Docslide - Us - Mutants Masterminds 3e Threat Report PDF
Docslide - Us - Mutants Masterminds 3e Threat Report PDF
Docslide - Us - Mutants Masterminds 3e Threat Report PDF
Threat Report
Writing and Design: Glenn Hall, Steve Kenson,
Jon Leitheusser, Prof. Christopher McGlothlin, M.Ed.,
Jack Norris, and Aaron Sullivan
Editing & Development: Jon Leitheusser
Art Direction and Graphic Design: Hal Mangold
Cover Art: Alberto Foche, Anthony Castrillo, Sean Izaakse, MK Ultra
Cartography: Sean MacDonald
Interior Art: Darren Calvert, Anthony Castrillo,
Talon Dunning, Alberto Foche, Sean Izaakse, MK Ultra, Ramon Perez
Publisher: Chris Pramas
Green Ronin Staff: Bill Bodden, Joe Carriker, Will Hindmarch, Steve Kenson, Jon Leitheusser, Nicole Lindroos,
Hal Mangold, Chris Pramas, Evan Sass, and Marc Schmalz
Mutants & Masterminds Threat Report is 2012 Green Ronin Publishing, LLC. All rights reserved.
References to other copyrighted material in no way constitute a challenge to the respective
copyright holders of that material. Mutants & Masterminds, Super-Powered by M&M, Green Ronin,
and their associated logos are trademarks of Green Ronin Publishing, LLC.
The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License,
Version 1.0a: hero points, power points. All character and their associated images, descriptions,
backgrounds, and related information are declared Product Identity.
The following text is Open Gaming Content: all game system rules and material
not previously declared Product Identity
Printed in USA
Table of Contents
Introduction...............................................3
How To Use This Book............................................ 3
How This Book Is Organized.............................. 3
Solos Villains.............................................5
Abracadaver........................................................... 6
Anvil.........................................................................10
Arcanix....................................................................12
The Battle Brothers...........................................16
Black Vulture........................................................18
Cerebrus Rex..........................................................20
Robosaurs................................................................................23
Cortex......................................................................24
Dakuwanga............................................................28
Death Magnetic....................................................30
Dollface..................................................................32
Doctor Azoth........................................................36
The Homunculi.......................................................................38
Doctor Shock........................................................42
Doctor Sin..............................................................44
Dracula, Lord of Vampires..............................46
Eris.............................................................................50
Facade......................................................................54
Fallout....................................................................56
Allies of Fallout........................................................................58
Ground Zero............................................................................59
Half-Life....................................................................................59
Meltdown.................................................................................60
Faster Pussycat....................................................62
Foxfire.....................................................................64
The Hand of Sin.....................................................68
Hexenhammer........................................................70
Huntmaster...........................................................74
Jade Spider.............................................................78
Junkpile...................................................................80
Kid Karma................................................................82
King Babylon.........................................................84
Ku Tu the ETernal.................................................86
Followers of Ku Tu..................................................................88
Lady Vila & Treker................................................90
Treker.........................................................................................92
The Mad Machinist...............................................94
Mastermind............................................................98
Mindfire.................................................................102
Mosquito..............................................................104
Pack-Rat.................................................................106
Professor Jackanapes.....................................108
Professor Zed.....................................................110
Redwood...............................................................114
Sleepwalker.........................................................116
The Terror............................................................118
Tribal......................................................................120
Villain Groups..........................................123
The Cybertribe.....................................................124
Motherboard.........................................................................126
Pulse........................................................................................128
Digital Demon......................................................................130
Rez............................................................................................132
Sister Steel..............................................................................133
Heavy Metal..........................................................................135
The Eightfold Web.............................................138
The Looking Glass Gang..................................143
White Rabbit..........................................................................146
Bill the Lizard.........................................................................146
Dormouse..............................................................................147
Alice.........................................................................................147
The Hatter..............................................................................147
Red Queen..............................................................................148
The Power Corps.................................................149
The Starbreed......................................................152
Erebus......................................................................................154
Drakko....................................................................................154
Ironmonger............................................................................155
Sisters-in-Scarlet...................................................................155
Skulk........................................................................................157
The Trident...........................................................160
Coral Snake............................................................................161
Steelhead...............................................................................164
Trawler....................................................................................166
Table of Contents
Introduction
Threat Report is a collection of villains for the Mutants & Masterminds superhero roleplaying game (Third Edition). Inside
this volume youll find dozens of characters to use as antagonists in your M&M adventures! The Mutants & Masterminds
Heros Handbook gave you the rules to play. This book gives you a wide selection of villains to populate that world and
give your heroes menaces to fight.
Some of these villains may be familiarespecially for fans of the Threat Report weekly series of electronic products and
the Freedom City settingwhile some are new, even for fans of those products. We have added some villains to this
collection, seen here for the first time!
When the third edition of Mutants & Masterminds premiered, one of the supplements was a new venture for the game:
a series featuring a new villain each week, complete with game information, background, illustration, and adventure
hooks. If the series did well, there was the possibility of collecting it eventually. This book is proof that players and Gamemasters of M&M found Threat Report a fun, useful resource for the game!
Introduction
The Offense section of a character includes shorthand notations about the characters attack values
and powers. This section does not list all the information about those powers and may not even
include all of the powers or abilities that character is
capable of using. Be sure to look at the full write-up
of the characters powers and advantages in order
to learn exactly what theyre capable of and what
your options are.
Introduction
ite govern
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MERRIWETHER, LUCAS
CLEARANCE RED+
22:35 - PST
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THREATS: SOLOS
SEARCH:
Dakuwanga
Lady Vila
Redwood
The Terror
Prof. Jackanapes
Hexenhammer
Abracadaver
Real Name: Mortimer Coffin (formerly Martin Achery)
Occupation: Magician
Base: Emerald City
Solo Villains
Abracadaver PL11
STR
8
STA
-
AGL
1
DEX
3
Powers
Cadaverous Body: Enhanced Strength 8; Immunity 30
(Fortitude effects); Protection 12 (Fades) 52 points
Dark Aura: Sustained Protection 4 4 points
Death Magic: Array (22 points)
Dark Bolt: Ranged Damage 11 22 points
Dark Tendrils: Ranged Cumulative Affliction 7 (Resisted
by Dodge; Hindered and Vulnerable, Defenseless and
Immobile), Extra Condition, Limited Degree 1 point
Dead of Night: Burst Area 2 (60 feet) Visual Concealment 4
Attack (All Visual) 1 point
Deaths Door: Teleport 5 (900 feet; Portal) 1 point
Life Drain: Ranged Progressive Weaken Stamina 5 1 point
Grave Sight: Senses 5 (Darkvision, Magical Awareness,
Ranged Detect Life) 5 points
The Walking Dead: Summon Zombies 2 (Sixteen 30-point
minions), Controlled, Horde, Mental Link, Multiple Minions
4, Sacrifice, Variable Type: Zombies 28 points
Skills
Deception 10 (+12), Expertise: Magic 10 (+13), Expertise:
Medicine 4 (+7), Expertise (PRE): Perform 4 (+6), Expertise:
Theology 2 (+5), Intimidate 10 (+12), Perception 6 (+7), Ranged
Combat: Death Magic 8 (+11), Sleight of Hand 8 (+11), Stealth
6 (+7), Treatment 4 (+7)
Advantages
Close Attack 4, Daze (Deception), Fascinate (Expertise:
Perform), Ritualist, Startle
Personality
For a dead man, Abracadaver is quite animated. He is still
something of a showman because of his days as a stage
magician. He cant help but act with a certain flair when
confronted with a potential audience, even if that audience is costumed and is trying to thwart his latest plot.
He is particularly fond of deathtraps and dramatic monologues. When hes alone, Abracadaver tends to be more
withdrawn and brooding. He does, however, possess a
rather morbid sense of humor, even in his darkest hours.
Solo Villains
FGT
4
INT
3
AWE
1
PRE
2
Offense
Initiative +1
Dark Bolt +11
Ranged, Damage 11
Unarmed +8
Close, Damage 8
Defense
Dodge
Fortitude
Immune
Parry
Toughness
16
Will
11
36
Power Points
Abilities
18
Skills
Powers
115
Defenses
17
Total
194
Advantages
Complications
Motivation Power: Abracadaver desires power. He always
used to say that he would find a way to get power, even if it
killed him. Well, it did. And still he wants more.
Prejudice: Few people feel comfortable being in the company
of the walking corpse. As a result, Abracadaver is feared by
most.
Recognition: Abracadaver wants to be remembered as the
greatest magician of all time, and he doesnt seem to care how
he accomplishes that feat.
Rivalry: Part of Abracadavers desire to be recognized as a
master magician involves his pathological need to outdo all
other living magicians. And if he can outdo the dead ones too,
even better.
Allies
There are few people willing to work with someone
as morose and, well, dead as Abracadaver. He makes a
powerful ally, but few can stand being around him for
very long, so most of his associations are strickly short
term. As far as other villains go, Madame Macabre is the
only one who seems to enjoy his company at all. When
he needs a helping hand, he usually just animates a small
army of zombies to do his biddingnot only are they tireless workers, but they follow orders without question and
never complain about anything!
The Star of Ahgrazul: A golden eight-pointed star set with a red gemstone at its center. The Star is more than just
a key, it is also a magical compass, attuned to the other two keys as well as to the location of the Vault of Scrolls.
The Star is held in a museum collection, forcing the heroes to pull strings with the museum or the authorities to get
ahold of it or risk breaking the law in order to steal it.
The Rod of Obroros: A sigil-carved iron rod about eighteen inches long, buried in a cavern in the frozen wasteland of Siberia, guarded by ghostly Mongol warriors (use the Warrior Demon archetype on page 137 of the M&M
Gamemasters Guide). Russian authorities may also have questions for the heroes trying to enter or leave the country
(especially with a Russian artifact!), perhaps even some trouble with local Russian superheroes!
The Ring of the Modrossus: A tri-metal ring braided of gold, silver, and copper, large enough to fit around an
adults forearm. The Ring is hidden in a castle on the coast of Ireland, reputed to be haunted, but actually a
site where the Serpent People sometimes visit the surface (use Coral Snakes ophidian form on page 163 as an
example). The Serpent tribe has the Ring but are unable to touch it, carrying it in a sealed casket and worshipping
it as a relic.
When the three items are brought together, the Star of Ahgrazul shows the way to a hidden temple in the depths of
the Amazon jungle, the site of the Vault of the Scrolls. The three artifacts also fit together to form a large key: the Rod
connecting the Star and Ring. No sooner do the heroes discover this, however, than the key is stolen... by Arcanix! (See
Arcanix, page 14, for Scrolls of the Secret Circle, Part 2.)
Enemies
Abracadaver seems to evoke a sense of loathing from
almost everyone. However, he maintains a special
animosity for other magicians, both normal and superpowered alike. His fierce desire to be known as the greatest
magician of all drives him to seek out others of his kind
in order to borrow their ideas, drain their life force, and
unburden them of any magical items or weapons they
may possess.
Hooks
Gone, But Apparently Not Forgotten: The heroes are
contacted by the bereaved wife of a deceased occultist
because someone has stolen her husbands body from
the graveyard where he was recently laid to rest. Upon
investigating, the heroes discover that someone has
been robbing cemeteries across the city, specifically
targeting graves containing the bodies of ex-occultists,
academics, and stage magicians. Soon after, the heroes
must stop a crime spree perpetrated by none other than
the missing dead men and women who are now magicwielding zombies controlled by their new master, Abracadaver!
The Not-So-Good Book: Abracadaver learned his magical
powers through dedicated study of a mysterious black
booka book that holds the secrets of life and death. But
now another villain has stolen that book! The heroes are in
a race against time as they try to prevent Abracadaver from
reacquiring his most prized possession. And, of course,
there is still the matter of having to catch the daring thief as
well, who may have his or her own plans for it.
Trilogy Of The Damned: Abracadaver learns that the
black book is only the first book in a trilogy of terrible
tomes. He will stop at nothing to complete his unholy
collection in the hopes of unlocking even greater power.
The other books are all scattered and hidden away in
various hard-to-reach locations, such as the restricted
section of the library, a private collection, or possibly even
someplace more exotic like the ruins of a castle, the hold
of a sunken ship, or lost in another dimension. The heroes
must keep Abracadaver from getting his hands on those
tainted tomes before it is too late!
Solo Villains
MERRIWETHER, LUCAS
CLEARANCE RED+
18:37 - PST
return to Main Database
FROM:
Elizabeth Nguyen
TO:
Lucas Merriweather
<[email protected]>
<[email protected]>
SUBJECT:
ite govern
el
service
n
o
i
t
erican
m
a
Its somewhat embarrassing, sir, but I should also like to request a tap-and-trace on my
office line. Apparently, Mr. Moore became aware of my investigation at some point and
was even able to get a look at me from a distance. Hes called my office a number of times,
alternating between offers to set the record straight andunbelievablyasking me out.
t interv
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Sincerely,
THE
OFTHIS
THISFILE
FILEARE
ARE
CLASSIFIED
RED/Restricted
THE CONTENTS
CONTENTS OF
CLASSIFIED
AS AS
YELLOW/Restricted
ENCRYPTION DELTA - EIGHT ENABLED
Solo Villains
Third Edition
Anvil
Real Name: Donnie Moore
Occupation: Roustabout and muscle-for-hire
Base: Mobile
Donnie Moore has never been interested in anything
that didnt involve drinking, fighting, or riding motorcycles. Hes been kicked out of every gang hes ever been in,
usually for excessive violence, or simply for never letting
up on his whole one-upmanship trip. He was riding a
borrowed bike down to the police station to get his
own motorcycle out of impound when he was caught
in the Silver Storm. He passed out during his transformation and only regained consciousness as a policeman
leaned over him to ask if he was okay. Still groggy, and
reacting instinctively to a badge being way too close for
comfort, Donnie punched the officer. When he saw the
policeman fly across the street and through the display
window behind him, Donnie was speechless.
Then, he realized hed become superstrong, punched the air, let out a war
cry, and charged through the police
and AEGIS agents gathering in the area
before fleeing the scene (causing a little enjoyable property damage along the way).
After that, it just didnt take Donnie long to come up with
a new career that involved punching powerful people for
very good money, picking up the handle Anvil along the
way.
Personality
Anvil views himself as a mans man and spends every
waking hour proving it. He is loud, unrelentingly abrasive,
boorish to an unbelievable degree, and generally tries
to model his behavior after his idols, professional wrestlers. He loves being Anvil. Loves it. In his mind, hes finally
the strongest and toughest of
dudes and hes happy to tell
the world about itall the
time. He laments no longer
being able to get drunk or
high, and that his new
specially-reinforced bike
was so expensive, but
its all worth it to able to
take anyone he wants
and throw them through
the wall of his choice.
Allies
Anvil works with anybody if the pay is
right, or if he likes them, or if theyre
just pretty (though hes pretty sure hell
never hit on Mindfire againtalk about
overreacting). He gets along very well with
other superhumans who have similar personalities, such
as fellow stormers Gator and Strongarm, or the Russian
mercenary Perun.
10
Solo Villains
Anvil PL11
STR
14
STA
10
AGL
2
DEX
-1
Powers
Mad Combat Skillz, Baby! Oh, Yeah!: Array (37 points)
Bowling Ball Charge, Baby! Oh, Yeah!: Reaction Damage
7 (Limited to While Charging) and linked Reaction Move
Object 4 (Limited to knocking objects he strikes back/away)
37 points
Head Butt from Hell, Baby! Oh, Yeah!: Enhanced
Advantage 2 (Improved Critical 2 (Head Butt)) Linked to
Cumulative Affliction 15 (Resisted by Fortitude; Dazed,
Stunned, Incapacitated) Linked to Unarmed Attack 1 point
Metal Body, Baby! Oh, Yeah!: Enhanced Stamina 7; Enhanced
Strength 11; Feature 4 (Increased Mass 4; 1,600 lbs);
Shrinking 4 (Normal Strength, Innate, Permanent; 3 feet
tall); Strength-based Damage 1 54 points
Shrug It Off, Baby! Oh, Yeah!: Immunity 16 (Age, Fatigue,
Life Support); Immunity 80 (Toughness resistance checks;
Resistance to Physical attacks only, Limited to attacks he
knows are coming, Limited to Half Effect); Impervious
Toughness 14; Protection 5 55 points
Skills
Acrobatics 4 (+6), Athletics 4 (+18), Deception 4 (+6), Expertise:
Pop Culture 4 (+4), Expertise: Streetwise 4 (+4), Insight 2 (+2),
Intimidation 8 (+10*), Stealth 0 (+6*), Vehicles 6 (+5)
Advantages
All-out Attack, Chokehold, Close Attack 2, Equipment 4, Fast
Grab, Improved Critical 2 (Head Butt), Improved Trip, Instant Up,
Move-by Attack, Power Attack, Startle
Equipment
Reinforced Motorcycle 17 points
Size: Medium Str: 7 Spd: 6 Def: 10 Tou: 8 Features: Navigation
System
Enemies
Anvil is too laid back to accumulate many actual enemies.
He wishes those AEGIS geeks would stop jumping him
every time he sits down for a cold brew. Fighting them just
isnt that interesting anymore.
Hooks
This Is The Part Where I Punch You In The Face: Anvils
hired to guard some crime figures the heroes have come
to take down. Or, someone the heroes made very angry
pays Anvil to beat a lesson into them. No matter what the
cause, Anvils answer is the same, Fight!
Whatever You Want, Babe, You Got It: Theres a new
woman in Anvils life, an exotic dancer named Tiffany, and
she has a taste for the good life. So to impress her, Anvil
goes on an unusual crime spree of stealing lavish gifts:
jewelry, mink coats, expensive shoesstuff that babes
Solo Villains
FGT
5
INT
0
AWE
0
PRE
2
Offense
Initiative +2
Bowling Ball Charge +7
Head Butt +7
Unarmed +7
Close, Damage 15
Defense
Dodge
7*
Fortitude
14
Parry
7*
Toughness
15
Will
Power Points
Abilities
28
Skills
18
Powers
14
Defenses
13
Advantages
14
Total
207
Complications
Accident: Anvil weighs three-quarters of a ton, destroys
unreinforced surfaces beneath his feet, and cant usually get to
the higher floors of a building because the stairs and elevators
wont hold him.
And now we FIGHT!: Anvil is delightfully unsophisticated and
views violence as the only worthy solution to pretty much any
problem. He doesnt think things through or plan, instead, if
something goes wrong, he fights!
But Youre a Girl: Anvil is a chauvinist and patronizing to
womenbut he also wont hit one unless she tears into him
first and proves she can take it.
MotivationThrillseeker: Anvil lives for the fun and
excitement that other people call mindless mayhem.
11
Arcanix
Real Name: Unknown (if any)
Occupation: Occultist
Base: Behind the Secret Door
There is power in the arcane, the occult, literally that
which is secret or hidden and much of that power derives
from the work of learning such secrets and then keeping
them. Few do so as well as the mysterious figure known
as Arcanix, an occultist so secretive that even his true
face, name, and nature remain a mystery to the greatest
masters of the magical arts.
What they do know is Arcanix is a thief, a hunter of
magical lore and arcane items, willing to go to any lengths
to add to his (no doubt considerable) trove of knowledge
and power. He appears suddenly without warning, seizes
opportunities to obtain the objects of his desire, and then
vanishes once again, sometimes taking with him even the
memory of his appearance. Master Mage Adrian Eldrich
has tracked Arcanix to the Dimension of Doors: an interdimensional nexus guarded by the Gatekeeper and
the Order of the Door Wardens. He believes the talismanic thief has discovered a secret door (or set of
them) to traverse the nexus dimension
and others but has thus far found no
sign of it.
Personality
Arcanix is, unsurprisingly, cryptic
and secretive. He speaks
often, but reveals little.
Hes arrogant, sarcastic,
and superior, taunting
his foes about their ignorance and how they will
never figure out what
is really happening. When
denied his prize, he becomes
angry,
hurling
grandiose
threats and insults.
12
Solo Villains
Arcanix PL12
STR
0
STA
2
AGL
1
DEX
3
Powers
Aura of Occultation: Concealment 10 (All Senses), Alternate
Resistance (Will), Limited to Recollections, Permanent 10
points
Levitation: Flight 1 (4 MPH) 2 points
Magic: Array (24 points)
Bands of Binding: Ranged Affliction 12 (Resisted by
Dodge, Overcome by Damage; Hindered and Vulnerable,
Defenseless and Immobile), Extra Condition, Limited
Degree 24 points
Bolts of Bedevilment: Ranged Damage 12 1 point
Mystic Grasp: Move Object 10, Precise 1 point
Mystic Deflection: Protection 6, Sustained 6 points
Secret Doors: Movement 3 (Dimensional Travel), Limited to
While Unobserved; Teleport 13 (Accurate, Easy, Extended
(8,000 miles), Limited to Extended, Limited to While
Unobserved) 42 points
Skills
Deception 10 (+12), Expertise: Magic 12 (+15), Insight 8 (+12)
Intimidation 4 (+6), Investigation 5 (+8), Perception 6 (+10),
Persuasion 4 (+6), Ranged Combat: Magic 9 (+12), Sleight of
Hand 7 (+10), Stealth 11 (+12)
Advantages
Artificer, Assessment, Defensive Attack, Defensive Roll 2,
Evasion 2, Hide in Plain Sight, Move-by Action, Ritualist, Taunt,
Well-informed
FGT
2
INT
3
AWE
4
PRE
2
Offense
Initiative +1
Bands of Binding +12
Ranged, Affliction 12
(Dodge DC 22)
Ranged, Damage 12
Unarmed +2
Close, Damage 0
Defense
Dodge
13
Fortitude
Parry
10
Toughness
10/8/2*
Will
13
Power Points
Abilities
34
Skills
38
Powers
86
Defenses
36
Advantages
12
Total
206
Complications
MotivationAcquisition: Arcanix is driven to acquire new
occult secrets, lore, and artifacts to add to his collection.
Power Loss: Arcanix cannot work Magic if unable to speak or
gesture in any way.
Secretive: Conversely, Arcanix jealously guards his own
secrets, including his origins and identity.
Arcanix is a rogue member of the Door Wardens, keepers of the Dimension of Doors, who discovered the Secret
Doors and what lies behind them. He seeks apotheosis through arcane power.
He is a former Master Mage, either of Earths dimension or another connected to the Dimension of Doors. The former
Master Mage Ios was strongly connected with that dimension, and could be linked with Arcanix in some fashion.
Arcanix is the shadow-side of the power and personality of Gatekeeper, the destined guardian of the Dimension of
Doors (see Book of Magic, page 104). One of Gatekeepers challenges is to uncover Arcanixs secret and reincorporate
his power and personality back into his own. If there is a mystic player character, Arcanix could likewise be a reflection of that heros shadow-side.
An ancient mage created Arcanix as a guardian of certain mystic secrets but, left on-duty for countless centuries, the
being became corrupt and obsessed with collecting all arcane secrets and power, perhaps believing it will grant him
ultimate power or a true existence as an independent soul.
He is a servant, guise, or manifestation of Glyph from Paragons (pages 129130), a being of secrets and language,
extending his power from the other side through the nexus of the Dimension of Doors to worlds like the heroes.
A cosmic being of the highest order, Arcanix is the occult made manifest, the tendency of secrets to remain secret,
the impulse to conceal the arcane from the uninitiated. He merely gathers, steals, and hides all things mystical
because that is his nature; to ensure only those able to overcome his challenges find what they seek.
Solo Villains
13
Enemies
Anyone who has something Arcanix wants is a potential
target, if not enemy, although the villain has few qualms
about achieving his goals, so his targets may end up
injured or killed, their property or belongings destroyed,
if thats what it takes. Arcanix would have a great deal
14
Hooks
Bait and Switch: A hero with a magical device has it suddenly
fail at an inopportune moment (good for a hero point award)
and discovers it is actually a temporary, enchanted fake! The
heros connection to the real device is sufficient to help track
it to Arcanix, who is in the midst of another, similar, theft. The
only problem is his target is another mystical villain, who also
wants to claim the heros magical device.
Run Around: A series of mystical outbreaks occurs in
the heroes city: a horde of minor demons on the loose,
magically animated plants menacing park-goers, zombies
loose near the cemetery, and so forth. It turns out these
incidents are engineered by Arcanix in order to keep
the heroes out of their headquarters, where an artifact
obtained from a recently defeated foe is in their vault or
trophy room. Alternately, Arcanix may plan a heist from
a museum or private collection, and use the chaos and
confusion of the incidents to help cover his tracks, especially when the victims are having a difficult time recalling
what happened.
Solo Villains
MERRIWETHER, LUCAS
CLEARANCE RED+
18:37 - PST
return to Main Database
FROM:
Peyton Ramos
TO:
Lucas Merriweather
<[email protected]>
<[email protected]>
SUBJECT:
ite govern
el
service
n
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t
erican
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a
Battle Brother I
t interv
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en
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Battle Brother II
THE
OFTHIS
THISFILE
FILEARE
ARE
CLASSIFIED
RED/Restricted
THE CONTENTS
CONTENTS OF
CLASSIFIED
AS AS
YELLOW/Restricted
ENCRYPTION DELTA - EIGHT ENABLED
Solo Villains
Third Edition
15
Personality
The Battle Brothers were two of
a kind even before alien technology linked them together:
both crude and brutal criminals, bullies used to taking
16
Solo Villains
STA
12
AGL
2
PL11
DEX
0
Powres
One-Two Punch: Reaction Damage 12 (When Brother hits with
regular close attack), Limited to the same target 36 points
Powerful Legs: Leaping 10 (1 mile) 10 points
Reinforced Physiology: Enhanced Stamina 9; Enhanced
Strength 9; Immunity 10 (Life Support); Impervious
Toughness 10; Quirk: Enhanced Abilities lose 1 rank per
distance rank between the Brothers (5 points) 51 points
FGT
5
INT
0
AWE
0
PRE
0
Offense
Initiative +2
Unarmed +10
Close, Damage 12
Defense
Dodge
Fortitude
13
Parry
10
Toughness
12
Will
Abilities
26
Skills
13
Skills
Powers
106
Defenses
21
Advantages
11
Total
177
Advantages
Battle Bracers: The Battle Brothers powers are derived from the
alien bracers they each wear. They do not have the Removable
modifier, but can still potentially be interfered with, making them
a descriptor and complication rather than a power modifier.
Connected: The Battle Brothers are linked by their bracers.
Moving more than distance rank 10 apart causes them both to
acquire the dying condition until they move within that distance
again. If one of them dies or becomes incapacitated, the other
does so as well.
Hooks
The Battle Brothers are basic super-criminal muscle with
some tricks up their sleeves. Theyre useful as hirelings for
master villains and crime-bosses and may be encountered
operating on their own looking to fill their coffers with
loot, either to maintain their lifestyle or to fund research
into the battle bracers.
Solo Villains
Power Points
Complications
17
Black Vulture
Real Name: Vohl-Turr
Occupation: Warrior Chief and Would-Be King
Base: Atlas Mountains near Emerald City
Untold ages ago, perhaps even millennia, the star-gods
walked the Earth. They gifted the winged-ones with the
ability to fly, allowing them to soar high above all others.
But when the winged-ones were driven
into hiding by the jealous earthbound humans, they sought
refuge in the isolated
reaches of the arctic
mountains, in a place
they called the Aerie.
This is the recognized
homeland of the
Avian people, ruled
by the warrior-queen
Talona.
But not all Avians
fled to the Aerie.
A tribe of warriors
stealthy
enough
to evade detection by the humans
remained
behind
when the others fled
for the safety of the
northern reaches. They
remained hidden deep
within the caves that
riddle the highest peaks
of the Atlas Mountains.
Unlike their distant kin,
these Avians did not
develop into an agrarian
society, but instead held
fast to their more primitive
ways of hunting and gathering. However, their relative
proximity to human civilization made it difficult to avoid
drawing attention to themselves,
so they evolved in a way that the
old gods likely did not intendthey
became scavengers. Humans seem to
care too much for the living, they found.
But rarely do they care so much for the dead.
So these Avians learned to avoid detection by
feeding off the corpses of dead animals and even
humans. In time, they came to view this as a sacred
ritualthey believe that the eating of the dead gives
them strength, and the higher up the food chain, the greater
the strength. Their strict warrior code prevents them from
killing and eating one another, unless victorious in a one-onone fight akin to a duel. That, of course, makes humans the
next best and most readily available source of strength.
18
Personality
Black Vulture is generally calm
and collected and exudes an aura
of confident self-control. He rarely
gives in to his bestial nature, having
repressed it almost completely. In
conversation he often seems quite
pleasant, but even that cannot mask
his cruelty for long. The suffering of
others means little to him.
Solo Villains
Black Vulture
STR
4
STA
4
PL10
AGL
8
DEX
4
Powers
FGT
8
INT
2
Initiative +12
Unarmed +14
Defense
Skills
Acrobatics 6 (+14), Athletics 6 (+10), Close Combat: Claws 6
(+14), Deception 10 (+12), Expertise: Tactics 4 (+6), Insight 4
(+8), Intimidation 4 (+6), Perception 10 (+14), Persuasion 6 (+8),
Stealth 6 (+14)
PRE
2
Offense
AWE
4
Dodge
12
Fortitude
Parry
12
Toughness
8/4*
Will
Power Points
Abilities
72
Skills
Powers
30
Defenses
12
Advantages
23
Total
168
31
Advantages
Complications
Allies
Few people outside of his kingdom have even heard of
Black Vulture, so he has no allies other than his own tribe
of warriors, who are fanatically devoted to him and steadfast in their support of anything he does. He has little use
for humans as anything other than food, so he is unlikely
to even try to ally himself with other villains. That said, he
is intelligent enough to know that humans do make good
pawns from time to time....
Enemies
Because of his rather gruesome penchant for eating
people, it wont be long before Black Vulture makes
enemies in and around Emerald City.
Hooks
Bring Em Back Alive!: Talona, leader of the main host of
Avians living in the Aerie, catches wind of her cannibalistic
kin and decides to capture them. She plans to have them
tried for crimes against nature back home. She storms into
the area with an armed hunting party, causing the people
to panic. The heroes must avert a potential crisis either by
confronting her or by teaming up with her.
One Flew Over the Cuckoos Next: An airplane carrying
several important passengers crash lands on a snowcovered mountain peak high in the Rockies. The heroes
are sent to locate the survivors and bring them home.
Solo Villains
Avians
As an off-shoot of humanity, Avians take on a variety
of roles and professions. Because their society is clanbased, the Avians still have a dedicated warrior caste.
The statistics below represent a typical Avian warrior.
Avian Warrior
PL4
19
Cerebrus Rex
Real Name: Sssethas Ruul
Occupation: Scientist, conqueror
Base: Mobile
Primitive cultures have little understanding of just how
fragile life can be. Beyond the simple day-to-day struggle
for survival, so much depends on the whims of cosmic
chance. A single stellar event or planetary collision can spell
the end for entire species, or wipe out all life on a world.
In cases where they do not, such disasters fuel the fires of
evolution, and it becomes change and adapt... or die.
Personality
Even among his own kind Cerebrus Rex is
arrogant. When dealing with ape primitives
like those infesting this world, his superiority knows
no bounds. He is coldly logical and pragmatic, but also
believes he is always right. He sees himself as the savior
of his people, ignoring his role in bringing about the end
20
Solo Villains
Cerebrus Rex
STR
6
STA
6
PL12
AGL
0
DEX
2
FGT
4
INT
11
AWE
6
PRE
4
Powers
Advantages
Offense
Initiative +4
Dimensional Cascade
Spatial Shock
Unarmed +8
Dodge
10/6*
Parry
10/6*
Defense
Will
13
Fortitude
11
Toughness
12/6*
Power Points
Abilities
62
Skills
Powers
172
Defenses
24
Advantages
13
Total
298
Equipment
Headquarters: Underground Lair 20 points
Size Huge Tou 14 Features: Communications, Computer,
Concealed, Deathtraps, Defense System, Dual Size (Small/Huge),
Garage (robosaur bay), Holding (Specimen) Cells, Isolated,
Laboratory, Living Space, Power System, Security System
Skills
Athletics 4 (+10), Close Combat: Unarmed 4 (+8), Deception 4
(+8), Expertise: Science 9 (+20), Insight 6 (+12), Intimidation 4
(+10), Investigation 5 (+16), Perception 4 (+10), Technology 10
(+21), Vehicles 4 (+6)
Solo Villains
27
Complications
Alien: A Saurian from another Earth, Cerebrus Rex is alien
in both appearance and outlook. He has difficulty moving
unnoticed and is still learning about Earth history, culture, and
customs.
Arrogant: Cerebrus Rex considers himself far superior to the
ignorant mammals of this world, which sometimes leads him
to underestimate their capabilities.
MotivationSurvival of the Species: Cerebrus Rex is looking
for a new home for his people, and is willing to go to any
lengths to secure their survival.
Allies
Cerebrus Rex forged an alliance with Professor Zed that
allowed him to reach Earth, and he is willing to propose
similar trades of knowledge and technology with others
to further his own goals. However, the sinister saurian
has no intention of upholding any agreements with ape
21
Enemies
Hooks
Most of Cerebrus Rexs activities center around his primary
goal: making Earth a suitable place for his race to survive
and rebuild, and bringing the survivors from his parallel
world through.
Dinosaur Bones: Cerebrus Rex is always in need of
resources. Early encounters with him involve thefts of
equipment, supplies, and technology, subtle and stealthy
at first, but increasingly bold. As he builds more robosaurs,
they do more of the work: literally tearing open buildings
and picking up trucks and train cars to carry them off
22
Jurassic Plot: Cerebrus Rex is able to modify his dimensional technology for true time travel and uses it to
change Earths history, preventing the extinction of the
dinosaurs and re-creating his own world-line here. The
heroes break into his lair just in time to see the saurian
scientist vanish through a collapsing temporal portal,
but the time stabilization field around the lab is enough
to protect them from the time-shift, leaving them the
only modern humans not enslaved by the worlds new
Solo Villains
Saurian overlord. On the run from Cerebrus Rexs security forces and legions of robosaurs, they must find a way
to travel back into the past and set things right.
Robosaurs
Cerebrus Rex uses advanced Saurian technology to
construct a variety of robots in forms similar to Earthly
dinosaurs. Two common types of robosaurs are a deinonychus (robo-raptor) and a pteranodon (robo-dactyl),
whos stat blocks are presented on this page.
Although not much smarter than actual dinosaurs, the
robosaurs do have a degree of artificial intelligence,
allowing them to react to circumstances beyond the
parameters of their programming. Amongst other things,
it means the robosaurs may act to carry out Cerebrus Rexs
orders without his oversight once theyve been given,
and might even act to protect or rescue their master if he
gets into trouble. Having a pack of robosaurs run interference is a good way for Rex to elude the heroes by slipping through a dimensional portal as well as a means of
breaking the otherworldly mastermind out of prison, if
you want to put him back into circulation.
You can create other robosaurs simply by adding
construct traitsImmunity to Fortitude effects and
mental effects and Protection in place of Staminato
the dinosaur and animal archetypes given in the M&M
Gamemasters Guide.
Solo Villains
Deinonychus (Robo-Raptor)
PL6
Pteranodon (Robo-dactyl)
PL5
Third Edition
23
Cortex
Real Name: Henry Todd
Occupation: Drug Lord
Base: Emerald City
Cortex grew up in Black Pines, a small town south of
Emerald City. His mother was a former mental
patient, institutionalized after she was found
wandering on the highway in a state of
hysteria with no memory of
who she was or how she
had gotten there. The
doctors determined
that
she
was
pregnant, and at
birth little Henry
seemed normal.
By the age of
two, however, his
head was already
starting to show
growth
outstripping that of the rest
of his body; he was
also already reading at
a college level and spoke
several languages. As he
continued to grow, so
too did his frightening
intellect.
Louisa Todd (given a first
name by a caring nurse
and taking her last name
from the county
hospital that had
delivered
Henry)
tried to provide for
and protect her son,
but she was a weak and
fragile woman that never
recovered from whatever
ordeal had placed her on that
road the night she was found. She
lacked marketable skills and was prone to
incapacitating panic attacks. Unable to hold a job for long,
she and little Henry stayed in subsidized housing, where
her son quickly became the source of amusement and
Paternal Mysteries
The mystery of Henry Todds father is left to the imagination and campaign needs of individual gamemasters. Was his
mother abducted and experimented on by aliens? Did she escape some secret lab where research on the DNAscent
process was being conducted? Cortex could simply be a mutant, or something far more sinister in pedigree.
In addition, perhaps his obsession with drugs, chemistry, and biological processes is part of some kind of instinctual
programming of which hes unaware. For what purpose was he created and why has he been left, apparently, to his own
devices for so long?
24
Solo Villains
Cortex PL10
STR
4/-1*
STA
1
AGL
0
DEX
0
FGT
0
INT
10
AWE
4
PRE
1
Powers
Advantages
Benefit 3 (Status: head of drug cartel), Benefit 4 (Multimillionaire) Connected, Eidetic Memory, Equipment 10
(Underground Lair and 3 Abandoned Warehouses*), Inventor,
Languages 5 (Japanese, Mandarin Chinese, Russian, Spanish,
and a dozen others the GM can define), Well-informed
*See Heros Handbook, page 179. These are secreted around the
city and can be broken down and moved as needed.
Skills
Deception 10 (+11), Expertise: Business 6 (+16), Expertise:
Drug Lord 8 (+18), Expertise: Pharmacology 10 (+20),
Expertise: Science 10 (+20), Insight 6 (+10), Intimidation 4 (+5),
Investigation 4 (+14), Perception 6 (+10), Persuasion 6 (+7),
Technology 10 (+20), Treatment 8 (+18)
Solo Villains
Offense
Initiative +0
Explosive Gravity Wave
Neurotoxin Aerosol
Pulse Blasters+8
Defense
Dodge
Fortitude
Immune
13
Parry
Toughness
Will
10
Abilities
30
Skills
Powers
128
Defenses
Advantages
26
Total
Power Points
44
7
235
Complications
Disability: Cortexs grossly overgrown cranium and brain are
larger than the rest of his body. He needs artificial support for
his head to keep his neck from breaking and would barely be
able to crawl without its support.
MotivationPower and Fortune: In the back of Cortexs
mind, he is never very far from the roach-infested countysubsidized housing where he grew up hungry and ridiculed.
Power and money are his security blanket and he can never
have enough of either. He may find the cartel and its upkeep
tedious now, but they are too necessary to discard.
RivalThe Labyrinth: Cortex has created many enhancement
drugs and cutting edge bio-modification technologies.
This has put him into competition with other fronts for the
Labyrinths DNAscent enterprises. Todd suspects there is more
to his competition than is apparent, but is far from piecing
together Tauruss involvement.
Personality
Henry Todd has no conscience or moral restraint. People
and money are both just tools to be used and discarded
as needed.
As Cortex, Henry doesnt aspire to world domination or
other traditional manias associated with the villainous set.
He simply wants to be left alone to pursue his research;
however, he knows his kind of research usually provokes
25
The Cartel
Use various selections of Crime Lord, Gang Leader, and Thug from the Supporting Character archetypes (see Heros Handbook, pages 217-218) to fill out the cartels ranks when necessary. If in need of cannon fodder, Cortex doses a number of
his hired guns with some of his enhancement drugs to create Enhanced Soldiers (see below). The treatments eventually
kill the soldiers, but thats of no concern to Cortex.
Cortex believes that a melodramatic name for his organization would have been a juvenile diversion and made tracking
down the organizations assets easier for the authorities. Members instead simply refer to the cartel as this business or
our people.
Hooks
Street War: A new narcotic Cortex is developing requires
an unusual purifying system. He kidnaps a number of
street people and induces comas in them so that he can
use them as living filters. A number of these victims happen
to be members of Pack-Rats gang and the thieving super-
26
Enhanced Soldiers
Enhanced soldiers are handpicked by Cortex to receive
doses of enhancement drugs combined with a psychotropic or two in order to create powerful, fearless warriors
who never question their orders. Some of these soldiers
are chosen by Cortex because of their exemplary service,
others have the treatments inflicted upon them as
punishment. No matter why they receive them, repeated
and prolonged treatments destroy the subjects health,
leading to death.
Enhanced Soldier
PL7 65 points
Solo Villains
MERRIWETHER, LUCAS
CLEARANCE RED+
18:37 - PST
return to Main Database
FROM:
Peyton Ramos
TO:
Lucas Merriweather
SUBJECT:
<[email protected]>
Threat Report Dakuwanga
erican
m
a
service
n
o
i
t
ite govern
el
t interv
e
en
n
m
I also suggest strict media control on this for the time being. A unstoppable killer sea creature will cause
a panic and bring out all sorts of crazies.
Sincerely,
THECONTENTS
CONTENTS
THIS
FILE
CLASSIFIED
AS RED/Restricted
THE
OFOF
THIS
FILE
AREARE
CLASSIFIED
AS RED/Highly
Restricted
ENCRYPTION DELTA - EIGHT ENABLED
Solo Villains
27
Dakuwanga
Real Name: Dakuwanga
Occupation: Living Weapon
Base: Mobile (Pacific Rim)
The creature known as Dakuwanga is one of a number of
ancient Atlantean bioweapons created millennia ago. These
weapons were created by mixing Atlantean DNA with that
of prehistoric marine lifein the case of the Dakuwanga,
the armored fishlike Dunkleosteus. The resulting remorseless
nigh-unstoppable killers were unleashed by their masters
against enemies, chiefly the Lemurians. Many of these battle
beasts survived the fall of Atlantis, becoming weapons of
mass destruction for the newly submerged kingdom.
Perhaps unsurprisingly, the creatures were too dangerous
to control. Unwilling or unable to destroy their creations,
the Atlanteans imprisoned them in the deepest ocean
trenches. At times these beasts would escape their prisons
to ravage the ecosystem and attack settlements undersea
and on land. These incidents gave rise to various myths
involving sea monsters and monstrous sea gods, particularly among the island peoples of the world. Over time, all
these creatures were destroyed or too severely crippled
to escape again. All save one, which came to be known as
Dakuwanga.
Personality
Dakuwanga is a being of pure aggression and hunger. It
has no higher purpose, content to rampage and destroy.
Its predatory instincts lead it to challenge anything that
seeks to stop it. Dakuwanga acts just like what it isa
living weapon of mass destruction.
Tactics
Dakuwanga isnt the most accurate or
skilled combatant, but it makes up for
this with aggression and sheer power.
Its high Toughness and Immunities
allow it to use All-out Attack to boost
its accuracy with little fear of being
injured. The creature is rather inaccurate when using Power Attack,
28
Solo Villains
Dakuwanga PL14
STR
16
STA
16
AGL
2
DEX
-1
Powers
Aquatic Monster: Immunity 7 (Aging, Drowning, All
Environmental Effects); Movement 1 (Environmental
Adaptation: Aquatic); Senses 3 (Acute Smell, Low-light
Vision, Tracking: Smell); Swimming 9 (250 mph) 21 points
Armored Hide: Immunity 40 (Bludgeoning, Cutting/Piercing),
Limited: Half Effect; Impervious Toughness 12; Protection 2
34 points
FGT
8
INT
-1
AWE
1
PRE
2
Offense
Initiative +2
Powerful Bite +10
Unarmed +12
Close, Damage 16
Defense
Dodge
10
Fortitude
20
Parry
10
Toughness
18
Will
Skills
Athletics 4 (+20), Close Combat: Unarmed 2 (+10), Intimidation
12 (+15*), Perception 5 (+6), Ranged Combat: Throwing 7 (+6),
Stealth 4 (+3*) *Includes Growth modifiers.
Advantages
All-out Attack, Close Attack 2, Daze (Intimidation), Diehard,
Favored Environment (Aquatic), Favored Foe (Aquatic Beings),
Improved Critical 2 (Powerful Bite), Move-by Action, Power
Attack, Takedown 2, Ultimate Effort (Bite Attack)
but should it hit, the effects are terrifying (23 Damage with
a full Power Attack bite, 28 on a Critical!).
Though capable of acting on land, Dakuwanga prefers to
engage opponents in the water where its Environmental
Adaptation and Favored Environment give it an edge.
Unless severely injured, it wont take the Defense bonus
from Favored Environment, preferring to augment attacks
instead. The monster also makes use of Daze (Intimidation) to unsettle targets.
Allies
Dakuwanga has no allies, though some Polynesian cultures
worshipped the monster as a god or angry sea spirit and
modern followers of these beliefs might try protecting or
aiding it. However, Dakuwanga would be just as likely to
attack these would-be followers as anyone else.
Enemies
Dakuwanga still possesses its original conditioning to
destroy the enemies of Atlantis, especially the Lemurians. It will attack anything that appears to be of Lemurian origin. Millennia of imprisonment has also given the
monster a deep primal hatred of its Atlantean masters.
Trident would love to get their hands on Dakuwanga for a
little payback following their defeat.
Solo Villains
Power Points
Abilities
74
Skills
Powers
100
Defenses
21
Advantages
11
Total
223
17
Complications
MotivationAnnihilation: Dakuwanga is an engine of
destruction, it lives to devour and destroy. It cares for little else.
Hatred: Lemurians and Atlanteans.
Prejudice: Dakuwanga is a giant, scary monster.
Hooks
Reality (TV) Bites: Kristin Keahi, an esteemed marine biologist and host of the cable nature show Deep Blue World,
contacts the heroes. Something has been disrupting the
wildlife along the Pacific Rim and she wants the heroes to
help her track down and capture the creature for scientific
study. She also wants to film the event for her show. The
creature is of course Dakuwanga, preying on large marine
life and causing the disruption. Even if the heroes follow
the trail of mauled whales, mangled giant squids, and halfeaten great whites to track the beast, can they capture
Dakuwanga and protect Ms. Keahi and her film crew?
Blood in the Water: The heroes are contacted by Lady
Neptuna, an Atlantean noble (use the Aquatic Warrior
Archetype from Heros Handbook, adding Attractive and
Benefit: Atlantean Nobility). Dakuwanga is attacking
various Atlantean settlements and outposts and she needs
help driving off the beast. Can the heroes help defeat a
creature bred solely for war and save their undersea allies?
Terror from Below: Dakuwanga has located one of its
last remaining broodmates. Succumbing to primal urges,
the creatures mated and Dakuwangas mate died laying
the massive clutch of eggs that resulted from the union.
These monsters now threaten the safety of all life in the
ocean and number in the dozens. Use the Warrior Archetype from Heros Handbook, with the Aquatic and Strong
Warrior options to represent Dakuwangas brood. Can the
heroes stop an army of sea monsters before its too late?
29
Death Magnetic
Real Name: Chelsea Lincoln
Occupation: Former IT specialist, now criminal
Base: Emerald City
Chelsea Lincoln did everything she was supposed to do.
Her family never had much, and Chelsea always had to
make do with what her parents were able to provide. She
didnt have the latest fashions, or the most up-to-date cell
phone, or even her own car, but her family did give her an
understanding of the importance of hard work and doing
your best. She applied herself to become an A student,
earning a college scholarship to study information technologies. She worked hard in college to graduate with
honors, and pounded the pavement to get an internship
and later a job in Emerald Citys tech sector. Along the
way, she passed up the college parties, and the relationships that distracted from her goals. She was on the road
to success, to achieving the life she deserved.
Then came the Storm.
Personality
Chelsea Lincoln has become a split personality due to the effects of her powers. Her ordinary self is a kind, hard-working, and bookish
young woman, far removed from the life of a superhuman. Death Magnetic is the embodiment of all of
Chelseas repressed desires and traits, almost pure id: she is
greedy, selfish, cruel, and resentful towards a world she feels
denied her talents and treated her unfairly. She is contemptuous of Chelseas weakness and frailty and refuses to be
subsumed beneath her sickening and cloying persona.
Death Magnetic wants to enjoy a life of luxury and sensation, with acknowledgement for her power and capabilities. Shes susceptible to flattery, and bristles at any challenge to her capabilities. Shes enraged when denied her
desires, or by the possibility of having to revert to poor,
sweet Chelsea ever again.
30
Solo Villains
Death Magnetic
STR
3
STA
4
PL11
AGL
4
DEX
3
Powers
Altered Brainwaves: Enhanced Intellect 1, Enhanced
Presence 1, Enhanced Stamina 2, Enhanced Strength 2,
Impervious Will 12 (Limited to Mental effects) 18 points
Magnetic Control: Array (24 points)
Magnetic Blast: Ranged Damage 12, Dynamic 25 points
Magnetic Manipulation: Perception Ranged Move Object
11 (50 tons), Limited to Ferrous Metals, Dynamic 2 points
Magnetic Pulse: Burst Area Nullify Electronics 11,
Simultaneous, Close Range, Dynamic 2 points
Magnetic Wave: Burst Area Damage 11, Dynamic 2 points
FGT
4
INT
4
AWE
2
PRE
3
Offense
Initiative +4
Magnetic Blast +10
Ranged, Damage 12
Unarmed +7
Close, Damage 3
Defense
Dodge
Fortitude
Parry
Toughness
12
Will
13
Power Points
Abilities
42
Skills
19
Powers
84
Defenses
26
Advantages
Total
173
Skills
Close Combat: Unarmed 3 (+7), Expertise: Computers 9 (+13),
Expertise: Current Events 9 (+13), Ranged Combat: Magnetic
Control 7 (+10), Technology 10 (+14)
Advantages
Improvised Tools, Inventor
Allies
Death Magnetic has few allies, given her unstable temper
and brittle ego. Shes willing to work as a mercenary, if the
pay is right and her employer acknowledges her power. Similarly, shes worked in partnership with other criminals to get
what she wants, but makes it clear shes not looking to make
Solo Villains
Complications
Flux: Death Magnetic is an alternate personality created by
the influence of Chelseas magnetic powers. On occasion, her
true personality can exert itself, particular if her powers are
temporarily weakened or nullified.
Greed: Death Magnetic is motivated by a desire to have
everything Chelsea was ever denied in life, and more.
Temper: Death Magnetic has a fierce temper, particularly
when defied or denied what she wants.
Enemies
Death Magnetics enemies are anyone who is foolish
enough to get between her and what she wants, especially anyone who wants to force her down into the darkness so that weak, simpering Chelsea can emerge again.
If any heroes in your series were present during the Silver
Storm (in the Prologue to the Emerald City Knights adventure series) then Death Magnetic may have particular
dislike for those who first defeated and captured her.
Hooks
Were All Mad Here: Death Magnetic steals various technological components that point towards a plan to build
a powerful electromagnetic engine, able to emit a signal
over a considerable distance. While it initially appears that
she intends to amplify her already formidable powers, her
actual plan for the device is to emit a signal similar to the
electro-chemical inference created by her powers, essentially inducing a similar condition in the brains of everyone
in a radius of several dozen miles. In essence, she plans to
drive all of Emerald City just as insane as she is! The heroes
have to find out where shes building the device and where
and when she plans to activate it before its too late.
31
Dollface
Real Name: Clarice Fairbridge
Occupation: Technology Specialist
BASE: Emerald City
Clarice Fairbridge was born into a world of wealth and
privilege. It was also a world of rigid expectations based
on her gender, with no allowance for her genius or her
desire to be anything other than a prize for some equallywealthy young man chosen by her father as a suitable
match. Clarice sublimated her need for rebellion through
her childhood collection of dolls, using them to act out
the desires denied to her. She looks back on the crippling
horse-riding accident that cost her the use of her legs as a
32
Solo Villains
Dollface PL12
STR
7
STA
---
AGL
5
DEX
5
FGT
8
Powres
Defense
Dodge
Skills
Acrobatics 4 (+9), Deception 5 (+8), Expertise: Computers 14
(+22), Expertise: Cybernetics 14 (+22), Expertise: Robotics 14
(+22), Insight 5 (+8), Investigation 4 (+12), Perception 6 (+9),
Persuasion 6 (+9), Technology 8 (+16), Treatment 6 (+14)
Advantages
Eidetic Memory, Equipment 10, Fascinate (Persuasion), Inventor,
Fearless, Minion 10, Well-Informed
Offense
Initiative +13
Ranged Attack +10
Unarmed +11
Close, Damage 7
Solo Villains
INT
8
AWE
3
PRE
3
12
Fortitude
Immune
Parry
12
Toughness
12
Will
10
43
Power Points
Abilities
68
Skills
Powers
321
Defenses
Advantages
23
Total
7
462
Complications
Motivation Safety and Intellectual Curiosity: Dollface
lives to learn, but mostly, she lives to live. She is terrified of
death and takes dramatic steps to protect her existence.
Obsession Dolls and Playacting: The line blurs for Dollface
between tools and toys, and she delights in losing days and
sometimes weeks acting out the role of a new toy.
Obsession Cutting Edge: Though she would never openly
admit it, Dollface exults in being one of the best in the world
at her chosen field.
Power Loss: Dollfaces Duplicate power takes time to
implement (hours or sometimes even days) and highlycomplex equipment. Similarly, her Immortality represents the
many back-ups of her body and personality. Blocking any form
of electronic transmission from a given Dollface body at the
moment of its destruction results in the loss of some memories
in the next incarnation.
QuirkHonorable: On those occasions when Dollface is
playing the part of the bad guy, she stringently adheres to an
old-fashioned code of honor, giving sporting chances, keeping
her word, showing courtesy to her opponents, and so forth. A
game is no fun without rules, after all.
Quirk Internal Disagreement: The many incarnations or
forks of Dollface sometimes disagree. This can be problematic
in the middle of a complex scheme, especially if the argument
becomes intense.
Personality
Dollface is a complex person, although personality
might be a better term. At her core she remains proper,
genteel, and dignified Clarice Fairbridge. She still identifies as female (and a lady at that) regardless of her
outward form, but even at the best of times, Dollfaces
grasp on reality is tenuous, shifting between present
events, memories of times past, the pretense of a new
33
Black Box
A gruff male cyber thief with a Slavic accent, Black Box appears to be a cyborg and displays a broad sensor suite (including
the ability to read magnetic storage media from a distance), an apparently limitless capacity to download and store
electronic data, and a knowledge base as peerless as it is expensive for clients to consult. Allocate points to Analytical
Senses of various types, a Feature effect representing massive storage capacity, and a combination of the Jack-of-alltrades Enhanced Advantage combined with Enhanced Intellect with the Quirk that it only works with skills.
Strongarm
Strongarm claims to be a stormer, male, four-armed and immensely strong. A simple and straight-forward mercenary who
puts his brawling talents to work for the highest bidder. Allocate points to Enhanced Strength, Power-lifting, Extra Limbs
2 (second set of arms), and Regeneration.
34
these internal fantasies and at any given time an unwitting participant may be playing a part.
Solo Villains
Allies
Aside from her eccentricities, Dollface is a fairly likable
sort and has cultivated a number of friends over the years,
mainly technological outcasts she has aided (as Silas
helped her) who feel indebted to her. The Cybertribe, for
example, owe her their lives. Due to her interaction with
him as Ironscale, Dollface is fond of Chase Atom and he
returns the affection, though he has no idea of the true
nature of his sometime childhood friend.
Solo Villains
Enemies
Most of Dollfaces enemies dont even know it, as she has
faced them from behind some robotic guise or another. Dollface (as opposed to her other personae) is wanted by the
authorities for crimes such as theft, corporate espionage, and
the creation and sale of illegal or regulated technologies. She
dislikes Talos and his Foundrytaking a perverse delight in
thwarting their ambitionsand, after the Chessmen stole
from her, the Grandmaster earned her contempt as well.
Hooks
And Now Its My Move: After spending some time
studying the Chessmen and analyzing the Grandmasters
technology and tactics, Dollface implements a punishing
agenda to make him pay for offending her. The heroes get
drawn in as the violence escalates into open confrontations
between the two foes throughout the city, keeping in mind
that both Dollface and the Chessmen can be in multiple
places at once.
Shall We Play A Game?: One or more of the heroes pique
Dollfaces interest and she constructs an elaborate interactive fiction with the heroes as the dramatis personae.
After a confusing and trying set of experiences, the heroes
realize a number of the people (perhaps even those who
the heroes thought were their opponents) are actually
androids, and that the whole world has become their
stage.
Action Figures: Need an origin for a new robot, android,
or cyborghero or villain? Then Dollface is an excellent
maker of such new toys. Clarice has a soft-spot for the
outcast, the oppressed, and the disabled, and has been
known to use her skills and techniques to help them when
the spirit moves her. Indeed, her work may be so complete
the new character does not even know he or she actually originated in a lab; imagine a new heros shock when
damage in combat reveals he is actually an android!
Will the Real Dollface Please Stand Up?: A technical
glitch causes a cascading personality error throughout
all extant copies of Dollfaces personae. No longer simply
independent-minded, now all copies are actively hostile
to one another, starting a series of violent conflicts
between the different copies as they struggle to eliminate
the others and become the only real Dollface.
35
Doctor Azoth
Real Name: Amir ibn-Azoth al-Khem
Occupation: Alchemist
Base: Mobile
Long ago in the city of Alexandria in Ottoman-controlled
Egypt, an orphan boy named Amir attempted to steal
from the home of an old miser. Everyone else in the city
was afraid of the old man, but Amir braved the walls of
36
Solo Villains
Doctor Azoth
STR
0
STA
4
PL12
AGL
0
DEX
2
Powres
Alchemical Formulae: Array (36 points)
Cloud of Confusion: Ranged Cloud Area Affliction 12
(Resisted by Will; Impaired, Disabled, Incapacitated)
36 points
Explosive Flask: Ranged Cloud Area Damage 12 1 point
Obscuring Cloud: Cloud Area 2 (30 feet) Concealment
Attack 4 (All Visual) 1 point
Somnolent Mists: Ranged Cloud Area Affliction 12
(Resisted by Fortitude; Dazed, Stunned, Incapacitated)
1 point
Universal Solvent: Weaken Toughness 12, Affects Objects
1 point
Wall Powder: Create 12, Continuous, Innate, Limited to
Barriers 1 point
Elixir of Life: Immortality 10; Immunity 11 (Aging, Life
Support); Regeneration 5 36 points
Skills
Close Combat: Blades 2 (+6), Deception 6 (+9), Expertise:
Alchemy 14 (+20), Insight 8 (+12), Intimidation 4 (+7),
Investigation 10 (+16), Perception 8 (+12), Persuasion 6 (+9),
Ranged Combat: Throwing 6 (+8), Sleight of Hand 6 (+8),
Stealth 4 (+4), Treatment 8 (+14), Vehicles 4 (+6)
Advantages
Artificer, Close Attack 3, Defensive Attack, Defensive Roll 3,
Jack-of-all-trades, Languages 5 (English, Farsi, French, German,
Greek, Latin, Spanish, and several others, Arabic native),
Second Chance (Expertise: Alchemy checks), Seize Initiative,
Set-up, Well-informed
Personality
The conniving young boy who once haunted the alleys
of Alexandria has been replaced by an aloof and arrogant
figure who considers most others his intellectual inferiors. Doctor Azoth is driven by an unquenchable thirst
for knowledge, and the power that comes with it. His
ultimate goal is the alchemical transmutation of his own
spirit to attain godhood, apotheosis. With true immortality and limitless power, he will remake the world into a
paradise, with himself as God of this new Eden.
Solo Villains
FGT
4
INT
6
AWE
4
PRE
3
Offense
Initiative +0
Cloud of Confusion
Explosive Flask
Somnolent Mists
Unarmed +7
Close, Damage 0
Defense
Dodge
10
Fortitude
11
Parry
Toughness
7/4*
Will
13
Abilities
46
Skills
43
Powers
77
Defenses
30
Advantages
18
Total
214
Power Points
Complications
Fading Life: The effects of Azoths Elixir of Life must be
renewed from time to time and the renewal period comes
more quickly with each use.
I Must Know!: Doctor Azoth is driven by a thirst for
knowledgearcane knowledge in particularabove all else.
37
Allies
Doctor Azoth has no allies, only servants. In the past, he
has worked with despots and madmen in exchange for
laboratories and test subjects, but no longer. He prefers
to follow his own will rather than having to deal with
so-called patrons demanding results. Doctor Azoths
homunculi are his primary agents, used to acquire needed
materials, and acting as bodyguards, emissaries, and even
companions, simply so the brilliant doctor has an audience to hear about his latest scheme.
Enemies
Doctor Azoth is proud of having outlived most of his
enemies, although he remains on the hit-list of some
Nazi-hunters, one of their almost-mythic final targets. Hes
been known to make enemies of those who have some
valuable material or information to steal, or those who
simply do not wish to see the mystical or alchemical arts
abused by a power-mad megalomaniac.
Hooks
The Minion Maker: Doctor Azoth is well-suited to set up
shop creating various new homunculi and other creatures
for sale to anyone able to meet his price. So if a criminal or
villain in your series needs a giant monster, or some superpowered servants for a particular job, Doctor Azoth can
provide. He may also offer alchemical enhancements,
giving ordinary people super-powers, temporarily or on
a more permanent basis, depending on the needs of your
series (and Azoths clients). The Silver Storm in Emerald
City (see the Heroes Journey adventure Emerald City
Knights) may serve to draw Doctor Azoth to the city and
help inspire him in his creations. Should he find a way to
replicate its effects alchemically, then Heaven (and the
heroes) help the city.
New Brews: Doctor Azoth finds a useful new means of
testing some of his alchemical brews: peddling them in
the city as designer drugs! Some are batched with real
narcotics to conceal their presence while others are sold
to various crime lords as ways of enhancing their footsoldiers to deal with new challenges (like the heroes).
Suddenly, every goon with a backer has a magic potion
giving him super-strength, super-speed, or worse. Of
course, some of these formulae are short-lived or have
unpleasant side effects. Azoths new sideline can make
him allies in the criminal underworld as well as enemies in
the form of rivals like Cortex (see page 24 for more information).
Homunculus Harvest: Doctor Azoth sets his Homunculi
to gathering necessary ingredients for his latest experiment. This may involve the theft of exotic or hard-toobtain materials or some poaching in places best left
alone. For example, the Homunculi might raid a scientific
lab or gem and mineral show, steal from a zoo or botanical garden, or even enter some lost ruin or the heroes
own headquarters to acquire something. Should they be
in need of a fast retreat, Doctor Azoth may have used
38
The Homunculi
One of Doctor Azoths greatest achievements is his
mastery of the alchemical art of crafting homunculi,
artificial life-forms with various superhuman capabilities. Azoth has experimented with a number of techniques over the centuries and learned various secrets
to produce his creations. Most homunculi are relatively
short-lived: little more than mindless monsters designed
for a single task or purpose. Some, however, are permanent, and serve their creator as his bodyguards, agents,
and faithful emissaries. Since the Homunculi are not true
living beings, they have none of the concerns of mortal
flesh and do not eat, sleep, or even breathe, making
them ideal servants.
As the Homunculi are not truly alive, they cannot truly die.
They become inert if they suffer enough damage, and
can even be physically destroyed, but Doctor Azoth can
repair and even resurrect them with an alchemical rite and
sufficient ingredients (a ritual for a Healing effect with the
Resurrection extra). You can assume this as a plot device
in between adventures and such, if Azoth ever needs to
restore any of his servants.
Note that all of the Homunculi have the Interpose advantage (Heros Handbook, page 86) and use it to protect their
creator Doctor Azoth from harm. Man-Drake is the most
likely to do this, and may also do so to protect Petra or
Takwin, if necessary. Petra likewise uses Interpose to
protect Takwin, if she sees a need, whereas Takwin rarely
interposes himself: only to protect Doctor Azoth and only
if his two fellow Homunculi are unable to do so.
Man-Drake
Man-Drake is Doctor Azoths first, and simplest, servant,
crafted from arcane roots and special formulae, grown
to monstrous size and imbued with enough intellect to
understand and obey its master. Man-Drake is a roughly
humanoid form of woody plant matter, standing some
nine feet tall, with a broad, powerful build and a pair
of leafy wings spreading from its back which magically allow it to fly (in sheer defiance of aerodynamics)
and a vaguely dragon-like head in spite of having
no true brain, skull, or sensory organs. Man-Drake is
tremendously strong and capable of emitting a cloud of
poisonous pollen spores from its mouth able to incapacitate most creatures (but not Doctor Azoth or the
other Homunculi, who are immune).
Man-Drake is capable of rumbling, broken speech,
although it only speaks when necessary or commanded
to do so. It has a psychic connection with Doctor Azoth,
allowing the alchemist to command Man-Drake from afar
and know what it knows; the other Homunculi are well
aware their master can be watching them via Man-Drake
at any time.
Solo Villains
STR 14* STA 10* AGL 0 DEX 0 FGT 8 INT -2 AWE 3 PRE 0
Defenses: Dodge 6*, Parry 8*, Fortitude 12, Toughness 14, Will 10
*Includes Growth modifiers.
Petra
Solo Villains
39
Takwin
Takwin (an Arabic term for the creation of life through
alchemy) is Doctor Azoths crowning achievement in the
creation of Homunculi: a figure of artificial flesh and blood
who is not only indistinguishable from a true human being
(barring some mystical means of detection), he is capable
of assuming different human appearances, remolding his
alchemical flesh at will.
Takwin is a physically perfect specimen: a skilled acrobat,
athlete, and fighter, who serves as Doctor Azoths prime
emissary to the outside world, able to become virtually
anyone and go anywhere. Indeed, the Doctors contacts
often think he has many servants, not knowing they are
all actually Takwin. When he expects combat, Takwin
carries a scimitar of alchemical steel. In more covert
circumstances he conceals a handful of small crescentshaped throwing blades within his own body using his
metamorphic powers.
In his default form, Takwin looks like a handsome Arab
man in his early 20s. Hes known to slightly vary details like
his hair length, facial hair, and eye color to suit his whims.
At will, he can look like virtually anyone, even alien looking
humanoids. He has been known to impersonate Doctor
Azoth and his fellow homunculi in order to confuse their
enemies, and may also adopt the guise of a foe in order to
distract or strike at their allies.
40
The Philosophers Stone: The legendary Philosophers Stone is said to have the power to transmute base metals
into gold. It may give its wielder virtually unlimited powers of transmutation; with it, Azoth could turn air into steel or
flesh into stone, simply by willing it. Perhaps the stone is limited (having to touch the affected material, for example)
but otherwise it can be a powerful plot device. Doctor Azoth might seek out the stone or the means to create it.
Some suggest the story of the Philosophers Stone transmuting lead into gold is merely a parable disguising the
stones true purpose: the enlightenment of the maker/wielder. Even so, it may not be benign, but an item that will
grant its wielder god-like apotheosis!
Hero Homunculi: Doctor Azoth uses alchemical means to create artificial people, similar to Takwin, but duplicates of
the heroes, invested with their powers! These hero homunculi are loyal to their maker and useful for Azoth to frame
the heroes, or sow confusion about their activities and loyalties. The heroes alchemical opposite numbers could be
long-standing foes, if they have life-spans greater than just an adventure or two.
The Living Elements: Alchemy allows Doctor Azoth to create artificial elementals, either living beings of the Prime
Elements like the Factor Four (or perhaps even exerting control over the Four, see the Freedom City sourcebook) or
elemental beings of the periodic elements like Sodium, Magnesium, Helium, and so forth. The latter could give the
evil alchemist a virtual army at his beck and call.
The Panacea: Doctor Azoth perfects a powerful healing potion apparently able to cure any malady or disease, even
restoring youth, and offers it to the highest bidders. Will entire nations capitulate to Azoths demands in order to
secure the secret or can the heroes prove Azoths promise of perfect health and eternal youth are merely ploys? What
if they cannot prove the panacea is a scam?
Solo Villains
MERRIWETHER, LUCAS
CLEARANCE RED+
13:23 - PST
return to Main Database
FROM:
Elizabeth Nguyen
TO:
Lucas Merriweather
<[email protected]>
<[email protected]>
SUBJECT:
erican
m
a
service
n
o
i
t
ite govern
el
DOctor Shock
Im leaving an ongoing section of this report open at this point, sir, as victims continue
to come in and offer new evidence. I will be out-of-office this afternoon with Pathaparti
reviewing the site where the ECPD found Samuel King Concrete Jeffersons body last
night. Even though the body was found on the edge of Blood Brothers territory, it looks
more like Shocks handiwork than the gang.
t interv
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en
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m
Sincerely,
THE
OFTHIS
THISFILE
FILEARE
ARE
CLASSIFIED
RED/Restricted
THE CONTENTS
CONTENTS OF
CLASSIFIED
AS AS
YELLOW/Restricted
ENCRYPTION DELTA - EIGHT ENABLED
Solo Villains
Third Edition
41
Doctor Shock
Real Name: Dr. Gordon Shockley
Occupation: Mad Scientist (former medical doctor,
cyberneticist, and researcher)
Base: Emerald City
Gordon Shockley, M.D., Ph.D., grew up in love with science.
He loved the exhilaration of delving into the mysteries of the
universe and, as he grew older, how super-beings seemed
to defy the laws of physics. This fascinated Shockley, who
felt there was nothing outside the realm of science, only
things science hadnt gotten around to explaining yet. He
made a hobby of studying superhumans and their powers.
It was a matter of curiosity, and more than a little jealousy,
given what these people were capable of
and the fame heaped upon them. When,
as an adult, Shockleys latent mutations emerged, which allowed him
to generate and control electrical
fields, he thought it was an answer
to unspoken prayers.
Then the problems started.
Personality
Doctor Shock is a high-functioning psychopath obsessed with expanding his knowledge
of the darker areas of scientific experimentation;
in other words, the archetypal mad scientist. He no
longer feels emotions as normal people define them.
Shock never loses his temper and he never raises his
voice... even so, his reverberating electronic tones are
quite menacing. Even more disturbing is his ability
to compartmentalize his thinking, which allows
him to literally have discussions with himself.
42
Solo Villains
Doctor Shock
STR
6
STA
8
PL11
AGL
1
DEX
2
FGT
6
INT
9
AWE
1
PRE
2
Powers
Offense
Ranged, Damage 11
Unarmed +9
Close, Damage 6
Initiative +1
Defense
Dodge
10
Fortitude
11
Parry
10
Toughness
12
Will
11
Power Points
Skills
Abilities
70
Skills
28
Powers
93
Defenses
18
Advantages
25
Total
234
Advantages
Diehard, Eidetic Memory, Equipment 10, Fearless, Great Endurance,
Inventor
Equipment
50 points allocated by the GM for various vehicles (Shock prefers
nondescript and innocuous-looking work-vans and sedans (with
large trunks)) and numerous HQs secreted around the city (use
Abandoned Warehouse and Underground Lair from the example
HQs in the Heros Handbook).
Allies
Shock doesnt work will with anyone whose intellect and
scientific acumen he doesnt respect... and he has little
respect for most other science-criminals because of their
juvenile approach or self-limiting obsessions. He is, of
course, blind to his own obsessions and limitations.
Enemies
Shock doesnt have enemies, only test subjects, rivals,
and overly-emotional inferiors who dont understand
his work. Besides, in order for him to have true enemies,
hed need to feel hatred, anger, or jealousy toward them,
and he no longer possess those emotions. If a hero or
group of heroes were to interfere with his plans too
often, Shock would hold them responsible for their
actions and target them in future schemes. Partially to
remove the impediment to his work and partly to prove
his superiority.
Solo Villains
Complications
Motivation Misguided: Doctor Shock was originally motivated by
a desire to save his life, but his experiments have broken his mind, so
hes still looking for his cure.
Obsessed: Shock believes that he has only temporarily cured himself
and that his answers lie in the abilities of some mystery superhuman,
that its only a matter of time before he finds the right DNA or the
right technological advancement in use in some costumed-types
shiny toys. Hes wrong on both counts, but hes incapable of seeing
that on any level.
Quirk Is Gordon Home?: Buried underneath layers of psychosis,
the basic personality of Gordon Shockley lies dormant. On infrequent
occasions, people can force that personality to the surface with the
right triggered memories or other suitable persuasion.
Hooks
It Was Gordon, I Tell You: A person from Shockleys
past come to the heroes for help, claiming that she has
had contact from her missing friend. He says hes being
held captive by Doctor Shock. Only after intense investigation is it discovered that Shocks original personality
has been asserting itself while Doctor Shock sleeps and is
sending out desperate pleas for help.
Unintended Consequences: The good doctors experiments make good backgrounds for the origin of one or more
superhumans, or even for the serious modification of an
existing one. His experiments might unlock latent abilities,
artificial life forms he creates may get free and turn on him,
turning to a life of crime-fighting or villainy all on their own.
Your Sacrifice for Science is Appreciated: The classic
Shock plota particular hero (or villain, as Shock doesnt
discriminate) displays powers, abilities, or technology that
piques Shocks interest. Shock is always more interested in
taking things apart to see what makes them tick than he
is in killing opponents in unnecessary fights. He sets a trap
for the target, who may be a player character or associate
of the heroes, and then its off to the vivisection table.
43
Doctor Sin
Real Name: Tzin Sing
Occupation: Crime-lord
Base: Various hidden bases around the world
Dr. Tzin Sing was born well over a century ago in China to a
family that clung to a bygone era of Imperial privilege and
prestige. Even as a boy he was a brilliant scholar drawn to
the study of science. As he grew older, he learned others
did not appreciate his intellect or his achievements, often
becoming intimidated or jealous because of them. It was
the way of things: People feared their superiors and tried
to drag them down to their own base and common level.
Tzin Sing would not allow himself to be dragged down.
Instead, he would use his intellect and his ambition to
achieve greatness, such as few had ever seen before.
Starting in the 1920s, Doctor Sin (as he has become
known in the West) built himself a criminal empire in
China and struggled against various Western heroes who
tried to thwart his schemes to expand his power and
influence. World War II temporarily put his plans on hold,
but Doctor Sin appeared again and again in the 1950s
and 1960s. His greatest enemy at the time was the hero
known as the Raven, who foiled the devilish doctors plans
at every turn. Raven also won the heart of Sins daughter,
Jasmine. Eventually, Doctor Sin and the Raven had a final
confrontation aboard Sins airship armada that left the
Raven crippled and Doctor Sin presumed dead.
Having cheated death many times before, Sin did so again.
He extended his life with ancient potions and secret meditation techniques. He rebuilt his criminal empire from the
shadows and plotted vengeance against his old foe, who
was now married to Sins daughter and with a child of his
own. Doctor Sin attempted to kidnap his granddaughter,
Callie, but Raven and Jasmine came to rescue her. When
Jasmine took a killing blow meant for her husband, Doctor
Sin was forced to flee. He has rededicated himself to his
plans of conquest and has sworn that his granddaughter,
the new Raven, will either join him or suffer her mothers
fate as a traitor to her own blood. As for her father, words
cannot describe the hatred Doctor Sin feels for the man he
holds responsible for his beloved Jasmines death.
Years of fencing with modern heroes has cooled Doctor
Sins fury somewhat. He can afford to take a long view
of matters, and the world is changing more and more
from the one he knew. He has spent considerable time
rebuilding his criminal empire throughout East Asia,
including various legitimate front companies, taking
advantage of Chinas new economic boom. Once
again, he is turning his attention towards the Western
Hemisphere, only this time, China is a rising power in
the world, and Doctor Sin intends for his power and
influence to rise along with it.
Personality
Doctor Sin is a combination of inscrutable calm and
detachment and supreme arrogance. He knows he is one
of the greatest minds that has ever lived and believes it is
therefore his destiny to rule over his inferiors, regardless
of their simple wishes. He lives for the challenge of struggling against a worthy adversary, since victory without
struggle is meaningless. He fancies himself a man of
honor: He wont go back on his sworn word, although hes
willing to use cunning and deception to achieve his ends.
Any challenge to his authority or inherent superiority
must be met and overcome.
44
Solo Villains
Doctor Sin
STR
0
PL12
STA
2
AGL
3
DEX
3
FGT
12
INT
12
Powers
Defense
Dodge
14
Parry
Will
Equipment
Light Pistol: Ranged Damage 3 6 points
AWE
10
PRE
5
Fortitude
14
Toughness
7/2*
15
94
Skills
Powers
Defenses
25
Advantages
74
Total
236
Power Points
Skills
Acrobatics 2 (+5), Athletics 6 (+6), Close Combat: Unarmed 4
(+16), Deception 8 (+13), Expertise: Chemistry 8 (+20), Insight
8 (+18), Intimidation 8 (+13), Investigation 8 (+20), Persuasion
4 (+9), Ranged Combat: Guns 6 (+9), Sleight of Hand 5 (+8),
Stealth 2 (+5), Technology 6 (+18), Vehicles 5 (+8)
Advantages
Artificer, Contacts, Defensive Attack, Defensive Roll 5, Diehard,
Equipment 20, Evasion, Improved Critical 4 (Unarmed),
Improved Initiative, Improved Trip, Inspire 3, Inventor, Jack-ofall-trades, Languages 5 (Cantonese, English, Latin, Japanese,
Russian, Sanskrit and several others, Mandarin native),
Leadership, Minions 20, Power Attack, Ranged Attack 3, Trance,
Uncanny Dodge, Well-informed
Note: Distribute Doctor Sins Equipment and Minion ranks as
appropriate to suit the adventure.
Offense
Abilities
40
Complications
Arrogance: Doctor Sin is supremely arrogant, considering
himself superior to the great herd of humanity, and most of
his would-be foes.
Beyond His Years: Doctor Sin sustains his life with various
potions, rare herbs, and meditation techniques, and has lived
well beyond his natural lifespan.
Chivalrous: Doctor Sins archaic sense of propriety makes
him particularly polite to women and he is especially fond of
explaining his greatness to a pretty companion.
Honorable: Doctor Sin has his own particular code of honor
and considers himself something of a heroic warlord, so he
is true to his word once it is given, and treats his foes with a
degree of respect
Initiative +7
Concealed light pistol +12
Ranged, Damage 3
Unarmed +16
Allies
Doctor Sin has no allies, only servants. The devilish doctor
is associated with SHADOW, primarily to keep that organization out of East Asia, which Sin considers his by right.
He is willing to share the world with Overshadow and his
cohorts, but only if included in their inner circle. Working
with SHADOW has also provided Doctor Sin with some
useful technology, such as their expertise in forcedgrowth cloning.
Although he refuses to admit it, Doctor Sin holds the
Chinese value of family close, and sought to create a legacy
by having children. With his one living child now lost
to him, and his own granddaughter his most dedicated
foe, the doctor has looked elsewhere to create a lasting
legacy, one truly worthy of his greatness, untouched by
Solo Villains
Enemies
Doctor Sin has numerous enemies, although he has
outlived many. Criminals in Asia cringe and cower at the
mention of his name, but some young and ambitious
crime-lords believe Doctor Sin is nothing more than a
myth, or at least a gross exaggeration. He takes pains to
correct their error when challenged.
Doctor Sins arch-foe is his granddaughter, the Raven, a
member of the Freedom League. This has brought Sin into
conflict with the League on occasion, although Raven prefers
to handle such family matters on her own when possible.
Hooks
A Draught of Silver: Given his prior study of ancient alien
technologies, Doctor Sin takes a keen interest in the Silver
Storm when additional information about it reaches him. He
makes arrangements to acquire samples to study, perhaps
hiring stormer mercenaries (who can potentially serve as
experimental subjects as well). The technology has the
potential to not only allow Doctor Sin to create his own superpowered army, but also to imbue himself with tremendous
powers, if he is able to properly calibrate the transformation.
Of course, even the slightest error could spell disaster.
45
Personality
A blood-thirsty warlord in life, Dracula
has since cultivated the appearance of a suave and sophisticated
gentleman with Old World manners
and style. He can be quite witty and
charming, when he chooses, but remains just as ruthless as when he earned himself the title the Impaler.
He enjoys the company of lovely ladies, particularly
those with fiery or defiant spirits he can seduce or
break to his will. He also enjoys fencing at words
with other cunning minds, at least until he tires
of their defiance.
Dracula only cares about two things: his
continued existence and increasing his not
inconsiderable power. He seeks out occult lore,
ancient artifacts, vampiric bloodlines, and other
opportunities to make him not only unchallenged Lord of the Vampires but a virtual
unliving god on Earth. Draculas dark dream is
of the day when he rules unchallenged, with
all of humanity as his cattle and playthings.
46
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STA
---
AGL
2
PL11
DEX
2
FGT
12
INT
3
AWE
3
PRE
4
Powers
Advantages
Equipment
Castle Lair 10 points
Size: Huge Toughness: 10 Features: Holding Cells
(dungeon), Laboratory, Library, Living Space, Personnel
Offense
Initiative +6
Mesmerizing Gaze
Unarmed +12
Close, Damage 8
Defense
Dodge
11
Fortitude
Immune
Parry
12
Toughness
Will
11
Power Points
Abilities
58
Skills
Powers
133
Defenses
17
Advantages
19
Total
259
32
Skills
Complications
Allies
Enemies
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47
pursue him wherever and whenever he appears. Occultists know the Vampire Lord and his exploits well, and characters may be able to recognize Dracula with an appropriate Expertise (Magic or Vampire Lore, for example)
check (DC 20).
Hooks
The following are some hooks for including Dracula as a
villain in your Mutants & Masterminds series:
The Lord of Vampires: The heroes learn of word
spreading through the occult underworld about a
fierce competition between vampires (and possibly
other undead) to acquire an artifact known as the
Sanguine Grail said to contain the remaining blood
of the last Lord of Vampires, Dracula himself. Drinking
from the Sanguine Grail will grant Draculas power
and title to a new Vampire Lord, something the heroes
should want to avoid at all costs! They must deal with
various vampiric factions, which can include previous
villains such as Lenore and Viktor von Nacht from Freedoms Most Wanted, or the rogue hero Nightrage from
Iron Age, plus any other vampires that may exist in
your setting. Ultimately, the contest is a trap: the Grail
does contain Draculas last blood, but the drinker gains
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Solo Villains
Third Edition
49
Eris
Real Name: Eris, Discordia
Occupation: Goddess of Discord and Strife
Base: A series of caves in the depths of Mt. Olympus
Eris, the daughter of Nyx (Night) has always been a
shunned cousin of the great gods of Olympus. Ever a
troublemaker, Eris was consigned to dwell in the dark
caverns and labyrinthine tunnels beneath Mt. Olympus,
connecting it to the underworld of Tartarus and other
mythic and mystical realms. There she brooded and
schemed, sometimes visiting and whispering to Zeus
exiled brother, Hades, in his dark realm.
Eris is infamous for the occasion when Peleus and Thetis
(parents of Achilles) invited the gods of Olympus to their
wedding, but failed to invite the quarrelsome Eris. So
she crafted a golden apple, engraved Kallisti (For the
Fairest) and cast it into the wedding celebration, where
the goddesses Hera, Athena, and Aphrodite immediately
began to argue over who was meant to have it. They chose
the mortal prince Paris of Troy to judge, each promising
him rich rewards, should he choose them. When Paris
awarded the apple to Aphrodite, she gave him the love
of the most beautiful woman in the world, Helen, who
was already the wife of the King of Sparta. When Paris and
Helen stole away to Troy, it began the long years of the
Trojan War, which involved even the gods themselves.
50
Personality
Eris is petty, petulant, and jealous. An outcast amongst the
Olympians, she bitterly believes concepts like cooperation
and coexistence are polite fictions at best. All it takes is a
slight push in the right direction to turn anyone towards
selfishness and betrayal. She intends to both prove herself
right and use her success to attain the power necessary
Solo Villains
Eris PL15
STR
10
STA
14
AGL
2
DEX
3
FGT
9
INT
5
AWE
7
PRE
6
Powers
Advantages
Skills
Deception 14 (+20), Expertise: Magic 12 (+17), Insight 10 (+17),
Intimidation 6 (+12), Perception, Persuasion 5 (+12), Ranged
Combat: Goddess of Discord Array 7 (+10), Sleight of Hand 6
(+9), Stealth 6 (+8)
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Offense
Initiative +2
Bolts of Bedevilment +15
Ranged, Damage 15
Ranged, Damage 10
Unarmed +9
Close, Damage 10
Web of Woe
Defense
Dodge
14
Fortitude
14
Parry
12
Toughness
14
Will
16
Power Points
Abilities
112
Skills
33
Powers
149
Defenses
24
Advantages
14
Total
332
Complications
Circumspect: The edicts of Zeus and ancient occult pacts
prevent Eris from acting openly on Earth. She must work
through proxies and willing mortals who call upon her
(although they are often deceived).
Jealous: Eris is bitterly jealous of attention paid to others,
especially in situations where credit or attention rightfully
belongs to her.
Troublemaker: It is in Eris nature to cause strife and discord.
She believes peace and cooperation are fragile lies, and is
determined to expose them.
Enemies
Eris arch-foe is her sister Harmonia, the goddess and
spirit of peace and cooperation. Harmonia is, however,
even more limited than Eris in terms of intervening in the
world, since she upholds both the letter and the spirit of
the pact which forbids the gods from trifling in mortal
51
Hooks
Eris is a powerful behind-the-scenes manipulator and
initiator of plots. She desires conflict in all of its forms, and
frequently empowers agents to sow strife and discord in
the world. Need a new set of villains? Perhaps Eris creates
them to cause further conflict.
Whom the Gods Destroy: Eris agents infiltrate and set up
a public incident designed to make the heroes look bad
due to massive public casualties and property damage.
The goddess minions then whisper in the right ears and
soon public outcry is aimed at vigilante menaces and
costumed freaks. Certain rising stars in politics call for
tighter control over such dangers, through an aggressive program of government oversight. The heroes are
given an ultimatum: place themselves under the direct
orders of the government, or go to prison as criminals
and domestic terrorists. They have to clear their names
and expose Eris plot before the situation can spiral out of
control, pitting people against the very heroes they have
come to depend upon.
The Infamy War: Rumors spread in the criminal underworld of a mysterious, cloaked and hooded figure
offering a contest to the worlds most powerful criminals. The prize: the Omni-Orb, a fist-sized golden sphere
that grants its possessor vast, cosmic power. The goal:
to defeat the greatest number of foes before the deadline set by the Dark Hood expires. Although many
villains are suspicious, they cannot run the risk of a rival
winning the Orb, if the Dark Hoods promises are true.
So its all-out war with villain pitted against villain, with
the heroes and the rest of the world caught in the crossfire. Turns out the Omni-Orb does grant considerable
power, but not for very long. Instead, the golden sphere
(apple, really) is a conduit for Eris (alias the Dark Hood)
to absorb power from the victor and all those who lost,
allowing her to finally storm the gates of Olympus itself.
Can the heroes thwart the goddess ambitions and
protect the world from disaster?
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MERRIWETHER, LUCAS
CLEARANCE RED+
12:15 - PST
return to Main Database
FROM:
Justin Mackenzie
TO:
Lucas Merriweather
SUBJECT:
<[email protected]>
<[email protected]>
Threat Report Faade
ite govern
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service
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a
I will continue to pursue this investigation, but Faade is an extremely tricky customer
who has been evading international authorities for quite some time. It will be difficult to
pin him down, or even determine which identities he has currently adopted.
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53
Facade
Real Name: Alain Facile
Occupation: Spy, thief and sabateur
Base: Mobile
The son of French cosmetics magnate Camilla LeClare and
her husband Henri Facile, Alain grew up a child of privilege
and wealth, noted for his good looks and charm. His keen
intellect and family connections got him into the most
prestigious private schools; his behavior got him thrown
out of them. Although athletic and well-read, his ambitions
never extended beyond inheriting a great deal of money
and finding fun and exciting new ways to spend it.
Tragedy struck one night when Facile left a nightclub in
Ibiza severely intoxicated and climbed behind the wheel
of his sports car. Two other people in the car with him
were killed in the ensuing crash, one crippled for life, and
Alain Facile left with secondand third-degree burns
over ninety percent of
his body.
Personality
Spoiled and arrogant, Faade feels entitled to take whatever he wants. Embittered by his transformation, he lost
what little ability he had to care about the feelings or lives
of others. People are just playthings to him, to be enjoyed
and discarded at his whim. He holds to certain professional
standards because they serve him, not out of any real sense
of honor, but prides himself in his work and reputation.
Faade takes a sick pleasure in ruining other peoples lives,
inflicting the same kind of loss he suffered. He disdains
work as a hired killer, but will gladly involve himself in acts
of character assassination. For the most part, he uses his
abilities as a thief and spy, getting close to people and
into places to acquire his target, then disappearing.
Faade throws himself so deeply into his adopted roles
partly because they allow him, for a brief time, to forget
the freak he has become. He has an aversion to his
former identity as Alain Facile and rarely, if ever, takes on
his original appearance.
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Solo Villains
Facade PL7
STR
2
STA
2
AGL
4
DEX
5
Powers
FGT
7
INT
4
AWE
2
PRE
6
Offense
Initiative +8
Ranged, Damage 3
Unarmed +11
Close, Damage 2
Equipment
Defense
Dodge
10
Parry
Will
Skills
Acrobatics 8 (+12), Athletics 8 (+10), Close Combat: Unarmed
4 (+11), Deception 10 (+16), Insight 12 (+14), Intimidation 5
(+11), Investigation 10 (+14), Perception 10 (+12), Persuasion 4
(+10), Ranged Combat: Guns 6 (+11), Sleight of Hand 10 (+15),
Stealth 11 (+15), Technology 8 (+12), Vehicles 4 (+9)
Fortitude
10
Toughness
4/2*
Power Points
Abilities
64
Skills
55
Powers
10
Defenses
19
Advantages
Advantages
23
Total
171
Complications
Allies
A sociopath like Faade has no allies, only clients and
targets. Hes virtually incapable of forming real relationships with other people; everyone is just a part of the
endless masquerade his life has become. Hes widely
connected in the criminal underworld, having worked for
clients from governments and corporations to organizations like SHADOW.
Enemies
Faade is on the most-wanted list of numerous lawenforcement agencies, from Interpol to AEGIS and
UNISON. The few times he has been apprehended, he has
managed to escape, leaving nothing behind but a rapidly
disintegrating discarded skin.
Hooks
Double Jeopardy: The heroes are just settling into a
comfortable working relationship with the authorities
when some of the Citys Finest (or agents of AEGIS) turn
Solo Villains
up on their doorstep, with a warrant for one of their teammates! Seems the law has witnesses who place the hero
at the scene of a break-in the previous night, in which
sensitive government files were stolen. Naturally, the hero
doesnt have an alibi, and a lot of people have questions.
Meanwhile, Faade still has a few hours left wearing the
heros skin (and a duplicate of his costume) with which to
cause trouble.
Body Double: A villain sets Faade up with the job of
impersonating his secret identity. For example, Faade
takes the villains role at a society event, so the villain
can show up and rob the place, or even kidnap himself!
Faades involvement is a great opportunity to throw
heroes who think they know who the villain really is off
the scent.
Deep Cover: A long-term subplot: Faade adopts the
identity of someone new in the heroes lives, ideally
someone with access to their headquarters, like a government liaison, maintenance or support worker, or the like.
Hes been hired to go deep undercover to conduct surveillance on the heroes, passing information along to their
enemies, who use it to their own advantage. Meanwhile,
Faade has to keep his true nature hidden. Eventually, the
heroes learn theyve got a mole on the inside, signaling
to Faade it is time for him to grab whatever other information he can and make a quick getaway, abandoning his
cover identity.
55
Fallout
Real Name: (Major) Emerson Cord
Occupation: Domestic terrorist (fmr. Air Force officer)
Base: Mobile
The project classified as NINE TANGENT APPLE, nicknamed Project: Hyperion by the scientists working on it,
was designed to create a nuclear-powered superman to
fight Americas battles against the Soviets and their Evil
Empire. That was the plan as envisioned, adding one more
notch in the annals of super-soldier programs the country
had pursued with limited success. The twenty volunteers
who passed a rigorous set of physical, psychological, and
political criteria were subjected to brutal and torturous
procedures culminating in violent exposure to a tightly-
56
Solo Villains
Fallout PL14
STR
15
STA
11
AGL
3
DEX
2
Powers
FGT
6
INT
2
Atomic Burst: Damage 14, Burst Area 2 (60 ft), Distracting 1 point
Fallout Attack: Continuous Transform 9 (normal material to
radioactive material) 1 point
Hard Radiation: Burst Area Affliction 14 (Resisted by Fortitude;
Dazed, Stunned, Incapacitated) 1 point
Nuclear Force Manipulation: Affects Corporeal on Strength
15, Precise, Subtle, Sustained 1 point
Energy Form: Flight 12 (8,000 mph); Immunity 30 (Fortitude
Effects); Impervious Toughness 14; Insubstantial 3 (Innate,
Permanent); Protection 7 91 points
Radioactive Body: Uncontrolled Reaction: Damage 4, Resisted by
Fortitude; Uncontrolled Reaction: Weaken Stamina 4 (Incurable)
29 points
Skills
Deception 6 (+10), Expertise: Soldier 6 (+8), Insight 6 (+8),
Intimidation 8 (+12), Investigation 2 (+4), Perception 6 (+8),
Persuasion 4 (+8), Ranged Combat: Atomic Attacks Array 8 (+10),
Ranged Combat: Guns 4 (+6), Technology 8 (+10), Vehicles 6 (+8)
Advantages
All-out Attack, Close Attack 4, Fearless, Improved Aim, Improved
Critical 2 (Atomic Blast), Improved Initiative 2, Leadership, Power
Attack, Seize Initiative, Startle, Well-Informed
Personality
Major Emerson Cord volunteered for the project that
turned him into Fallout in the hopes of becoming a great
American superhero. Instead, it not only turned him into
a freak, it cost him his face, his career, and any semblance
of a normal life. As Fallout, Cord has developed a pathological hatred of the military and government he views
as having betrayed him. He also resents the public for so
easily falling for the lies of his former masters, viewing
them as sheep unworthy of his terrible sacrifice.
Allies
Fallout has few true allies, due to his raging paranoia. He
only considers Meltdown, Ground Zero, and Half-Life worthy
of his trust because they were all created by the project.
Solo Villains
PRE
4
Offense
Initiative +11
AWE
2
Unarmed +10
Close, Damage 15
Defense
Dodge
10
Fortitude
Immune
Parry
10
Toughness
18
Will
12
Power Points
Abilities
90
Skills
Powers
160
Defenses
21
Advantages
16
Total
319
32
Complications
Motivation Revenge: Fallout is out for revenge. He may couch
his activities behind a story of exposing the corruption inherent in
the system, but thats just a facade; hes out for blood.
Power Loss: Fallout is a creature made of energy and any substance
that interferes with radiation affects Fallout. Enough lead, gold, water,
or concrete could interfere with his powers or effectively contain
him for some time. In addition if his harness could be disabled or
removed, Fallout would likely discorporate... at least in theory.
Quirk Bitter: Fallout resents his condition to a pathological degree.
Opponents may be able to use this fact to get him ranting or to
dissuade him from a course of action with the promise of a cure.
Quirk Paranoid: Cord thinks everyone is out to get him and
sometimes sabotages potential alliances due to his inability to
work with most other parties because of it.
Quirk Psychotic: The transformation to living energy caused
Cord serious mental problems. These problems make him unstable,
erratic, and difficult to rely on long-term.
Enemies
Fallout views the government and, most of all, the men
behind the project that created him, his enemies. He also
considers the most of the American people his enemies
because they swallow the lies the government feeds them
without question.
Hooks
Bunker Buster: Fallout is on the hunt for evidence
regarding Project: Hyperion. Hes broken into a couple
of secret, abandoned Cold War-era research bunkers.
The heroes are called in my AEGIS or some other government agency who want the heroes to keep Fallout from
entering anymore of these bunkersbecause of what, or
who, might still be in there!
57
Allies of Fallout
Members: Ground Zero, Half-Life, Meltdown
Base of Operations: Mobile
Motivation: Revenge and Destruction
The clandestine backers of the secret project codenamed NINE TANGENT APPLE searched long and hard
for specific qualities they wanted in their planned
atomic-powered superman. They looked at potential
recruits from all of the branches of the military as well
as various organizations within the U.S. intelligence and
law enforcement community. Of the twenty men chosen
to represent their countrys finest, only four survived:
Emerson Cord of Air Force Intelligence; Paul Beauchamp
of the Army Rangers; Evan Keeler, Army Intelligence
before moving into the CIA; and Stephen Hoskins of the
Marine Corps Force Recon. Each was changed dramatically by the fruits of the programs research, not only
gifted with powers beyond human ken, but also, unfortunately, mentally and emotionally warped by their
experience. Each was given a code name and, for a time,
helped by the programs staff of scientists and technicians to develop their newly acquired abilities, and in the
case of Fallout and Meltdown, given the technological
assistance they needed just to survive and interact safely
with the world around them. Then the programs experts
slowly discovered the deep-seated psychological problems caused by the transformations and locked them
away from the outside world.
After escaping from their imprisonment (see Fallouts
background for details), the men have repeatedly attacked
military and industrial targets because they believe those
organizations worked together to betray them, steal their
humanity, and ultimately of turning the country against
58
Solo Villains
will eventually become frustrated and go on a spectacular rampage of destruction, having abandoned their
initial plan.
When working apart from one another, Ground Zero
and Meltdown wander aimlessly around the country
until they randomly hit or are confronted by targets of
opportunity. They try to stay below the radar until those
episodes of violence occur, with mixed success. Half-life,
when he isnt wrapped up in one of his bizarre states
of meditation, applies a greater degree of precision
in selecting and removing targets, whether those are
human or otherwise; however, the actual logic behind
his choices is baffling and makes sense only within his
delusional fantasies.
Tactics
In combat, Ground Zero, Half-life, and Meltdown generally act separately from each other, almost ignoring their
allies on the field until assistance is necessaryWhen faced
with effective opposition, the three begin operating with
great efficiency as a single unitafter all, each was a
decorated combat veteran prior to their transformations,
so those combat skills are there when they need them.
Their favorite tactic is for Ground Zero and Meltdown
to unleash a confusing volley of their powers in unison,
destructively altering the structure and layout of the environment, disrupting visibility around the battlefield, and
leaving their opponents off-balance while Half-Life zips
through their opponents using his destructive aura to
take out targets until the opposing force breaks and runs.
Fallout normally provides aerial support before physically
confronting his enemies. Fallout and Ground Zero occasionally like to double-team particularly resilient targets
in hand-to-hand combat.
Ground Zero
REAL NAME: Paul Allen Beauchamp
OCCUPATION: Former Army Officer (Rangers)
BASE: Mobile, but normally limits himself to the
American Southwest
Born and raised on the streets of
Detroit, Paul Beauchamp knew
he wanted to be an Army Ranger
from an early age. His father had
been a Ranger and Beauchamp
worshipped the man, the only adult
figure to keep the boys respect as
the temperamental youth grew
up. Beauchamp excelled in his chosen profession and
following a tour in Latin America as part of a black ops unit
was handpicked for NINE TANGENT APPLE.
As Ground Zero, Beauchamps physical form is superhumanly durable. He converts incoming energy into both
physical strength and accelerated healing. Hes more
commonly known for his ability to discharge the energy
generated by his internal nuclear reactions as explosions, particularly a devastating and immense explosion
Solo Villains
Half-Life
REAL NAME: Evan Keeler
OCCUPATION: Former CIA Analyst
BASE: Mobile, but normally limits himself to American
East Coast
Evan Keeler was never the nicest
or most empathic person, even
when he was human. A borderline
sociopath with a keen intellect and
enough social awareness to fool one
psych profiler after another, Keelers
naturally analytical bent and need
for control led him into military intelligence. From there, the halls of Langley were a short step.
After his transformation, Keeler was the first of the four to
start setting off red flags among his handlers. His descent
into delusional psychosis in which he was an avatar
of death judging the flaws of inconsequential mortals
ground Zero
59
60
Meltdown
REAL NAME: Stephen Hoskins
OCCUPATION: Former Marine Corps Officer (Force
Recon)
BASE: Mobile, but normally limits himself to American
Midwest
The son and grandson of Marines,
Stephen Hoskins eventual career
was chosen for him at an early age.
His trivial bit of rebellion amounted
to joining Force Recon instead of
following his familys tradition of
infantry command. General Riley
Harcourt, one of the high-ranking
officers behind NINE TANGENT APPLE, was an old friend of
the Hoskins family and had watched Stephens career with
interest. A small exercise of influence and the young man
was inducted into the program. After the four men were
locked down, Harcourt took personal care in constructing
a fictional (and honorable) death to give the Hoskins
family a sense of closure regarding Stephen. Unlike the
other survivors of the program, Hoskins has more than
an impersonal set of names and faces from the program
staff to target. His sense of betrayal is very personal and
focuses heavily on Harcourt.
Meltdown generates an active nuclear reaction controlled
only by the suit he wears. Without that suit, his powers
would be constantly and omni-directionally venting into
his surroundings. As long as he wears the suit, however,
he can choose when the plasma field actively expresses
around him, and also focus that emission into intense
directed discharges either outward as a wave or slightly
more narrowly vented as plasma shooting directly in front
of him.
Solo Villains
MERRIWETHER, LUCAS
CLEARANCE RED+
22:03 - PST
return to Main Database
FROM:
Sylvia Whitehead
TO:
Lucas Merriweather
<[email protected]>
<[email protected]>
SUBJECT:
ite govern
el
service
n
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Faster Pussycat
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Third Edition
61
Faster Pussycat
Real Name: Amanda Agostino
Occupation: Underground Internet icon
and professional thief
Base: Emerald City
Amanda Agostino came from a family of thieves. Her
grandfather was a jewel thief who had to flee Italy immediately after the Second World War to escape prison. Her
father was a frequent contractor for a number of East
Coast mob families during the 60s and 70s. She grew up
to do her family proud. For several years she operated as a
world-class burglar and thief specializing in art, jewels, and
other rare items, often working for wealthy collectors and
bypassing established fences altogether. She had a reputation for competence and discretion, gathering teams as
needed (usually for only a single job) and costing a number
of galleries and museums insurance companies dearly. This
all came to an end the night she made a grab for a figurine
of the Egyptian goddess Bast on display in Freedom City.
A flu-stricken security guard whose illness made him run
behind schedule arrived at the most inopportune time and
Personality
Faster Pussycat has developed a number of archetypal
feline characteristics thanks to the power of Bast. She is
vain, self-indulgent, self-absorbed, obsessed with her
own comfort and safety, easily bored, and dangerously
playful. Agostino is also vivacious, charming, and effective
at seducing and manipulating people into doing what she
wantswhich is mostly to adore her and make it possible
for her to acquire the wealth and baubles she needs.
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Solo Villains
Faster Pussycat
STR
2
STA
5
PL9
AGL
6
DEX
5
Powers
Blessings of Bast: Enhanced Advantages 7 (Attractive 2, Inspire,
Luck 4); Enhanced Agility 2; Enhanced Dexterity 1; Enhanced
Presence 3; Enhanced Stamina 2; Immortality 14 (QuirkNine
uses*, -1 point); Leaping 1 (15 feet); Regeneration 5 (Limited
to while resting in front of altar to Bast); Senses 3 (Acute
Olfactory, Low-light Vision, Tracking) 57 points
Burst of Speed: Quickness 4, Stacks with Superhuman Speed,
Linked to Speed 4 (500 MPH), Stacks with Superhuman
Speed; Unreliable (usable for a total of 5 rounds) 4 points
FGT
4
INT
1
Initiative +22
Claws +14
Unarmed +14
Close, Damage 2
Defense
11
Parry
Will
Advantages
Attractive 2, Benefit 3 (StatusInternet Celebrity, Independently
Wealthy), Close Attack 2, Connected, Daze (Deception), Defensive
Attack, Defensive Roll 2, Evasion, Fascinate (Persuasion), Great
Endurance, Improved Defense, Improved Initiative 4, Improved
Trip, Inspire, Instant Up, Luck 4, Move-by Action, Redirect, Seize
Initiative, Skill Mastery (Persuasion), Takedown 2, Taunt, Uncanny
Dodge, Well-informed
Allies
Faster Pussycat is very popular in the costumed underworld. She finds it easy to attract partners for any job
she decides to pursue. She has made use of Tribal on
many occasions, generally persuades Doc Otaku to help
her with needed equipment for special jobs, and has a
love-hate relationship with Magpie (currently in the love
category).
The allies that most frequently provide her with assistance are the nameless throng of online fans that
hang on her every word. They help her launder money
through her paid fan sites, they sell her memorabilia
(photos, t-shirts, etc.), they keep forums devoted to her
(which she often uses to covertly pass information on to
certain employers or partners), and so on. None of her
fans have become directly involved in her jobs, yet. Shes
toyed with the idea of setting up a flash mob as a distraction, but thats so pass nowadays she cant bring herself
to do it.
Solo Villains
PRE
6
Offense
Dodge
Skills
AWE
3
Fortitude
Toughness
7/5*
Abilities
48
Skills
65
Powers
86
Defenses
19
Advantages
20
Total
238
Power Points
Complications
MotivationFame and Fortune: The influence of Bast
strongly enhances Agostinos natural acquisitiveness and ego.
This leads her to make decisions and pursue actions based on
greed and the need for recognition that her professionalism
would have once made her avoid.
ObsessionAttention and Praise: Faster Pussycat is driven
by the need to be adored. She normally retains enough selfcontrol to channel this into profitable avenues, but her thinking
becomes erratic and her temper more pronounced if she goes
very long without indulging her need for attention and praise.
ObsessionIt must be mine!: Agostino can become
completely enamored with particular baubles, fine art, or other
valuables. When this happens she cant concentrate on other
jobs or rest until she has made the object of her greed hers
and hers alone.
Temper: Faster Pussycats vanity and self-importance make her
easily annoyed and prone to displays of anger or dangerous
lapses in judgment when denied her way or when slighted.
Hooks
Let the Bidding Commence: One of Faster Pussycats
favorite games is to publicize online a number of potential targets for theft and then let forum subscribers bid
on which one they want to see her hit. The heroes are
approached by one of these potential victims who begs
them to stop Faster Pussycat. Even with foreknowledge,
are they up for the job?
Old Grudges: Faster Pussycat finds herself drawn to steal
specific art treasures from a number of hidden caches.
Soon, she has SHADOW on her tail. It turns out that the
sorcerer responsible for trapping some of Basts essence
in that figurine was Tan-Aktor, and Bast has finally identified his current incarnation. The treasures are from his
private collections and Overshadow is incensed. Soon,
Faster Pussycat must seek protection from the heroes to
keep SHADOW from killing her, but is she sincere in her
request, or is it part of Basts plan?
63
Foxfire
Real Name: Foxfire keeps her True Name secret
Occupation: Trickster
Base: Little Osaka, Emerald City
The Elysian Forest outside of Emerald City includes many
unusual creatures, some alien or mutated by outside
forces, others ancient remnants of human myths and
legends, known as the Forsaken. One such is the entity
Personality
Foxfire is a trickster by nature:
delighting in deception and
elaborate pranks designed to
make fools of others, especially
prideful and serious people. She
can be rather cruel in ignoring
others feelings, especially when
she feels provoked into teaching
someone a lesson in humility (or
humiliation, its all much the same
to her).
She tends to treat people as puppets
and playthings, to be used and
discarded at her whim. Years of
service to the Ito family have given
Foxfire some degree of empathy, but
also considerable resentment towards
humans and their petty problems. She does
not kill casually, but also sees nothing wrong
with borrowing human bodies to serve her
own needs. Human suffering is endless, she at
least brings some color and excitement into
their otherwise meaningless lives.
64
Solo Villains
Foxfire PL11
STR
0
STA
2
AGL
4
DEX
4
Powers
Deceiving Spirit: Illusion 8 (All Senses, 250 cf., Affects Others)
48 points
Foxs Gifts: Flight 4 (30 MPH, Affects Others Only); Sustained
Protection 8 (Magical Defenses; Affects Others Only);
Ranged Cumulative Affliction 11 (Blinding Light; Resisted
by Fortitude; Visually Impaired, Visually Disabled, Visually
Unaware), Affects Others Only); AE: Ranged Damage 11
(Lightning; Affects Others Only) 54 points
Innate Accuracy: Enhanced Skill 5 (Ranged Combat: Foxs
Gifts +10), Affects Others, Limited to a maximum of +11
Attack 5 points
FGT
2
INT
4
Initiative +4
Blinding Light*
Ranged Affliction 11
(Dodge/Fortitude DC 21)
Lightning*
Ranged Damage 11
*Uses possessed subjects trait(s)
Unarmed +8
Close, Damage 0
(Only other incorporeal targets)
Defense
11
Parry
Will
Advantages
Defensive Attack, Evasion, Taunt, Uncanny Dodge
Solo Villains
PRE
5
Offense
Dodge
Skills
AWE
4
Fortitude
Immune
11
Toughness
2/8*
11
Abilities
50
Skills
Powers
223
Defenses
23
Total
334
Power Points
Advantages
34
Complications
Trickster: Foxfire is a trickster by nature, given to lying,
deception, and manipulation to get others to do what she
wants. She has a difficult time resisting an opportunity for
mischief or a good prank, especially against a deserving
target.
Word Is Bond: As a spirit, Foxfire is bound to honor the exact
letter of any agreement she makes, although she can (and will)
creatively interpret or twist the wording to suit her.
65
A Fistful of Foxfires
Foxfire is a character is a great deal of variability: depending on her current host-body, she can be an entirely different foe!
The listed game traits assume Foxfire is possessing an innocent bystander: someone with no remarkable abilities (ranks of
0 in all but a few Int or Pre skills Foxfire cannot access). This works for most normal people, Foxfires usual hosts.
Provide a host-body with some physical training, however, and the fox-spirits capabilities improve: You can increase
Foxfires Dodge and Parry to reflect a more agile host, and increase Strength with little concern over power level until rank
14, given her +8 unarmed attack modifier and Protection 8. Hosts with higher Stamina or Toughness might call for lower
defenses or less benefit from Foxfires mystic Protection, unless you want a higher combined Toughness.
Where you can really mix-and-match is giving Foxfire a super-powered host body: choose an archetype from the Heros
Handbook (possibly some stormer from Emerald City), another villain from this book or your own series, or a hero (player
character or NPC) from your own game. Consider a couple of examples:
Anvil: Anvil is a near-perfect host: a physical powerhouse, virtually invulnerable, and (frankly) none too bright
or strong-willed. Heroes familiar with his bombastic attitude would certainly notice Anvils change in personality
almost as quickly as his sudden new powers of throwing lightning and blinding light blasts to go with his formidable
strength! Foxfire might even disguise Anvils body with an illusion so the heroes are initially incapable of figuring out
how a slight-looking Asian girl manages to pack both the punch and the weight of a semi-trailer!
Death Magnetic: Death Magnetic is a much tougher nut to crack with her Impervious Will and electromagnetically altered brainwaves. Of course, that same bi-polar personality might create complications on both sides when
Foxfire is able to possess Death Magnetic (or Chelsea Lincoln), only to be overwhelmed and possessed by her
evil side! She can then add Foxfires powers of light, lightning, and illusion to her own magnetic command of
metal for a powerful foe!
Allies
Foxfire is a loner by nature; few people even know her
true nature, much less work with her. She has been known
to acquire unsuspecting allies using trickery, such as
convincing heroes she is a helpless victim or bystander, or
criminals that she is one of their own.
Enemies
Foxfire is rapidly filling out her dance card with potential enemies: criminal syndicates like the Golden Dragon
Society and the Emerald City Yakuza, authorities like AEGIS
and the Emerald City Police Dept., and virtually any heroes
who happen to cross her path. She tends to assume that
her powers and spirit nature make her largely immune to
reprisals, but time may prove otherwise.
Hooks
Careful What You Wish For: Foxfires latest distraction
is taking up a perverse genie role. She takes note of
66
Solo Villains
MERRIWETHER, LUCAS
CLEARANCE RED+
19:45 - PST
return to Main Database
FROM:
Peyton Ramos
TO:
Lucas Merriweather
SUBJECT:
erican
m
a
service
n
o
i
t
ite govern
el
No Image on File
The Hand of Sin
t interv
e
en
n
m
As much as Id otherwise be happy to have someone knocking off the triads and their dirty business in the Eastern District, I strongly recommend further investigation into the identity of this
Shou Tzin and whether or not hes the Jadetown Killer. This could be the opening salvos of a
full-blown gang war in the District that has the potential to spill out into other areas of the city
Agent Peyton Ramos
Senior Security Analyst/Field Operative
AEGIS District 5
Solo Villains
Third Edition
67
68
Personality
Shou Tzin possesses a quiet confidence that borders on the towering
arrogance of his father, Doctor Sin. Only his
subservience to his master and creator holds
it in check. His skills are considerable, tested in
numerous simulations and training exercises. His
experience, however, is shallow and therefore
somewhat brittle. Shou Tzin has yet to be truly
tested, and his first failures will be significant
ones, determining his future destiny. Will he turn
away from what he was bred and programmed
to be or will he embrace his heritage more
fully than even Doctor Sin could imagine,
and seek to one day overthrow his father?
Shou Tzin cultivates a cold faade of
detachment, concealing a burning curiosity about the world he is only just experiencing. He enjoys the opportunity to
take matters into his own hands because
it ensures him a steady stream of new experiences and insights, as well as chances to
test his abilities. Those who defy him, or his
master, are enemies to be carefully studied,
then destroyed.
Solo Villains
STA
3
AGL
4
DEX
4
Equipment
Sword (Strength-based Damage 3, Crit. 19-20) 4 points
Shuriken (Ranged Multiattack Damage 1) 3 points
Smoke bombs (Cloud Area Concealment Attack 4) 12 points
11 points of other equipment, as needed.
Skills
Acrobatics 10 (+14), Athletics 10 (+13), Deception 8 (+11),
Insight 4 (+13), Intimidation 8 (+11), Investigation 4 (+13),
Perception 4 (+13), Persuasion 6 (+9), Ranged Combat:
Throwing 3 (+7), Sleight of Hand 4 (+8), Stealth 10 (+14),
Technology 5 (+14), Treatment 2 (+11), Vehicles 6 (+10)
PL9
FGT
11
Shuriken +11
Sword +11
Unarmed +11
Defense
Dodge
13
Fortitude
Parry
13
Toughness
5/3*
Will
92
Skills
Powers
Defenses
17
Advantages
37
Total
188
Power Points
Allies
Shou Tzin has the backing of Doctor Sin and his extensive
organization, although he works largely on his own or in
charge of a small gang of his own making. He may have
various thugs (Heros Handbook, page 218) at his beck and
call, particularly if he has taken over several smaller gangs.
Enemies
Doctor Sins enemies are the enemies of his Hand as well.
Presently, Shou Tzins key foes are the members of the
Golden Dragon Society in Emerald City, but various crimelords and underworld figures would take an interest in
him, especially if they knew the true nature of his origins
and his relationship with his master.
Solo Villains
PRE
3
Initiative +8
Abilities
AWE
9
Offense
Advantages
INT
9
42
Complications
Clone: As a clone, Shou Tzin has no legal identity and may have
certain biological complications.
Sheltered: Shou Tzin knows no other life than what he
is programmed to know. Thus there are blind spots in his
knowledge and experience of the outside world.
The Son of Sin: Shou Tzin is a clone of his creator, Doctor Sin.
He therefore feels considerable loyalty to his father but also
shares much of Doctor Sins arrogance and ego.
Hooks
The Hand and the Dragon: Shou Tzin smuggles himself
into Emerald City and, ensconced in Jadetown in the Eastern
District, begins probing the defenses of the Golden Dragon
Society. This means various strikes against their operations
in the District and throughout the city. Initially, the authorities and the heroes might assume theres a new local hero
at work, but the Hand of Sin has no interest in showing
mercy to his enemies or to working with the authorities. So
when Golden Dragons start turning up dead, it becomes
more of a gang-war situation than a fellow vigilante. Still,
the Hand of Sin might contact heroes who have come into
conflict with the Golden Dragon Society in order to find out
what they know, and even to forge a temporary alliance.
A Multitude of Sins: Things in the Eastern District get
complicated when it appears that the Hand of Sin is everywhere at once, greatly stepping up operations against the
Golden Dragons. The Triad is backed into a corner and
places a considerable bounty on the Hands head. Then a
badly wounded Shou Tzin comes to the heroes looking for
sanctuary from Triad assassins, only the be struck down
at the last moment by a killer from a nearby rooftop or
alley, an assassin who looks just like him! Has Doctor Sin
unleashed a legion of clones on Emerald City? Are they
knowingly or unknowinglycompeting for survival and
the true role as their creators hand?
69
Hexenhammer
Real Name: Erich Adler
Occupation: Witch Hunter; vengeful body-snatching
wraith
Base: Mobile
Born in the mid 15th Century, Erich Adler was one of the
periods most infamous witch-hunters. Raised a devote
Catholic, young Erich became a soldier in the service
of Church and was even involved in a failed attempt to
begin a new crusade. It was during these years he took a
young millers daughter as a bride. While away on one of
his many missions for the church, his wife was taken by
outlaws. Hearing of her abduction he rushed home. He
slaughtered the bandits but was too late to save his love.
Looking around her killers lair at the Satanic imagery
and pagan trappings the outlaws used to intimidate the populace, his hatred and zealotry grew.
Reeling from the loss an unable to fight such
foes abroad, he turned his focus towards
local concerns and joined the churchs
crusade against heresy, magic, and witchcraft. Possessing the blind devotion of a
fanatic and the skills of a warrior, he
dedicated his life to the extermination of magic in all its forms. Adler
viewed the supernatural as a
disease; a plague that could only
be snuffed out by the elimination of all who carried it in
their blood. Unlike some of
his more moderate peers, he
made no distinctions
between white and
black magic or active
and potential magic
skill. All who used
magic were the
enemy of himself,
God, and man in
roughly that order.
Adlers hate-fueled
personal crusade
was hell on local
herbalists, pagans,
and
the
occasional
supernatural
creature. However, he
lacked the true power to
oppose most major magical
threats and this resulted in
several defeats at the hands
of various magicians and
monsters. To aid his efforts he
founded a covert arm within
the Inquisition, the Order of St.
Henricus. The order had more success
than Adler alone, but as he grew older he
70
Solo Villains
Hexenhammer PL11
STR
4
STA
6
AGL
2
DEX
2
Powers
Fanatical Fervor: Enhanced Advantages 4 (Fascinate:
Expertise: Oratory, Inspire 2, Leadership), Limited: Only
usable on religious zealots/followers 2 points
Hexenhammer: Device, Indestructible, Removable (-15
points) 63 points
Anti-Magic Wards: Immunity 20 (Magic), Reflect
Hammer Strike: Strength-based Damage 6, Affects
Insubstantial (Full Ranks), Penetrating 4; Linked to Nullify
Magic 10, Broad, Simultaneous, Reduced Range (Close)
Heal Wielder: Regeneration 5
Soul Vessel: Feature 1 (holds the soul of wielder when not
in host body)
Witchfinder: Senses 4 (Ranged Detect: Mystics and Potential
Mystics, Tracking 2 (Detect)) 4 points
Skills
Acrobatics 2 (+4), Athletics 4 (+8), Expertise: Magic 4 (+5),
Expertise: Oratory 6 (+8), Expertise: Interrogation and Torture 7
(+8), Insight 1 (+5), Intimidation 10 (+12), Investigation 5 (+6),
Perception 4 (+8), Stealth 4 (+6)
Advantages
All-out Attack, Close Attack 2, Defensive Roll 4, Evasion, Favored
Foe (Mystics), Improved Critical 2 (Hammer Strike Damage),
Improved Initiative, Improved Trip, Languages 2 (German,
Latin), Power Attack, Precise Attack (Close, Concealment),
Quick Draw, Ranged Attack 6, Skill Mastery (Intimidation),
Startle, Takedown, Weapon Bind, Weapon Break
Personality
Hexenhammer was always a fanatic but being bound in a
weapon, the sole purpose of which is destroy magic, has
Solo Villains
FGT
10
INT
1
AWE
4
PRE
2
Offense
Initiative +6
Hammer Strike +12
Reflected Attacks +8
Unarmed +12
Close, Damage 4
Defense
Dodge
12
Fortitude
10
Parry
Will
12
Toughness
10/4*
12
Power Points
Abilities
62
Skills
Powers
69
Defenses
24
Advantages
29
Total
208
24
Complications
Hatred: Hexenhammer hates all magic-users, mystics, and
occultist, believing them corrupt, godless, and evil.
MotivationAnnihilation: Hexenhammer is on a holy
crusade to destroy all magic, magical beings, supernatural
creatures, and mystic objects. He will not rest until he achieves
his goal.
Trapped Soul: Hexenhammers spirit is bound to his
enchanted hammer and is trapped inside it whenever he is
without a host body. His spirit cannot rest until he has purged
humanity of mystics, sorcerers, and their descendants.
only made him worse. He exists only to punish and exterminate mystics and magic-users. He makes no distinctions
between good and evil among the mystical community,
believing all magic to be sinful and corrupting. Thus he
extends his blind hatred to the descendants of such individuals as well and will do anything to save humanity from
its influence.
Hexenhammer will do anything to further his goals. He
is not above taking hostages, torturing captives, or even
killing innocents if it serves his mission. He tells himself
he is doing what must be done and that God will forgive
his sins and welcome any innocent he must sacrifice along
the way; but the reality is he really just doesnt care about
the suffering and pain he causes. He also has no trouble
throwing his current host into deadly or even suicidal situations.
71
Allies
The Order of St. Henricus still exists as a heretical cult
outcast from the Church. Its members all know of
Hexenhammer and believe he is a chosen agent of
72
Enemies
Hexenhammer is the sworn enemy of all human mystics,
magicians, sorcerers, and supernatural creatures. He also
counts anyone descended from such individuals among
his foes. This fanatical belief has caused him to run afoul of
various mystic heroes such as Earths Master Mage, Adrian
Eldrich, and the Freedom Leagues newest member,
Seven.
Adventure Hooks
Suffer Not a Witch to Live: An NPC connected to one of
the heroes reports being followed by a strange looking
man in a long coat and hat carrying a strange-looking
walking stick that kinda looks like a hammer. The stalker
Solo Villains
Solo Villains
Third Edition
73
Huntmaster
Real Name: Rol-An-Dye
Occupation: Hunter
Base: The Hunting Lodge
The true history of the Huntmaster is unknown, although
his name is known and feared across countless dimensions. Some say he is one of the Alphans, the first beings in
the omniverse to attain awareness, and that he has been
hunting since time began. Others believe he is a survivor
of some long-dead reality, either consumed by the
Doom-Coil of the Terminus or hunted to lifelessness
by the Huntmaster himself. Perhaps he is some
long-forgotten god of the hunt, still following
Personality
Huntmaster is singularly obsessed with
the art and act of the hunt. He cares
about nothing else, and pursues his
current prey with fanatical devotion. He cares absolutely nothing for
the mores or laws of whatever society he
happens to encounter. He has visited
countless worlds and they are all much
the same to him. Any who choose to
interfere with his sport will learn to
regret their presumption.
The integrity of the hunt is vitally important to Huntmaster, so he maintains his
own code of honor where it is concerned.
He prefers to hunt alone, aided only by his
hounds, although he uses proxies and informants to gather information about his prey.
He likes a challenge, and prefers prey capable
of evading or fighting him. Thus he tends to
avoid laying traps except to lure his target into
the open and perhaps give him a edge
in the ensuing fight. A trap that simply
takes out the prey deprives him of
claiming victory.
Huntmaster has sworn that a target
able to best him in a fair contest is offlimits; he will no longer hunt that prey.
This oath has never been tested, as Huntmaster has never been beaten. It remains to
be seen if his ego would permit him to keep
his word in such a case.
74
Solo Villains
Huntmaster PL13
STR
13*
STA
7*
AGL
1
DEX
3
FGT
13
INT
1
AWE
3
PRE
2
Powers
Advantages
Offense
Initiative +5
Energized Hull
Close, Damage 8
Unarmed +13
Close, Damage 13
Defense
Dodge
11*
Parry
Will
Skills
Athletics 2 (+15), Expertise: Dimensional Geography 8 (+9),
Expertise: Hunter 12 (+13), Insight 10 (+13), Intimidation
8 (+12)*, Investigation 8 (+9), Perception 10 (+13), Ranged
Combat: Plasma Spears 10 (+13), Stealth 8 (+5)*, Technology 4
(+5), Treatment 4 (+5), Vehicles 8 (+11)
Allies
Huntmaster has no allies apart from his pack of Warhounds.
Indeed, his personal code forbids him from working with
others on a hunt, save for acquiring information about his
target(s). Hes (grudgingly) willing to work with beaters
intended to drive his prey into the open, but prefers to
handle as much of the hunt on his own as possible.
Solo Villains
Fortitude
13
11*
Toughness
15*
13
Abilities
58
Skills
Powers
205
Defenses
28
Advantages
18
Total
355
Power Points
46
Complications
Code of the Hunter: Huntmaster believes in what he considers
a fair contest with his prey: they must be free and able to run
or fight back (at least initially), he will not attack with any allies
other than his Warhounds, and if his prey can win the fight, the
Huntmaster will let them go.
Lives for the Hunt: Huntmaster is obsessed with the thrill and
challenge of the hunt and ignores anything that interferes with
his focus.
Enemies
Huntmaster has earned numerous enemies over the years,
particularly friends and relations of his unfortunate prey.
However, most of them are in distant dimensions, unable
to reach or even find him. Huntmaster typically draws the
ire of local authorities, but cares little about them unless
they attempt to interfere with his sport.
Hooks
Predator & Prey: The classic Huntmaster scenario has
him appearing in the heroes dimension intended to
hunt them! Huntmaster is capable of posing a threat
to a team of PL10-11 heroes, especially with the aid of
his Warhounds. His initial appearance might be to get
his bearings and gather information. Hell inevitably
take the opportunity to announce his intentions to the
heroes, perhaps causing some public crisis to attract
their attention, and give them a brief opportunity to put
their affairs in order before the hunt begins in earnest.
75
Warhounds
20 points
76
Vehicle: Sky-Chariot
20 points
Solo Villains
MERRIWETHER, LUCAS
CLEARANCE RED+
19:45 - PST
return to Main Database
FROM:
Elizabeth Nguyen
TO:
Lucas Merriweather
SUBJECT:
<[email protected]>
<[email protected]>
Threat Report Jade Spider
ite govern
el
service
n
o
i
t
erican
m
a
t interv
e
en
n
m
Sincerely,
Solo Villains
77
Jade Spider
Real Name: James Jian Kar Fei (unconfirmed)
Occupation: Mercenary, Assassin, and Criminal
BASE: Mobile
Little is known about James Jian Kar Fei before he became
a pupil of the mysterious Master Lee, wizened master of
numerous fighting arts. From his dojo in Freedom City,
Lee has trained numerous fighters. Many of these former
students went on to become champions or even heroes. The
old man hoped the same for James, but it was not to be.
All James cared for was himself. He loved the thrill of
besting an opponent, but saw no reason to fight with
honor or restraint; winning was the point. He enjoyed the
skills his master taught him, but ignored the old mans
philosophical prattle. Lee taught James much before he
saw the young man would not be swayed from his path.
Then, reluctantly, he cast the young man from his dojo.
James became an enforcer for local gangs and other criminal groups. However, he soon left Freedom City
Personality
Jade Spider is, simply put, a selfish, selfcentered bastard. He uses his skills to gain
money and power. He has precious little loyalty,
though he understands the need to stay
bought in his profession. He has no need for
enlightenment or spiritual growth, though he
would gladly pretend to have such interests
to obtain more power. He studies various
fighting arts not for personal betterment,
but to learn their weaknesses so he can
defeat their practitioners.
The Jade Spider loves deception and
misdirection. He often tells contradictory
stories about his life; he has claimed to
be exiled Asian nobility, a former street
urchin, and even the son of a lowly shopkeeper. Why he does this is unknown, but
he seems to enjoy the confusion it causes.
It is not even known if James Jian Kar Fei is
his real name, or just a longstanding alias.
78
Solo Villains
Jade Spider
STR
3
STA
3
PL11
AGL
6
DEX
6
Powres
FGT
12
INT
1
AWE
2
PRE
2
Offense
Initiative +6
Unarmed +18
Skills
Dodge
15
Fortitude
Parry
15
Toughness
7/3*
Will
Abilities
70
Skills
Powers
25
Defenses
25
Advantages
26
Total
175
Advantages
Accurate Attack, Agile Feint, All-out Attack, Defensive Attack,
Defensive Roll 4, Evasion, Fast Grab, Favored Foe (Martial
Artists), Grabbing Finesse, Improved Critical 2 (Unarmed),
Improved Grab, Improved Hold, Improved Trip, Instant Up,
Languages (Mandarin), Move-by Action, Power Attack,
Precise Attack 2 (Close, Concealment and Cover), Takedown 2,
Uncanny Dodge
Allies
When the need arises, Jade Spider works with a secret
brotherhood of killers known only as the Five Exalted
Deaths. As a group, theyve been responsible for various
kidnapping, murders, and assassinations around the
world.
Enemies
Jade Spider targets anyone who embarrasses him in an
attempt to keep his reputation as spotless and possible.
He also delights in tormenting other martial artists who
have studied under his old teacher, Master Lee. Lees dojo
in Freedom City has produced many martial arts oriented
heroes, and any of them could easily find themselves on
Jade Spiders radar.
Hooks
Loose Ends: One of the Order of the Jade Spider survived
Jade Spiders attempt to wipe them out. This monk, now
badly burned and unable to defend himself, has sought
out one of the heroes (likely one skilled in the martial
arts) to seek aid in avenging the death of his brothers.
The monk offers to teach any hero skilled enough (a
Solo Villains
Defense
Power Points
29
Complications
MotivationPower: Jade Spider desires the power to do
whatever, whenever, and to whomever he wishes.
Rivalry: Jade Spider delights in defeating, confronting, and
showing up other martial artists who have trained with his
former teacher, Master Lee.
Self-Serving: Jade Spider cares for little that doesnt promote
his reputation, make him rich, or otherwise serve his selfish
desires.
79
Junkpile
Real Name: Not applicable
Occupation: Elemental force and occasional pawn
Base: Emerald City
The details of Junkpiles origin are a mystery to the people
of Emerald City. One AEGIS and other interested parties,
would like to solve. What is known by those with the
proper resources is that the entitys birth appears to be
recent and that sophisticated sensor scans show residual
energy traces similar to those released during the Silver
Storm event. Since Junkpiles first appearance, it has been
an unpredictable and destructive; like a force of nature.
It has been duped into aiding more than one criminal, as
well as allying itself with Pack-Rat and the Rats in the Wall
on multiple occasions.
Personality
Junkpile is new to the world of the living
and the animate, a fact immediately apparent when interacting
with it. The entity is childlike,
nave, and more than a little
slow on the uptake. It is easily
manipulated but quick to
anger when it figures out it
has been used. Most of all,
Junkpile is constantly
searching for the
same things any
child seeks, friendship, acceptance, and
a home. None of these
are easy when the seeker
is a monstrously large pile
of animate detritus.
80
Solo Villains
Junkpile PL12
STR
16*
STA
---
AGL
2
DEX
-2
FGT
8
INT
-3
AWE
0
PRE
-3
Powers
Defense
Dodge
Skills
Complications
Advantages
Fast Grab, Fearless, Improved Grab, Power Attack, Ultimate
Effort (Toughness checks)
Offense
Initiative +2
Throw +6
Unarmed +8
Close, Damage 16
Parry
Will
6*
8*
Immune
Fortitude
Immune
Toughness
15*
Power Points
Abilities
16
Skills
Powers
103
Defenses
Advantages
Total
13
8
165
Enemies
Allies
Junkpile doesnt have many friends, though a few criminal
types have faked a relationship to get what they wanted
out of it. The closest it has come to a true friend is PackRat and the mutated rodents gang. Pack-Rat isnt the
judgmental kind and he accepts Junkpile for what it isa
lifeform in need of acceptance. For this reason, Junkpile
is always eager to help Pack-Rat, though the alliances are
generally brief given Pack-Rats need for stealth and a good
hiding place, both of which are alien concepts to Junkpile.
Solo Villains
Hooks
Will You Be My Friend?: Junkpile takes a liking to one
of the heroes after being on the receiving end of an act
of kindness. It begins following the character around
like a happyalbeit incredibly destructivepuppy.
The lucky hero must figure out how to handle the new
responsibility.
All Your Junkpiles Are Belong to Us!: Some very bad
people figure out a way to control Junkpile and soon,
these unpleasant souls find they can use it not only to
create smaller, weaker versions of Junkpile... but in great
numbers. The heroes must stop this new threat before its
artificial army crushes the city beneath their feet.
81
Kid Karma
Real Name: Xian Hsui aka John Soo
Occupation: Gun-for-hire
Base: Emerald City
Xian Hsui never knew his mother. As a child he wandered
around East Asia with his father, an Asian-American metahuman adventurer who operated under the name Johnny
Karma. His father told him many stories of his adventures
in America before the boys birth, but never shared the
names of who he worked for or what exactly
he was seeking during their years-long
quest. When his father disappeared
during a trek through Nepal, Hsuis
upbringing fell to a succession
of his fathers contacts. The boy
quickly discovered he had inherited his fathers superhuman gifts.
A number of his patrons saw to
it he had the training to support
these gifts, putting him to work as
muscle-for-hire. By the time he was
old enough to join the military, Xian
Hsui had combat skills superior
to any soldier and a reputation
that provided ample employment opportunities. It was also
during these chaotic years that
Hsui learned to hide behind the
crafted persona of Kid Karma,
making his true identity a
sanctuary and giving him
a level of safety from the
enemies he attracted.
Uncle Lao, one of his foster
parents, traveled back and forth
between Emerald City and Hong
Kong frequently. He knew of the young
mans deep fondness for movies and
left Hsui a small theater in Emerald
City when he died. Hsui moved to
the city, took possession of the business, and converted it into a small
art-house theatre which showed
a variety of B-movies and Asian
imports. A small and empty former
office building abutting the
theater was part of the property
and Hsui converted a section of
it into a hidden set of rooms with
a secret entrance to a nearby alley.
Thanks to his spendthrift ways and his
need for danger to feel alive, Hsui is still deeply
involved in the gun-for-hire business. He splits
his time between his Kid Karma identity and
John Soo, the always-smiling proprietor of
the Hong Kong Picture Show, taking great care
to make sure no one connects the two.
82
Personality
Kid Karma is a persona used by John Soo while working
at his primary job as high-priced muscle. The persona
is inspired by dozens of Hong Kong action movies
and spaghetti westerns Soo was obsessed with while
growing up... and still enjoys today. As the Kid, he is
quiet, reserved, imperturbable, honorable to a fault and
unforgiving of slights, bound by a warriors code to
show respect to those worthy of it while showing
mercy to those that offer no threat. As
Soo, however, he is a jokester and a
pronounced movie geek.
Hsui acts cold-blooded as Kid Karma, but
he only kills those he deems worthy of
it. His danger-filled childhood made
him into a killer, but one with standards.
Enemies
Men that live by the gun and kill for
money seldom collect many friends, but
they make enemies easily. Hsui accepted
this a long time ago. The various power
blocs hes taken contracts against, such as
Solo Villains
Kid Karma
STR
2
PL11
STA
4
AGL
8
DEX
8
FGT
9
INT
2
AWE
4
PRE
2
Powers
Advantages
Equipment
Heavy Pistols (x 2) with Suppressors 18 points
Offense
Initiative +16
Grazing Shot +16
Guns +16
Unarmed+14
Close, Damage 2
Defense
Dodge
16
Fortitude
Parry
14
Toughness
6/4*
Will
11
Skills
Acrobatics 8 (+16), Athletics 8 (+10), Deception 9 (+11),
Expertise: Martial Arts Movies 8 (+10), Expertise: Western
Movies 8 (+10), Expertise: Streetwise 6 (+8), Insight 10 (+14),
Intimidation 8 (+10), Investigation 4 (+6), Perception 10 (+14),
Ranged Combat: Guns 8 (+16), Sleight of Hand 6 (+14), Stealth
6 (+14), Vehicles 6 (+14)
the Emerald City mafia and local Triads, would very much
like to see him dead.
Hooks
Honor is heavy as the mountain: Tony Carmichael, a
career criminal, comes to the heroes desperate for protection he doesnt think the police can provide. He says hes
being hunted by a killer named Kid Karma and only the
heroes can stop the assassin. What he doesnt tell the
heroes is that Tony and some partners tricked Kid Karma
into executing a contract on a business rival the group
had falsified evidence to make look like scumin reality,
he was an innocent family man. Kid Karma discovered the
deception after the kill and is hell-bent on making Tony
and his partners pay dearly, with only Tony now left on
the list. Can the heroes stop a killer of Kid Karmas caliber
before he gets revenge?
Solo Villains
Power Points
Abilities
78
Skills
53
Powers
62
Defenses
17
Advantages
46
Total
256
Complications
Honor: Kid Karma operates under a strict personal code
that combines elements of the Samurai ethos with the
romanticized Code of the West attributed to Old West
gunslingers. It informs everything from his choice of contracts
to his behavior.
MotivationThrills: Kid Karma is an adrenalin addict and
only truly feels alive when hes a hairs breadth away from
death.
ObsessionShowmanship: Even in the heat of the deadliest
combat, Kid Karma takes great risks simply for dramatic
appeal. No matter the situation, he absolutely must look cool.
Power Loss: Without guns, obviously Kid Karma loses his Gun
Fu Mastery power. Pistols are his favored choice when using
this power, but any guns will actually do.
Rivalry: Hsui has several rivals in the gun-for-hire business.
He often takes unprofessional risks to outshine those rivals.
83
King Babylon
Real Name: Michael Haziz
Occupation: Former petty thief and small-time street
thug, now domestic terrorist and supercriminal
Base: Emerald City
The Haziz family fled Iraq during Saddam Husseins early
years and lost their family fortune and properties in doing
so. Settling in Emerald City, they found little acceptance
among the refugee community thanks to the incessant
open bitterness and continual complaining by Michaels
mother and grandfather about their lost fortune. His
father worked hard to build a new life in America despite
being constantly sabotaged by his wife and father-in-law,
both of whom blamed him for their poverty. This was the
environment into which Michael was born and raised,
a world where he was constantly told he should rightfully have great wealth, power, and status, all of which
were denied him by petty, jealous people who kept him
down. His fathers words of encouragement and moral
guidance couldnt be heard over his mothers and grandfathers constant ravings. Michael grew up filled with
hatred and jealousy and turned to street crime by the
time he was ten years old. At first, he targeted his fellow
refugees, many of whom were from races, religions, or
nationalities he had been taught to hate and look down
on. When his victims eventually discovered his crimes
and retaliated against his father, it cost him his business.
Rather than face his punishment, Michael ran away. To
this day, he has no idea what happened to his father or
the rest of his family.
Michael moved frequently, always cutting his stays short
when his petty thefts, robberies, and minor cons inevitably brought him too much attention. He became adept
at
disappearing into the night one step ahead of
angry victims and the police. His last petty
crime was purse-snatching and he was in
the middle of running away from the
scene when he turned the corner and
ran full-tilt into the Silver Storm.
He awoke hours later in the hospital.
Drunk with power, Haziz went
on a confused, frenzied rampage
of destruction before regaining his
senses enough to flee the scene and
assess what had happened to him.
Certain his new powers were a sign he
was destined for greatness, Haziz chose
the name King Babylon and began to
establish himself as one of the worlds
greatest supervillains.
Personality
King Babylon is loud, boastful, and confident in the
power he wields. There is no end to his desire for the best
in life, but he has very little taste or class; the supervillain
equivalent of the nouveau riche. Beneath his vain exterior
is a petty, insecure man desperately seeking validation. A
man who has yet to realize that despite all his power, hes
still the same loser hes always been. He has a pathological need to be accepted as a major player on the
supercriminal scene, but lacks the vision and grand
motivation that separates the master villain from
the everyday threat.
84
Solo Villains
King Babylon
STR
13
STA
13
PL13
AGL
5
DEX
3
Powers
Chaos Field: Burst Area Reaction Cumulative Affliction 5
(Resisted by Will; Daze, Stunned, Inapacitated); Burst Area
Reaction Nullify Luck Control 5; Selective Environment 2
(Impede Movement 2, Visibility 2) 63 points
Chaos Manipulation: Array (56 points)
Disintegration Blast: Ranged Weaken Toughness 14
Resisted by Fortitude and Linked Ranged Damage 14
56 points
Mental Meltdown: Perception Range Burst Area Affliction
13 (Resisted by Will; Entranced, Compelled, Controled),
Subtle, Limited to inducing madness and rage 1 point
Probability Corruption: Burst Area Luck Control 4 1 point
Defy Gravity: Flight 8 (500 MPH) 16 points
Godlike Form: Power-lifting 5 (Lifting Str 18; 6,000 tons);
Immunity 10 (Life Support); Impervious Toughness 16;
Protection 3; Regeneration 10 (Uncontrolled) 39 points
Subconscious Augmentation: Enhanced Advantages
8 (Close Attack 7, Extraordinary Effort); Enhanced Skill
4 (Ranged Combat: Disintegration Blast 8); Enhanced
Defenses 9 (Dodge 5, Parry 4) 21 points
Skills
Deception 4 (+8), Expertise: Streetwise 4 (+4), Insight 4 (+9),
Intimidation 4 (+8), Perception 4 (+9), Persuasion 4 (+8),
Ranged Combat: Disintegration Blast 8 (+11)
Advantages
All-out Attack, Close Attack 7, Extraordinary Effort, Great
Endurance, Improved Initiative, Languages 2 (English and
Arabic; Farsi is Native), Power Attack, Seize Initiative
FGT
6
INT
0
AWE
5
PRE
4
Offense
Initiative +9
Disintegration Blast+11
Unarmed +13
Close, Damage 13
Defense
Dodge
10
Fortitude
13
Parry
10
Toughness
16
Will
13
Power Points
Abilities
98
Skills
Powers
197
Defenses
Advantages
Total
12
8
322
Complications
Accident: Things tend to break around King Babylon, whether
he wants them to or not... just a minor side-effect of being a
walking dent in the probability field of the universe.
MotivationRecognition: King Babylon is insecure and
wants to prove to the world that hes a powerful, fearsome
figure worthy of their fear and respect.
Own Worst Enemy: King Babylon more often than not seems
to bring down his own schemes. He overreaches, or underplans, or jumps the gun, or shows his hand too early, or boasts
openly about things he should be playing close to the vest,
and so on. A powerful loser is still a loser.
Reputation: Other villains view Babylon as a bit of an idiot and
a loser. Hes too powerful to safely badmouth to his face, but
few supercriminals whove worked with him take him seriously.
Vengeful: King Babylon never forgets any slight and hunts
down those who have embarrassed him in the past in a vain
attempt to prove himself.
Enemies
Allies
Hooks
Solo Villains
85
Ku Tu the ETernal
Real Name: Ku Tu
Occupation: Former god-king, would-be conqueror
Base: Damaged Pyramid Spaceship
The alien known as Ku Tu the Eternal came to Earth
around 2500 BCE. Sent to study and monitor the people
of primitive Earth over several centuries, he was at first
content to do just that. However, long periods of isolation
with nothing but superstitious primitives to entertain him
began to infect the alien scientist with feelings of mega-
86
Solo Villains
Ku Tu the Eternal
STR
8
STA
8
PL14
AGL
0
DEX
0
FGT
4
INT
6
AWE
6
PRE
4
Powers
Advantages
Equipment
HQ: Damaged Pyramid Spaceship 25 points
Size: Colossal Tou 18 Features: Communications, Computer,
Concealed 2 (+15 DC), Deathtraps Holding Cells, Isolated,
Laboratory, Living Space, Power System, Sealed, Security
System 2 (DC 25), Workshop
Note: The cost and Features of Ku Tus spaceship reflects its
currently severely damaged state. With its engines and weapons
systems fully active it would instead be a powerful space-capable
warship.
Skills
Close Combat: Unarmed 7 (+11), Expertise: Alien Science
8 (+14), Expertise: Ancient History 4 (+10), Insight 2 (+8),
Intimidation 9 (+14), Perception 4 (+10), Ranged Combat:
Cosmic Powers 14 (+14), Technology 8 (+14), Treatment 4
(+10), Vehicles 6 (+6)
Personality
Ku Tu is arrogant, megalomaniacal, and full of hubris. He
feels he is a superior life form to any other. He is fond of
grand speeches lauding this superiority and promising
how one day humanity will become the slave-race whose
labors will help create his new empire. Ku Tu enjoyed
being treated as a living god and after surviving centuries
of imprisonment and emerging more powerful than ever,
he believes hes ascended to true godhood.
Solo Villains
Offense
Initiative +0
Cosmic Energy Blast +14 Range, Damage 14 (Penetrating 14)
Disintegrate +18
Genetic
Transmogrification
Unarmed +10
Close, Damage 8
Defense
Dodge
11
Fortitude
Immune
Parry
11
Toughness
16
Will
14
Power Points
Abilities
64
Skills
32
Powers
110
Defenses
28
Advantages
27
Total
261
Complications
Megalomaniac: Ku Tu is mad with power and the desire for
even more. He is convinced of his innate superiority and that
it is his destiny to rule over a vast empire. He is also prone to
grand speeches.
Weakness: Ku Tus powers come from manipulation of cosmic
rays. If sealed away from such radiation he treats all powers in his
Array as if they possess the Fades Flaw. Ranks lost in this manner
return at 1 rank per turn when again exposed to cosmic rays.
Allies
Ku Tu relies on his minions to assist him. He would work
with other villains if necessary, but only as underlings and
servants.
Enemies
Ku Tu has no particular enemies still living, though heroes
or mystics with ties to the Olmecs might know his story
and be exceptionally keen on stopping him from rising
to power once more. Heroes who repeatedly foil Ku Tus
plans of conquest will no doubt earn his enmity.
87
Hooks
Out of Control: Ku Tu the Eternal is attacking museums
around the world, seeking the power control rod for his
ship. Without this key piece of technology he cannot reactivate the ships main engines and bring the crafts full
power to bear on the backwards denizens of this pathetic
planet. The rod was taken as a trophy centuries ago and
used by Mesoamerican priests and kings as a scepter. It
is now lost among similar artifacts somewhere in the
museums and private collections of the world. Ku Tu and
his minions are searching for the rod. Can they be stopped
before Ku Tu gains this powerful tool in his quest to dominate our world?
Capitol Idea: Ku Tu has decided that the time for subtlety
is at an end. He has attacked a major population center
(the heroes city) and used his technology and powers
to encase it in an impenetrable force field. Protected by
the field, he has declared the city the capitol of his new
empire and is holding the inhabitants hostage against any
outside interference. He plans to use the citizenry as slave
labor and a source of raw material to create his soldiers.
It is possible various villains caught inside the field have
allied themselves with him as well. Cut off from outside
assistance, can a stalwart band of heroes defeat Ku Tu?
Bride of Ku Tu: Ku Tu has decided he needs an heir to
lead his armies and rule beside him. He has selected one
of the heroes (or a close friend of one of the heroes) as
possessing a suitable genetic template for merging with
his own cosmically powered cells. Note that the bride
need not be female, as Ku Tu is planning to create a child
88
Followers of Ku Tu
Ku Tus cosmic powers and mastery of alien science allow
him access to a variety of odd servants. Chief among these
are his jaguar men and stone heads. The jaguar men are
Ku Tus foot soldiers, advance guard, and stealthy infiltrators. The Stone Heads are used as shock troops and for
retrieval and capture.
Ku Tu is brilliant, but his arrogance tends to mean he uses
his minions with a certain lack of subtlety and concern for
their well-being. He is more likely to give them a general
command and expect his foes to be unable to deal with
the might of his forces. In game terms, while he possesses
the Leadership advantage he rarely uses it on his minions
unless vital to his plans.
Solo Villains
Jaguar Men
PL8 MR7
Stone Heads
PL8 MR7
Powers: Eye Lasers (Ranged Damage 10, Split, AE: RapidFire Eye Lasers (Ranged Damage 6, Accurate 2, Multiattack);
Antigrav Generator (Continuous Flight 7 (250 MPH)); Stone
Head (Immunity 30 (Fortitude effects), Impervious Protection
8); Sensors (Senses 4 (Analytical Sight, Infravision, Ultravision));
Tractor Beam (Move Object 5, Limited: Push/Pull only)
Jaguar Men
Ku Tus Jaguar Men are created using his cosmic
powers to transform normal people
into alien-human hybrids who
strongly resemble a sort of
were-jaguar. The transformation includes a conditioning
process that makes the
subject loyal to Ku Tu.
Ku Tu can reverse this
process and return his
followers to normal
humans, but he rarely
does so. In ancient
times, Ku Tu had to use
a lengthy process and
complex machinery to
create these soldiers. Now
he can manipulate human
genetic material directly to
achieve the same effect.
The Jaguar Men are stealthy, fast,
and potent close fighters. They arent
particularly bright though they work very well
together, often using Teamwork and sneak attacks to
bring down powerful foes on their masters behalf.
The transformative Affliction that creates the Jaguar
Men is largely a descriptor for Ku Tus Minions advan-
Solo Villains
Stone Heads
Ku Tus Stone Heads are
advanced alien technology
that resemble the stone head
idols of the ancient Olmecs.
These constructs can fly,
have a tractor beam, and
can shoot deadly lasers
from their eyes. Their
artificial intelligence is
fairly limited, but they are
well suited to their role as
hunter-killers and war machines.
The Flying Stone Heads prefer to stay far away
from opponents, keeping airborne and attacking with
their lasers. They often employ strafing runs using their
Move-by Action. When called upon to steal, capture, or
retrieve something they strike with their Tractor Beams
alone or in groups and attempt to flee quickly.
89
Personality
The enthusiastic young
athlete Katyana has
given way to the cynical
and manipulative Lady
Vila, who has nothing
in the world now save her
power and the love it brings her.
She has seen enough of the harsh
truths of the world to believe the
only happiness lies in wealth,
influence, and enough security
to enjoy both. She has also come to
enjoy her role as mistress and the game
of manipulating her adoring followers to
get what she wants. She feels something like
actual affection for Treker, but still wouldnt
hesitate to sacrifice himor anyoneto
save herself.
90
Solo Villains
Lady Vila
STR
1
PL8
STA
2
AGL
3
DEX
2
Powers
Enhanced Pheromones: Enhanced Advantage 4 (Attractive,
Fascinate (Deception), Inspire, Leadership), Enhanced
Deception 2 (+4), Enhanced Persuasion 2 (+4), Enhanced
Presence 4 16 points
Pheromonal Brainwashing: Perception-Area (Scent)
Cumulative Affliction 7 (Entranced, Compelled,
Controlled), Resisted and Overcome by Will, Insidious,
Reaction, Subtle (detectable by scent); Linked to
Perception-Area (Scent) Weaken Will 7, Insidious, Reaction,
Subtle (detectable by scent), Limited to Will checks
against Affliction 81 points
Skills
Acrobatics 5 (+8), Athletics 4 (+5), Close Combat: Unarmed
5 (+10), Deception 4 (+16*), Expertise: Espionage 10 (+12),
Insight 8 (+10), Intimidation 4 (+12), Investigation 6 (+8),
Perception 6 (+8), Persuasion 6 (+18*), Ranged Combat: Guns
6 (+8), Sleight of Hand 4 (+6), Stealth 4 (+7), Technology 2 (+4),
Treatment 2 (+4), Vehicles 4 (+6)
*Include Enhanced Pheromones bonuses.
Advantages
Assessment, Attractive, Benefit 2 (Wealth and Resources),
Connected, Contacts, Defensive Attack, Defensive Roll 3,
Evasion, Fascinate (Deception), Improved Defense, Improved
Trip, Inspire, Languages (English, German; Russian native),
Leadership, Move-by Action, Redirect, Set-up, Taunt, Wellinformed
Allies
Once the pawn of the State, Lady Vila now makes her own
allies with her powers. With Trekers help, she finds suitable recruits and wins them over using her considerable
Solo Villains
FGT
5
INT
2
AWE
2
PRE
8
Offense
Initiative +2
Unarmed +10
Close, Damage 1
Defense
Dodge
11
Fortitude
Parry
10
Toughness
5/2**
Will
Power Points
Abilities
42
Skills
Powers
97
Defenses
25
Advantages
20
Total
224
40
Complications
Enemies: Lady Vila has more than her share of enemies from
her past.
MotivationGreed: Lady Vila is motivated by a desire to
have wealth and influenceand the personal safety in which
to enjoy both.
Vain: Lady Vila enjoys flattery and adoration and hates any
reminder of her mortality or imperfections.
wiles. Once they have spent enough time with her, their
resistance crumbles and their loyalty is utterly assured.
Their focus is naturally on the types of superhumans
Treker can find for her, like hunter and hound. He sniffs
out their prey (and lures or flushes them out, as need be)
then she moves in for the kill.
Enemies
Lady Vila has made many enemies over the years,
from the spies she initially betrayed when she fled her
homeland to various targets she has burned or former
friends she manipulated. A large number of people
would be happy to see her dead, happier still to ensure
the process was long and drawn out. Others simply want
to secret of her power, and would be willing to take it
from her corpse. Protection from her various enemies is
one reason way Lady Vila wants to surround herself with
new friends.
Hooks
Lady Vila makes for a kind of twisted mentor gathering up
vulnerable stormers and other superhumans in Emerald
City, turning the area into her private hunting preserve
to put together a devoted gang of followers. Once she has
enough of them, and is assured of their loyalty, she begins
taking steps to both improve her fortune and eliminate
threats to her future.
91
Treker
If ignorance is bliss, then having superhuman sensory
abilities must be hell. It certainly was for Trey Keller, in
many regards. Everyone wondered what made him such
92
Solo Villains
MERRIWETHER, LUCAS
CLEARANCE RED+
08:37 - PST
return to Main Database
FROM:
Justin Mackenzie
TO:
Lucas Merriweather
<[email protected]>
<[email protected]>
SUBJECT:
erican
m
a
service
n
o
i
t
ite govern
el
I hope you dont mind, but Ive taken the liberty of pulling his dossier from our cold files.
Id like your permission to assign one of the junior agents, perhaps Nguyen, to look into
these recent reports of activity. I have to be honest, sir... the idea that this maniac might
be back has me concerned. Those old files mention entire warehouses of robots and
doomsday machines that the subject claimed to have, but were never found. Frankly, I
dont think we can afford to take these reports lightly.
t interv
e
en
n
m
Ill feel a heck of a lot better if we err on the side of caution. Can I go ahead with the
preliminary paperwork, sir?
Sincerely,
Solo Villains
Third Edition
93
Personality
Dr. Hellman may have once been an idealistic caregiver
who genuinely wanted to help his patients overcome
their illnesses, but there is little left of that man
anymore. When Hellman became depressed, he
experienced a psychotic break, made worse by his
pharmaceutical abuse. His high degree of intelligence has
enabled him to fool most of his colleagues into thinking
94
Solo Villains
STA
1
PL10
AGL
1
DEX
2
Powers
FGT
2
AWE
3
PRE
4
Offense
Initiative +1
INT
4
Unarmed +2
Close, Damage 0
Defense
Dodge
Fortitude
Parry
Toughness
Will
10
Power Points
Abilities
34
Skills
Equipment
Powers
44
Defenses
19
Advantages
Total
138
Skills
Deception 10 (+14), Expertise: Psychiatry 10 (+14), Insight 10
(+13), Intimidation 6 (+10), Investigation 4 (+8), Perception 8
(+11), Persuasion 10 (+14), Technology 2 (+6), Treatment 4 (+8)
Advantages
Assessment, Daze (Deception), Equipment 4, Fascinate
(Persuasion), Taunt, Well-Informed
Solo Villains
32
Complications
Depression: The Mad Machinist suffers from periodic bouts
of depression and undergoes severe mood changes. In order
to treat his symptoms, he takes a variety of pharmaceutical
products, most of them illegally obtained prescription
medicines.
Identity: The public does not yet know that Dr. Harold Hellman
is the new Mad Machinist, nor do they know that Walter
Wychowski was the original villain to use that name.
MotivationTherapy: Dr. Hellman sees his newfound role as
the Mad Machinist as self-therapeutic. It provides him with a
means of rising above his depression.
Unfamiliarity: The current Mad Machinist does not really
understand the technology he is using. Sometimes it just wont
work for him, or works in a way that he does not anticipate.
Allies
Because of his lengthy bout with depression, Dr. Hellman
has isolated himself, so he has few real friends. However,
95
Enemies
The new Mad Machinist is only just beginning to reveal his
existence to the good citizens of Emerald City and has yet
to earn himself a nemesis.
Hooks
Find of the Century: When digging at a construction site
unearths an underground complex, the police are called
in to investigate. They, in turn, contact the heroes for
assistance when it becomes clear that the subterranean
lair has potentially dangerous defenses. As the heroes
explore the base, it becomes apparent that it has been
abandoned for some timeone of the many hidden
lairs left by the original Mad Machinist when he disappeared. While the heroes are in the midst of their search,
the new Mad Machinist catches wind of the discovery and
attempts to remotely retake control of the base and the
lethal robots that it holds.
Scavenger Hunt: The Retro Robots have been around
since the 50s and 60s. Consequently, they tend to break
down a lot. The Mad Machinist goes on a scavenger hunt
to find the parts needed to keep his army of automatons
operational. The heroes investigate a string of thefts at
a variety of unlikely locations, including pawn shops,
antique stores, and even a museum of history. It seems
that many of the parts needed to maintain the robots are
no longer being manufactured, so the villain is having
to look for them in discarded electronic and mechanical
items that date back to the same time period as the original Mad Machinist.
Out with the New and In with the Old: Walter Wychowski,
the original Mad Machinist, suspects that his psychiatrist
may have stolen his villainous identity and is using his
robots to terrorize the city once again. He contacts the
heroes to ask for their assistance in stopping the would-be
usurper. He tells them that he can stop the robot rampage
if the heroes can bring him the villains portable controller.
However, when the heroes retrieve it for him, he instead
uses it to resume control of his mechanized minions and
Rob-E-Bot
Retro Robots
The Mad Machinist uses the Retro Robots built in the
50s and 60s by his predecessor. Since they were originally constructed in all different shapes and sizes, you can
easily create other more specialized robots using the rules
for constructs in the M&M Heros Handbook. The two most
common robots in his arsenal are detailed here, the OmniBot, and the Rob-E-Bot.
96
Solo Villains
Solo Villains
97
Mastermind
Real Name: Unknown
Occupation: Conqueror
Base: Various secret facilities worldwide
He was there on the day the gods came from the sky. They
descended on a floating island, full of strange lights and
sounds, and the people were terrified and fled. They were
dark and shining beings with great and terrible power.
But he was a hunter and a warrior, the only one of his tribe
brave enough to go forth and confront the gods, and he
paid the price for it. The gods took him into their great
palace... and the pain began.
The gods gave him to metal monsters that tore him apart
slowly and deliberately, studying every organ, every cell.
His blood and organs were extracted, his bones cracked
and pulverized. Finally,
his
brain
was removed
and analyzed,
its
contents
distilled
and
incorporated into
the vast knowledge
banks of the ship.
Along with his complete
genetic profile, the machines
held the sum of all the primitive hunter was. They called
themselves the Preservers,
but to him they were demons,
destroyers. The hunter died in
agony, but something new was
born from him.
98
Solo Villains
mastermind PL15
STR
5
STA
7
AGL
5
DEX
5
FGT
10
INT
7
Powres
Defense
Dodge
10
Parry
Will
AWE
7
PRE
6
Fortitude
12
10
Toughness
20/7*
18
Power Points
Abilities
104
Skills
Powers
134
Defenses
21
Advantages
20
Total
334
55
Complications
Advantages
Notes
Skills
Athletics 5 (+10), Deception 8 (+14), Expertise: History 16
(+23), Expertise: Life Sciences 12 (+19), Expertise: Tactics 12
(+19), Insight 10 (+17), Investigation 5 (+12), Persuasion 8
(+14), Ranged Combat: Throwing 5 (+15), Technology 14 (+21),
Treatment 10 (+17), Vehicles 5 (+10)
Offense
Initiative +5
Psychokinesis
Perception, Damage 15
Unarmed +10
Close, Damage 5
People, ancient enemies of Man. He was a philosopherking in Atlantis, a great scientist during the Renaissance.
He has known all eras of history. While his body aged far
more slowly than a normal humans, he still retired from
time to time to one of his hibernation chambers hidden
around the world to rest and regenerate. Remaining ever
youthful and vital, the hunter-turned-immortal watched
the centuries whirl past faster and faster.
After his most recent awakening, he was amazed to
discover how much humanity had progressed. Finally,
he was seeing the first true signs of the human potential
he always knew existed. He also noticed the explosion of
people with superhuman powers. They could become
the harbingers of the next stage of human development,
but they could also oppose his rightful rule. They would
learn to acknowledge him as their superior, their destined
leader, and all humanity would know him as the Mastermind!
Personality
Although he considers his goals worthy and benevolent,
the Mastermind wants nothing less than to rule the world
and shape it in his own image. Still, he does not seek the
Solo Villains
99
Hooks
Storm Warnings: The Emerald City authorities come to the
heroes with a rather unusual case; certain criminals have
turned up in near-catatonic states, found by passers-by in
out-of-the-way places in or around the city. Not just any
criminals, either, but the likes of Doctor Shock (see page
42) and Cortex (see page 24), possibly some other stormers,
along with execs and scientists from Brand Management,
MarsTech, KessKorp, and others. All the victim recover after
a short time with no recollection of what happened to them
(criminals, naturally, quite surprised and displeased to find
themselves in police custody). The only link the heroes can
find is all the victims have some knowledge of stormers and
the Silver Storm. It could well be Max Mars (from Emerald
City Knights) or even one of the heroes is the next target! The
force behind these incidents is Mastermind, curious about
the Silver Storm, who is capturing potential sources of information, telepathically interrogating them, then wiping their
memories and releasing them. If the heroes manage to lure
Mastermind into the open or confront him, he confesses
his actions without remorse, telling them he has learned
what he needs for the time being, and departs, unless the
heroes try to stop him. Of course, some of Emerald Citys
criminal underground (such as F.O.E.) may also be on the
trail, concerned theres a new vigilante hero or stormer out
to get them.
100
Solo Villains
MERRIWETHER, LUCAS
CLEARANCE RED+
19:45 - PST
return to Main Database
FROM:
Sylvia Whitehead
TO:
Lucas Merriweather
<[email protected]>
<[email protected]>
SUBJECT:
ite govern
el
service
n
o
i
t
erican
m
a
Also, sir, I would appreciate it if you would discreetly but firmly ask Senior Agent Forsythe
to back off. His attempts to force himself into my investigations of Mindfire are an unwelcome distraction. I understand his concerns, and sympathize with the high degree of
animosity the subject has engendered in our Agent Division personnel, but I need room
to do my job professionally and objectively.
t interv
e
en
n
m
Thank you.
Solo Villains
Third Edition
101
Mindfire
Real Name: Emma Jeffries
Occupation: Powered muscle for hire
Base: Emerald City
Emma Jeffries is the daughter of Michael Jeffries, wealthy
philanthropist and mob lawyer. The senior Jeffries was
responsible for keeping numerous organized crime
figures out of jail, but to his great frustration, was never
admitted further into the families. Behind closed doors,
he took his frustration out on his wife and child. At nine
years old, Emma was shipped off to the first of the highpriced boarding schools that were her home from then on.
A year after she left, Emmas mother committed suicide.
After that, she felt little connection to her father and knew
him mainly as the man who controlled
the purse strings and who beat her
Personality
Mindfires
personality
is
a
dangerous mix of frustrated entitlement, a lifetime of rage, and complete
indifference to the value of human life.
She projects a flirtatious exterior and
maintains enough self-control to operate
in everyday life, but her temper is always there,
just below the surface. The only real enjoyment she
derives from life since her transformation is using her
powers to cause pain and suffering, or to flaunt them
to prove shes superior to whomever shes dealing
with; in short, shes a classic sociopath.
102
Solo Villains
Mindfire PL11
STR
0
STA
5
AGL
3
DEX
3
Powers
FGT
2
INT
1
Skills
Deception 12 (+14), Expertise: Streetwise 8 (+9), Insight 10
(+14), Perception 10 (+14), Persuasion 10 (+12)
Advantages
Attractive, Connected, Taunt
Allies
Mindfire isnt really stable enough to accumulate many
allies. She has worked with a number of other stormers
when the occasion called for it, but her sociopathic nature
restricts her choice in friends to those she cant easily
hurt in a fit of pique (such as Anvil) or those that pay her
handsomely, such as F.O.E. or SHADOW. Many of Daddys
former associates funnel work her way along with doing
favors for her if she needs something, whether they do it
out of respect for her fathers service to them or fear of
Mindfires powers isnt clear.
Solo Villains
PRE
2
Offense
Initiative +3
AWE
4
Telekinetic Attack
Telekinetic Torture
Telepathic Torture
Unarmed +2
Close, Damage 1
Defense
Dodge
Fortitude
Parry
Toughness
13
Will
14
Power Points
Abilities
40
Skills
Powers
107
Defenses
26
Total
201
Advantages
25
Complications
MotivationThrills & Safety: Mindfire had an abusive
upbringing and she seeks to make herself safe from potential
threats. Shes also a bit of an adrenaline junkie.
Sadist: Mindfire loves exerting her power over others and can
get so wrapped up in it that she doesnt pay attention to whats
happening around her.
Temper: Mindfire has a short fuse. She was abused during her
childhoodand surrounded by even greater violence. She
has a violent temper that often gets the best of her. She can
go from calm to murderous in an instant, especially when she
feels helpless, powerless, or belittled.
Enemies
After hospitalizing numerous agents and torturing a few
just for kicks, Mindfire is high on AEGIS list of targets in
Emerald Cityfor numerous AEGIS agents, its personal
with her. Mindfire also killed a number of street soldiers
belonging to the Takazumi-Gumi (not that she knew who
they were at the time); this has resulted in Three Banner
Shogun putting a price on her head.
Hooks
Can you say Hot Date?: Mindfire and another attractive supercriminal (preferably male, but shes flexible)
start a passionate, tempestuous, and doomed relationship. For giggles, each of them goes on a separate spree
of mayhem, planning on comparing scores at the end of
the night. The heroes have to extinguish this little bout of
hearts a fire before the body count begins to climb.
103
Mosquito
Real Name: Arthur Mossberg
Occupation: Former executive, now criminal
Base: Emerald City
Arthur Mossberg willingly sacrificed much
in favor of advancing his career. He got the
MBA. He worked the long hours, the nights
and weekends. He built his social life around
his colleagues and getting ahead. He
focused on retirement, on the things he
would do later, after. Although he was
an executive with Morgenstern
Labs with considerable
seniority, that later
always seemed further
and further away. Eventually, his marriage
fell apart and,
at middle-age,
it seemed like
a waste of time
building another
serious relationship. Then
Arthurs health began to decline, and maintaining his medical insurance became paramount,
all while younger and equally ambitious execs eyed his
position and corner office.
It eventually became clear to Mossberg: even if he made
it the remaining short time to retirement, he wouldnt live
long enough to enjoy it. Alzheimers was threatening to
take away what he had left: his memories and his faculties, and there was already talk about easing him out
of his position with the company and into something
less stressfull. He couldnt tolerate that. So when an
anonymous figure approached him with a solution to his
problem, Mossberg had nothing to lose. Doctor Shock
wanted certain information on Morgensterns top-secret
projects, which Mossberg supplied. In exchange, Shock
helped Arthur with his medical problems.
The process was painful and had some unexpected side
effects. When Mossberg regained consciousness, he was
disoriented and thought he was hallucinating that Doctor
Shock had become a hundred-foot giant. Instead, it was he
who had shrunk down to a little more than five inches tall. He
vaguely heard something about electrons and quantum
compression but that was right before heroes broke into
Shocks secret lab and a stray force blast broke open the
container Arthur was in. The tiny figure fled unnoticed from
the fight. It didnt take long for him to discover the process
changed him in other ways: he could fly on crackling wings
of electro-magnetic force and project electrical stings from
his hands, but he also craved the bio-energy of other creatures and needed it to sustain him.
One other thing was clear: Arthur Mossbergs life was
over. The sadistic Doctor Shock was more likely to dissect
him than to help him if they were ever to cross paths
104
Personality
Mosquito is a bitter man who feels wronged by life and is
out for revenge against the so-called normal people who
have it better than him. In particular, he hates successful
business types who remind him of who he once was, and
those who have lives of wealth and privilege, which they
neither deserve nor appreciate in his view.
He soothes his outcast and freak status by punishing
others, sharing his pain. Mosquito is a bully when he
has the upper hand and a coward when he is clearly
outmatched. He hates Doc Shock for helping to ruin his
life, but is also afraid of the mad scientist, who happens to
be immune to Mosquitos electrical powers. Shock would
like nothing more than an excuse to put his former subject
under a microscope, preferably cut into very thin slices.
For just that reason, Mosquito avoids him and works with
organizations like F.O.E. in order to gain their protection.
Solo Villains
Mosquito PL10
STR
-3*
STA
2
AGL
2
DEX
2
FGT
2
INT
2
AWE
1
PRE
0
Powres
Defense
Dodge
16*
Fortitude
Parry
16*
Toughness
4/2**
Will
10
Skills
Acrobatics 8 (+10), Close Combat: Bio-Drain 7 (+9), Deception
4 (+4), Expertise: Business 8 (+10), Insight 6 (+7), Intimidation
0 (6)*, Perception 4 (+5), Persuasion 4 (+4), Ranged Combat:
Electro-Sting 9 (+11), Stealth 0 (+14)*, Technology 8 (+10)
Advantages
Defensive Roll 2, Evasion 2, Improved Initiative 2, Move-by Action
Offense
Initiative +10
Bio-Drain +9
Electro-Sting +11
Unarmed +2
Close, Damage 3
Power Points
Abilities
22
Skills
25
Powers
90
Defenses
16
Advantages
Total
154
Complications
Drain Dependent: Mosquito must use his bio-drain power a
minimum of every 48 hours or so to maintain his health and
well-being.
Motivation Outcast: Rejected by his employers, Mosquito
is now a mutated freak, bitter against society and the people
he blames for his condition. He particularly hates the young,
wealthy, and successful.
Hooks
Mosquito is a villain-for-hire suitable for use as a scout
(given his flight and size), infiltrator, or sneak-thief (given
he also has some technical expertise). Hes known to work
for F.O.E. and can be found as part of an ad hoc team
assembled for a particular job. He also works solo, both
to feed his energy needs and pick up pocket change from
petty thefts.
Solo Villains
105
Pack-Rat
Real Name: Experimental Subject XCV-112890
Occupation: Professional thief and gangleader
Base: Emerald City (under it, actually)
Morgenstern Labs was one of the many corporate fronts
used by the Labyrinth to hide its myriad interests in the
world of scientific research, legal and otherwise. One of its
special areas of experimentation was adapting DNAscendant technology and processes to use on animal subjects,
experimenting not only with bootstrapping specimens
to higher levels of sapience, but also chimerization
the adaptation of species-specific traits from species to
another. The research saw great success, producing a
number of animal hybrids with human-level intelligence,
as well as numerous impressive chimeras that displayed
cross-sections of melded animal, reptilian, and even
insectoid biologies.
One problem with being a front for powerful criminal
organization is that by hiding the association, you lose
much of the intimidation factor. The animal rights group
that heard rumors of illicit testing in Morgenstern Labs
thought they were merely vandalizing another in a
string of pharmaceutical concerns guilty of torturing
(testing on) animals, learning painfullyand fatally
in a couple of instancesof their error when they
accidentally released the specimens from their
cages. The specimen that would become PackRat never looked back, heading right through
the waste cycling systems, into the sewers,
and out to freedom.
of petty thieves that he uses as surrogates for the packmates ripped away from him by his transformation. As a
rat uplifted to human-level sapience, he has difficulty
grasping the intricacies and motives of many human
behaviors and morality systems, like this arcane concept
called property.
Personality
Mutation into a humanoid form has
turned instinctive acquisitiveness into
avarice and pathological envy. Pack-Rat is
a driven collector of discarded things, whether it
be raggedy clothing and old transistor radios
or street people. He exhibits many symptoms
of what in humans would be called autistic
behavior, none of which get in the
way of efficiently running a guild
106
Solo Villains
Pack-Rat PL11
STR
1
STA
4
AGL
4
DEX
5
FGT
4
INT
6
AWE
3
PRE
1
Powers
Equipment
Skills
Close, Damage 2
Vari-blaster +13
Ranged, Damage 8
Advantages
Animal Empathy, Benefit 2 (leader of The Rats in the Wall*),
Defensive Attack, Defensive Roll 4, Eidetic Memory, Equipment
8, Evasion, Grabbing Finesse, Improved Initiative 2, Improvised
Tools, Instant Up, Inventor, Seize Initiative, Skill Mastery
(Technology), Well-informed
*Use the Criminal, Gang Leader, Street Informant, and Thug supporting
cast archetypes from the Heros Handbook for these people, with
numbers totaling 50-60 throughout the entire city.
Allies
His most obvious allies are The Rats in the Wall, a loosely
organized but highly effective ring of petty thieves with
a reputation for unmatched knowledge of the undercity
and hidden corners of the urban landscape. Hes also
on good terms with the Menagerie, the animal rights
terrorist group formed from the other escapees that
broke out of Morgenstern Labs with him.
Enemies
Aside from the authorities and various hero-types that
all take exception to his choice in profession, Pack-Rat is
also aware that he is hunted by agents of the corporation
behind Morgenstern Labs, though he has yet to figure out
the existence of the Labyrinth itself.
Hooks
Hey! Thats my wallet!: While in their civilian identities,
one of the player characters is robbed by one of Pack-Rats
gang. Pursuing the thief takes the hero into the underworld of Emerald City and into conflict with a protective
Solo Villains
Example Sewer HQ
Size: Large Toughness: 1; Features*: Communications,
Computer, Concealed, Defense Systems, Grounds
(connected tunnels), Laboratory, Living Space, Security
System, Workshop 15 points
*All of these features are noticeably cobbled together from various junk
and repurposed items, obviously makeshift but still as effective as PackRats other tech.
Offense
Initiative +12
Defense
Dodge
13
Fortitude
Parry
11
Toughness
8/4*
Will
11
Power Points
Abilities
56
Skills
44
Powers
33
Defenses
28
Advantages
27
Total
188
Complications
Motivation Greed: Pack-Rat has the rats natural avarice
grown proportional with his size change.
Prejudice Strange Appearance: Hes a 4 foot tall talking
humanoid rat that refers to himself in the third person and uses
odd sing-song phrasing and erratic syntax. Hes rather distinctive
and tends to provoke a negative response from people.
Quirk Didnt Grow Up Around Here: Pack-Rat has limited
ability to process modern cultural norms and behaviors
beyond a purely intellectual basis. Hes a mutated rat, not a
human with odd features.
Quirk Psychological Problems: Obsessive-compulsive
collector of odds and ends always looking for the new shiny
and a hardcoded survival instinct bordering on cowardice
which informs his constant behavior (such as avoiding open
spaces if at all possible).
Pack-Rat, who defends his friend and his lair. Things may
get even more interesting if Pack-Rat finds information in
the wallet that exposes the heros secret identity!
Pulling back the curtain: After exhaustive research into
his clandestine pursuers, Pack-Rat finally manages to
work out the existence of a terrifyingly large enemy the
Labyrinth. He decides the best survival tactic is to expose
the organization to the authorities and all those pesky
costumed heroes. Wide scale collateral damage ensues.
107
Professor Jackanapes
Real Name: John Napeson
Occupation: Occultist, Servant of Dark Powers,
Angry Monkey
Base: Mobile (various hideouts and residences worldwide)
John Napeson was a mediocre writer, teacher, and
academic but an excellent practitioner of the dark arts.
After several failed attempts at publishing and teaching at
various universities, Napeson moved his focus from traditional mythology and folklore to more forbidden subjects.
Here he excelled, quickly learning various spells and rituals.
Unsatisfied with personal magicks, he began to look
elsewhere for more power. Turning to various stolen
texts about lost gods, demons, and extradimensional beings, he became obsessed with
contacting such beings. He studied for
years in seclusion, learning arcane secrets
with only his pet monkey, Mr. Scribbles,
as a companion.
After
several
failed
attempts he finally
met with success. He
managed to contact
Those Who Sleep
Beyond the Veil, part
of the ancient race of
god-things known as the
Old Ones now imprisoned
outside reality. The beings promised him power and unearthly glory
if he would free them and bring them
to Earths dimension. Not fully considering the potential downsides or the price
of failure, Napeson agreed. Gathering
the necessary materials and sacrifices, he
prepared to open a portal to his masters
prison and bring the twisted alien god-tyrants
to our dimension.
Napesons attempt to open a portal for his new
masters didnt end well. He was stopped by
cadre of heroic occultists and virtually disintegrated by his own failed ritual. However,
Napesons masters werent done with
him yet. Seizing Napesons soul and what
was left of his body they simultaneously
punished him for his failure and rewarded
him for his continued service. His body
and consciousness were merged with the
body of Mr. Scribbles. Those Beyond the
Veil then granted their servant a fraction
of the power he desired but locked him
inside the twisted monkey-man body
and told him that he would be
restored only when they were
freed. Driven a bit mad by his
experiences, he took inspiration from the monkeys leashed
108
Personality
Professor Jackanapes is greedy, moody, obsessive, mad,
and more than a little bitterwhich isnt very different
from before, but being trapped in the body of a monkeyman makes it worse. He wants power and freedom and
doesnt much care how he gets it. Since serving his
masters currently seems like the best way to get a
human body and an immortal life of unearthly
pleasures hes content to follow them for now,
but hed gladly jump ship for a better deal.
Tactics
Professor Jackanapes prefers
to avoid direct confrontations
with heroes, instead throwing
minions and servants at them
to soften them up. However, his
mystic powers make him more
than capable of taking part in
combat. While his attacks are
slightly below average damage
for his PL, they are highly accurate
so he often uses Power Attack and
Defensive Attack to make himself
more effective in a straight-up fight.
His mind-altering effects are potent
and he uses them on targets who
prove resistant to his other attacks.
If things look bleak, he flees using
the Teleport power of his swordcane. He generally avoids using the
sword or other close combat attacks
on all but defenseless foes, preferring instead to use it to dispatch ineffective minions and
threaten bystanders.
Solo Villains
Professor Jackanapes
STR
1
STA
2
AGL
6
PL12
DEX
4
FGT
5
INT
6
AWE
6
PRE
2
Powers
Skills
Advantages
Artificer, Benefit 2 (Independently Wealthy), Close Attack 2,
Defensive Roll 3, Evasion, Improved Grab, Instant Up, Leadership,
Languages 3 (Arabic, Greek, French, Latin), Minions 5, Ranged
Attack 2, Ritualist, Skill Mastery (Expertise: Magic), Trance
Offense
Initiative +6
Eldritch Blast +15
Grab +7
Swordcane +9
Close, Damage 5
Dodge
14
Fortitude
Parry
14
Toughness
10/2
Will
14
Allies
In addition to a small army of cultists and henchmen,
Professor Jackanapes often uses summoning rituals to
call upon otherworldly servants of his dark masters, Those
Who Sleep Beyond the Veil. The Old Ones themselves
might not qualify as allies in the traditional sense, but he
serves them in return for promises of power and freedom.
Enemies
Professor Jackanapes would gladly flay alive the group of
occultists who foiled his first attempt at summoning his
masters. The exact identities of these individuals is left for
GMs to decide, but could easily include PC heroes, their
mentors, or other allies.
Hooks
Monkey on My Back: Professor Jackanapes has discovered a ritual to free his masters. The original text was
believed lost, but an accurate copy of a portion of the
ritual has shown up tattooed on the back of the lead
singer of the nu-metal band, Innsmouth Look. The singer,
Crowley Carter, found some old pages in a curio shop in
Amsterdam and thought the writing looked cool. Unfortunately, Carter locked away the originals, but the location
Solo Villains
Defense
Power Points
Abilities
64
Skills
Powers
67
Defenses
29
Advantages
24
Total
206
22
Complications
Evil Monkey: Professor Jackanapes monkey-like appearance
gives him a somewhat comedic, somewhat disturbing aspect
which causes others to not take him seriously or to view him as
a freak. This really annoys him.
MotivationPower: Professor Jackanapes wants vast arcane
power and a more comfortable formin that order. He is
loyal to his masters for now, but would easily betray them in
exchange for what he seeks.
Masters Leash: Professor Jackanapes soul is bound to his
monkey body until his Old One masters are free. He cannot
develop powers, use rituals, or use extra effort to generate
effect that change his shape or remove his soul long from his
form. Illusions of other forms and short spiritual jaunts into the
Astral Plane are allowed.
109
Professor Zed
Real Name: Evron Zediker
Occupation: Former scientist, now dimensional raider
Base: Zero Point, between dimensions
They didnt call Professor Zediker mad, at least, not
at first; overzealous, certainly, irresponsible, even. His
willingness to cut corners and
ignore precautions made
Personality
Always pompous, success and power have made
Professor Zed extremely arrogant, bordering on
megalomania. He feels his insights into the nature
of reality and the potential futures of Earth-Prime
make him uniquely suited to do whatever is necessary to take control and steer the world through
the rocks and shoals threatening its course. He
has always felt the intellectually superior should
guide through reason and understanding,
but now sees just how high the stakes
are, having visited Earths ruined by
short-sightedness and irrationality.
There is no more time to coddle or
concede to such forces in human
society.
Ultimately, Professor Zed is
a selfish manipulator interested solely in his own
aggrandizement. He wants
to be acknowledged as
the greatest scientist
in human history, and
believes his discoveries
110
Solo Villains
Professor Zed
STR
6
STA
9
PL12
AGL
1
DEX
3
FGT
10
INT
7
AWE
2
PRE
2
Powres
Skills
Advantages
Assessment, Benefit 4 (dimensional resources), Equipment 5
(Zero Point fortress), Improved Initiative, Inventor, Precise Attack
4 (All), Well-Informed
Offense
Initiative +5
Unarmed +10
Close, Damage 6
Ranged, Damage 12
Dodge
10
Fortitude
12/Immune*
Parry
10
Toughness
12/Immune*
Equipment
Zero Point (Floating Fortress) 25 points
Size: Huge Toughness: 15 Features: Communications,
Computer, Concealed, Defense System, Dimensional Portal,
Fire Prevention System, Hangar, Holding Cells, Living Space,
Personnel (Robots), Power (Flight 4 (30 MPH)Anti-gravity),
Power (Dimensional Movement 3 Zed-wave drive), Power
System, Security System, Self-Repairing, Workshop
Solo Villains
Defense
Will
10/Immune*
Power Points
Abilities
32
Skills
31
Powers
179
Defenses
Advantages
11
Total
255
Complications
Arrogance: In his arrogance, Zed frequently brags about his
accomplishments and abilities and telegraphs his plans. He has
to demonstrate his genius.
MotivationControl: Professor Zed is obsessed with power
and control, represented by increasing mastery over the
quantum variations of reality.
Rivalry: Zed sees other would-be conquerors and dimensional
raiders as potential rivals.
111
Adaptive Immunity
Professor Zeds Immunity effect essentially forces heroes to use more innovative tactics and power stunts against him
since, after they use a particular attack against him, he becomes immune to it. In fact, this is a sufficient challenge you may
wish to consider it a complication, awarding the players a hero point each when it comes into play.
Exactly what constitutes a different attack requires some Gamemaster adjudication. Is it as simple as using a maneuver
like Power Attack with a pre-existing effect or does it require a completely different set of modifiers, or even a completely
different effect or descriptors? Most likely somewhere in the middle, which is to say, just using the same effect with a
different maneuver probably isnt sufficient to overcome Zeds immunity, but the same effect with different modifiers may
(depending on the modifiers) and an Alternate Effect should do so, especially if it has different descriptors.
You can also use Zeds Immunity as an excuse to make him preemptively immune to certain effects, especially if the
heroes over-rely on some; he may have encountered their parallel-world counterparts already! This is definitely a complication when you use it, so award the players hero points they can use for those stuntstheyll be needing them!
Allies
Hooks
Enemies
Professor Zeds desire toprotecthis home Earth means other
would-be conquerors and dimensional raiders are potential
rivals to eliminate before they become threats. Unless he can
turn them into his allies (and betray and remove them at his
leisure when they outlive their usefulness) Zed is likely to try
and nip any potential rivalries in the bud.
112
Solo Villains
MERRIWETHER, LUCAS
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return to Main Database
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TO:
Lucas Merriweather
<[email protected]>
<[email protected]>
SUBJECT:
ite govern
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Solo Villains
Third Edition
113
Redwood
Real Name: Jason Ridge
Occupation: Eco-terrorist
Base: The Arcadian Forest
Since he was a teen, ecology was Jason Ridges passion.
Hed always loved the outdoors, being in nature, but the
more aware he became of the dangers to the environment, the more concerned he got. He wasnt willing to
sit idly by while big business and social apathy destroyed
the planet, so he took action. This led him to participate
in eco-political groups and Jasons friends, as well as
his politics, became increasingly radical. It wasnt long
before he stepped across the line from political protest
and civil disobedience to ecological terrorism and sabotage.
As a member of the Green Front Jason focused a great deal
of effort on the forestry industry based in his native Emerald
City: business with deep roots (so to speak) in the community and its history, operating under more and more regulation, but still not nearly enough to satisfy concerns about the
depletion of the Arcadian Forest and its natural habitats. Minor acts of sabotage led to a major protest
where the members of the Front chained themselves to trees slated for clear-cutting.
Personality
Jason Ridge is literally a man possessed, by
a vengeful forest spirit, feeding on his own
outrage and frustration. On the run, he has
been driven further into radicalism and
desperate action, unleashing the composite
being known as Redwood when the call
to avenge the wrongs done to the environment
114
Solo Villains
Redwood PL11
STR
8/17*
STA
8/17*
AGL
0
DEX
0
Powers
One With Nature: Senses 10 (Direction Sense, Distance Sense,
Environmental Awareness, Environmental Detection 2
(Acute, Extended 2, Tracking 2)) 10 points
Power of the Earth: Regeneration 10, Source: Natural Soil
5 points
Size of a Sequoia: Growth 17; AE: Strength of a Sequoia
(Enhanced Strength 8, Enhanced Stamina 8, Protection 2 at
normal size) 35 points
FGT
5
INT
0
AWE
4
PRE
2
Offense
Initiative +0
Branch Sweep
Splinter Spray +8
Ranged, Damage 9
Unarmed +5
Defense
Dodge
9/1*
Fortitude
8/17*
Parry
9/1*
Toughness
13/20*
Power Points
Abilities
22
Skills
13
Powers
99
Defenses
14
Advantages
Total
155
Skills
Expertise: Nature 12 (+12), Insight 4 (+8), Intimidation 4
(+6/+14*), Perception 6 (+10), Stealth 0 (+0/-17*)
Advantages
Accurate Attack, All-out Attack, Favored Environment: Forest,
Favored Foe: Polluters, Improved Grab, Improved Smash, Plant
Empathy (as Animal Empathy, but with plant creatures)
Allies
Redwood finds some support amongst the most radical
of eco-terrorists, most of whom want to harness his power
as a weapon for their cause, but quickly discover they
are playing with forces they cannot control. The same is
largely true of criminals who seek to turn Redwood into
their pawn by appealing to his beliefs; they may be able to
aim him at a despoiler but woe unto them when the fury
of the forest discovers he has been used.
Enemies
Polluters and desecrators of the environment are all
Redwoods enemies. Most of the time, Jason is able to
focus the forest spirits righteous rage against the worst
offenders: corporate industrial polluters, criminal wastedumpers, and the like, but sometimes Redwood turns
his fury against loggers, hunters, even litterers, or simply
the institutions and artifacts of civilization itself, consid-
Solo Villains
Will
Complications
MotivationAvenge the Earth: Redwood is motivated by
a desire to protect nature and avenge the harm done to the
Earth.
Temper: Pollution and environmental harm drive Redwood
into a fury; the worse the damage, the greater his rage.
WeaknessPlant Being: Redwood is a plant-spirit being,
vulnerable to effects which harm or hinder plants.
Hooks
Enemy Mine: Redwood smashes up a mining operation in the Atlas Mountains, drawing the attention of the
mining company and the local authorities, who may call in
the heroes for help. Things get complicated due to a vein
of viridian uncovered by the minersa strange mineral
with unusual effects, particularly on superhumans. The
viridian greatly enhances Redwoods powers, allowing
him to bring whole segments of the forest to life, while
the mining company tries their best to cover-up the
discovery, hoping to salvage the viridian for themselves
once Redwood is out of the way.
One Mans Trash: Redwood encounters Junkpile (see
page 80) and the two beings take an instant dislike to
each other. Redwood considers Junkpile the embodiment
of everything he despises, and becomes obsessed with
destroying it. Junkpile, for its part, merely wants to be left
alone, but defends itself violentlyand quite possibly
with the help of allies like Pack-Rat and other stormers.
Things may get even worse when a violent confrontation
amidst fallen power lines and pools of industrial waste
leads to Redwood and Junkpile somehow merging into a
single giant monster!
115
Sleepwalker
Real Name: Ida Merrid
Occupation: Librarian
Base: Emerald City
Ida Merrid, named for her maternal grandmother, loved
books from the time she learned to read. She devoured
whatever literature she could find, from the classics to
trashy novels (her secret vice). No surprise that the bookish
Ida pursued a degree in Library Science and became a junior
librarian at the Emerald City Public Library. She was content,
even if she secretly fantasized about a life of adventure and
romance like the characters in her beloved books.
Ida was taking an opportunity to enjoy lunch (and read, of
course) out near Yellow Brick Row on the fateful day of the
Silver Storm. Although she apparently escaped without
ill effects and soon returned to work, she began recalling
Personality
Ida Merrid is a kind-hearted dreamer bound up in convention, afraid of what might be happening to her and uncertain where to turn. Her superhuman selves vary as much
in personality as they do powers, but tend to represent
repressed parts of Ida, seeking adventure, excitement,
flouting the rules, and taking whatever they want. They
tend to be fairly harmless, or at the very least not malicious,
but there are no doubt darker parts of Sleepwalkers psyche
buried even deeper.
116
Solo Villains
Sleepwalker PL10*
STR
0
STA
0
AGL
0
DEX
1
FGT
0
INT
2
AWE
1
Powers
Power Points
Abilities
10
Skills
Powers
180
Defenses
Skills
Expertise: Librarian 8 (+10), Expertise: Literature 8 (+10), Insight
3 (+4), Perception 3 (+4), Persuasion 2 (+3)
Advantages
Eidetic Memory
Offense
Initiative +0
Unarmed +0
Close, Damage 0
Total
12
1
204
Complications
Blackouts: Ida herself does not control the actions of her
sleeping selves, nor does she even remember them, except as
fragments of vivid dreams.
MotivationUnconscious Desire: Sleepwalkers villainous
forms are all motivated by repressed desires for adventure,
excitement, defying the rules, and acquiring luxuries. Although
they vary in personality, they tend towards greed and thrillseeking.
Notes
Defense
Dodge
Fortitude
Parry
Toughness
Will
Allies
Sleepwalkers various personae tend to be solo acts,
although some may be willing to pair-up or work with
others, as needed.
Enemies
Similarly, while most of Sleepwalkers alternate personalities are criminals, and therefore wanted by the authorities, few of them are around long enough to make any
enemies.
Hooks
A Plague of Villains: One way to introduce Sleepwalker
into an M&M series is by confronting the heroes with a
sudden plague of new supervillains in town. Night after
night, they are stopping new costumed criminals, who
manage to escape or literally vanish into a crowd. Eventually, the heroes begin to recognize a pattern to the crimes,
Solo Villains
Advantages
PRE
1
*Sleepwalkers traits vary widely based on her current form. Her listed
power level is the maximum she has been shown to exhibit thus far,
and should be the PL of most of her forms, but the GM should feel free
to vary it, and the amount of points in her Variable effect, as desired.
Also note that Sleepwalkers forms vary widely in terms of apparent age,
race, and gender.
117
The Terror
Real Name: Unknown
Occupation: Fear-monger
Base: Emerald City Underground
The being known as The Terror is an Emerald City urban
legend and media sensation. According to victims and
eyewitnesses, a dark-clad figure stalks and corners victims
in the city at night, apparently emerging from the citys
underground or sewer system. Victims report lights
dimming in the area around them immediately before
the attack and a growing sense of fear which becomes
paralyzing terror upon spotting the figure swaddled from
head to foot in dark, concealing, tattered garments.
Initially, sightings of the Terror ended there: victims experienced long moments of utter fear, then the mysterious
figure disappeared as quickly as it came, leaving
its victims gasping for air and thankful to
have escaped. Things progressed,
Personality
Virtually nothing is known about the Terrors
personality or motives beyond its stalking
behavior. It has never spoken to a victim, so
far as anyone knows, nor has it contacted
the authorities or the media, as some serial
killers do. It seems driven to find new victims
to feed on their fear, although some of its earliest
survivors have described the Terror as hesitant,
perhaps even afraid itself, although it seems
to have become bolder over time.
118
Solo Villains
The Terror
STR
5
STA
5
PL11
AGL
0
DEX
0
Powers
Aura of Terror: Cumulative Perception Area (Visual) Affliction
11 (fear; Resisted and Overcome by Will; Impaired, Disabled,
Paralyzed), Reaction (subject enters area) 66 points
FGT
6
INT
0
AWE
2
PRE
5
Offense
Initiative +0
Unarmed +10
Close, Damage 5
Defense
Dodge
10
Fortitude
Immune
Parry
11
Toughness
Immune/5*
Will
11
Skills
Abilities
46
Skills
Powers
147
Defenses
24
Advantages
11
Total
249
Advantages
Chokehold, Daze (Intimidation), Diehard, Fascinate (Intimidation),
Fearless, Hide in Plain Sight, Improved Grab, Improved Hold,
Move-by Action, Skill Mastery (Intimidation), Startle
Enemies
The Terror is the target of a city-wide hunt by the authorities, and its very nature makes it impossible for others to
cooperate with or help it, even if they wanted to. Some
of the organized criminal elements of Emerald City might
want the Terror eliminated simply to protect their own
interests, while the rest are happy to let it tie up police
resources that might be focused on them instead.
Power Points
21
Complications
MotivationInflict Terror: The Terror exists to createand
feed uponfear. It is driven to seek out and stalk victims.
Outsider: By its very nature, the Terror is an outsider incapable of
interaction with society, and apparently with little understanding
of people beyond their ability to feed its hunger for fear.
Hooks
Solo Villains
119
Tribal
Real Name: Jorge Allende Hurtado
Occupation: Criminal
Base: Mobile
Jorge Hurtado grew up on the streets of Emerald City,
moving around considerably in his youth as his parents
slid from one excuse for a job to another. Later when
he had to make his own waya difficult proposition
for a high-school dropouthe never had a permanent
address for long and spent more than a few nights
couch-surfing from one friends house to another.
During this time, he fell in with a street gang and began
dealing drugs until he was busted and put into juvie
lockup. While doing his time, Jorge grew enamored
with the idea of being a rapper. Unfortunately, desire
doesnt substitute for talent, and he later found himself
wandering from one label to another desperately trying
to find anyone that would sign him. He was on the verge
of giving up altogether and knocking over a convenience
store when he was caught in the Silver Storm.
Personality
Tribal is brash and flashy, making up for his lack of experience with bravado. He enjoys his powers and has quite an
ego about them. He carries the same attitude and ostentatious behavior as Tribal as he did in his abortive music
career. Tribal has the dangerous tendency to confuse
machismo with actual ability.
Allies
Tribal has only been in the supercriminal business a short while, and as such has only amassed
a small number of allies, mostly other anti-social
120
Solo Villains
Tribal PL10
STR
3
STA
6
AGL
3
DEX
1
FGT
8
INT
0
Powers
Defense
Dodge
Parry
Will
Skills
Acrobatics 8 (+11), Athletics 8 (+11), Deception 5 (+8),
Expertise: Streetwise 7 (+7), Insight 4 (+10), Intimidation 4 (+7),
Perception 2 (+8), Stealth 2 (+5)
Advantages
Animal Empathy, Close Attack 2, Defensive Roll 2, Diehard, Luck
2, Startle, Taunt
Offense
Initiative +3
Unarmed +10
Close, Damage 3
Enemies
Tribal has yet to make enough of a name for himself (or
prove himself enough of a threat) to have many enemies.
His crimes thus far have earned him the attention of the
ECPD, and AEGIS is amassing a file on him (as they do
every supercriminal).
Hooks
Yo! You in my hood now, dog!: Tribal has set his sights
on establishing a stable court befitting the King of the
Beasts, so hes wrested control of some gangs from their
old leaders and begun a campaign to carve out a piece of
territory all his own. The heroes must stop him before he
starts a gang war that could spiral out of control endangering civilians. Once the heroes get involved, Tribal and
some of his stormer allies confront them personally.
Wild Kingdom: Tribals powers begin to change unpredictably as he begins shapeshifting uncontrollably and
gains the ability to mentally control animals. At the same
time, his personality is slipping away, turning him bestial
and savage. The heroes have to deal with a city beset
by rampaging animal life until they can track down the
reason for his changes and get things back under control.
Solo Villains
AWE
6
PRE
3
Fortitude
10
Toughness
8/6*
Power Points
Abilities
24
Skills
Powers
88
Defenses
Advantages
Total
20
9
150
Complications
MotivationFame and Fortune: Hurtado likes money and
desperately craves celebrity, particularly in the eyes of women.
Impulsive: Hurtado reacts before thinking things through.
This has only gotten worse since gaining his powers, because
he operates more on instinct than reason.
Machismo: Tribals self-image springs from his ganger lifestyle.
He is fixated on receiving respect from those around him and
reacts poorly to any challenge to his masculinity or worthiness.
Animal Abilities
The following are just some of the animal abilities Tribal
might take on. Note that when he assumes the abilities
of a larger animal, he gains the creatures Strength and
Stamina, but does not change size, so there is no modification to his Intimidation, Speed, Size, or Defense ranks.
In order for him to meet his power level limits, you may
want to dedicate a couple of points to enhancing his
Defenses or to adding a couple of ranks of Defensive Roll.
Ape: Enhanced Str 3, Protection 2, Senses 2 (Accurate
Hearing) 10 points
Bear: Enhanced Str 5, Protection 2, Senses 2 (Low-Light
Vision, Acute Smell) 14 points
Constrictor Snake: Enhanced Advantages 2 (Improved
Grab, Improved Hold), Enhanced Str 3 (Limited
to Grabbing), Movement 1 (Slithering), Senses 2
(Infravision, Acute Smell) 12 points
Cheetah: Enhanced Agl 1, Speed 5 (60 MPH) 7 points
Dog: Senses 3 (Acute Smell, Tracking, Ultra-Hearing) 3 points
Elephant: Enhanced Str 7, Enhanced Sta 3 20 points
Electric Eel: Immunity 1 (Drowning), Reaction Damage
5 (electricity), Swimming 2 (2 MPH) 23 points
Gecko: Movement 2 (Wall-crawling 2), Regeneration 5
9 points
Hawk: Flight 4 (30 MPH), Senses 2 (Extended Vision,
Low-light Vision) 10 points
Monkey: Enhanced Agility 4, Leaping 1 (15 feet),
Movement 2 (Swinging, Wall-crawling) 13 points
Shark: Immunity 1 (Drowning), Senses 2 (Acute Smell,
Low-light Vision), Swimming 4 (8 MPH) 7 points
Viper: Movement 1 (Slithering), Senses 2 (Infravision,
Acute Smell), Weaken Stamina 4 (Resisted by Fortitude;
Progressive, Linked to Strength Damage, venom) 16 points
121
122
Power Level
Page
Eris
15
50
Mastermind
15
Dakuwanga
Name
Power Level
Page
Mindfire
11
104
100
Pack-Rat
11
106
14
28
Redwood
11
115
Fallout
14
56
Terror, The
11
120
Ku Tu the Eternal
14
86
Black Vulture
10
18
13
59
Cortex
10
24
Huntmaster
13
74
10
94
King Babylon
13
84
Mosquito
10
98
Meltdown (Fallout)
13
60
10
96
Arcanix
12
12
10
39
Cerebrus Rex
12
20
10
151
Dollface
12
32
Sleepwalker
10
118
Doctor Azoth
12
36
Tribal
10
122
Doctor Sin
12
44
Faster Pussycat
62
Half-Life (Fallout)
12
59
68
Junkpile
12
80
40
Professor Jackanapes
12
108
89
Professor Zed
12
112
Jaguar Men
(Ku Tu the Eternal)
Abracadaver
11
Lady Vila
91
Anvil
11
10
89
Battle Brothers
11
16
Warhound (Huntmaster)
76
Death Magnetic
11
30
26
Doctor Shock
11
42
Facade
54
11
46
Treker
92
Foxfire
11
64
22
Hexenhammer
11
70
22
Jade Spider
11
78
22
Kid Karma
11
82
96
11
38
22
19
Solo Villains
ite govern
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18:37 - PST
MERRIWETHER, LUCAS
CLEARANCE RED+
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THREATS: GROUPS
SEARCH:
The Cybertribe
The Trident
123
Motherboard
124
Tactics
The Tribe avoids fighting whenever possible. Its not their
focus and they dont like the risks it entails (when Sister
Steel or Heavy Metal are loaned out as muscle, its always
with a very good reason). They prefer the fast insertion snatch, grab, and gone. When forced to fight, they
use Heavy Metal as their walking shield wall, with Sister
Steel and Pulse combining lightning-fast strikes to keep
their opponents off-balance, and Rez and Digital Demon
running interference while co-opting accessible gear and
equipment (duplicating opposing leaders to give contra-
Digital Demon
heavy Metal
Villain Groups
Roleplaying Quandaries
The Cybertribe present a departure from many supervillain teams in that they are somewhat sympathetic
figures, and their targets are usually people the players
wouldnt mind seeing hurt anyway. They are supposed
to present heroes with some moral questions. Yes, they
are thieves. But when the heroic paragon just beat down
Heavy Metal, he also ruptured the life support keeping
a fourteen year old boy alive, a boy who basically just
sacrificed himself so his family could escape, and who
now needs medical attention immediately. How do the
heroes react to that situation?
45 points
Pulse
Villain Groups
Hooks
ThanksWell Take It: The heroes develop or acquire
nice new toys, either for personal use or for their team,
and somehow the Tribe gets information about it. They
then move in to take it for their own use. The heroes must
track down the thieves and recover the purloined prize.
Youre Our Only Hope: Something has gone terribly wrong
with the equipment Motherboard uses to keep her and
her adopted children alive. The Cybertribe approach one
of the heroes, an accomplished inventor who possesses
(or has access to) advanced technology that can be used
as a substitute for the teams failing systems. They beg for
the heros assistance. What does the hero do and whator
whocaused the malfunction in the first place?
Rez
Sister Steel
125
Motherboard
Real Name: Karen Ross
Occupation: Professional thief
Base: Emerald City
Dr. Karen Ross lived for her work. She was on the cutting
edge in cybernetic applications, brain-mapping, and artificial intelligence. This left her with little time for relationships or building a family which were sacrificed for her
career. She always thought shed have time do
those someday.
When Kessler Industrial Technologies
hired Dr. Ross to develop smart
weapons she thought it would
help make her reputation, while
also doing her country a
great service. Over time, she
discovered how misguided
she had been. Arwin Kessler,
her employer, had no intention of fulfilling his government contracts; instead, her
work was being funneled
overseas and Kessler was
making
astronomical
amounts of money. She was
appalled. She set up a safe
contact within the Justice
Department, one to whom
she thought she could
pass incriminating data to
help bring Kessler down.
Unfortunately, her contact
was in Kesslers pocket and when he heard
about Ross disloyalty, he arranged for her
removal.
The doctors were at a loss when she
began presenting symptoms of some
kind of neurological disorder
(they couldnt know about
the neurotoxins Kessler
had exposed her to,
after all). While she was
dealing with the fallout
from her deteriorating
health,
the
company
installed
an interim
director in her place, and
her carefully compiled
evidence on Kessler mysteriously disappeared. When
that happened, she realized
Kessler was behind it, but
couldnt spare time for that,
she had to figure out what
hed done to her. She spent
all her time and energy (what
little she had) researching
neurological disorders
in
an attempt to save herself.
126
Instead, all she found were other lost souls whose fates
contributed to her spiraling depression.
The criminal roboticist Dollface infiltrated Ross research
program in the guise of a consultant. She was interested
in how she could apply Ross research to her own. While
working with Ross, Dollface grew fond of the good
doctor, a rarity for the eccentric criminal, and when
Ross health deteriorated, she decided to help. Dollface staged an accident, left a body behind that would
be mistaken for Ross, then abducted Ross and built her
a life support pod that would keep her alive
until Dollface could create a new body
for her. When Ross finally woke up in
the cyberwomb, Dollface revealed
herself and told Ross what shed
done.
Ross was angry and upset, but
eventually came to realize that
she could do things in her pod,
that shed only dreamed of doing
before. She told Dollface she was
happy to stay in the pod for
now; she had things to do.
She struck back at Kessler
with her newfound abilities
and adopted a number of
the children she had discovered while researching her
own condition. She gave
them all the gift of a technological escape from the
prisons their bodies had
become. Thus was the
Cybertribe born.
Personality
Motherboard has fully embraced the
maternal side of her nature she
denied during her career. She
will go to any lengths to
protect her children. Her
experiences with Kessler
have made her feel societys laws are flawed and
designed to protect the
powerful from the masses
rather than mete out real justice; hence,
she feels nothing when she breaks them.
She feels a great kinship with those she
views as discarded by the rest of the world, and works to
protect them whenever possible.
Villain Groups
Motherboard PL12
STR
-5
STA
-2
AGL
-5
DEX
-5
FGT
-5
Powers
Defense
Dodge
INT
9
AWE
6
PRE
6
-5
Fortitude
-2
Parry
-5
Toughness
-2
Will
15
Power Points
Abilities
-2
Skills
Powers
131
Defenses
Advantages
22
Total
35
9
195
Skills
Complications
Advantages
Benefit 5 (Cipher 2, Wealth 3Millionaire), Eidetic Memory,
Equipment 16 (Motherboard pays for the HQ and vehicle
detailed in the Cybertribe team entry), Well-informed
Offense
Initiative +9
Varies
world. These drones are sophisticated mobile surveillance pods that project a stylized holographic image of
Motherboard around the drone. They are for communication and information gathering only and they arent
built for combat. As long as she is in her life support unit,
her mental processing is augmented outside of human
parameters. When she needs hands in the physical
world, she relies on the Cybertribe or hacks into an
available piece of networked technology and controls it
remotely.
Typically, Motherboard has one of her drones project a
holographic image of her virtual appearance to act as her
proxy in the outside world. Those encountering Motherboard may initially believe she is an intangible energy
being (like some of the other Cybertribe members) or
even a robot. Her Remote Sensing is limited to the operational distance of her drones.
Allies
Motherboard has a number of valuable allies, starting
with her children, the Cybertribe. Dollface is a friend
or as near to one as possible for the eccentric roboticist.
In addition, Motherboard has frequently helped other
super-humans that aroused her maternal instincts, which
may allow her to call on them in times of need.
Villain Groups
Enemies
Arwin Kessler, CEO and main scheming mind behind
Kessler Industrial Technologies, Inc., (better known as
KessKorp) will not rest until he eliminates Motherboard
and her crew.
Hooks
Of Course Theyre Guilty : Representatives of KessKorp approach the heroes with a request. They say that
because founder Arwin Kessler has embarrassed too
many AEGIS R&D managers in the past, AEGIS is ignoring
their problem. Somehow, a group of thieves has stolen
a prototype no one was supposed to know even existed
and the corporation needs the heroes to get it back.
Theyd like it done as quietly as possible so knowledge
of the theft doesnt enter the public arena and hurt the
companys bottom line. The technology in question
could be the Butterfly or anything else you want to introduce.
127
Pulse
Real Name: Mahmoud Fassal
Occupation: Professional Thief
Base: Mobile
Mahmoud Fassal was a latchkey kid, his mother worked
multiple undocumented jobs to keep a roof over their
heads. Mahmoud hated being cooped up at home or
school and he loved being out on the streets, on skates,
boards, bikes, or anything else that helped him move
faster than his feet allowed. Mahmouds cares melted
away when he felt the wind on his face and he could
Personality
Pulse is young, exuberant, and loves his newfound
freedom. After being confined to a paralyzed body, hes
reveling in his new abilities. He loves nothing more than
the elation he feels while flying and takes every opportunity to indulge in being freed from the shackles of gravity.
He almost never lands and clearly prefers being airborne
whenever possible.
Young and a bit headstrong, Pulse has to consciously rein
in his tendency to move first and think second. Hes very
proud of his speed and is happy to race anyone willing to
accept his challenge.
Allies
Pulses primary allies are the rest of the Cybertribe.
Enemies
Arwin Kessler would like to see Pulse just as dead as he
wants the rest of the Tribe.
128
Villain Groups
Pursuit Challenges
One type of challenge (Heros Handbook, page 185) common for foes like Pulse is pursuit: the difficulty isnt in defeating
the foe, but catching him!
A pursuit essentially works like any other challenge in that the pursuer must acquire a number of degrees of success
before three or more degrees of failure. For a standard pursuit, the required degree of success is three as well, although
the GM may modify this depending on circumstances.
The traits used in a pursuit challenge are typically those involving maneuverability (Acrobatics or Vehicles), knowledge
of the terrain (Expertise), and so forth, although players can potentially find uses for traits like Deception, Stealth, and
various power effects. A key element is movement speed rank: characters within one rank of each other have no modifier
to their challenge checks. Two ranks of difference gives the character with the higher rank a +2 circumstance bonus, while
three or more ranks of difference gives the character with the higher rank a +5 circumstance bonus.
Example: Pulse (Flight 12) is leading Ultramarine and Kid Robot (both Flight 7) on a merry chase through the skyscrapers
of downtown Emerald City. The GM declares a pursuit challenge to catch the fleeing Cybertribe member. Pulse has more
than three ranks advantage in speed over the heroes, gaining a +5 circumstance bonus on checks for the challenge.
Round one, the GM rolls an Acrobatics check for Pulse, getting a 28 result (a roll of 11 + Acrobatics of 12 + circumstance
bonus of 5). Ultramarines player suggests an Expertise: West Coast skill check, but the GM says her skill is more related to
the actual coastline than the downtown area. She suggests a Perception skill check instead. She rolls a 10 for a result of 18.
Thats 10 less than Pulses check, or two degrees of failure. Ultramarine is quickly falling behind. Kid Robots player suggests
an Expertise: Science check to calculate the appropriate vectors, and the GM agrees. He rolls an 18 for a 26 result! Its only
one degree of failure, so Kid Robot manages to stay closer to Pulse.
The following round, Pulses check is only a 22 result (a roll of 5 + 12 + 5). Ultramarine gets another 18 and the final degree
of failure means she drops out of the pursuit. Kid Robot, on the other hand, rolls well: a 20 for a critical success! That gives
him a result of 28, two degrees of success, plus the critical increases it one more. Kid Robots vectored shortcut around a
cluster of buildings puts him in just the right place to intercept Pulse as he mockingly glances back at Ultramarine. Now
the Kid needs to modulate his force field to contain Pulses energy form....
Pulse PL10
STR
1
STA
---
AGL
6
DEX
3
FGT
6
INT
1
AWE
1
Powers
Offense
Slam Attack+7
Close, Damage 13
Unarmed +7
Close, Damage 1
Skills
Acrobatics 6 (+12), Deception 6 (+8), Perception 4 (+5),
Persuasion 4 (+6), Technology 4 (+5)
Advantages
Agile Feint, Close Attack, Evasion, Improved Defense, Improved
Initiative 4, Language (Farsi), Redirect, Seize Initiative
Villain Groups
PRE
2
Initiative +22
Defense
Dodge
14
Fortitude
Immune
Parry
10
Toughness
Will
Power Points
Abilities
30
Skills
Powers
89
Defenses
18
Advantages
Total
156
12
Complications
Disability: Pulse suffers from debilitating medical problems
that would kill him within hours of being removed from his life
support unit.
MotivationSafety: Ultimately, Pulse wants to remain safe
and alive. Nothing is more important to him than his and his
friends lives.
Relationship: The Cybertribe is Pulses family and he is fiercely
protective of them.
129
Digital Demon
Real Name: Patrick Tyree
Occupation: Professional Thief
Base: Emerald City
Patrick Tyree was born without an immune system. It
later became apparent that this was just the first in a
long line of symptoms tied to a genetic disorder. At
first, he was able to survive in a containment bubble.
His parents could afford the medical care his father
was Mathew Tyree, owner of a very successful
electronics company called MacroThink.
Unfortunately, his parents were killed
in an automobile accident, leaving the
company and Patrick in the hands of
his wastrel uncle, Ryan. Ryan was
immediately in over his head. His
alcoholism, grief, and lack of business skills drove the company into
bankruptcy in short order..
entering, bills and legal problems mysteriously disappearing, and so on). Losers, on the other hand, defined
as people who fail to appreciate his jokes, are fair game
for whatever Tyree can come up with and he is very
imaginative.
Moreso than some of his adopted siblings, Patrick wants
to forget he ever had a life before his rebirth. Forcing him
to address his past is a surefire way to make him angry.
Initially, the
appearance of
Tyrees energy
body was that
of a cartoonish
and mischievous imp.
However, as he has aged and his
tastes have changed, he has modified his HLIC to that of a monstrous
demonic entity; he plays up his
appearance by acting like a ham,
complete with menacing poses and
evil mocking laughter.
Personality
Patrick Tyree is a consummate and inveterate
smartass. He lives for the next prank and
has the emotional restraint of an eightyear old on a permanent sugar
high. People who get him
are his life-long friends, and
he has rewarded strangers
who reacted well to his jokes
(sudden lottery winnings from
lotteries they dont remember
130
Allies
The rest of his adopted family in the Cybertribe are Digital Demons only real allies. He has
a love-hate relationship with Doc Otakuthe
Villain Groups
Digital Demon
STR
3
STA
---
PL10
AGL
3
DEX
3
FGT
4
INT
6
AWE
3
PRE
3
Powers
Skills
Offense
Machine Control
Unarmed +5
Close, Damage 3
Advantages
Close Attack, Skill Mastery (Expertise: Computer Science),
Taunt, Well-informed
Initiative +3
Defense
Dodge
Fortitude
Immune
Parry
Toughness
Will
10
Enemies
Abilities
40
Skills
Powers
169
Defenses
14
Advantages
Total
246
Hooks
Common Enemies: Digital Demon volunteers to help
bring down a powerful technological villain the heroes
are facing, but they have to keep him focused and on task
at hand... and deal with his pranks and smart mouth.
You Again: One of the heroes somehow offended Digital
Demon and earned a visit from the little devil. How do
the heroes deal with a stalker that can glide through
their best electronic defenses and turn their own tech
against them?
Villain Groups
Power Points
19
Complications
Disability: Digital Demon suffers from debilitating medical
problems and he cant survive outside his life support unit for
more than a few hours.
MotivationSafety: Like his teammates, Digital Demon is
motivated by staying alive and keeping himself safe from
harm. Despite all of his pranks, hes very careful about covering
his tracks; he doesnt want anyone to find his real bodyor the
bodies of his teammates.
QuirkPrankster: Digital Demon is an inveterate smartmouth, joker, and prank-puller. He really cant control it, even
when he knows its going to cause him problems.
Relationship: The Cybertribe is Digital Demons family and he
is fiercely protective of them. This is particularly pronounced
with Rez, on whom he has a crush. Anyone that picks on her or
harms her in any way earns Digital Demon as an enemy.
131
Rez
Real Name: Mallory Brooks
Occupation: Professional thief
Base: Emerald City
Mallory Brooks was born with drastic deformities. Her
physical abnormalities included a deteriorating nervous
system and seriously hindered her organs abilities to
support her life long-term. Her parents abandoned her
within days of her birth, leaving her to be institutional-
Personality
Growing up with debilitating deformities have left Rez
incredibly insecure regarding her appearance. She is
completely enamored with fashion trends and whatever
the media says is the in look at the moment. As a result,
she shuffles through different appearances and identities the way some people change their clothes. She isnt
shallow; shes damaged. Rez has a tendency to lose herself
in roles she assumes long-termshes happy being
anyone but herself. At times, Motherboard and the others
worry that Rez might lose herself to one of her other identities entirely.
Allies
The only real allies Rez has are the rest of the Cybertribe. She doesnt allow herself to get to close to other
people, at least not without it being part of a role. While
she has dozens of friends in dozens of cities, all of them
know her by different names and different faces.
Enemies
As with the rest of her adopted family, Arwin Kessler
wants Rez dead.
132
Villain Groups
Rez PL10
STR
3
STA
---
AGL
3
DEX
3
FGT
4
INT
2
AWE
3
PRE
2
Powers
Defense
Dodge
14
Fortitude
Immune
Parry
14
Toughness
Will
Power Points
Abilities
30
Skills
Powers
105
Defenses
Advantages
Skills
Athletics 6 (+9), Deception 8 (+10), Expertise: Pop Culture 8
(+10), Insight 5 (+8), Perception 3 (+6), Sleight of Hand 4 (+7),
Stealth 4 (+7), Technology 4 (+6), Vehicles 4 (+7)
Advantages
Attractive, Defensive Attack, Hide in Plain Sight, Redirect,
Set-Up
Offense
Initiative +3
Unarmed +4
Close, Damage 6
Hooks
NotAlwaysBetter to Have Loved and Lost: A powerful
villain is on a rampage! Apparently he (or she!) has just
discovered the person he was dating was Rez in her most
recent identity. Unfortunately, Rez grew bored with that
identity and decided to move on, right after telling her
lover off, changing shape, and fleeing the scene! The
heroes need to calm loverboy down or find Rez to answer
some questions and mend fences.Anvil (see page 10) or
King Babylon (see page 84) make good candidates for the
tantrum thrower, as does Tribal (see page 120).
The Perfect Tool!: AEGIS or some other government
agency calls in the heroes when they catch Rez altering
her appearance on one of their security camerasdeep
inside one of their secure facilities. The heroes are called
in to help take her down and keep her from getting away,
but when they do, they find out its not Rez! Instead, its
an agent of SHADOW (or some other villainous organization from your series) who claims to be using Rez
HLIC technology! Now the heroes have to locate Rez,
or some other member of the Cybertribe, and find out
whats going on. Is the Cybertribe already on the trail of
SHADOW? Will they agree to team up with the heroes to
recover the HLIC device? Plus, how many of SHADOWs
agents are already in place using this new HLIC technology?
Villain Groups
Total
23
7
169
Complications
Disability: Rezs physical body is paralyzed and she cannot
survive outside her life support unit for more than a couple of
hours.
MotivationSafety: Rez has a strong desire to live in safety.
Like her teammates, she participates in illegal activities to
ensure she has the resources she needs to stay alive.
QuirkInsecure: Mallory has developed terrible insecurities
regarding her appearance and her self-worth. Shell never
assume a form that isnt physically appealing unless theres no
other option.
Relationship: The Cybertribe is Rez family and she is fiercely
protective of them.
Sister Steel
Real Name: Pauline Rawlins
Occupation: Professional muscle
Base: Emerald City
The Rawlins siblings never knew their real mother. They were
found wrapped in a blanket and left on a police squad car.
They both had birth defects and there was evidence theyd
both been born addicted to heroin. After their medical problems were dealt with, as much as possible, they were placed
in foster care. They were passed from home to home until
they were placed with Tricia Carter, an abusive drug addict
who was only interested in the money she received from
the state for fostering them. While high and driving home
from the grocery store, Tricia got in an accident that ended
with the car a flaming wreck. Tricia walked away relatively
unharmed, but Pauline and her brother suffered terrible
burns and injuries. Pauline was left a quadriplegic with thirddegree burns over ninety percent of her body. The stresses
on her weakened body would likely have killed her if Motherboard hadnt chosen her as one of her children.
Not only did her conversion into a cyborg return her ability
to move, it also covered up and compensated for her physical deformities. Further, and possibly more important to
her, Motherboard accepted and loved her. As Sister Steel,
Pauline became the first of the children adopted into the
Tribeshe was born again, as devoted to Motherboard as
she was physically dependent on her cybersheath.
133
Personality
Allies
The Cybertribe are Sister Steels only real allies, and she
doesnt socialize much outside of the group except in
various online forums.
Enemies
Sister Steel is hunted by KessKorp, just like the rest of
the Tribe. Kesslers hired guns hold a bit more animosity
towards her than they do the rest of the Tribe since shes
hospitalized several of them.
Hooks
The Parent-Trap: Sister Steel and Heavy Metal see a
woman on daytime television who is suffering from
a terminal illness and looking to reunite with her lost
children. Her story of addiction and abandonment is
heart-wrenching, and also matches the circumstances
of Pauline and Jeffreys childhood exactly. Anger mixed
with curiosity and a desire for closure leads the siblings
to discretely make contact and eventually arrange a
meeting, only to discover KessKorp is picking up all of
their mothers medical bills, in exchange for her public
plea to lure them into the open!
Seen the Light: Sister Steel meets Sister Constance and
things in her life change. The hurt young woman in the
cybernetic shell gets some help from a Carmelite nun
belonging to an order in Emerald City, who hides her
from KessKorp hired guns. Initially, Pauline simply wants
to repay a debt, but she spends more and more time slipping away to visit her new friend in the solitude of the
abbey gardens late in the evenings, where she and Sister
Constance talk about life, God, and the struggle of faith.
These discussions awaken in Sister Steel a new longing for
meaning in her own life and lead her to question violence
as a solution to problems. Unfortunately, not all of the
nuns lessons get through, and Pauline chooses to repay
her kindness with a donation to the abbey stolen from
a KessKorp subsidiary. Not only must Sister Constance
134
Villain Groups
Sister Steel
STR
10
STA
10
PL10
AGL
6
DEX
5
Powers
Armblades: Strength-based Damage 1, Penetrating 4,
Precise, Reach, Variable Descriptor (Slashing, Piercing, or
Bludgeoning) 8 points
Blade Katas: Array (20 points)
Spinning Steel: Multiattack Damage 10 20 points
Razor Blossom: Reaction Damage 5 1 point
Sweeping Shield: Deflect 10 1 point
FGT
9
INT
1
AWE
4
PRE
2
Offense
Initiative +10
Armblades +9
Spinning Steel +9
Unarmed +9
Close, Damage 10
Defense
Dodge
10
Fortitude
10
Parry
10
Toughness
10
Will
10
Skills
Abilities
94
Skills
Powers
67
Defenses
11
Advantages
19
Total
216
Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment,
Defensive Attack, Evasion, Fast Grab, Fearless, Great Endurance,
Improved Critical 2 (Armblades), Improved Defense, Improved
Disarm, Improved Initiative, Improved Trip, Instant Up, Move-by
Action, Power Attack, Weapon Bind
refuse and try and get Pauline some outside help, but
KessKorp tracks the theft to the abbey and their agents
threaten to tear the place apart unless Sister Steel surrenders to them. What do the heroes do when they arrive to
find a tense standoff between KessKorp mercenaries and
the Cybertribe about to erupt into violence?
Ill Make Them All Pay!: Sister Steels brother Heavy Metal
has been grievously injured by Arwin Kesslers agents.
His cyber-chassis damaged beyond repair, he lies in the
Tribes infirmary, barely holding onto life and the Tribe
knows he wont last long. Sister Steel loses control and
goes on a rampage through the city, heading for KessKorp
and leaving a trail of bodies and wreckage behind her. The
heroes must intervene to stop her.
heavy Metal
Real Name: Jeffrey Rawlins
Occupation: Professional muscle
Base: Emerald City
Jeffrey Rawlins was raised by his older sister as they
bounced from one foster home to another. Jeffrey was
a sports fanatic, especially baseball, but due to his many
disabilities, he was never able to participate. Baseball was
his only escape from the monotony of life as a foster child.
He fell in love with the game despite never being able to
Villain Groups
Power Points
25
Complications
Disability: Sister Steel suffers from terrible physical
disabilities. Stripped of her cybernetic bodysheath, she
would be incapable of moving at faster than a crawl and
could do little else.
MotivationSafety: Sister Steel is interested in keeping
herself and her family safe from harm. She will go to great
lengths to make sure nothing threatens her or them.
Relationship: The Cybertribe is Sister Steels family and she is
fiercely protective of them.
Relationship: Heavy Metal is Sister Steels brother. She cared
for and raised him for as long as she can remember. She is
more protective of him than she is the other members of the
Cybertribe.
135
Personality
Heavy Metal is a gentle giant. Hes protective of his
adopted family, particularly of his sister, and doesnt really
want to hurt anyone. He resorts to violence if he has to,
but constantly worries about seriously injuring whomever
hes fighting. Despite his intimidating appearance, hes a
shy and friendly guy. When hes operating beside Sister
Steel, he almost always defers to her judgment; he trusts
her completely.
136
Villain Groups
Heavy Metal
STR
14*
STA
10*
PL11
AGL
0
DEX
0
Powers
Massive Cyber-Chassis: Enhanced Skill 4 (Intimidation 8),
Growth 4 (Permanent, Innate); Immunity 10 (Life Support);
Impervious Toughness 12; Power-lifting 4 (Lifting Str 18;
6,000 tons); Protection 6; Speed 3 (16 MPH) 30 points
FGT
6
INT
0
AWE
0
PRE
1
Offense
Initiative +0
Thrown Objects +8
Ranged, Damage 14
Unarmed +8
Close, Damage 14
Weapons Array +8
Dodge
6*
Fortitude
14
Parry
6*
Toughness
16
Will
Skills
Athletics 2 (+16), Expertise: Baseball 8 (+8), Intimidation 8
(+11*), Perception 4 (+4), Ranged Combat: Throw 8 (+8)
Advantages
All-out Attack, Close Attack 2, Fast Grab, Improved Grab, Improved
Hold, Improved Smash, Interpose, Power Attack, Startle, Weapon
Break
Allies
Jeffrey social deficiencies impede his ability to make
friends, even though hes a pretty likable kid once you get
to know him. As with many member of his new family, his
only real allies are the rest of the team.
Enemies
Heavy Metal ranks second highest on Arwin Kesslers hit
list immediately behind Motherboard herselfsimply
because of his strength and durability.
Villain Groups
Defense
Power Points
Abilities
46
Skills
11
Powers
104
Defenses
22
Advantages
11
Total
194
Complications
Disability: Heavy Metal suffers from debilitating medical
problems. Outside of the mobile life support cyber-chassis that
is his home, he is incapable of independent action.
MotivationSafety: Heavy Metal, like his teammates, is
mostly interested in security for himself and his family.
QuirkShy: Heavy Metal has difficulty interacting with
others, especially women.
QuirkWorried About Abilities: Because Heavy Metal is so
big and powerful, he worries that hell inadvertently maim or kill
someone by accident. Outside of combat, he treats everything
and everyone like theyre made of glass. In combat, unless he
knows the target can take it, he always holds back from using
his full strength at first. In combat, that means he starts out
using only Strength 8 and if the target isnt significantly hurt
(suffers at least one degree of failure), he increases it by 2 ranks,
then another 2, and finally another 2, maxing out at 14 ranks.
Relationship: The Cybertribe is Heavy Metals family and he is
fiercely protective of them, particularly sister, Sister Steel.
Hooks
I Did A Bad Thing: While engaged in a fight against
rent-a-goons sent after the Tribe by KessKorp, Heavy
Metal loses his balance and overcompensates, swinging
much harder than intended... and he kills a man. Heavy
Metal is emotionally incapable of dealing with the guilt of
actually killing someone. He decides to turn himself in to
the authorities, much against the advice of the rest of the
Tribe. The heroes have to see to it that he stays in custody
despite the best efforts of his family to rescue him/force
him to escape.
137
138
Villain Groups
Raknis [RACK-nuhs]
Watcher in the Web, The Hunter, Weaver of Shadows and Lies
The entity known as Raknis is a powerful extradimensional predator reputed to have consumed
multiple worlds throughout the omniverse. Avatars and similar incarnations have varied in
gender and form, though a vague arachnid motif is common for non-humanoid instances. It
values secrecy and makes destroying details of its nature and actions a priority, reducing much of
what is known about it to speculation and apocrypha. Raknis is considered part of a loosely affiliated group of predatory entities called The Neverborn, which also includes Zhuul the Binder,
Soulblight, Qsathoggua, Nightmonger, and KhaKeth the Eternal among its infernal number. This group has often acted
against the protective and guiding entities of the Modrossus, either directly or through agents and proxies.
Structure
The Eightfold Web is organized in a manner similar to
traditional spy networks or resistance cells. A single
acolyte acts as controller for seven agents, none of whom
ever meet anyone in the cult other than their controller
or even know the identities of other members. Acolytes
report to a higher-level controller. There is a central
controller known as the Lord of Spiders who acts as a
sort of administrator for the various networks and who in
turn answers to the Widow, the Chosen of Raknis and the
Watcher in the Webs direct conduit to the earthly plane.
The rare meetings of multiple agents, or the even rarer
conclaves of multiple cells, only occur to enable largescale workings of great importance. These gatherings
place the normally-isolated networks at great risk and are
only convened at direct instruction of the Lord of Spiders
or the Widow.
Agenda
The Eightfold Web seeks to concentrate political and
financial power in the hands of its representatives,
presumably making those cult members better able to act
on their masters wishes from positions of security or influence. As nominal extensions of an alien entity of godlike
power and intelligence, however, the exact nature of the
Eightfold Webs ultimate aims may not be comprehensible
to mortal minds. Given the historical actions of the cult,
bringing a major physical incarnation of Raknis to Earth is
at least one of its goals.
The nature of the cult and its patron tends to attract
certain mindsets. It appeals to those who thrive on
secrecy and anonymity, who like to manipulate or control
others from behind the scenes, insulated from the conse-
Villain Groups
quences of such controlpuppet masters or the proverbial spider in the center of a web. Since many agencies
and organizations targeted for infiltration are already
such environments, recruitment can afford to be selective, at least for actual acolytes (often called Centers).
Those who feel they have been misjudged or slighted by
their peers, their abilities under-appreciated, are a fertile
recruiting pool for the lower ranks (often called Strands).
They are easily-manipulated, as they derive a sense of
empowerment through their membership that encourages them to avoid confrontation and turns their position
of being overlooked into a strength rather than the insult
they initially interpret it to be.
Enemies
Adrian Eldrich, as the Master Mage of this era, is a prominent adversary of the Eightfold Web. As Wilhelm Kantor,
Overshadow discovered and destroyed multiple cells of
the cult operating in the S.S. and the Thule Society, has
killed a previous Lord of Spiders, and continues to watch
for the cults agents in the ranks of SHADOW. Raknis
consumed the current Widows predecessor after she had
been manipulated by Taurus into exposing cult agents
within the Labyrinth, so the old bull has earned considerable enmity. The AEGIS Special Projects section is also
quickly becoming a threat, as Director DuMaurier takes
the loss of her agent personally and has made rooting out
the cult a high priority.
Leadership
The two authority figures behind the cults activities on
earth are the Widow and the Lord of Spiders. For gamemasters who want to ratchet up the paranoia this organization provokes (and who have players also reading
these products), multiple options for who exactly could
be filling those roles are provided. Gamemasters should
feel free to choose from the list or substitute characters
from the their own series. The sample stats are suggestions as to essential traitsmodify them as needed for
your choices. Players should be kept guessing as to who
may or may not be affiliated with the cult.
139
Spells
The following spells are most commonly associated with Raknis and its cult. Acolytes cast them directly using the Magic
power (Heros Handbook, page 116) while groups of cultists cast them as magical rituals (Heros Handbook, page 160).
Consuming Children of Raknis: Continuous Cloud Area Weaken Stamina 8 (Resisted by Stamina; Indirect, Subtle) 42 points
This is one of the more graphic and memorable expressions of Raknis power. An acolyte or trusted agent can cast this
spell to consume an enemy from within, though there exists a variant that replaces the Subtle modifier with the Triggered
modifier; this variant is cast upon expendable or unreliable agents in addition to being used against actual enemies of the
cult, triggered by thoughts of imminent betrayal or capture. In either case, the spell causes the target to suddenly display
hundreds of tiny bumps moving rapidly under the skin followed by the target vomiting forth a veritable geyser of scurrying spider-like creatures that move out to fill the affected area, mystically consuming not only the target himself (who
appears to deflate gruesomely) but also those unfortunate enough to be in the way. Fear of this spell and its potential
suicide bomber usage, is heavily influencing AEGIS protocols for dealing with cult members.
Mark of the Betrayer: Senses 2 (Detect Betrayer 2 (Sight), Limited to subject that has betrayed ritual vows to Raknis or is the
subject of ritualistically-laid Mark of betrayal) 1 point
Once a devotee of Raknis has taken their vows of loyalty and obedience to the cult, any betrayal results in a mystic sigil
appearing on the traitors forehead, visible to those who possess this spell. A user of this spell can perform a brief ritual to
brand a traitor with this sigil in the same way.
Seductive Word of Raknis: Continuous Perception Range Affliction 8 (Resisted by Will; Entranced, Compelled, Transformed),
Distracting, Sense-Dependent (Hearing), Insidious, Subtle 34 points
A favorite recruiting tool used when a necessary cats-paw isnt found corrupt enough for more traditional methods of
enticement, this spell results in a mind-control effect the target neither perceives happening nor understands to have
influenced them afterwards.
Spawn of Raknis: Summon Spawn of Raknis 7, Controlled; Mental Link 22 points
This spell forces open a small and instantaneous gate to one of the dimensions already under Raknis control and pulls forth
one of his servitors, a massive armored arachnoid-like entity. More powerful acolytes and rituals known to the cult can add
Multiple Minions and Horde modifiers to the power, and the spell itself is more commonly encountered as a ritual.
Web of Deceit: Concealment 10 (All Senses), Limited to Mystical Sensory Effects, Limited to Effects used to determine or
analyze spiritual nature or mystical abilities 5 points
This enchantment blocks or obscures magical attempts to analyze a targets mystical ability or their spiritual devotions,
hiding both sorcerous abilities and the marks on the soul enthrallment to powerful mystical entities leave.
The Widow
140
Villain Groups
PL6 87 points
The Widow
Spawn of raknis
Mindless instruments of carnage controlled by the will of
Raknis or his chosen agents, Spawn of Raknis are the size
of ponies and resemble a cross between a spider and a
crustacean. Their four-mandible mouths and sword-
Villain Groups
Spawn of Raknis
PL9 MR9
Cultists
Any of the supporting cast archetypes can be used to
represent the various Web cultists. The only element tying
a character to the cult is loyalty, not game traits. Few of
141
Sample Acolyte
PL4 MR3
the lowest level of the Strands possess any real knowledge of the occult or the cult structure proper outside of
their limited exposure (and limited usage to the cult itself )
Acolytes are a step up from the standard cultist, having
been directly exposed to the power of Raknis or mystically
enthralled by the spell Seductive Word of Raknis. Like
cultists, they can be pretty much anyone from any original
walk of life, though some professions and backgrounds
(see page 2) are more likely than others.
Hooks
Said the Spider to the Fly: The classic Eightfold Web
plotsome aspect of the heroes or their exploits, such
as a special access they possess or an item they have
acquired, or a role they have come to play in the community, lends itself to the cults agenda. Agents of the cult
work to infiltrate the groups support infrastructure
or even the group itself (using the Seductive Word of
Raknis perhaps).
Oh, The Webs We Weave: Agents of the cult who have
infiltrated various criminal organizations (SHADOW, F.O.E.,
etc.) incite chaos, turning those organizations against one
another in an open and violent manner. The heroes must
prove to the participants in this global dance of mayhem
that they have been used one and all and figure out the
cults larger plan.
142
Villain Groups
Tactics
In pursuit of their goals, the Looking Glass Gang commits
crimes ranging from theft to kidnapping to sabotage,
all aimed at loosening the grip of authority on the
world and unleashing chaos and anarchy. They typically
take advantage of the increased mobility provided by
Dormouse and the Red Queen to get them in and out of
places where they should not be, while White Rabbits illusions and psychic powers help to confuse and delay their
Villain Groups
enemies. The Gang relies on Bill the Lizard and Alice for
muscle, and the Hatter (and, to a degree, the Red Queen)
for technical expertise. Once their goal is met, its back to
their current hideout for tea and crumpets and a celebration! Callooh, callay!
Headquarters
The Looking Glass Gang is always on the move, thanks to
the powers of its members, but frequently hides out in
different rabbit holes ranging from abandoned subway
stations to underground basements, mountain caves, or
the penthouse apartments of people under White Rabbits
influence. Theyre unlikely to stay in any particular place
for very long before abandoning it and moving on; White
Rabbits paranoia always keeps them moving to stay one
step ahead of the authoritarians.
Should Red Queen fully recover her Dimensional Travel
capabilities, the Gang might even start hiding out in
other dimensions, pocket universes, or parallel timelines, making them even harder to nail down. Perhaps
theyll even find their way into the real Wonderland (or a
facsimile thereof ) then, oh what things theyll see....
Hooks
Through the Looking Glass: The Gang strikes at a
variety of seemingly unconnected targets, although
all of them turn out to have
ties to the government
in some fashion. More
troubling to the heroes
is how forcefully their
attempts to help are shut
down by governmental
authorities. Were
handling this, stay
out of it, is the
message,
with
some mention
of
top-secret
security clearances and such.
White Rabbit is working
to expose the remnants
of the project that
unleashed his powers,
while factions in the government work frantically to cover things up and keep the
heroes (and the public) from learning the truth.
Were All Mad Here: The Looking Glass Gang engages
in a series of thefts to collect the components for
some type of device. It transmits a subliminal carrier
wave which can project White Rabbits power over the
airwaves, through both radio and television and even
cell phones, over a distance sufficient to cover an entire
143
Battle Brothers (page 16): Ideal candidates to become the Tweedledee and
Tweedledum of the gang.
Black Vulture (page 18): Another
candidate for the Griffon, or possibly
the Crow (the Red Kings Bishop).
White Rabbit
144
Dormouse
Villain Groups
Sleepwalker (page 116): With her powers, Sleepwalker could be virtually any member of the Looking
Glass Gang. Perhaps, in conjunction with White
Rabbits abilities, she could even be all of them,
manifesting the power to split into multiple superforms, or manifest them as mental projections. This
could make Ida Merrid into White Rabbits new
Alice, particularly given her own literary interests.
She could also be a new Mad Hatter, able to wear
different identities as her many hats.
Alice
Villain Groups
The Hatter
Red Queen
145
White Rabbit
there. White Rabbit can be virtually invisible and undetectable, or lost amidst a crowd of mirror images (to name two
manifestations of his Concealment effect) switching around
how things look (and sound, etc.) for the heroes.
White Rabbit
146
STR 12/-3* STA 12/6* AGL 2 DEX 0 FGT 4 INT 0 AWE 2 PRE 0
Powers: Just a Little Lizard (Enhanced Stamina 6, Enhanced
Strength 12, AE: Shrinking 12); Scaly Hide (Impervious
Toughness 6); Snake-Eyes (Senses 2 (Infravision, Low-light
Vision)); Tail (Extra Limb 1, Innate, Feature 1 (Detachable))
Advantages: All-out Attack, Animal Empathy (reptiles only),
Close Attack 4, Improved Grab, Improved Hold, Improved Trip,
Interpose, Power Attack, Takedown
Skills: Acrobatics 4 (+6), Insight 6 (+8), Intimidation 8 (+8),
Perception 4 (+6), Ranged Combat: Throwing 6 (+6), Stealth 6
(+8/+20*)
Offense: Initiative +2, Unarmed +8 (Close, Damage 12/-3*)
Defense: Dodge 8/14*, Parry 8/14*, Fortitude 12/6*, Toughness
12/6*, Will 8 *When using Shrinking.
Totals: Abilities 28 + Powers 42 + Advantages 11 + Skills 17 +
Defenses 16 = Total 114
Complications: Amnesiac: (Bill doesnt remember his life
before the Gang. Cold-Blooded: Dazed in cold environments.
Lizard: Bill is strange-looking at best.
Villain Groups
Dormouse
Real Name: Unpronounceable
by mortals
Occupation: Trickster
Base: Mobile
Lord, what fools these mortals be!
No, wait... wrong book. I wasnt
asleep, I heard every word you were
saying. What is the dream of a dream
like? To sleep, perchance to... no,
thats wrong again. Thats a dream,
but not the dream. Not the dream
at all. The dream is a happy place, a
happy face, a happy space, you see. It opens the doors, and
opening all of the doors is good. Its what doors is fors!
Do dreams dream? It seems so, since Dormouse (as White
Rabbit calls him) is little more than a dream himself, a fey
being of the Forsaken, a sprightly pooka trickster who
lived under the hill until the mad tapestry of White Rabbits
thoughts called him up into the light to join the party.
Unlike his new friends madcap nature, Dormouse seems to
have found a kind of slumber in White Rabbits company.
He sleepwalks through things, occasionally rousing
enough to make some comment or respond (often with a
non sequitur) to an inquiry before dozing off again.
Even still, his ability to warp space, connecting seemingly
unconnected paths, has been most useful for the Looking
Glass Gang, allowing them to come and go as they please.
Just as useful is his ability to trap people he touches in a rats
maze of spatial twists and turns they have to figure out in
order to escape. Dormouse is also a fey shape-changer, able
to assume any form between human and about half-human
size, including animals or seemingly inanimate objects.
Alice
Real Name: Alice Banks
Occupation: Former student
Base: Mobile
Alice didnt ask for any of this.
She didnt ask to be out shopping on Yellow Brick Row the day
of the Silver Storm. She didnt ask
to acquire the strange power to
change her size, and she certainly
didnt ask to attract the attention
of White Rabbit. But it was destiny,
you see. How else to explain it? That a lovely blond young
woman, right out of a storybook, with the power to
change her size to fit into White Rabbits Wonderland? It
was meant to be. Oh, she took a bit of persuading, but
Alice came to understand that life with her new friends is
better, even if she sometimes feels that its all a bit mad.
Alices power allows her to go from her normal just
over five-foot height to some fifty feet tall, or to shrink
down to the size of a mouse (a real one, not a fellow like
Dormouse). At her full height, shes strong enough to
Villain Groups
fling a bus hundreds of feet through the air and shrug off
gunfire. At her smallest, she can slip unnoticed into carefully guarded places.
The Hatter
Real Name: Reginald Reggie Tybalt
Occupation: Inventor, criminal
Base: Mobile
Best not to call him mad. The
Hatter was never mad, oh, a
bit perturbed, certainly. Who
wouldnt be, at having their lifes
work constantly questioned by
lesser intellects? Is it his fault he
couldnt properly explain dimensional compression and wormhole
147
The Hatter
Red Queen
148
breakthrough; how could they? Reggie was so very frustrated with them all, until White Rabbit opened his eyes
and helped him to see. He didnt need any of them!
What a breakthrough it was! The first portal locked on to
something and she came through: all shining and in red,
their new Queen. It was a pity about the lab, but then you
cant deal a hand without shuffling the cards, eh? It was an
easy matter to build the quantum conductor ring inside
an old hatband to hide it. Nothing up his sleeve (save his
arm), but always able to pull a new trick out of the ol hat.
Thats the Hatter for you. Now with his friends and the
beautiful Red Queen it will be tea-time forever!
The Hatters hat tricks all involved pulling things out of the
extradimensional space inside his hat, from outpourings of
marbles to big hats that shrink to cover the top of a foes head
to giant powder puffs and shrinking hatbands of tensile steel.
He can grab a cupful of narcotic tea to splash in someones
face or even catch incoming attacks in the warp of the hat
and hurl them back! As an added trick, the hat is locked to
the Hatters quantum signature: he can summon it to him
whenever and wherever he wishes (the hat isnt Removable,
it just looks like it is). He might even let someone think theyve
taken it away, for a moment, before calling it back.
Red Queen
Real Name: Unknown
Occupation: Guide
Base: Mobile
When the omniverse itself was
young, a race of beings whose name
has long since been forgotten built
the Navigational Matrices, giving
them intelligence and the power
to bridge the dimensional gulf, and
setting them to act as guides and
explorers of the infinitude of worlds.
Eons ago, the Matrices were all shut down to prevent the
spread of a sentient techno-virus. When the re-activation
signal was sent, however, the surviving Matrices found that
millions of years had passed. How long exactly, they couldnt
tell. Most of them were gone, and those that survived
had substantial memory-core and systems damage. The
surviving Matrices discovered their home reality had been
devastated by a war that destroyed or scattered the Builders.
Only primitive life flourished in their dimension, and the only
reason they had been reactivated was thanks to inter-dimensional explorers who inadvertently reactivated a Matrix they
found adrift in interstitial space-time.
A quantum shift in a nearby dimension created an eddy
that swept a damaged Matrix into that reality. Subjected
to the psychic influence of White Rabbit, the vulnerable sentience circuits of the Matrix were overwhelmed
and imprinted with the archetype of the Red Queen. Her
temporal circuitry allows her to influence the local flow
of time in this dimension but her dimensional-bridging
circuitry is damaged and her auto-repair systems are not
restoring it for some reason. Still, the Red Queen has new
friends who are helping her to find her place in the world.
Villain Groups
Number One
Randall Rand Trask earned his dishonorable discharge
from the U.S. Army the old fashioned way: brawling
and conduct unbecoming. He worked as a mercenary
in a number of bush-wars in South and Central
America, including a stint or two with SHADOW
Members
With eight suits of armor available, the Power
Corps typically has eight active members at any
given time. Not all of its members will necessarily be active on the same job, and Number One
sometimes splits the team, sending another squad
under Number Twos command to handle a separate
job at the same time. Apart from Numbers One and
Two, who have remained consistent leaders of the
Power Corps since its inception, other members have
Villain Groups
149
STA
1
PL10
AGL
1
DEX
1
FGT
5
AWE
1
PRE
0
Powers
Advantages
Offense
Eqiopment
Headquarters: Safe House (sample) 10 points
Initiative +5
Blasters +11
Ranged, Damage 9
Unarmed +11
Close, Damage 9
Defense
Dodge
Fortitude
10
Parry
Toughness
11
Will
10*
Abilities
Power Points
20
Skills
36
Powers
94
Defenses
16
Advantages
Total
172
Skills
Complications
Number Two
Margaret Mags Malinski was as good a soldier, if not
better, than anyone in her unit, but because she was
a woman, no one acknowledged it, and because she
was a lesbian, she got kicked out. She made a name for
herself as a mercenary. Trask recognized her skills early on
and recruited her, making Mags his Number Two in the
Corps and she has been his loyal right-hand. Anyone who
crosses him has to answer to her. Number Two has Awe 2
and 2 more ranks in Expertise: Mercenary in addition to
the listed traits.
150
INT
0
Number Four
Aaron A.K. Kendall is an African-American ex-Marine
who got involved with the Power Corps so Masterminds
advanced technology could replace a foot he lost to a landmine as a mercenary working with Trask. A.K. has thought
of leaving the Corps but is too deep in (wanted in numerous
countries) and too loyal to Trask to make the decision.
Number Five
Darren Fastball Larson started out in the minor leagues
of baseball before enlisting in the army, where he could
toss a grenade as well as a fastball. He was drummed
out for an incident involving avoidable civilian casualties. Number Five has Ranged Combat: Throwing 8 (+9) in
addition to the listed traits.
Number Three
Number Six
Dan Sullivan is the Corps munitions specialist; the redhaired and bearded Sullivan likes blowing things up a
little too much for anyone elses comfort. He has Expertise:
Demolitions 10 (+10) in addition to the listed traits.
Villain Groups
line. Chambers has Str 2 (10 in the armor) but one less
rank of Close Combat skill.
Hooks
Number Seven
Number Eight
Raymond Ray Blast Blair was a military sniper, later a
freelance assassin. He enjoys picking off his targets and
the sheer power provided by his Corps armor. Number
Eight has Improved Aim in addition to the listed Power
Corps traits.
Tactics
The Power Corps know from hard experience that many
superheroes outclass the capabilities of their armor. What
they lack in sheer power, they work to make up for in teamwork. In particular, they take on foes in twos or threes,
using team attacks (Heros Handbook, page 199) and their
advantages: one Corpsman making an Acrobatics or Flight
check (using Agile Feint) to render a foe vulnerable and
using Set-up to grant the benefit to a teammates attack,
for example.
Against ordinary foes the Power Corps is fairly fearless,
especially if their armors Impervious Toughness is sufficient to protect them (as it is against small arms fire). They
use their superior speed and maneuverability to deal with
military and para-military assets: each member of the
Corps is like a human fighter-plane, not quite as fast, but
even more maneuverable.
The Corps fights to get the job done, rather than for glory
or personal reasons, so they believe strongly in running
away and living to fight another day, especially when
theyre outclassed or there is nothing to be gained through
fighting. They have no compunctions about endangering
innocent lives to help cover their own withdrawal, and have
been known to damage buildings or even shoot down
aircraft in order to distract pursuing heroes.
Villain Groups
Bait & Switch: The Power Corps is after a heist target like
an armored car or train shipment of valuable materials.
When the heroes show up, the Corps attempts to make
a hasty retreat, leading the good guys in a running battle,
and liberally causing trouble (blasting highway overpasses or train bridges, for example) to slow them down.
Turns out another villain hired the Corps to pull the job
primarily as a distraction to keep the heroes busy; perhaps
they notice one or two members of the team (such as
Number Two and a hand-picked assistant) are missing, off
taking care of their employers real objective. Or the entire
Corps might be present, but their new boss has other
minions taking care of things elsewhere.
Blood Money: When the Power Corps kidnaps a highplaced corporate exec (someone like Arwin Kessler from
KessCorp, see page 126) the heroes learn the Corps
employer is someone who has incurable cancer as a result
of the execs companys negligence. Paid a substantial
out-of-court settlement, the victim has chosen to spend
some or all of the money getting revenge. The heroes
have to rescue the exec and deal with the Power Corps as
well as preventing their employer from coming to harm,
perhaps finding a means to right the scales of justice
along the way.
Bad to the Corps: A member of the Power Corps
(Number Four is a good choice) covertly contacts the
heroes and the authorities with an offer: turning states
evidence against the rest of the squad and helping set
up a sting to capture them in exchange for an immunity
deal and a chance to get out of the mercenary life. Is the
offer legit, and a fair chance at finally nailing the Power
Corps and putting them away, or is it a setup intended to
lure the heroes into a trap? What happens if the offer is
for real, but Number One has figured out there is a traitor
in the ranks?
Armor Wars: The Power Corps begins going after both
heroes and villains who use advanced battlesuits and
similar tech, characters like the Cerebrus Rex, the Cybertribe, the Mad Machinist, Steelhead, Trawler, Ultramarine,
and others, including any player characters. They engage
their targets in combat, but then break away. The Corps is
using advanced scanning tech supplied by their current
client to acquire information about their targets technology, and possibly tactics. The client could be any villain
or even corporation (like Brande Management) interested
in such information, and might plan on double-crossing
the Corps once able to gather enough information on
their armor to duplicate it.
151
The Starbreed
MEMBERS: Erebus, Ironmonger, the Sisters-in-Scarlet,
Skulk
Base: Mobile
MOTIVATION: Power
Once upon a time, there was world very much like EarthPrime, an alternate timeline with only incremental differences from the world of Emerald City and Freedom City.
There were some different cities and states, different
superhuman heroes and villains, but all recognizable to the
people of Earth-Prime. Among the most dangerous threats
on this other Earth was a callous and depraved genius the
public labeled Professor Pandemonium. For decades, this
warped, brilliant mind brought destruction and terror to a
cowed public, barely kept in check by the planets
colorfully clad champions. Then he discovered
he was dying, victim of a disease
beyond even his power to cure.
Erebus
152
Drakko
Ironmonger
Villain Groups
Sisters-in-Scarlet
Villain Groups
Tactics
The Starbreed trust in their powers, their own and their
teammates, when they grudgingly use teamwork. With
the exception of the Warwitch aspect of Sisters-in-Scarlet,
the group simply isnt capable of coming up with carefullyconsidered tactics. Theyve never seen the need, even
with their defeats suggesting otherwise. Their traditional
method of operation is to find powerful technology and
steal it to use against mankind, or take advantage of an
ongoing crisis or disaster to move in and try to seize control.
Skulk
153
154
Erebus
Real Name: Erebus
Occupation: Conqueror
Base: Mobile
Erebus was designed to be a
leader and it informs his behavior.
He is highly charismatic, extremely
likable, and radiates almost overwhelming confidence. Unfortunately, he is also deeply megalomaniacal and views himself as a
walking divinity. On a deep and
unshakeable level, he views the world and all its people
as his to do with is as he wills. It would be tasteless and
inappropriate to constantly have to state this or shove
it into others faces, but his aggravation slowly boils
over into violence when his superiority isnt recognized
by those around him and he has the tendency to treat
people as slow-witted children even before his temper
snaps.
In addition to incredible superhuman durability, Erebus
possesses monstrously powerful telekinetic abilities.
His favorite power is to mentally crush an opponents
internal organs slowly, as he believes it demonstrates
his superiority, but he can also unleash staggering telekinetic blows and lift astonishing amounts with his will
alone. His mastery of telekinesis is such that he even
reflexively disrupts the frequency of such powers used
against him.
Drakko
Real Name: Drakko (DRAY-koh)
Occupation: Conqueror and
engine of destruction
Base: Mobile
A consummate deceiver, Drakko
likes to play head games, turning
opponents against each other or
generally making them question
their beliefs and decisions. He
plays the part of the dumb brute
so long as it works to his advantage, but drops the pretense and
shows his true colors when the act fails its purpose.
Essentially, hes a complete sadist who enjoys inflicting
painhe prefers mental and emotional pain, but settles
for physical when its all he can get from his targets.
Drakko is a hulking reptilian powerhouse, massively
strong and practically indestructible. Hes aquatic and
possesses a powerful tail and vicious claws. His senses
are savagely sharp and he can spew a neurotoxin from
his mouth; a cybernetic implant in his throat cavity can
also ignite this spray whereupon it acts like napalm. While
he likes to act like hes a dumb brute in order to make his
opponents underestimate him, Drakko is actually quite
intelligent.
Villain Groups
Ironmonger
Real Name: Ironmonger
Occupation: Inventor and
conqueror
Base: Mobile
Ironmonger doesnt like people,
even his siblings. He would be
much happier left alone to create
and play in a self-created Tim
Burton meets H.R. Giger wonderland inhabited only by him, his
animated creations, and his art.
Unfortunately, he knows the world
will never leave him to do that,
which makes him frustrated and angry. Aside from his
fathers inborn designs, he only really helps the other
Starbreed because of his hope that one day everyone and
everything will be forced to leave him alone.
He is never without his metal shell, and cant stand for
anything else to touch his bare skin
Ironmonger can psionically mold metals and processed
materials into any form he wishes, though he prefers
working with metal. Brilliant beyond human measure with
regards to technology, his constructions are usually quite
complex. He can even create semi-autonomous robots,
A.I.s and other animated mechanical extensions of his
subconscious.
Sisters-in-Scarlet
Real Name: Crimson Queen, Reaper Red, Warwitch,
or Widowmaker, depending on which personality is
in control
Occupation: Conqueror
Base: Mobile
The Sisters-in-Scarlet are a complex multiple-personality case. Four distinct personalities, each aware of the
others, co-habit the same body. As Warwitch, she is a
haughty valkyrie, reveling in battle and in search of a
worthy opponent. Reaper Red is a bubbly and unstable
coquette, equally happy to flirt with an opponent as she
is to kill one. Widowmaker is a cold-blooded killer with a
snipers ethos and a gunslinger mentality in regards to
other ranged combatants, while Crimson Queen is imperious, displaying a megalomania to match Erebus at his
most arrogant.
She can switch between personalities apparently at will,
either on a whim or in response to external stimuli. While
one personality is dominant, the others are still aware,
Villain Groups
155
THE SISTERS-In-Scarlet
STR 6 STA 6 AGL 6 DEX 6 FGT 8 INT 3 AWE 5 PRE 3
WIDOWMAKER
PRE 4
Warwitch
STR 12 STA 12 AGL 10 FGT 14
Advantages: Accurate Attack, All-out
Attack, Defensive Attack, Fast Grab,
Improved Disarm, Improved Initiative 3,
Power Attack, Uncanny Dodge
Skills: Acrobatics 6 (+16), Athletics 6
(+18), Expertise: Tactics 20 (+23),
Stealth 6 (+16)
Powers: Combat Savant (Enhanced Advantages 7 (Accurate
Attack, All-out Attack, Defensive Attack, Fast Grab, Improved
Disarm, Power Attack, Uncanny Dodge), Enhanced Fighting
6, Enhanced Skill 10 (Expertise: Tactics 20), Immunity 10
(Entrapment Effects and Interaction Skills)), Energy Weapon
Arsenal (Reach 1 and Variable Descriptor 1 (Melee Weapon
Effects) on Strength Damage), Warriors Form (Enhanced Agility
4, Enhanced Advantages 3 (Improved Initiative 3), Enhanced
Stamina 6, Enhanced Strength 6, Impervious on Toughness 10,
Leaping 1, Senses 1 (Danger Sense), Speed 3 (30 mph))
Offense: Initiative +22, Weapon Attack +14 (Close, Damage 12,
Variable Descriptor), Unarmed +14 (Close, Damage 12)
Defenses: Dodge 12, Parry 14, Fortitude 14, Toughness 12
REAPER RED
Advantages: Close Attack 7, Improved
Initiative 6, Instant Up, Move-by Action
Powers: Energy Scythes (StrengthBased Damage 2); Fast Attack
(Enhanced Advantage 7 (Close Attack
7, Quirk: Not against targets with a
higher initiative result); Strengthbased Damage 3 (Multiattack, Selective
on Damage 11; AE: Strength-based Damage 3 (Burst Area,
Selective on Damage 11)); Fast Defense (Enhanced Defenses
(Dodge 12, Parry 11); Super-Speed (Enhanced Advantages 2
(Improved Initiative 6, Instant Up, Move-by Action), Quickness
8, Speed 15 (64,000 MPH))
Offense: Initiative +30, Fast Attack with Scythes +15 (Close,
Damage 11, Selective Multiattack or Selective Burst Area),
Scythes +15 (Close, Damage 8), Unarmed +15 (Close, Damage 6)
CRIMSON QUEEN
Skills: Deception 6 (+10), Intimidation
6 (+10)
156
Villain Groups
Skulk
Real Name: Skulk
Occupation: Conqueror (by
default rather than disposition)
Base: Mobile
Skulk is a coward and introvert. He
prefers to be far from the center of
attention and is slavishly devoted
to Erebus (though whether thats
actual loyalty, a programmed
response, or an instinct for selfpreservation is arguable). He has
to be forced into a fight by his
teammates, and even then he attempts to hide under
his cloaking field until discovered. Warwitchalthough
she despises Skulks weaknesshas found ways to turn
it into a tactical advantage by having him interfere with
the Starbreeds foes while unseen, making him their acein-the-hole.
Skulk is a broad-spectrum energy dampener. He can shut
down, negate, or disperse energy fields, from ambient
electromagnetism to kinetic transfers to psionics. He can
do this in an area around himself and with great precision.
As he uses his abilities, he tends to slow molecular motion
in the area around him, gradually creating a noticeable
drop in temperature, with frost gathering on exposed
areas, even when he is cloaked.
Villain Groups
allow the local heroes toarrive and rescue them. Use the
Robot stats from page 181 of the M&M Heros Handbook
for the Omegadrones giving them Flight 3 and Ranged
Damage 6 blaster weapons.
Note that Skulk is present, but invisible, inaudible, and
concealed from psionic means of detection; heroes arriving
on the scene only notice Erebus, Drakko, Ironmonger,
and Sister Scarlet (as she refers to herself initially). Skulk
uses Safe Fall to drop to the ground and begin scouting,
hooking back up with his siblings later.
Heroes who think to follow-up on investigating the
Omegadrones can apply the Investigation skill (DC 15).
One degree of success or better allows the heroes to
discover that the Starbreeds attackers were robots and
are now inert. Two or more degrees of success reveals
that not only are the drones non-functional, but theres
no evidence of a power source (since they were animated
by Ironmongers power). Three or more degrees of success
and the heroes realize that Omegadrones are known to
have organic components, being converted from the
157
158
Villain Groups
Madame Joy tells the heroes her story: she is, in fact, from
the Terminus. She was one of Omegas Annihilists once,
known for her subtle and seductive ways, but she chanced
to fall truly in love, and sought to escape. She found the
means in what the Starbreed took: a page stolen from the
SourceBook, an artifact containing the essence of Creation
(see Worlds of Freedom, page 124, for details). Amongst
other things, the SourceBook is anathema to Omega and
his minions, and possession of the page allowed Madame
Joy to escape the Terminus and conceal both herself and
Emerald City from the destroyer for years. The influence of
the Purloined Page helped to make Emerald City a haven
for those looking to hide.
Villain Groups
159
The Trident
MEMBERS: Coral Snake, Steelhead, and Trawler
Base of Operations:
MOTIVATION:
Although the authorities tend to believe Trawlerwith her
history as a smuggler and dubious salvage operator
is the force behind the Trident, the group actually came
together due to one of its other members. Coral Snake has
extensively studied her Serpent heritage and the secrets of
ancient Lemuria. She believes the key to greater power and
control over her ophidian nature lies there, deep beneath
the Pacific. To reach it, she needs help. So she came
up with the smuggling scheme and recruited
Trawler and Steelhead to
help back it, promising
Trawler a shot at the
greatest treasure trove
she could imagine. Forked
tongue firmly in cheek,
Coral Snake dubbed their
new venture the Trident.
Initially, the smuggling operation relied heavily on Trawlers
resources and the capabilities
of its three founders. Success has
allowed for expansion, including
investment in better equipment (such
as the Tridents sea-cave hideout and seaserpent submersible) and more personnel.
Indeed, with the boom in illegal activities in Emerald City
and the surrounding area, the Trident has more demand
for contrabandparticularly illegal weapons and technologiesthan it can supply.
Tactics
In spite of past successes, Coral Snake
does not want the smuggling ring to overplay its hand. Theres added profit in keeping
demand high, while also lying low to evade the authorities, who are increasingly intent on closing up the smuggling routes into Emerald City. Eager as she is to further
her own goals, she councils patience to the others.
The Trident prefers to operate unseenliterally beneath
the surfaceas much as possible. Either the Sea Serpent
delivers cargo to a vessel offshore or, more rarely, to some
hidden cove or abandoned dock late at night. In places
with more potential witnesses, Trawler or Steelhead can
carry small amounts of contraband sealed in watertight
crates and held in heavy netting.
160
Villain Groups
Henchmen: Tines
In the descriptions of the Sentinels sample heroes (available for free online), Steelhead is the brother of Ultramarine, who wears an experimental diving suit similar to his.
If Ultramarine is featured in your M&M series, then part
of Steelheads motivation is showing up his sister (and
probably stealing her armor). If shes not, then nothing
needs to change. If Ultramarine is a villain in your series
(per the villain option given for the character), then she
can potentially replace Trawler in the Trident, making it
a brother-sister team working with Coral Snake.
Hooks
Raise the Jolly Roger! Steelhead gets restive with the
Tridents smuggling operations; theyre all sneaking
around when he would like to be cracking heads! So he
takes it upon himself to supplement the groups income
with some high-seas piracy, using the Sea Serpent and
some Tines to hit some ships off the coast near Emerald
City, taking their cargoes. Heroes may initially hear about
a giant sea serpent attacking shipping or of these mysterious new pirates. When they rush to an SOS (or perhaps
bait a trap for the pirates) they encounter Steelhead and
his men, and later Steelheads partners, who show up to
help him out and prevent the heroes from capturing and
interrogating him.
High-Priced Taxi: Although it spends most of its time
and energy on smuggling weapons and technology, its
not above playing the role of high-priced taxi to people
interested in entering or leaving the country with no
one knowing. Clients could be anyone from assassins to
despots to super-villains. The heroes get involved when
they get word someone will be arriving on (or leaving
from) the docks late one night. When the heroes arrive,
they see members of Trident waiting to taxi their client
away.
Press Ganged: This hook works best after the heroes
have encountered the Trident a handful of times. The
heroes are approached by one of the Tridents Tine
agents, claiming to have escaped the organization and
Coral Snake
Villain Groups
Coral Snake
Real Name: Yvonne Orphis
Occupation: Smuggler, would-be mystic
Base: The Pacific Rim
Yvonne Orphis grandparents Reginald and Sophia
Orphis brought the infant girl home from the psychiatric hospital where she was born. Her mother, Regina
Orphis, was committed even before anyone learned she
was pregnant. Regina left home during her senior year in
high school, turning up months later in the hands of the
Steelhead
Trawler
161
The Orphises did their best to raise and care for their
granddaughter. As the family owned the successful
Orphis Imports shipping business, Yvonnes material
needs were more than covered, but her childhood was
always shadowed by the specter of what happened to
her mother, which was never spoken of at home.
Yvonne grew up bright and imaginative,
but also lonely and sometimes cruel
towards would-be playmates or her
grandparents domestic staff. She
tried to put the past aside, but
her attempts to be a part
of polite society were
When Yvonne was 17, about the age her mother was
when she left home, she arranged to go and see her
mother without her grandparents knowledge. During
the visit, Regina raved about dark chambers, robed
figures, profane rites, and snakes... serpents that walked
like men, and their cold, dead eyes. When she realized
who Yvonne was, she attacked her own daughter in
a rage, trying to strangle her. It took three orderlies to drag her away. Later, Yvonne examined
where her mother had clawed at her arm, and
saw brightly colored scales through the tears
in the skin!
Yvonnes grandfather was furious at what
she had done. They argued in Mr. Orphis
private study and something snapped in
Yvonne as she huddled and scratched at
her dry, flaking skin. She lunged at Reginald Orphis and bit him! He stood in shock,
looking at the two small puncture wounds
on his arm, as pale whiteness spread
out from them across his whole body. In
moments, he was transformed into an immobile statue of stone, face frozen in horror.
Sophia Orphis chose that moment to enter
the study to see what was wrong. She was
committed the next day to the same hospital
as her daughter.
Although a cloud hung over Yvonne, no
case could be proven against her. On her
eighteenth birthday, she inherited controlling share in Orphis Imports, which she
promptly sold before the board had the
opportunity to force her out. She needed
the money to fuel her search for answers
to the mysteries in her life. So she spent
years traveling, collecting arcane lore, and
learning about the legends of the Serpent
People, their ancient civilization, and their
rise and fall. In particular, she learned of the
sunken ruins of Lost Lemuria and of certain prophecies concerning an Ophidian messianic figure who
would arise and unite the scattered children of the
Great Serpent Empire.
Eventually, the money began running out. So
Yvonne was forced to use what she knew of shipping and her grandfathers old company to get in
touch with the infamous salvage operator Lianna
Macklin. They hatched the idea of the Trident to fund
the search for intact ruins of Lemuria and an eventual
expedition. There, Yvonneor Coral Snake as she
is known to her confederatesexpects to uncover
her past and her destiny.
Personality
Coral Snake is as cold-blooded as her namesake, a
sociopath obsessed with her own ascension. She now
162
Villain Groups
Coral Snake
STR
1/5/9*
STA
1/4/6*
PL11
AGL
1/5/0*
DEX
1
Powers
Transformation: Array (46 points)
Ophidian Form: Enhanced Advantages 4 (Evasion, Hide in
Plain Sight, Improved Initiative, Move-by Action), Enhanced
Agility 4, Enhanced Defense 5 (Parry 5), Enhanced Stamina
3, Enhanced Strength 4, Immunity 1 (Drowning), Movement
2 (Slithering, Wall-Crawling), Protection 3, Senses 4 (Acute
Tracking Smell, Darkvision), Swimming 5 (16 MPH);
Activation: Standard Action (2 points) 46 points
Stone Form: Enhanced Stamina 5, Enhanced Strength
8, Immunity 10 (Life Support), Impervious Protection
6, Reduced Agility 1, Senses 2 (Darkvision); Activation:
Standard Action (2 points) 1 point
FGT
4
INT
2
AWE
1
PRE
3
Offense
Initiative +1/+5/+0*
Bite +11
Unarmed +11
Defense
Dodge
9/13/9*
Parry
8/13/8*
Will
12
Fortitude
5/8/10*
Toughness
1/7/12*
*(Human/Ophidian/Stone Forms)
Abilities
64
Skills
Powers
10
Defenses
19
Skills
Advantages
23
Total
171
Complications
Advantages
All-out Attack, Equipment 18 (Sea Serpent and Sea-Cave, see
Trident team info), Fearless, Ritualist
Villain Groups
Power Points
55
Allies
Coral Snakes partners in the Trident are merely useful
tools to her. She has a grudging respect for Trawler, but
wont hesitate to eliminate her. Shes somewhat jealous
of Steelheads obvious attraction to Lianna and the way
Trawler flirts back, although she would never admit it.
Enemies
Having kept a low profile, Coral Snake has few (living)
enemies, save perhaps for some she has robbed of their
arcane lore or artifacts. She still hates her human family,
and takes a certain delight in targeting Orphis Imports,
which may prove her undoing.
Hooks
Destiny Calls: In addition to the Tridents ongoing smuggling, Coral Snakes obsession with Lemuria may lead her
163
Steelhead
Real Name: Bradford Brad Steeley
Occupation: Smuggler, pirate
Base: Emerald City
Brad Steeley just couldnt seem to catch a break. At least,
thats how he saw the series of mishaps and failures in
his life. His father, an abusive drunk, left his mother
when he was in grade school. Brad was a talented
athlete and capable student in school, but prone to
juvenile pranks and goofing off with his friends, such
that his grades suffered and he couldnt maintain a spot
on any team. Every time Brad fell flat on his face, his
strict Navy officer step-father Gil, was there to lecture
him. Worse yet, his step-sister Veronicatheir fathers
favoritewas always there to bail him out and make
him look bad by comparison.
Nothing Brad ever did was good enough. He joined the
Navy after graduation, but earned nothing but reprimands and a dishonorable discharge for conduct unbecoming within two years. The only good thing in
Brads view was Veronica left for college (where
she earned praise and honors, of course) but
rarely visited home, finally giving him a
chance to mend fences and spend time
with their father. Brad assisted the retired
Capt. Steeley with his engineering design
work to create a more efficient and effective diving suit for underwater work. He
didnt understand all of the design, but he
could see the potential, and he told others
about it. When Capt. Steeley ran into money problems,
Brad arranged a financial backer for the project, finally
earning his step-fathers grudging respect.
Of course, when Veronica came home, she immediately
displaced Brad in Gil Steeleys eyes, offering her help
in finishing the design in time to meet their deadlines.
She and Brad tested the prototype suits together,
and Veronica quickly began to outstrip her brothers
understanding and proficiency. She was on a solo
test-dive when Gil Steeley confronted Brad with
evidence that the financial backers he recruited,
Brande Management, intended to turn the diving
suits into weapons to be sold to the highest bidders.
The ex-military man refused to see his designs made into
weapons to further wars, saying he would go bankrupt
first. They argued and Brad threatened his step-father,
trying to get the codes to copy the plans. They struggled,
and the blaster of Brads suit went off, triggering a fatal
heart attack for Capt. Steeley.
In a blind panic, Brad grabbed what he could and fled.
He realized he would be wanted by the police and, worse
yet, his partners from Brande Management would want
to see a return on their investment. He briefly considered
giving them his diving suit, but realized it was the sole
advantage he had. So Brad Steeley vanished, and the
smuggler and high-seas criminal known as Steelhead
began operating in the waters around Emerald City.
He had already built a reputation as an effective smug-
164
Villain Groups
Steelhead PL10
STR
12/2*
STA
8
AGL
2
DEX
2
FGT
4
INT
3
AWE
1
PRE
3
Powers
Advantages
Skills
Athletics 3 (+15), Close Combat: Unarmed 2 (+6), Deception 2
(+5), Expertise: Navy 2 (+5), Expertise: Science 5 (+8), Expertise:
West Coast 5 (+8), Intimidation 5 (+8), Perception 6 (+7),
Ranged Combat: Battlesuit Armament 2 (+4), Technology 5
(+8), Vehicles 3 (+5)
Personality
Steelhead is a screw-up completely incapable of accepting
responsibility for himself or his actions. He just wants the
respect he feels is his due, but always has some reason
why things dont go his way. He has considerable pride,
in spite of having no real accomplishments, and it is easily
wounded. What Steeley really wants is an easy life with the
respect he feels wealth and success will bring. He does his
best to drown his self-doubt in alcohol when it becomes
too loud to bear.
Villain Groups
Offense
Initiative +2
Blue-Green Laser +10
Ranged, Damage 10
Netline +14
Unarmed +8
Close, Damage 12
Defense
Dodge
Fortitude
8
14
Parry
Toughness
Will
Abilities
38
Skills
Powers
76
Defenses
Advantages
Total
Power Points
20
8
150
Complications
Addiction: Steelhead is an alcoholic and is often drunk or
hung-over while working.
MotivationGreed: Greed is good! Steelhead wants more,
more, more!
ObsessionThe Big Score!: Steelhead is on the lookout for
the one big score that will set him up for life.
Reputation: Steelhead (and Brad) is known to the authorities
as a smuggler, pirate, and illegal salvage operator. He is also
under suspicion of murder for the death of his step-father.
Rivalry: Brad has always lived in his sister Veronicas shadow
and tries to best her at every turn.
Allies
Although Steelhead likes to think of himself as the alphamale of the Trident, hes truthfully the junior partner.
He trusts Trawler too much for his own good, having
convinced himself that shes as attracted to him as she
acts. He doesnt like Coral Snake overly much, but tolerates her for the time being.
165
Enemies
Steelhead is sought by the authorities on a variety of
charges, including smuggling and high-seas piracy. His
erstwhile financial backers, Brande Management, would
also like to recoup their investment by claiming Steelheads armor, with or without him in it.
If Ultramarine is a hero in your series, then she is Steelheads arch-foe, sworn to bring her step-brother to justice
for his crimes. See the Sentinels sample heroes for more.
Hooks
In addition to his Trident duties, Steelhead might still take
on a little freelance smuggling, making him an ideal
villain for a snatch-and-grab to get something for another
bad-guy, especially if the job takes place on or near water.
He might also get drunk at a dockside watering-hole and
let slip some information about the Trident, and then try
covering it up (as Steelhead) in a panic before Trawler
and Coral Snake find out.
Trawler
Real Name: Lianna Macklin
Occupation: Salvage operator, smuggler
Base: The Treasure Hunter, at sea
Lianna Macklin was drawn to the sea from childhood. She
became a capable and agile swimmer and later a fearless diver, earning her SCUBA certification and spending
a great deal of time snorkeling and deep-sea diving. She
found the hunt for lost and buried treasures beneath the
seas intoxicating, and hired out as a diver and salvage
operative, learning the ropes and putting aside money
until she could start her own operation.
Unfortunately, Lianna wasnt nearly as good at managing
treasures as she was at finding them. She never managed
to save much, spending what money she had on the good
life while in port, then scrambling to sign on to another
salvage and make more. She started going on dangerous
solo dives to get a bigger cut, hoping for the legendary
big score to give her what she needed to achieve her
long sought independence. She found it, but not in
the way she ever expected.
While on a solo dive, Lianna stumbled upon a hidden sea-cave, a
secret lair used by the criminal
deep-sea smuggler known
as Trawler, an old foe of the
Sea-King. Inside the pressure-sealed main chamber
was one of Trawlers sophisticated diving suits, plans
and technical information
and equipment, and copies of
the smugglers notes and journals. Lianna eventually pieced
together how the diving suit
worked. More importantly,
she had information about
caches Trawler buried and
hid years previously, along
with various sites he
discovered, down below
safe diving distance for
all but submarines and
diving bells. The worlds
oceans were now her
oysters, just waiting to
be harvested!
With her initial hauls,
Lianna was able to buy
her own boat, the Treasure Hunter, and
hire a crew to expand her operations and
provide surface support for her dives.
She quickly earned a reputation for
turning up tremendous finds,
and selling them to the highest
bidder. Lianna was swimming
in money, although she spent
it as quickly as it came in, save
166
Villain Groups
Trawler PL10
STR
10
STA
2
AGL
0
DEX
0
FGT
4
INT
1
AWE
1
PRE
1
Powers
Advantages
Equipment
The Treasure Hunter salvage boat 5 points
Size: Gargantuan Str: 12 Speed: 5 (Swimming) Def: 4 Tou: 11
Features: Hidden Compartments, Navigation System 5 points
Skills
Athletics 4 (+14), Expertise: Art History 3 (+4), Expertise:
Mythology 3 (+4), Expertise: Oceanography 4 (+5), Expertise:
Smuggling 8 (+9), Insight 4 (+5), Intimidation 4 (+5), Perception
6 (+7), Ranged Combat: Steel-Mesh Net 10 (+10), Stealth 4 (+4),
Technology 6 (+7)
for what she managed to set aside for her crew and operating expenses. Between parties in Saint Tropez, Ibiza,
Hawaii, and the Bahamas, she carried out new salvage
operations, finding the limits of the Trawler suits capabilities and of its original owners maps and journals.
Her expertise as a salvage operator willing to ignore
certain niceties drew the attention of Yvonne Orphis (aka
Coral Snake), looking for the ancient ruins of Lemuria and
certain arcane secrets therein. The two women began a
cautious partnership, eventually recruiting Emerald City
local Steelhead, who was running his own small-time
smuggling operation. Together, The Trident has been
even more profitable than Trawlers solo operations, and
Lianna is enjoying herself immensely. Her eye is still on the
prize promised by Coral Snake, however: the lost troves
of the ancient Serpent Empire, which once plundered
the known world. With that kind of wealth, she could
go anywhere and do anything, and the law would never
catch up.
Personality
Trawler is a live-in-the-moment thrill seeker and risk-taker,
who loves the hunt for treasure almost as much as the
experience of having (and spending) it. She tends to lack
Villain Groups
Offense
Initiative +0
Electroshock +10
Unarmed +10
Close, Damage 10
Defense
Dodge
Fortitude
Parry
Toughness
12
Will
12
28
Power Points
Abilities
22
Skills
Powers
84
Defenses
29
Advantages
Total
172
Complications
MotivationTreasure Hunter: Trawler is always looking for
the next big score, the next hidden cache or lost treasure she
can claim.
Risk Equals Reward: Trawler is a risk-taker and adventurer.
A good deal of her extralegal activity is due to the thrill of
flouting the law and getting away with it.
RivalryPlayin With the Big Boys: Lianna has always been
just as tough and capable as any man, and a good deal smarter,
in her view.
167
Allies
Trawlers key allies are her Trident partners. She likes
them, but doesnt particularly trust them. Shes watchful
for a double-cross from Coral Snake and enjoys keeping
Steelhead wrapped around her finger, but doesnt see him
as anything more than a plaything. Many of the Tridents
Tines were members of her crew originally, and she still
holds their loyalty.
Enemies
Trawlers foes have always been heroes interested in
protecting the seas and their treasures from being plun-
Hooks
Vendetta: A seaside art auction takes a turn when Atlantean soldiers attack! One of Trawlers recent finds is a
precious Atlantean artifact taken by the Serpent People
millennia ago. The Atlanteans want it back, and are willing
to go to war with the surface world to get it. Trouble is,
Trawler isnt going to lose out and escapes with the item.
The heroes have to get it and return it before Atlantis
attacks.
168
Power Level
Page
141
15
156
13
156
13
59
13
156
13
157
Motherboard (Cybertribe)
12
128
12
158
11
163
11
138
11
150
11
147
10
148
10
132
10
149
Pulse (Cybertribe)
10
130
Rez (Cybertribe)
10
134
10
136
10
166
10
168
10
142
149
148
143
141
163
Villain Groups
Appendix: VILLAIN
APPENDIX:
Villain Power Levels
Master Villain Listing
Name
Power Level
Page
Abracadaver
11
Anvil
Power Level
Page
Half-Life (Fallout)
12
59
149
68
11
10
10
149
Arcanix
12
12
Hatter, The
(The Looking Glass Gang)
Heavy Metal (Cybertribe)
11
138
19
Hexenhammer
11
70
Battle Brothers
11
16
Huntmaster
13
74
10
148
13
156
Black Vulture
10
18
Jade Spider
11
78
Cerebrus Rex
12
20
89
11
163
Junkpile
12
80
Cortex
10
24
Kid Karma
11
82
Cybertribe
Team
126
King Babylon
13
84
Dakuwanga
14
28
Ku Tu the Eternal
14
86
Death Magnetic
11
30
Lady Vila
91
22
Team
145
10
132
141
Dollface
12
32
10
94
Doctor Azoth
12
36
11
38
Doctor Shock
11
42
Mastermind
15
100
Doctor Sin
12
44
Dormouse
(The Looking Glass Gang)
Meltdown (Fallout)
13
60
148
Mindfire
11
104
11
46
Mosquito
10
98
13
156
Motherboard (Cybertribe)
12
128
Team
140
10
96
26
Pack-Rat
11
106
15
156
10
39
Eris
15
50
10
151
Facade
54
Professor Jackanapes
12
108
Fallout
14
56
Professor Zed
12
112
Faster Pussycat
62
22
Foxfire
11
64
Pulse (Cybertribe)
10
130
13
59
141
Appendix
Name
169
Power Level
Page
Red Queen
(The Looking Glass Gang)
11
150
Redwood
11
115
Rez (Cybertribe)
10
134
96
22
22
10
136
13
157
12
158
Sleepwalker
10
118
143
Name
Power Level
Page
Team
154
10
166
89
40
Terror, The
11
120
163
10
168
Treker
92
Tribal
10
122
Team
162
Warhound (Huntmaster)
76
White Rabbit
(The Looking Glass Gang)
11
147
10
142
Power Level
Page
Starbreed, The
Trident, The
170
Power Level
Page
Name
141
Half-Life (Fallout)
12
59
15
156
Junkpile
12
80
Eris
15
50
Motherboard (Cybertribe)
12
128
Mastermind
15
100
Professor Jackanapes
12
108
Dakuwanga
14
28
Professor Zed
12
112
Fallout
14
56
12
158
Ku Tu the Eternal
14
86
Abracadaver
11
13
156
Anvil
11
10
13
59
Battle Brothers
11
16
Huntmaster
13
74
11
163
13
156
Death Magnetic
11
30
King Babylon
13
84
Doctor Shock
11
42
Meltdown (Fallout)
13
60
11
46
13
157
Foxfire
11
64
11
138
Arcanix
12
12
Hexenhammer
11
70
Cerebrus Rex
12
20
Jade Spider
11
78
Dollface
12
32
Kid Karma
11
82
Doctor Azoth
12
36
11
38
Doctor Sin
12
44
Mindfire
11
104
Appendix
Power Level
Page
Pack-Rat
11
106
Red Queen
(The Looking Glass Gang)
11
Redwood
Name
Power Level
Page
10
142
150
149
11
115
Dormouse
(The Looking Glass Gang)
148
Terror, The
11
120
Faster Pussycat
62
White Rabbit
(The Looking Glass Gang)
11
147
68
10
148
143
Black Vulture
10
18
40
Cortex
10
24
89
10
132
Lady Vila
91
Hatter, The
(The Looking Glass Gang)
89
10
149
Warhound (Huntmaster)
76
10
94
26
Mosquito
10
98
Facade
54
10
96
Treker
92
10
39
22
10
151
141
Pulse (Cybertribe)
10
130
Rez (Cybertribe)
10
134
22
10
136
22
Sleepwalker
10
118
Rob-E-Bot
(The Mad Machinist)
96
10
166
22
10
168
19
Tribal
10
122
163
Brought to You By
Glenn Hall: Abracadaver, Black Vulture, The Mad Machinist
Steve Kenson: Arcanix, The Battle Brothers, Cerebrus Rex, Death Magnetic (update), Doctor Azoth, Doctor Sin, Dracula,
Eris, Faade, Foxfire, The Hand of Sin, Huntmaster, Lady Vila, The Looking Glass Gang (Alice, Bill the Lizard, Dormouse,
Hatter, Red Queen, White Rabbit), Man-Drake, Mastermind, Mosquito, Petra, Power Corps, Professor Zed, Redwood, Sleepwalker, Takwin, The Terror, Treker, Trident (Coral Snake, Steelhead, Trawler)
Jon Leitheusser (character concepts): The Battle Brothers, Doctor Shock, Fallout, Faster Pussycat, Junkpile, Lady Vila,
Mindfire, Pack-Rat, Professor Zed, Steelhead, The Terror, Treker, Tribal
Prof. Christopher McGlothlin, M.Ed.: Death Magnetic (original)
Jack Norris: Dakuwanga, Hexenhammer, Jade Spider, Ku Tu the Eternal, Professor Jackanapes
Aaron Sullivan: Anvil, Cortex, Cybertribe (Digital Demon, Heavy Metal, Motherboard, Pulse, Rez, Sister Steel), Doctor
Shock, Dollface, The Eightfold Web, Fallout, Faster Pussycat, Ground Zero, Half-Life, Junkpile, Kid Karma, King Babylon,
Meltdown, Mindfire, Pack-Rat, The Starbreed (Erebus, Drakko, Ironmonger, Sisters-In-Scarlet, Skulk), Tribal
Appendix
171
Index
A
Abracadaver........................................ 68
Alice........................................................ 147
Anvil........................................... 911, 144
Arachne....................................................34
Arcanix............................................. 1214
Avian Warrior..........................................19
B
Bat..............................................................49
Battle Brothers......................1517, 144
Bill the Lizard....................................... 146
Black Box.................................................34
Black Vulture..........................1819, 144
Butterfly................................................ 125
C
Cerebrus Rex.................................. 2023
C.H.R.O.M.E..............................................34
Coral Snake................................ 161164
Cortex......................................2426, 145
Cultists......................................... 141142
Cybertribe.................................. 124137
D
Dakuwanga.................................... 2729
Death Magnetic............................ 3031
Deinonychus..........................................23
Digital Demon.......................... 130131
Doctor Azoth.................................. 3640
Doctor Shock................................. 4143
Doctor Sin....................................... 4445
Dollface............................................ 3235
Dormouse............................................ 147
Dracula............................................. 4649
Drakko......................................... 154155
E
Eightfold Web........................... 138142
Enhanced Soldier.................................26
Erebus.................................................... 154
Eris..................................................... 5052
F
Facade.............................................. 5355
Fallout............................................... 5659
Faster Pussycat.....................6163, 145
Foxfire............................................... 6466
172
G
Ground Zero...........................................59
H
Half-Life............................................ 5960
Hand of Sin..................................... 6769
Hatter, the.................................. 147148
Heavy Metal............................... 135137
Hexenhammer............................... 7073
Home Sweet Home........................... 125
Hunting Lodge, the..............................76
Huntmaster..................................... 7476
I
Ironmonger......................................... 155
Ironscale..................................................34
J
Jade Spider..................................... 7879
Jaguar Men.............................................89
Junkpile............................................ 8081
K
Kid Karma........................................ 8283
King Babylon.................................. 8485
Ku Tu the Eternal........................... 8689
L
Lady Vila........................................... 9092
Looking Glass Gang................ 143148
Lord of the Spiders.................. 139141
M
Machinarium, the......................... 9697
Mad Machinist............................... 9397
Man-Drake...................................... 3839
Mastermind..................................98100
Meltdown................................................60
Mindfire..............................101103, 145
Mosquito.................................... 104105
Motherboard............................. 126127
O
Omni-Bot.................................................96
Order of St. Henricus...........................73
P
Pack-Rat.............................106107, 145
Petra..........................................................39
Power Corps.............................. 149151
Professor Jackanapes............. 108109
Professor Zed...................................... 110
Pteranodon.............................................23
Pulse............................................. 128129
Pursuit Challenges............................ 129
R
Rat..............................................................49
Reaper Red........................................... 156
Red Queen........................................... 148
Redwood.................................... 113115
Rez................................................ 132133
Rob-E-Bot................................................96
Robosaurs...............................................23
S
Sea-Cave, the...................................... 160
Sea Serpent, the................................. 160
Sisters-in-Scarlet...................... 155156
Sister Steel.................................. 133135
Skulk....................................................... 157
Sky-Chariot.............................................76
Sleepwalker......................116117, 145
Spawn of raknis.................................. 141
Starbreed.................................... 152159
Steelhead................................... 164166
Stone Heads...........................................89
Strongarm...............................................34
T
Takwin......................................................40
Terror, the................................... 118119
Tines....................................................... 161
Trawler......................................... 166168
Treker........................................................92
Tribal...................................120121, 145
Trident, the................................ 160165
W
Warhound...............................................76
Warwitch.............................................. 156
White Rabbit....................................... 146
Widow......................................... 140141
Widowmaker....................................... 156
Wolf...........................................................49
Index
License
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and
is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights
Reserved.
1. Definitions: (a)Contributors means the copyright and/or
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document, Copyright 2000, Wizards of the Coast,
Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
original material by E. Gary Gygax and Dave Arneson.
Modern System Reference Document, Copyright 2002-2004, Wizards
of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Red-man,
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Mutants & Masterminds, Copyright 2002, Green Ronin Publishing;
Author Steve Kenson.
Advanced Players Manual, Copyright 2005, Green Ronin Publishing,
LLC; Author Skip Williams.
Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.;
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Scoble.
Freedom City, Copyright 2003, Green Ronin Publishing; Author: Steve
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Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin
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173
Mutants & Masterminds Threat Report #26: The Mad Machinist, Copyright 2011, Green Ronin Publishing, LLC; Author Glenn Hall.
174
Mutants & Masterminds Threat Report #48: The Starbreed, Part 2, Copyright 2011, Green Ronin Publishing, LLC; Authors Aaron Sullivan and
Steve Kenson.
Mutants & Masterminds Threat Report #24: Kid Karma, Copyright 2011,
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