take an action vs the doom
pool to recover.
Specs

Acrobatics Master 10 Combat Expert 8

Covert Master 10 Crime Master 10


Psych Master 10

STEAL AWAY
Milestone

1 XP when you secretly plan a theft in conjunction with the team’s


actual mission.
3 XP when you break away from the main mission to steal the item you
have been planning to take.
10 XP when you either complete the heist and return to your hideout to
E
stow it until you can sell it, or you give up the heist because your P
team needs you. M M
H
E O
ROMANCING THE BAT Y
Milestone

N T
1 XP when you make a flirtatious move towards Batman.
S
T I
3 XP when you use your Seduction SFX to get Batman to do some- I
thing for you. A O
C
10 XP when you either admit your love for Batman and become his part- L N
ner in life and in crime, or you break his heart and remain a free
A
A
agent. L
L

HERO DATAFILES S165


fi
ff
ff
ff
fl
fl
ff
ff
BAT FAMILY

NIGHTWING
SOLO

Distinctions
Acrobatic Legacy Dick Grayson
Af liations
10
4
[Secret]
BUDDY 8
+1PP
Blüdhaven’s Batman
OR
The Original Boy Wonder
TEAM 6 8
Power Set

ESCRIMA STICKS
Enhanced Durability 8 Swingline 6

Weapon 6
SFX: Grapple. Add a D6 and step up the e ect die by +1 when in icting Grapple
complications on a target.
SFX: Nostalgic Gear. Add a D6 and step up the e ect die by +1 when creating assets
or complications based around your old Robin gear.
SFX: Stun Batons. Step up Combat Master to D12 for 1 PP when using Weapon in a
dice pool. The target takes no Trauma if Stressed Out.
LIMIT: Gear. Shutdown Escrima Sticks and grow the doom pool with a D6 or by step-
ping up the lowest die in the doom pool by +1. Take an action vs. the doom pool
to recover.

PP XP
Power Set

THE FLYING GRAYSON


Enhanced Reflexes 8 Enhanced Stamina 8

SFX: Acrobatic Ace. In a pool including a The Flying Grayson power and your
Acrobatics specialty, add a D6 and step up your e ect die by +1.
SFX: Focus. In a pool including a The Flying Grayson power, replace two dice of
equal size with one +1 step larger.
LIMIT: Exhausted. Shutdown any The Flying Grayson power and grow the doom
pool with a D6 or by stepping up the lowest die in the pool by +1. Recover the
power by activating an opportunity or during a Transition Scene.
Specs

Acrobatics Master 10 Combat Master 10


Covert Master 10 Crime Master 10
Menace Expert 8 Psych Expert 8

Tech Expert 8 Vehicle Expert 8

KNOW MY WAY AROUND MANHATTAN


Milestone

1 XP when you draw upon your past adventures in New York to navi-
gate Manhattan.
3 XP when you create an Asset that draws upon your knowledge of
New York City and its inhabitants.
10 XP when you either decide to make Manhattan your permanent base
E
of operations or you decide that you’ve had enough of the Big P
Apple and return to your more familiar Blüdhaven. M M
H
E O
TITAN OF THE BAT FAMILY Y
Milestone

N T
1 XP when you draw a parallel between the current Scene and an
S
T I
event that occurred while you led the Titans. I
3 XP when you use your leadership experience to take charge of a A O
group of unfamiliar heroes.
C
L N
10 XP when you either lead your team in a climactic assault on a major A
A
villain or you step aside to let another hero take the helm of lead- L
ership. L

S166 SADISTIC
fi
ff
ff
ff
fl
PANTHEON

NIGHTWING
SOLO

Distinctions
Acrobatic Legacy Dick Grayson
Af liations

10
4
[Secret]
BUDDY 8
+1PP
Blüdhaven’s Batman
OR
The Original Boy Wonder
TEAM 6 8
Power Set

ESCRIMA STICKS
Enhanced Durability 8 Swingline 6

Weapon 6
SFX: Grapple. Add a D6 and step up the e ect die by +1 when in icting Grapple
complications on a target.
SFX: Nostalgic Gear. Add a D6 and step up the e ect die by +1 when creating assets
or complications based around your old Robin gear.
SFX: Stun Batons. Step up Combat Master to D12 for 1 PP when using Weapon in a
dice pool. The target takes no Trauma if Stressed Out.
LIMIT: Gear. Shutdown Escrima Sticks and grow the doom pool with a D6 or by step-
ping up the lowest die in the doom pool by +1. Take an action vs. the doom pool
to recover.

PP XP
Power Set

THE FLYING GRAYSON


Enhanced Reflexes 8 Enhanced Stamina 8

SFX: Acrobatic Ace. In a pool including a The Flying Grayson power and your
Acrobatics specialty, add a D6 and step up your e ect die by +1.
SFX: Focus. In a pool including a The Flying Grayson power, replace two dice of
equal size with one +1 step larger.
LIMIT: Exhausted. Shutdown any The Flying Grayson power and grow the doom
pool with a D6 or by stepping up the lowest die in the pool by +1. Recover the
power by activating an opportunity or during a Transition Scene.
Specs

Acrobatics Master 10 Combat Master 10


Covert Master 10 Crime Master 10
Menace Expert 8 Psych Expert 8

Tech Expert 8 Vehicle Expert 8

KNOW MY WAY AROUND MANHATTAN


Milestone

1 XP when you draw upon your past adventures in New York to navi-
gate Manhattan.
3 XP when you create an Asset that draws upon your knowledge of
New York City and its inhabitants.
10 XP when you either decide to make Manhattan your permanent base
E
of operations or you decide that you’ve had enough of the Big P
Apple and return to your more familiar Blüdhaven. M M
H
E O
TITAN OF THE BAT FAMILY Y
Milestone

N T
1 XP when you draw a parallel between the current Scene and an
S
T I
event that occurred while you led the Titans. I
3 XP when you use your leadership experience to take charge of a A O
group of unfamiliar heroes.
C
L N
10 XP when you either lead your team in a climactic assault on a major A
A
villain or you step aside to let another hero take the helm of lead- L
ership. L

HERO DATAFILES S167


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ff
ff
ff
fl
BAT FAMILY

RED HOOD
SOLO

Distinctions
Crime’s Permanent Solution Jason Todd
Af liations
8
4
[Secret]
BUDDY 6
+1PP
Failed By Batman
OR
Still Has A Sense Of Morality
TEAM 10 8

VENGEANCE TRAINING
Power Set

Enhanced Reflexes 8 Enhanced Stamina 8

Enhanced Strength 8 Speed 6


SFX: League Of Shadows Training. On a successful reaction against Bludgeoning or
Edged attack actions. convert your opponent’s e ect die into a Vengeance
Training stunt or step up a Vengeance Training power for one action.
Spend 1PP to use this stunt if your opponent’s action succeeds.
SFX: Talia’s Tutelage. Add a D6 and step up the e ect die by +1 when creating a
Magic Negation complication.
LIMIT: Exhausted. Shut down any Vengeance Training power and gain 1 PP. Re-
cover by activating an Opportunity or during a Transition scene.

DEADLY WEAPONS
Power Set

PP XP

Enhanced Durability 8 Weapons 8

SFX: Blades. Add a D6 to your dice pool for an attack action and step back the high-
est die in the pool by -1. Step up the Physical Stress in icted by +1.
SFX: Electri ed Crowbars. Add a D6 and add an extra E ect Die, one deals Physical
Stress on a target, the other in icts a Stunned complication on the same target.
SFX: Pistol. Upon Physically Stressing Out a target, automatically deal D8 Physical
Trauma.
LIMIT: Gear. Shutdown Deadly Weapons to gain 1 PP. Take an action vs. the doom
pool to recover.
Specs

Acrobatics Expert 8 Business Expert 8

Combat Master 10 Covert Expert 8

Crime Master 10 Menace Master 10


Psych Master 10 Science Expert 8

Tech Expert 8 Vehicle Expert 8

KILL THE JOKER


Milestone

1 XP when you declare that you have a score to settle with the Joker.
3 XP when you use Electrified Crowbars SFX when facing the
Joker for the entire combat.
10 XP when you either deal with your anger through counseling or a
E
heart-to-heart with a fellow hero, or you deal with it by killing the P
Joker. M M
H
E O
WIPE OUT CRIME Y
Milestone

N T
1 XP when you chastise another hero for their “soft” approach to crime
S
T I
fighting. I
3 XP when you deal Physical Trauma to a criminal foe. A O
C
10 XP when you either soften your own approach because you can’t tell L N
yourself from the bad guys anymore or you leave the team be-
A
A
cause you know they will never have what it takes to truly end L
crime. L

S168 SADISTIC
fi
fi
fl
ff
ff
fl
ff
PANTHEON

RED HOOD
SOLO

Distinctions
Crime’s Permanent Solution Jason Todd
Af liations

8
4
[Secret]
BUDDY 6
+1PP
Failed By Batman
OR
Still Has A Sense Of Morality
TEAM 10 8

VENGEANCE TRAINING
Power Set

Enhanced Reflexes 8 Enhanced Stamina 8

Enhanced Strength 8 Speed 6


SFX: League Of Shadows Training. On a successful reaction against Bludgeoning or
Edged attack actions. convert your opponent’s e ect die into a Vengeance
Training stunt or step up a Vengeance Training power for one action.
Spend 1PP to use this stunt if your opponent’s action succeeds.
SFX: Talia’s Tutelage. Add a D6 and step up the e ect die by +1 when creating a
Magic Negation complication.
LIMIT: Exhausted. Shut down any Vengeance Training power and gain 1 PP. Re-
cover by activating an Opportunity or during a Transition scene.

DEADLY WEAPONS
Power Set

PP XP

Enhanced Durability 8 Weapons 8

SFX: Blades. Add a D6 to your dice pool for an attack action and step back the high-
est die in the pool by -1. Step up the Physical Stress in icted by +1.
SFX: Electri ed Crowbars. Add a D6 and add an extra E ect Die, one deals Physical
Stress on a target, the other in icts a Stunned complication on the same target.
SFX: Pistol. Upon Physically Stressing Out a target, automatically deal D8 Physical
Trauma.
LIMIT: Gear. Shutdown Deadly Weapons to gain 1 PP. Take an action vs. the doom
pool to recover.
Specs

Acrobatics Expert 8 Business Expert 8

Combat Master 10 Covert Expert 8

Crime Master 10 Menace Master 10


Psych Master 10 Science Expert 8

Tech Expert 8 Vehicle Expert 8

KILL THE JOKER


Milestone

1 XP when you declare that you have a score to settle with the Joker.
3 XP when you use Electrified Crowbars SFX when facing the
Joker for the entire combat.
10 XP when you either deal with your anger through counseling or a
E
heart-to-heart with a fellow hero, or you deal with it by killing the P
Joker. M M
H
E O
WIPE OUT CRIME Y
Milestone

N T
1 XP when you chastise another hero for their “soft” approach to crime
S
T I
fighting. I
3 XP when you deal Physical Trauma to a criminal foe. A O
C
10 XP when you either soften your own approach because you can’t tell L N
yourself from the bad guys anymore or you leave the team be-
A
A
cause you know they will never have what it takes to truly end L
crime. L

HERO DATAFILES S169


fi
fi
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ff
ff
fl
ff
BAT FAMILY

RED ROBIN
SOLO

Distinctions
Young Detective Tim Drake
Af liations
6 4
[Secret]
BUDDY 10
+1PP
By The Book
OR
Born Leader
TEAM 8 8
Power Set

STUDENT OF THE BAT


Enhanced Reflexes 8 Enhanced Stamina 8

SFX: Focus. In a pool that includes a Student Of The Bat power, replace two dice
of equal rating with a single die at +1 step.
SFX: Second Wind. Before making an action with your Student Of The Bat power,
you may move your Physical Stress to the doom pool and step up that Student
Of The Bat power by +1 for this action.
LIMIT: Exhausted. Shutdown any Student Of The Bat power and gain 1PP. Recov-
er the power by activating an opportunity or during a Transition Scene.
Power Set

FLIGHT HARNESS
Cybernetic Senses 6 Enhanced Durability 8 PP XP

Flight 6 Weapon 6
SFX: Insulated. Sped 1PP to ignore stress, trauma, and complications from cold, elec-
tricity, re, or inhalants.
SFX: Wing Blades. Add a D6 and step back the highest die in the dice pool by -1.
Step up the Physical Stress in icted by +1.
SFX: Winged Charge. Against a single target step up or double Flight. Remove the
highest-rolling die and add three dice for your total.
LIMIT: Gear. Shutdown Flight Harness to gain 1 PP. Take an action vs. the doom
pool to recover.
Specs

Acrobatic Master 10 Combat Master 10

Covert Master 10 Crime Master 10


Menace Expert 8 Psych Expert 8

Science Expert 8 Tech Expert 8

Vehicle Expert 8

BRILLIANT TACTICIAN
Milestone

1 XP when you make a battle plan with your allies.


3 XP when you use your intelligence to create an asset for an ally dur-
ing an Action Scene.
10 XP when you either convince another hero to join your team, or you
E
leave the team to pursue a solitary career. P
M M
H
E O
Y
INDEPENEDENT N T
Milestone

S
T I
1 XP when you distance yourself from your past as Batman’s sidekick. I
3 XP when you prove one of your decisions was the best for your A O
team.
C
L N
10 XP when you either earn the respect of an older, established hero A
A
and thus emerge from Batman’s shadow, or you accept and em- L
brace the truth that you will always be associated with Batman. L

S170 SADISTIC
fi
fi
fl
PANTHEON

RED ROBIN
SOLO

Distinctions
Young Detective Tim Drake
Af liations

6 4
[Secret]
BUDDY 10
+1PP
By The Book
OR
Born Leader
TEAM 8 8
Power Set

STUDENT OF THE BAT


Enhanced Reflexes 8 Enhanced Stamina 8

SFX: Focus. In a pool that includes a Student Of The Bat power, replace two dice
of equal rating with a single die at +1 step.
SFX: Second Wind. Before making an action with your Student Of The Bat power,
you may move your Physical Stress to the doom pool and step up that Student
Of The Bat power by +1 for this action.
LIMIT: Exhausted. Shutdown any Student Of The Bat power and gain 1PP. Recov-
er the power by activating an opportunity or during a Transition Scene.
Power Set

FLIGHT HARNESS
Cybernetic Senses 6 Enhanced Durability 8 PP XP

Flight 6 Weapon 6
SFX: Insulated. Sped 1PP to ignore stress, trauma, and complications from cold, elec-
tricity, re, or inhalants.
SFX: Wing Blades. Add a D6 and step back the highest die in the dice pool by -1.
Step up the Physical Stress in icted by +1.
SFX: Winged Charge. Against a single target step up or double Flight. Remove the
highest-rolling die and add three dice for your total.
LIMIT: Gear. Shutdown Flight Harness to gain 1 PP. Take an action vs. the doom
pool to recover.
Specs

Acrobatic Master 10 Combat Master 10

Covert Master 10 Crime Master 10


Menace Expert 8 Psych Expert 8

Science Expert 8 Tech Expert 8

Vehicle Expert 8

BRILLIANT TACTICIAN
Milestone

1 XP when you make a battle plan with your allies.


3 XP when you use your intelligence to create an asset for an ally dur-
ing an Action Scene.
10 XP when you either convince another hero to join your team, or you
E
leave the team to pursue a solitary career. P
M M
H
E O
Y
INDEPENEDENT N T
Milestone

S
T I
1 XP when you distance yourself from your past as Batman’s sidekick. I
3 XP when you prove one of your decisions was the best for your A O
team.
C
L N
10 XP when you either earn the respect of an older, established hero A
A
and thus emerge from Batman’s shadow, or you accept and em- L
brace the truth that you will always be associated with Batman. L

HERO DATAFILES S171


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SPIDER FAMILY

BLACK CAT
SOLO

Distinctions
Cunning Cat Burglar 4 Felicia Hardy
Af liations
8
4
[Secret]
BUDDY 10
+1PP
Stealthy Seducer
OR
Dig In Her Claws
TEAM 6 8
Power Set

CAT BURGLAR GEAR


Claws 8
Swing Line 6
Speed 6 Wall-Crawling 6

SFX: Dangerous. Add a D6 to your dice pool for an attack action and step back
the highest die in pool by -1. Step up Physical Stress in icted by +1.
LIMIT: Gear. Shut down Cat Burglar Gear to gain +1 PP. Take an action vs the
doom pool to recover.
Power Set

WILD CAT
PP XP
Enhanced Reflexes 8 Enhanced Senses 8

SFX: Infravision. Spend 1 PP to add Enhanced Senses (or step up by +1 if already !


in your pool) and reroll all dice on a reaction.
SFX: Second Wind. Before making an action with your Wild Cat power, you may
move your Physical Stress to the doom pool and step up that Wild Cat power
by +1 for this action.
LIMIT: Exhausted. Shut down any Wild Cat power to gain +1 PP. Recover by acti-
vating an opportunity or during a Transition Scene.
Specs

Acrobatic Master 10 Combat Expert 8

Covert Expert 8 Crime Master 10

FLIRTATIOUS
Milestone

1 XP when you use your Stealthy Seducer Distinction on a hero or


major Watcher Character for the first time.
3 XP when your pursue your chosen character’s attention in a flirta-
tious cat-and-mouse game causes either you or him to take at
least D8 Emotional Stress.
10 XP when you either establish a long-term relationship with your cho-
sen character (either romantic or close friendship) or you cut ties
with that character before your relationship becomes too serious. E
P
M M
H
E O
MORALLY QUESTIONABLE Y
Milestone

N T
1 XP when you rebuke an ally for letting their morals get in the way of S
what they really want. T I
3 XP when you sacrifice something you’d like to do in order to ease
I
A O
your conscience or please someone on your team who holds to a C
higher moral code. L N
10 XP when you either take the much more difficult moral high road
A
A
despite the risk of losing what you most desire or you take the L
easy road to quick success and alienate yourself from your most L
cherished allies.

S172 SADISTIC
fi
fl
PANTHEON

BLACK CAT
SOLO

Distinctions
Cunning Cat Burglar 4 Felicia Hardy
Af liations

8
4
[Secret]
BUDDY 10
+1PP
Stealthy Seducer
OR
Dig In Her Claws
TEAM 6 8
Power Set

CAT BURGLAR GEAR


Claws 8
Swing Line 6
Speed 6 Wall-Crawling 6

SFX: Dangerous. Add a D6 to your dice pool for an attack action and step back
the highest die in pool by -1. Step up Physical Stress in icted by +1.
LIMIT: Gear. Shut down Cat Burglar Gear to gain +1 PP. Take an action vs the
doom pool to recover.
Power Set

WILD CAT
PP XP
Enhanced Reflexes 8 Enhanced Senses 8

SFX: Infravision. Spend 1 PP to add Enhanced Senses (or step up by +1 if already !


in your pool) and reroll all dice on a reaction.
SFX: Second Wind. Before making an action with your Wild Cat power, you may
move your Physical Stress to the doom pool and step up that Wild Cat power
by +1 for this action.
LIMIT: Exhausted. Shut down any Wild Cat power to gain +1 PP. Recover by acti-
vating an opportunity or during a Transition Scene.
Specs

Acrobatic Master 10 Combat Expert 8

Covert Expert 8 Crime Master 10

FLIRTATIOUS
Milestone

1 XP when you use your Stealthy Seducer Distinction on a hero or


major Watcher Character for the first time.
3 XP when your pursue your chosen character’s attention in a flirta-
tious cat-and-mouse game causes either you or him to take at
least D8 Emotional Stress.
10 XP when you either establish a long-term relationship with your cho-
sen character (either romantic or close friendship) or you cut ties
with that character before your relationship becomes too serious. E
P
M M
H
E O
MORALLY QUESTIONABLE Y
Milestone

N T
1 XP when you rebuke an ally for letting their morals get in the way of S
what they really want. T I
3 XP when you sacrifice something you’d like to do in order to ease
I
A O
your conscience or please someone on your team who holds to a C
higher moral code. L N
10 XP when you either take the much more difficult moral high road
A
A
despite the risk of losing what you most desire or you take the L
easy road to quick success and alienate yourself from your most L
cherished allies.

HERO DATAFILES S173


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SPIDER FAMILY

BLACK WIDOW
SOLO

Distinctions
Dangerous Liaisons Natasha Romanov
Af liations
10 4
[Public]
BUDDY 8
+1PP
Natural Leader
OR
Russian Super Spy
TEAM 6 8

RED ROOM CONDITIONING


Power Set

Enhanced Durability 8 Enhanced Reflexes 8

Enhanced Stamina 8

SFX: Focus. In a pool including a Red Room Conditioning power replace two dice
of equal size with one die +1 step larger.
SFX: Immunity. Spend 1PP to ignore stress, trauma, and complications from aging,
disease, or psychic attacks.
LIMIT: Deep Programming. Earn 1PP to step up Emotional Stress in icted by intelli-
gence agencies or their directors by +1.
LIMIT: Kill Switch. When you take Emotional Trauma shutdown any Red Room Con-
ditioning power and gain 1 PP. Recover power when you recover that Emotion-
al Trauma.

PP XP
Power Set

WIDOW’S STING BRACELETS


Electric Blast 8 Swingline 8

SFX: Widow’s Bite. Spend 1 PP to step up Electric Blast to D10; step back to 2D6
for subsequent actions. Recover power by activating an opportunity or during a
Transition Scene.
LIMIT: Gear. Shut down Along Came A Spider to gain +1 PP. Take an action vs the
doom pool to recover.
Specs

Acrobatics Master 10 Combat Expert 8

Covert Master 10 Menace Expert 8

Vehicle Expert 8

BLACK OPS BETRAYAL


Milestone

1 XP when you first use your COVERT Specialty in an action and suc-
ceed.
3 XP when you convince a team member to make a painful or difficult
choice.
10 XP when you either betray a team member at a critical moment or
sacrifice yourself to save them.
E
P
M M
H
E O
DEADLY ROMANCE Y
Milestone

N T
1 XP when you chose to flirt with another hero. S
3 XP when you make a decision or create a circumstance that puts T I
I
your chosen hero directly in harm’s way. A O
10 XP when you either abandon your chosen hero at a critical moment C
or sacrifice something you hold dear in order to preserve your L N
chosen relationship.
A
A
L
L

S174 SADISTIC
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PANTHEON

BLACK WIDOW
SOLO

Distinctions
Dangerous Liaisons Natasha Romanov
Af liations

10 4
[Public]
BUDDY 8
+1PP
Natural Leader
OR
Russian Super Spy
TEAM 6 8

RED ROOM CONDITIONING


Power Set

Enhanced Durability 8 Enhanced Reflexes 8

Enhanced Stamina 8

SFX: Focus. In a pool including a Red Room Conditioning power replace two dice
of equal size with one die +1 step larger.
SFX: Immunity. Spend 1PP to ignore stress, trauma, and complications from aging,
disease, or psychic attacks.
LIMIT: Deep Programming. Earn 1PP to step up Emotional Stress in icted by intelli-
gence agencies or their directors by +1.
LIMIT: Kill Switch. When you take Emotional Trauma shutdown any Red Room Con-
ditioning power and gain 1 PP. Recover power when you recover that Emotion-
al Trauma.

PP XP
Power Set

WIDOW’S STING BRACELETS


Electric Blast 8 Swingline 8

SFX: Widow’s Bite. Spend 1 PP to step up Electric Blast to D10; step back to 2D6
for subsequent actions. Recover power by activating an opportunity or during a
Transition Scene.
LIMIT: Gear. Shut down Along Came A Spider to gain +1 PP. Take an action vs the
doom pool to recover.
Specs

Acrobatics Master 10 Combat Expert 8

Covert Master 10 Menace Expert 8

Vehicle Expert 8

BLACK OPS BETRAYAL


Milestone

1 XP when you first use your COVERT Specialty in an action and suc-
ceed.
3 XP when you convince a team member to make a painful or difficult
choice.
10 XP when you either betray a team member at a critical moment or
sacrifice yourself to save them.
E
P
M M
H
E O
DEADLY ROMANCE Y
Milestone

N T
1 XP when you chose to flirt with another hero. S
3 XP when you make a decision or create a circumstance that puts T I
I
your chosen hero directly in harm’s way. A O
10 XP when you either abandon your chosen hero at a critical moment C
or sacrifice something you hold dear in order to preserve your L N
chosen relationship.
A
A
L
L

HERO DATAFILES S175


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SPIDER FAMILY

GHOST SPIDER
SOLO

Distinctions
A Different Drummer Gwen Stacy
Af liations
10 4
[Secret]
BUDDY 8
+1PP
Police Chief’s Daughter
OR
With Great Power
TEAM 6 8
Power Set

ALONG CAME A SPIDER


Enhanced Durability 8 Enhanced Stamina 8

Superhuman Reflexes 10 Swingline 6


Superhuman Strength 10 Wallcrawling 8

SFX: Does Whatever A Spider Can. When you use your Acrobatics Specialty in a
dice pool, add a D6. When you use your Acrobatics Specialty to create as-
sets, step up the e ect die.
SFX: Push The Limit. Step up an Along Came A Spider power for one action. If the
action fails, take either Mental or Emotional Stress equal to the rating of the
original die.
SFX: Second Wind. Before you make an action including a Along Came A Spider PP XP
power, you may move your Physical Stress to the doom pool and step up the
Along Came A Spider power by +1.
SFX: Web Shooters. When creating web-related assets or complications, add a D6
and step up the e ect die by +1..
LIMIT: Gear. Shut down Along Came A Spider to gain +1 PP. Take an action vs the
doom pool to recover.
LIMIT: Exhausted. Shut down any Along Came A Spider power to gain +1 PP.
Recover by activating an opportunity or during a Transition Scene.
LIMIT: Nobody Dies. When an ally becomes physically stressed out, gain 1PP to step
up emotional stress.
Specs

Acrobatics Master 10 Combat Expert 8

Crime Expert 8 Tech Expert 8

MAKE HIS DEATH MEAN SOMETHING


Milestone

1 XP when you swear on Peter’s memory to protect those around you.


3 XP when you activate your Nobody Dies limit.
10 XP when you either rescue someone from imminent death whose
salvation absolves you of Peter’s death, or you fail and watch as
the person you wanted to reduce dies and your guilt at failing E
Peter again overwhelms you and forces you into isolation.
P
M M
H
E O
Y
N T
S
MY MASK IS MY BADGE T I
Milestone

I
1 XP when you act in defiance of the police. A O
C
3 XP when you disable the police to protect them from a greater L N
threat. A
A
10 XP when you either confront a high-ranking police officer and chal-
lenge their stand against you or you reveal your identity and give
L
up being Ghost Spider.
L

S176 SADISTIC
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PANTHEON

GHOST SPIDER
SOLO

Distinctions
A Different Drummer Gwen Stacy
Af liations

10 4
[Secret]
BUDDY 8
+1PP
Police Chief’s Daughter
OR
With Great Power
TEAM 6 8
Power Set

ALONG CAME A SPIDER


Enhanced Durability 8 Enhanced Stamina 8

Superhuman Reflexes 10 Swingline 6


Superhuman Strength 10 Wallcrawling 8

SFX: Does Whatever A Spider Can. When you use your Acrobatics Specialty in a
dice pool, add a D6. When you use your Acrobatics Specialty to create as-
sets, step up the e ect die.
SFX: Push The Limit. Step up an Along Came A Spider power for one action. If the
action fails, take either Mental or Emotional Stress equal to the rating of the
original die.
SFX: Second Wind. Before you make an action including a Along Came A Spider PP XP
power, you may move your Physical Stress to the doom pool and step up the
Along Came A Spider power by +1.
SFX: Web Shooters. When creating web-related assets or complications, add a D6
and step up the e ect die by +1..
LIMIT: Gear. Shut down Along Came A Spider to gain +1 PP. Take an action vs the
doom pool to recover.
LIMIT: Exhausted. Shut down any Along Came A Spider power to gain +1 PP.
Recover by activating an opportunity or during a Transition Scene.
LIMIT: Nobody Dies. When an ally becomes physically stressed out, gain 1PP to step
up emotional stress.
Specs

Acrobatics Master 10 Combat Expert 8

Crime Expert 8 Tech Expert 8

MAKE HIS DEATH MEAN SOMETHING


Milestone

1 XP when you swear on Peter’s memory to protect those around you.


3 XP when you activate your Nobody Dies limit.
10 XP when you either rescue someone from imminent death whose
salvation absolves you of Peter’s death, or you fail and watch as
the person you wanted to reduce dies and your guilt at failing E
Peter again overwhelms you and forces you into isolation.
P
M M
H
E O
Y
N T
S
MY MASK IS MY BADGE T I
Milestone

I
1 XP when you act in defiance of the police. A O
C
3 XP when you disable the police to protect them from a greater L N
threat. A
A
10 XP when you either confront a high-ranking police officer and chal-
lenge their stand against you or you reveal your identity and give
L
up being Ghost Spider.
L

HERO DATAFILES S177


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SPIDER FAMILY

SCARLET SPIDER I
SOLO

Distinctions
Back In The Hero Game Ben Riley
Af liations
8
4
[Secret]
BUDDY 6
+1PP
Faded Responsibility
OR
Not Just Any Clone!
TEAM 10 8
Power Set

CLONE OF SPIDER-MAN
Enhanced Senses Enhanced Stamina 8 8

Enhanced Speed Superhuman Reflexes 8 10

Superhuman Strength 10 Wall-Crawling 8

SFX: Second Wind. Before you make an action including a Clone Of Spider-Man
power, you may move your physical stress die to the doom pool and step up the
Clone Of Spider-Man power for one action.
SFX: Spider-Sense. Spend 1 PP to add Enhanced Senses (or step up by +1 if al-
ready in your pool) and reroll all dice on a reaction.
LIMIT: Clone. Step up or double the e ect die of a clone-related attack for 1PP.
LIMIT: Exhausted. Shut down any Clone Of Spider-Man power to gain +1 PP.
Recover by activating an opportunity or during a Transition Scene.

PP XP
REDESIGNED WEB-SHOOTERS
Power Set

Enhanced Durability 8
Swingline 8

Weapon 8

SFX: Grapple. Add a D6 and step up the e ect die by +1 when in icting a web-related
complication on a target.
SFX: Impact Webbing. When using Weapon to in ict Physical Stress, add a D6 and
keep an additional e ect die with the Grapple complication.
SFX: Spider-Tracer. Spend 1 PP or use an e ect die to create a Traced complication
for a target. You may track that target anywhere until the complication is re-
moved or Enhanced Senses is shut down.
SFX: Web Constructs. When creating web-related assets, add a D6 and step up the
e ect die by +1.
LIMIT: Gear. Shut down Redesigned Web-Shooters to gain +1 PP. Take an action
vs the doom pool to recover.
Specs

Acrobatic Master 10 Combat Expert 8

Covert Expert 8 Psych Expert 8

Science Expert 8 Tech Master 10

HIS REFLECTION
Milestone

1 XP when you reflexively respond when someone addresses the real


Spider-Man.
3 XP when you take Physical Stress that was meant for Peter Parker’s
Spider-Man.
10 XP when you either convince Peter Parker to retire as, or at least take E
a break from, being Spider-Man and enjoy civilian life while you P
take on the Spider-Man mantle, or you decide to abandon the M M
Spider-Man title and create a life for yourself. H
E O
Y
SON OF A JACKAL N T
Milestone

S
when you declare that you will make the Jackal pay for ruining T I
1 XP
your life.
I
A O
3 XP when you battle another of Jackal’s clones and doing so causes C
you Emotional Stress. L N
A
10 XP when you either track down the Jackal and destroy his clone- A
making facilities once and for all, or you make peace with the fact L
that there will always be another brother out there for you and L
give up on the hunt.

S178 SADISTIC
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PANTHEON

SCARLET SPIDER I
SOLO

Distinctions
Back In The Hero Game Ben Riley
Af liations

8
4
[Secret]
BUDDY 6
+1PP
Faded Responsibility
OR
Not Just Any Clone!
TEAM 10 8
Power Set

CLONE OF SPIDER-MAN
Enhanced Senses Enhanced Stamina 8 8

Enhanced Speed Superhuman Reflexes 8 10

Superhuman Strength 10 Wall-Crawling 8

SFX: Second Wind. Before you make an action including a Clone Of Spider-Man
power, you may move your physical stress die to the doom pool and step up the
Clone Of Spider-Man power for one action.
SFX: Spider-Sense. Spend 1 PP to add Enhanced Senses (or step up by +1 if al-
ready in your pool) and reroll all dice on a reaction.
LIMIT: Clone. Step up or double the e ect die of a clone-related attack for 1PP.
LIMIT: Exhausted. Shut down any Clone Of Spider-Man power to gain +1 PP.
Recover by activating an opportunity or during a Transition Scene.

PP XP
REDESIGNED WEB-SHOOTERS
Power Set

Enhanced Durability 8
Swingline 8

Weapon 8

SFX: Grapple. Add a D6 and step up the e ect die by +1 when in icting a web-related
complication on a target.
SFX: Impact Webbing. When using Weapon to in ict Physical Stress, add a D6 and
keep an additional e ect die with the Grapple complication.
SFX: Spider-Tracer. Spend 1 PP or use an e ect die to create a Traced complication
for a target. You may track that target anywhere until the complication is re-
moved or Enhanced Senses is shut down.
SFX: Web Constructs. When creating web-related assets, add a D6 and step up the
e ect die by +1.
LIMIT: Gear. Shut down Redesigned Web-Shooters to gain +1 PP. Take an action
vs the doom pool to recover.
Specs

Acrobatic Master 10 Combat Expert 8

Covert Expert 8 Psych Expert 8

Science Expert 8 Tech Master 10

HIS REFLECTION
Milestone

1 XP when you reflexively respond when someone addresses the real


Spider-Man.
3 XP when you take Physical Stress that was meant for Peter Parker’s
Spider-Man.
10 XP when you either convince Peter Parker to retire as, or at least take E
a break from, being Spider-Man and enjoy civilian life while you P
take on the Spider-Man mantle, or you decide to abandon the M M
Spider-Man title and create a life for yourself. H
E O
Y
SON OF A JACKAL N T
Milestone

S
when you declare that you will make the Jackal pay for ruining T I
1 XP
your life.
I
A O
3 XP when you battle another of Jackal’s clones and doing so causes C
you Emotional Stress. L N
A
10 XP when you either track down the Jackal and destroy his clone- A
making facilities once and for all, or you make peace with the fact L
that there will always be another brother out there for you and L
give up on the hunt.

HERO DATAFILES S179


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SPIDER FAMILY

SCARLET SPIDER II ~ BLOOD SPIDER


SOLO

Distinctions
Avatar Of The Other Kane Parker
Af liations
10 4
[Secret]
BUDDY 8
+1PP
Houston’s Spider-Man
OR
No Punches Pulled
TEAM 6 8
Power Set

SPIDER-CLONE
Bone Barbs Enhanced Durability
8 8

Enhanced Stamina Night Vision 6 8

Organic Webs 6 Spider Control 8

Superhuman Reflexes 10 Wall-Crawling 8

Superhuman Strength 10
SFX: Cloned Resilience. Before you make an action including a Spider-Clone power,
you may move your Physical Stress to the doom pool and step up the Spider-
Clone power by +1.
SFX: Grapple. Add a D6 and step up the e ect die by +1 when in icting a web-related
complication on a target.
PP XP
SFX: The OTHER Unleashed. Step up or double any Spider-Clone power for one
action. If the action fails, add a die equal to the original power’s die to the doom
pool.
LIMIT: Clone. Step up or double the e ect die of a clone-related attack for 1PP.
LIMIT: Exhausted. Shut down any Spider-Clone power to gain +1 PP. Recover by
activating an opportunity or during a Transition Scene.
LIMIT: Face Of The Other. Change any Spider-Clone power into a complication for
1PP. Activate an opportunity or remove the complication to recover the power.

STEALTH SUIT
Power Set

Invisibility 10 Sonic Resistance 8

SFX: Sonic Immunity. Spend 1PP to ignore stress, trauma, and complications from
sonic attacks.
SFX: Mutually Exclusive. You cannot use Invisibility and Sonic Resistance in the
same dice pool even if spending a PP.
LIMIT: Gear. Shut down Stealth Suit to gain +1 PP. Take an action vs the doom
pool to recover.
Specs

Acrobatics Master 10 Combat Expert 8

Covert Expert 8

MAN OR SPIDER?
Milestone

1 XP when you first fail at an action using The Other Unleashed.


3 XP when you use Face Of The Other or turn a spider-power into a
complication in front of someone you care about.
E
10 XP when you either let yourself go and in your anger kill someone or P
you renounce savagery and reject The Other entirely (replacing all M M
Other-based SFX and Limits). H
E O
Y
N T
S
SPIDER-MAN’S SHADOW T I
Milestone

I
1 XP when you correct someone who thinks you are THE Spider-Man. A O
C
3 XP when you take advantage of someone mistaking you for Spider- L N
Man to gain aid or to draw someone into a fight. A
A
10 XP when you either give up the Scarlet Spider identity and take on a
new super heroic identity or you find acceptance amongst your
L
peers as a hero in your own right.
L

S180 SADISTIC
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PANTHEON

SCARLET SPIDER II ~ BLOOD SPIDER


SOLO

Distinctions
Avatar Of The Other Kane Parker
Af liations

10 4
[Secret]
BUDDY 8
+1PP
Houston’s Spider-Man
OR
No Punches Pulled
TEAM 6 8
Power Set

SPIDER-CLONE
Bone Barbs Enhanced Durability
8 8

Enhanced Stamina Night Vision 6 8

Organic Webs 6 Spider Control 8

Superhuman Reflexes 10 Wall-Crawling 8

Superhuman Strength 10
SFX: Cloned Resilience. Before you make an action including a Spider-Clone power,
you may move your Physical Stress to the doom pool and step up the Spider-
Clone power by +1.
SFX: Grapple. Add a D6 and step up the e ect die by +1 when in icting a web-related
complication on a target.
PP XP
SFX: The OTHER Unleashed. Step up or double any Spider-Clone power for one
action. If the action fails, add a die equal to the original power’s die to the doom
pool.
LIMIT: Clone. Step up or double the e ect die of a clone-related attack for 1PP.
LIMIT: Exhausted. Shut down any Spider-Clone power to gain +1 PP. Recover by
activating an opportunity or during a Transition Scene.
LIMIT: Face Of The Other. Change any Spider-Clone power into a complication for
1PP. Activate an opportunity or remove the complication to recover the power.

STEALTH SUIT
Power Set

Invisibility 10 Sonic Resistance 8

SFX: Sonic Immunity. Spend 1PP to ignore stress, trauma, and complications from
sonic attacks.
SFX: Mutually Exclusive. You cannot use Invisibility and Sonic Resistance in the
same dice pool even if spending a PP.
LIMIT: Gear. Shut down Stealth Suit to gain +1 PP. Take an action vs the doom
pool to recover.
Specs

Acrobatics Master 10 Combat Expert 8

Covert Expert 8

MAN OR SPIDER?
Milestone

1 XP when you first fail at an action using The Other Unleashed.


3 XP when you use Face Of The Other or turn a spider-power into a
complication in front of someone you care about.
E
10 XP when you either let yourself go and in your anger kill someone or P
you renounce savagery and reject The Other entirely (replacing all M M
Other-based SFX and Limits). H
E O
Y
N T
S
SPIDER-MAN’S SHADOW T I
Milestone

I
1 XP when you correct someone who thinks you are THE Spider-Man. A O
C
3 XP when you take advantage of someone mistaking you for Spider- L N
Man to gain aid or to draw someone into a fight. A
A
10 XP when you either give up the Scarlet Spider identity and take on a
new super heroic identity or you find acceptance amongst your
L
peers as a hero in your own right.
L

HERO DATAFILES S181


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SPIDER FAMILY

SILK
SOLO

Distinctions
Drawn To Spider-Man Cindy Moon
Af liations
10 4
[Secret]
BUDDY 8
+1PP
Great Power & Great Sacrifice
OR
In Hiding Since High School
TEAM 6 8
Power Set

SPIDER-POWERS
Enhanced Stamina Enhanced Strength 8 8

Superhuman Reflexes 10 Organic Webbing 8

Superhuman Senses 10 Wall-Crawling 6


SFX: Grapple. Add a D6 and step up the e ect die by +1 when in icting a web-related
complication on a target.
SFX: Second Wind. Before you make an action including a Spider-Powers power,
you may move your Physical Stress to the doom pool and step up the Spider-
Powers power by +1.
SFX: Silk-Sense. On a Reaction, spend 1PP to add Superhuman Senses and step it
up by +1, then reroll all dice. PP XP
SFX: Web Constructs. When creating web-related assets, add a D6 and step up the
e ect die by +1.
SFX: Well-Practiced. Add two or more Spider-Powers powers in a single dice pool
at -1 step for each additional power..
LIMIT: Exhausted. Shutdown any Spider-Powers for 1PP. Recover by activating an
opportunity or during a Transition Scene.
LIMIT: Life Spent In Hiding. Step up Emotional Stress in icted due to issues stemming
from your past hiding from the Inheritors and gain 1 PP.
Specs

Acrobatic Mastery 10 Covert Mastery 10

FAMILY OUT THERE


Milestone

1 XP when you explain your search for your family to someone.


3 XP when you find a clue during a Transition Scene that points to-
wards the location of your family.
10 XP when you either finally find your family and explain to them why
you had to go into hiding, or give up the chance to reunite with
them forever.

E
P
M M
H
E O
THE BRIDE Y
Milestone

N T
1 XP when you use your Silk Sense to locate Peter Parker.
S
T I
3 XP when you distance yourself from Peter because of the attraction I
you both feel. A O
C
10 XP when you either neglect your duty for others because of your L N
overwhelming attraction to Peter Parker, or you move to another A
city to clear the air between the two of you. A
L
L

S182 SADISTIC
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PANTHEON

SILK
SOLO

Distinctions
Drawn To Spider-Man Cindy Moon
Af liations

10 4
[Secret]
BUDDY 8
+1PP
Great Power & Great Sacrifice
OR
In Hiding Since High School
TEAM 6 8
Power Set

SPIDER-POWERS
Enhanced Stamina Enhanced Strength 8 8

Superhuman Reflexes 10 Organic Webbing 8

Superhuman Senses 10 Wall-Crawling 6


SFX: Grapple. Add a D6 and step up the e ect die by +1 when in icting a web-related
complication on a target.
SFX: Second Wind. Before you make an action including a Spider-Powers power,
you may move your Physical Stress to the doom pool and step up the Spider-
Powers power by +1.
SFX: Silk-Sense. On a Reaction, spend 1PP to add Superhuman Senses and step it
up by +1, then reroll all dice. PP XP
SFX: Web Constructs. When creating web-related assets, add a D6 and step up the
e ect die by +1.
SFX: Well-Practiced. Add two or more Spider-Powers powers in a single dice pool
at -1 step for each additional power..
LIMIT: Exhausted. Shutdown any Spider-Powers for 1PP. Recover by activating an
opportunity or during a Transition Scene.
LIMIT: Life Spent In Hiding. Step up Emotional Stress in icted due to issues stemming
from your past hiding from the Inheritors and gain 1 PP.
Specs

Acrobatic Mastery 10 Covert Mastery 10

FAMILY OUT THERE


Milestone

1 XP when you explain your search for your family to someone.


3 XP when you find a clue during a Transition Scene that points to-
wards the location of your family.
10 XP when you either finally find your family and explain to them why
you had to go into hiding, or give up the chance to reunite with
them forever.

E
P
M M
H
E O
THE BRIDE Y
Milestone

N T
1 XP when you use your Silk Sense to locate Peter Parker.
S
T I
3 XP when you distance yourself from Peter because of the attraction I
you both feel. A O
C
10 XP when you either neglect your duty for others because of your L N
overwhelming attraction to Peter Parker, or you move to another A
city to clear the air between the two of you. A
L
L

HERO DATAFILES S183


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SPIDER FAMILY

SPIDER-MAN I
SOLO

Distinctions
Friendly Neighborhood Hero? Peter Parker
Af liations
8
4
+1PP Quickest Of Wits [Secret]
BUDDY 10
OR Great Power Great Responsibility
TEAM 6 8

RADIOACTIVE SPIDER BLOOD


Power Set

Enhanced Senses Enhanced Stamina 8 8

Enhanced Speed Superhuman Reflexes 8 10

Superhuman Strength 10 Wall-Crawling 8

SFX: Second Wind. Before you make an action including a Radioactive Spider-
Blood power, you may move your physical stress die to the doom pool and step
up the Radioactive Spider-Blood power for one action.
SFX: Spider-Sense. Spend 1 PP to add Enhanced Senses (or step up by +1 if al-
ready in your pool) and reroll all dice on a reaction.
SFX: Spider-Fu. If your pool includes either Acrobatic Master or Combat Mas-
ter, step up the Specialty die by +1 for 1 PP.
SFX: Ultra-Aware. If you use both Enhanced Senses and either Acrobatic Mas-
ter or Combat Master in your dice pool, step up your E ect Die by +1.
LIMIT: Exhausted. Shut down any Radioactive Spider-Blood power to gain +1 PP.
Recover by activating an opportunity or during a Transition Scene. PP XP

spider-themed tech
Power Set

Enhanced Durability 8 Swingline 8

Weapon 8

SFX: Grapple. Add a D6 and step up the e ect die by +1 when in icting a web-related
complication on a target.
SFX: I Have Just The Thing. When you activate an opportunity to create a Science or
Tech resource, step up that resource die. If another player spends 1 PP, their
hero may also use this resource.
SFX: Spider-Tracer. Spend 1 PP or use an e ect die to create a Traced complication
for a target. You may track that target anywhere until the complication is re-
moved or Enhanced Senses is shut down.
SFX: Web Constructs. When creating web-related assets, add a D6 and step up the
e ect die by +1.
LIMIT: Gear. Shut down Spider-Themed Tech to gain +1 PP. Take an action vs the
doom pool to recover.
Specs

Acrobatic Master 10 Combat Master 10

Covert Expert 8 Psych Expert 8

Science Master 10 Tech Master 10

SCIENCE FIVE!
Milestone

1 XP when you bond with another science-minded hero over a scientific or


technical problem.
3 XP when you use your I Have Just The Thing SFX to create an asset for E
your science buddy or a complication in a foe’s science- or tech-based P
scheme. M M
10 XP when you and your science buddy high-five each other and shout “science H
five!” after using science or tech to defeat a foe, or you forget the science E O
and defeat the big bad with a good old fashioned fist-fight. Y
N T
S
T I
TYPICAL PARKER LUCK I
Milestone

A O
1 XP when you take a D4 Distinction three times or more in a single Scene.
C
3 XP when you take emotional stress rather than physical stress and get L N
stressed out as a result, representing some kind of public embarrassment A
(that will no doubt wind up getting published in the Daily Bugle).
A
10 XP when you either redeem yourself in the public eye (+1 XP if you make J. L
Jonah Jameson look like a fool in the process) or you quit your costumed
identity because you cannot show your face as Spider-Man anymore.
L

S184 SADISTIC
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PANTHEON

SPIDER-MAN I
SOLO

Distinctions
Friendly Neighborhood Hero? Peter Parker
Af liations

8
4
+1PP Quickest Of Wits [Secret]
BUDDY 10
OR Great Power Great Responsibility
TEAM 6 8

RADIOACTIVE SPIDER BLOOD


Power Set

Enhanced Senses Enhanced Stamina 8 8

Enhanced Speed Superhuman Reflexes 8 10

Superhuman Strength 10 Wall-Crawling 8

SFX: Second Wind. Before you make an action including a Radioactive Spider-
Blood power, you may move your physical stress die to the doom pool and step
up the Radioactive Spider-Blood power for one action.
SFX: Spider-Sense. Spend 1 PP to add Enhanced Senses (or step up by +1 if al-
ready in your pool) and reroll all dice on a reaction.
SFX: Spider-Fu. If your pool includes either Acrobatic Master or Combat Mas-
ter, step up the Specialty die by +1 for 1 PP.
SFX: Ultra-Aware. If you use both Enhanced Senses and either Acrobatic Mas-
ter or Combat Master in your dice pool, step up your E ect Die by +1.
LIMIT: Exhausted. Shut down any Radioactive Spider-Blood power to gain +1 PP.
Recover by activating an opportunity or during a Transition Scene. PP XP

spider-themed tech
Power Set

Enhanced Durability 8 Swingline 8

Weapon 8

SFX: Grapple. Add a D6 and step up the e ect die by +1 when in icting a web-related
complication on a target.
SFX: I Have Just The Thing. When you activate an opportunity to create a Science or
Tech resource, step up that resource die. If another player spends 1 PP, their
hero may also use this resource.
SFX: Spider-Tracer. Spend 1 PP or use an e ect die to create a Traced complication
for a target. You may track that target anywhere until the complication is re-
moved or Enhanced Senses is shut down.
SFX: Web Constructs. When creating web-related assets, add a D6 and step up the
e ect die by +1.
LIMIT: Gear. Shut down Spider-Themed Tech to gain +1 PP. Take an action vs the
doom pool to recover.
Specs

Acrobatic Master 10 Combat Master 10

Covert Expert 8 Psych Expert 8

Science Master 10 Tech Master 10

SCIENCE FIVE!
Milestone

1 XP when you bond with another science-minded hero over a scientific or


technical problem.
3 XP when you use your I Have Just The Thing SFX to create an asset for E
your science buddy or a complication in a foe’s science- or tech-based P
scheme. M M
10 XP when you and your science buddy high-five each other and shout “science H
five!” after using science or tech to defeat a foe, or you forget the science E O
and defeat the big bad with a good old fashioned fist-fight. Y
N T
S
T I
TYPICAL PARKER LUCK I
Milestone

A O
1 XP when you take a D4 Distinction three times or more in a single Scene.
C
3 XP when you take emotional stress rather than physical stress and get L N
stressed out as a result, representing some kind of public embarrassment A
(that will no doubt wind up getting published in the Daily Bugle).
A
10 XP when you either redeem yourself in the public eye (+1 XP if you make J. L
Jonah Jameson look like a fool in the process) or you quit your costumed
identity because you cannot show your face as Spider-Man anymore.
L

HERO DATAFILES S185


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SPIDER FAMILY

SPIDER-MAN II ~ PHANTOM SPIDER


SOLO

Distinctions
Inexperienced Miles Morales
Af liations
8
4
[Secret]
BUDDY 10
+1PP
Living Up To The O.G. Spidey
OR
Villainous Family Legacy
TEAM 6 8

OZ-ENHANCED SPIDER POWERS


Power Set

Enhanced Senses Enhanced Stamina 8 8

Invisibility Superhuman Reflexes


8 10

Superhuman Strength 10 Venom Blast 6


Wall-Crawling 6
SFX: Paralyzing. When using Venom Blast to in ict a Paralyzing or Stunned
complication on a target, add a D6 and step up your e ect die by +1.
SFX: Second Wind. Before you make an action including a Oz-Enhanced Spider-
Powers power, you may move your physical stress die to the doom pool and
step up the Oz-Enhanced Spider-Powers power for one action.
SFX: Spider-Senes. Spend 1 PP to add Enhanced Senses (or step up by +1 if al-
ready in your pool) and reroll all dice on a reaction.
PP XP
LIMIT: Exhausted. Shutdown any Oz-Enhanced Spider-Power for 1PP. Recover by
activating an opportunity or during a Transition Scene.
LIMIT: Noob. Step up Emotional Stress caused by doubt, guilt, self-worth or other’s
opinions of you by +1.

gifts from peter


Power Set

Enhanced Durability 8 Swingline 8

Weapon 8

SFX: Grapple. Add a D6 and step up the e ect die by +1 when in icting a web-related
complication on a target.
SFX: Web Constructs. When creating web-related assets, add a D6 and step up the
e ect die by +1.
LIMIT: Gear. Shut down Gifts From Peter to gain +1 PP. Take an action vs the
doom pool to recover.
Specs

Acrobatics Master 10 Covert Expert 8

Crime Expert 8 Science Expert 8

Tech Expert 8

DAVID VS GOLIATH
Milestone

1 XP when you realize you are in over your head.


3 XP when you become stressed out in a fight against a foe who was
clearly too much for you. E
10 XP when you either come back swinging from an injury and take
P
M M
down a foe who previously vanquished you, or you realize there
are some foes too tough for you and you don’t even try.
H
E O
Y
N T
S
MY FOLKS ARE GONNA KILL ME T I
Milestone

I
1 XP when you do something that you think is going to get you into A O
trouble. C
L N
3 XP when you lie to your parents about where you have been. A
A
10 XP when you either hatch an elaborate scheme to sneak away to go
fight crime, or you accept that you should keep your head in the
L
moment and let crime deal with itself.
L

S186 SADISTIC
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PANTHEON

SPIDER-MAN II ~ PHANTOM SPIDER


SOLO

Distinctions
Inexperienced Miles Morales
Af liations

8
4
[Secret]
BUDDY 10
+1PP
Living Up To The O.G. Spidey
OR
Villainous Family Legacy
TEAM 6 8

OZ-ENHANCED SPIDER POWERS


Power Set

Enhanced Senses Enhanced Stamina 8 8

Invisibility Superhuman Reflexes


8 10

Superhuman Strength 10 Venom Blast 6


Wall-Crawling 6
SFX: Paralyzing. When using Venom Blast to in ict a Paralyzing or Stunned
complication on a target, add a D6 and step up your e ect die by +1.
SFX: Second Wind. Before you make an action including a Oz-Enhanced Spider-
Powers power, you may move your physical stress die to the doom pool and
step up the Oz-Enhanced Spider-Powers power for one action.
SFX: Spider-Senes. Spend 1 PP to add Enhanced Senses (or step up by +1 if al-
ready in your pool) and reroll all dice on a reaction.
PP XP
LIMIT: Exhausted. Shutdown any Oz-Enhanced Spider-Power for 1PP. Recover by
activating an opportunity or during a Transition Scene.
LIMIT: Noob. Step up Emotional Stress caused by doubt, guilt, self-worth or other’s
opinions of you by +1.

gifts from peter


Power Set

Enhanced Durability 8 Swingline 8

Weapon 8

SFX: Grapple. Add a D6 and step up the e ect die by +1 when in icting a web-related
complication on a target.
SFX: Web Constructs. When creating web-related assets, add a D6 and step up the
e ect die by +1.
LIMIT: Gear. Shut down Gifts From Peter to gain +1 PP. Take an action vs the
doom pool to recover.
Specs

Acrobatics Master 10 Covert Expert 8

Crime Expert 8 Science Expert 8

Tech Expert 8

DAVID VS GOLIATH
Milestone

1 XP when you realize you are in over your head.


3 XP when you become stressed out in a fight against a foe who was
clearly too much for you. E
10 XP when you either come back swinging from an injury and take
P
M M
down a foe who previously vanquished you, or you realize there
are some foes too tough for you and you don’t even try.
H
E O
Y
N T
S
MY FOLKS ARE GONNA KILL ME T I
Milestone

I
1 XP when you do something that you think is going to get you into A O
trouble. C
L N
3 XP when you lie to your parents about where you have been. A
A
10 XP when you either hatch an elaborate scheme to sneak away to go
fight crime, or you accept that you should keep your head in the
L
moment and let crime deal with itself.
L

HERO DATAFILES S187


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GLOSSARY OF GAME TERMS
Act: A chunk of time involving multi- Doom dice: Dice in the doom pool.
ple Scenes, all of it leading up to
some pivotal point or moment. Doom pool: The pool of dice the
Watcher uses in place of PP to
Action: Rolling dice to achieve a add to the heroes’ opposition
desired outcome. Opposed by a and activate additional threats,
reaction. challenges, and situations.

Action order: The order in which the E ect die: A die from your roll not
characters act, determined by included in your total, and used
the situation and then by the to create an asset, complication,
players. or stress.

Activate an opportunity: Spending a Event: A single, over-arching story-


PP or a doom die to gain a ben- line, incorporating several Acts
e t from an opponent’s oppor- and many Scenes.
tunity (roll of 1 on the dice).
Experience Points (XP): Earned by
Attack action: An action taken to hitting triggers in Milestones and
in ict stress or a complication used to unlock data le updates,
on a target character or trait. gain new traits and resources, or
trigger interesting developments
A liations: Three traits—Solo, Bud- in the story.
dy, and Team—that embody a
hero’s comfort level, capability, Extraordinary success: When your
and con dence with others or action total is 5 or more points
alone. higher than your opponent’s
reaction total.
Asset: A bene cial e ect die that can
be added to a hero’s dice pool. Framing a Scene: Establishing who
is present in a Scene and where
Botch: Rolling all 1s (opportunities) they are.
on a dice pool. This is a critical
failure. Your total is zero. The Hitting the trigger: Completing the
Watcher introduces a D6 com- requirements on a Milestone to
plication, which steps up auto- get an XP award.
matically by +1 for every two
opportunities past the rst. You Limit: Restriction on a Power Set that
do not gain a PP for a botch. helps the player generate PP.

Complication: A problematic e ect Major character: Usually an antago-


die that is added to an opposing nist of the player heroes, creat-
dice pool. ed using the same rules hero
data les are created with.
Data le: Sheet with everything you
need to know about your hero Milestone: A guide to the sorts of
and the traits— powers, signi - decisions the hero should make
cant backgrounds, abilities, and or seek out during play.
so on—that you can use in the
game. Minor character: Usually a sec-
ondary villain or hero in the cur-
Dice pool: A collection of dice from rent Event, with limited data les.
various on your hero’s data le
that sup- port or help to achieve Mob: Anywhere from two to a dozen
a goal. or more individual Watcher
characters that act and behave
Distinction: A trait that represents as a unit.
de ning backgrounds, personal-
ity traits, or catchphrases that Opportunity: Any die that comes up
summarize important facets of a 1 in a roll.
the hero’s outlook and approach
to life. Panel: A moment in the Scene, usu-
ally en- compassing a single

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character’s action or e ort to do
something. Step back: Switch out a die for one
with fewer sides.
Plot Point (PP): The currency of play;
earned by investing in the story Step up: Switch out a die for one
or taking risks; spent to enhance with more sides.
your hero’s actions, activate
opportunities rolled by the Stress: Negative traits gained as a
Watcher, and more. result of con ict; can be emo-
tional, mental, or physical.
Power Set: A thematic collection of
super- powers, special e ects Stress out: When a kind of stress
(SFX), and Limits on those pow- (emotional, mental, or physical)
ers. exceeds d12; the character
can’t take any actions until
Power trait: A trait in a Power Set stress is recovered.
that represents a standard su-
per-power. Stunt: A d8 push die that’s themati-
cally linked to a hero’s Power
Push: Adding a d6 to your dice pool. Set or Specialty. Support action:
Using your action to try to help
Reaction: Rolling a dice pool in re- another hero, usually by creating
sponse to an action. an asset.

Recovery action: Rolling dice to Total: A measure of how much e ort


attempt to recover from stress your hero has put forward, usu-
or trauma more quickly. ally the sum of two dice in your
dice pool.
Resource: A stunt linked to a Spe-
cialty representing contacts, Traits: Powers, signi cant back-
knowledge, or tools. grounds, abilities, and so on.

Scene: A period of time centered on Transition Scene: A Scene that rep-


a single con ict or situation. resents a break in the action,
when the heroes can plan, es-
Scene Distinction: Traits put on a tablish resources, and recover
Scene by the Watcher; they may from stress and trauma.
help or hinder the heroes.
Trauma: Persistent negative traits
Shutdown: When you can’t use a that result from being stressed
power trait or Power Set until out.
the recovery condition is met.
Trigger: A speci c element of a Mile-
Specialty: A trait that represents stone that earns you XP for
skills, contacts, knowledge, and meeting the conditions it sets.
training beyond the level of an
average person. Each Specialty Watcher: Player responsible for
is rated at either Expert or Mas- maintaining the coherent uni-
ter. verse around the super heroes
through knowledge of the rules
Specialty character: Sometimes and the Event and by playing
referred to as a mook, thug, or Watcher characters.
minion, very often nameless and
without much more than a hand- Watcher characters: The super
ful of traits. villains, helpful allies, innocent
bystanders, and others that
Special e ects (SFX): Personalized inhabit the game and which are
tricks that individualize Power played by the Watcher.
Sets to suit a hero.

Step: The di erence between con-


secutive sized dice, such as the
di erence between a d4 and d6.
The di erence be-tween a d4
and a d8 is two steps, and so
on.

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DATAFILE INDEX
A.I. Goblin Glider S57 Expert Converted S101 Mob Lieutenant S19
Civilian Mob

Angel Sentinel S140 Expert Detective S14 Mole Man S136

Batgirl I S156 Expert Goon S18 Moleshark S111

Batgirl IV S158 Expert Inmate S77 Moloid Mob S111

Batman S160 Expert Jouirnalist S27 Monster Hugo Strange S99

Batwoman S162 Expert Legal Team S71 Monster Men S56

Beast S134 Expert Thug S18 Mr. Fantastic S146

Beast Sentinel S140 Foot Soldier S151 Nightwing S166

Bebop S150 Friends Of The Hive S93 NYC Police Chief S15
Mob Sylvia Trent

Black Cat S172 Ghost Rider S148 Ollis Knap S44

Black Mask S19 Ghost Spider S176 Penguin S133

Black Spider S132 Green Goblin S138 Pismire Assault S126

Black Widow S174 Harley Quinn S132 Polaris Sentinel S142

Carion S134 Heist Team Members S53 Queen Pismire S122

Carnage S138 Holocaust S143 Raphael S153

Catwoman S164 Horace Twine S70 Ravenloft Guard Mob S38

Chaos Storm S120 Hugo Strange S139 Red Hood S168

Cobra Commander S146 Iceman Sentinel S141 Red Robin S170

Cobra H.I.S.S. Tank S113 J Jonah Jameson S28 Rocksteady S153

Cobra Trooper Mob S114 Joker S139 Rookie Photojournalist S27

Colossus S144 Kingpin S20 Scarlet Spider I S178

Commissioner Gordon S15 Leonardo S151 Scarlet Spider II S180

Cyclops Sentinel S141 M.O.U.S.E.R. Mob S152 Shadowcat S144

Darkclaw S145 Malice S147 Shriek S137

Demogoblin S135 Marrow S136 Silk S182

Donatello S150 Marvel Girl Sentinel S142 Spider-Man I S184

Doppelgänger S135 Master Henchmen S18 Spider-Man II S186

Dr. Cassandra Briar S45 Master Hive S85 Talia Al Ghul S133

Dr. Cassie Briar S39 Master Journalist S27 Titania S149

Dreadnaught S73 Master P-BT-Nu S58 Vile McNasty S41

Emplate S143 Master Photojournalist S27 Violent Mob S81

Expert Beat Cop S14 Master Security S78


Guards

Expert BT-Nu S52 Michaelangelo S152

S190
CREDITS
Author
Jayson Jolin

Spider-Man And Batman Author


J. M. DeMatties

Data les
Jayson Jolin
David White
Joe Stroup

Artists On The Spider-Man And Batman Comic


Mark Bagley (Marvel)
Scott Hanna (Marvel/DC) (https://scotthannaart.com/)
Mark Farmer (DC)

Back Cover Artists


Michael Turner** (https://www.aspencomics.com/) (pencils) (deceased)
Peter Steigerwald (https://www.aspencomics.com/) (colorist)

Other Artists*
Robert Henderson (Una liated) (https://syetc5.artstation.com/)
Jack Purcell (DC/Marvel)
Tom Chu (DC/Marvel)
Greg Capullo (DC) (https://www.capulloart.com/)
Brian Bollard (DC)
Iban Coello (DC/Marvel)
Brian Reber (Marvel) (https://www.facebook.com/Rebercolors/)
Vasco Georgiev (DC) (https://www.vascogeorgiev.com/)
Jason Faber (DC) (https://jasonfabok.bigcartel.com/)
Todd Nauck (Marvel [Giant Sized Gwen Stacy]) (https://toddnauck.com/)
Daviddv1202 (Una liated) (https://www.deviantart.com/daviddv1202)

*Every e ort is made to attribute art back to its creator. Only when the origi-
nal source is unknown will an attribution not be made. Any artist requesting
that their art be removed from this work will be heeded.

Artists who explicitly gave permission are listed in green.


Artists for whom no contact information could be found are listed in purple.
Artists whom we contacted but whom did not respond are listed in blue.

This game material references the Cortex Prime® game system. Cortex® and Cortex Prime ® and all associated logos and
trademarks are solely owned by Dire Wolf Digital. and are used with permission. Dire Wolf Digital. makes no representation or
warranty as to the quality, viability, or suitability of the purpose of this product.

All characters and images used, unless otherwise noted, are the property of Marvel Comics, DC Comics, or the individual
artists. Images and characters used under Fair Use.

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