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IMAGINARY

FR IENDS
A NIGHTMARISH ADVENTURE
FOR SUPERHEROIC CHARACTERS OF 550 - 700 POINTS
OR VERY POWERFUL SAVAGE SUPERS CHARACTERS

AUTHOR
Michael Satran

SAVAGE WORLDS CONVERSIONS


AND CONSULTING DEDICATION
Sean Patrick Fannon and Tom Rafalski For Bill Keyes, when Teh Ebil lays out the
EDITING Evil, how can anything possibly be wrong?
Jon Garceau For Imaginary Girl, wherever you are.

LAYOUT AND GRAPHIC DESIGN For Scott Bennie, I tip my hat to you, sir.
Bill The Original Evil Bunny Keyes For Millennium Guard, shine the
brightest because you dare.
COVER ART
Mark Helwig For Sharon Packer, have a look at this one!
For Rydia Q. Viehler, for theatre help.
INTERIOR ART
Mark Helwig, Bradley K. McDevitt,
Alex Williamson, Kurt Wood

CARTOGRAPHY
Bill Keyes

Hero System is DOJs trademark for its roleplaying system Produced and distributed by BlackWyrm Games.

Hero System 1984, 1989, 2002 by DOJ Inc. d/b/a/ Hero Games. All Rights This game references the Savage Worlds game system, available from Pinnacle
Reserved. Entertainment Group at www.peginc.com. Savage Worlds and all associated logos
and trademarks are copyrights of Pinnacle Entertainment Group. Used with permis-
Imaginary Friends 2013 by Michael Satran. All Rights Reserved. sion. Pinnacle makes no representation or warranty as to the quality, viability, or
suitability for purpose of this product.
No part of this book may be reproduced or transmitted in any form or by any
means, electronic or mechanical, including photocopying, recording, or computer- SKU: BWG723
ization, or by any information storage and retrieval system, without permission in
writing from the Publisher. ISBN Number: 978-1-61318-723-4

First printing August 2013. LLCN: 2013939919


THAN K YO U !
All of us here at Blackwyrm Publishing would like to think the following Kickstarters for helping to make Imaginary Friends
into something real:

ALAN WALTERS KYLE PAYNE


ALBREAUX LEAH WATTS
ANDREW CERMAK LEGENDSMITHS
ANDREW FOXX MARC YELVERTON
BARTON STANO MARK DICKSON
BHELLIOM RAHL MEUJEUH
BIGBYWOLFE MICHAEL SCIAME
BRANDON ATEN MICHAEL SEARS
CHARLES PARADIS NORMAN GROSS
CONCORD PAT RANSOM
DANIEL C PETE RUTTMAN
DAVE SIEDERER RALPH YOUNG
THE DAYS OF KNIGHTS RAY LOWERY
DEADLYREED RAYMOND BARNES
DMJALUND ROBERT DORF
ESTHER SATRAN ROBERT KIM
EVAN SAMPSON ROBERT T. SAGRIS
FREDERIC PRADO ROBERT TOWELL
GARY GREEN ROD CURRIE
GEORGE VANMETER ROLAND VOLZ
HERO GAMES RONALD ROOB
HERO FOR HIRE ROB RYAN GOTTLIEB
HUGH NEILSON RYAN KENT
IAN HARAC SAM STOUTE
IGNACIO RODRGUEZ CHAVES SEAN KRAUSS
INSOMNIAC009 STEPHEN FURLANI
JOE LINEHAN STEVEN S. LONG
JOHN HIGGINS STEVEN THESKEN
JOHN KRETZER TOJU XINSHU
JOSEPH GIFFORD WALTER MANBECK
JULIAN BREEN YAMATO
KAREN SATRAN ZAKHAROV SAWYER
TABLE OF CONTENTS
Thank you Kickstarters!....................................................................................... 2 Event Six:
Endgame........................................................................................................... 65
Introduction....................................................................................................... 4
Tactical Positioning........................................................................................ 66
Order of Operations......................................................................................... 5
Map of a Street Scene, the Parapsychological Research Institute,
Dominuss Plan............................................................................................... 7
and SPIDER Base...................................................................................... 67
Tobys Plan..................................................................................................... 7
Street Scene................................................................................................. 67
Mister Wumbless Plan.................................................................................... 8
The Institute and SPIDER Base....................................................................... 72
The Double Game of Toby and Mr. Wumbles..................................................... 8
The Parapsychological Research Institute and SPIDER Base............................. 77
Event One: All is Well.................................................................................................. 92
Meet the Friends................................................................................................ 9 The Aftermath............................................................................................... 93
The Institute.................................................................................................. 10 Surviving Imaginary Friends............................................................................ 94
Investigating the Institute................................................................................ 12 Appendix One:
What if the Heroes Decide to Keep an Eye on All the Children? ........................ 12
The Imaginary Friends.................................................................................... 95
Event Two: Georgie the Singing Giraffe............................................................................. 97
My Parrot is Dead............................................................................................ 13 Lisa McGillicuddy........................................................................................... 97
The CSI Officer.............................................................................................. 16 Polly Pooper................................................................................................ 100
The Autopsy ................................................................................................. 17 Angela Winehouse....................................................................................... 101
The Winehouse Estate................................................................................... 18 Jack Bombem............................................................................................. 104
Map Key....................................................................................................... 18 Jim Coberson.............................................................................................. 105
Lisa............................................................................................................ 108
Event Three: Sandra DiFeo............................................................................................... 109
The Kidnapping of Lisa and the Second Murder.......................................... 23 Mister Wumbles.......................................................................................... 112
Police Phone Call.......................................................................................... 25 Toby Doherty............................................................................................... 115
Tracking Lisa................................................................................................. 25 More Than You Can Imagine A-Z (26 Psychic Field Plot Seeds)....................... 120
The House..................................................................................................... 25
What the Police Have Already Found............................................................... 26 Appendix Two:
Figuring Out Where Mr. Wumbles Went.......................................................... 26 SPIDER............................................................................................................ 121
The Theatre Basement (Encounter)................................................................. 27 SPIDER History: The Myth of Anansi.............................................................. 122
Analyzing What Happened.............................................................................. 28 SPIDER Organization.................................................................................... 123
Aftermath (Talking with Lisa) ......................................................................... 28 SPIDER Tactics . ......................................................................................... 123
The Second Autopsy...................................................................................... 29 Lord Dominus.......................................................................................... 124
Map of a Theatre Basement........................................................................... 30 SPIDER Alpha Team................................................................................. 130
Investigating Toby.......................................................................................... 32 Abyss..................................................................................................... 130
Investigating Doctor Ingersoll.......................................................................... 33 Lady Warp.............................................................................................. 136
Investigating Lord Dominus............................................................................ 34 Totem, the Chimeric Man......................................................................... 140
Saint Josephs Hospital ................................................................................. 34 Negafire.................................................................................................. 144
Investigating Mr. Wumbles............................................................................. 35 Adonis.................................................................................................... 148
Investigating the Institute II............................................................................. 36 The Shimmering...................................................................................... 152
Staking out the Imaginary Phone.................................................................... 42 DORIS..................................................................................................... 156
Investigating SPIDER...................................................................................... 42 Code Name: Tarantula............................................................................. 160
SPIDER Stealth Agent.............................................................................. 164
Event Four: SPIDER Power Agent............................................................................... 167
A Pilot Crashes................................................................................................ 43 SPIDER Investigation Agent...................................................................... 170
Tactical Positioning........................................................................................ 44 SPIDER Destruction Agent........................................................................ 173
Map of the Coberson Apartment..................................................................... 44 SPIDER Evasion Agent............................................................................. 176
Tactical Positioning........................................................................................ 46 SPIDER Retaliation Agent......................................................................... 179
Map of the Egyptian Exhibit............................................................................ 48 SPIDER Robot Patrol Drone...................................................................... 182
The Isis Club................................................................................................. 52 SPIDER Medium Hovertank...................................................................... 184
The Third Autopsy.......................................................................................... 53 Weapons Locker.............................................................................................. 187
Dealing with Jim Coberson............................................................................. 54 SPIDER Primary Weapons (HERO)................................................................. 187
Reactions of the Media.................................................................................. 54 SPIDER Primary Weapons (Savage Worlds).................................................... 188
SPIDER Secondary Weapons (HERO)............................................................. 189
Event Five: SPIDER Secondary Weapons (Savage Worlds)............................................... 189
Death of a Beautiful Singer............................................................................ 55 SPIDER Heavy Weapons (HERO).................................................................... 190
Finding Imaginary Lisa................................................................................... 56 SPIDER Heavy Weapons (Savage Worlds)...................................................... 190
Tactical Positioning........................................................................................ 56
Map of The Smooth Jazz Club........................................................................ 57 Appendix Three:
The Smooth................................................................................................... 58 Object Defense Tables................................................................................... 191
The Autopsy.................................................................................................. 63 Object Defense & Toughness Tables............................................................. 192
Media Reaction............................................................................................. 64
Appendix Four:
Random Tables............................................................................................... 201
Random Building Occupant Table................................................................. 202
Knocked Back Into Traffic............................................................................. 202
4 4

IN TRODU CTION
B
ackground: There is a psychic field that surrounds the However, Ingersolls research would still prove useful. Ingersoll
world. Trapped inside this psychic field are several of the had been studying children with traces of psychic energy in the hope
most powerful aliens to ever exist, beings humanity trapped of tapping into what he believed was a psychic field that surrounded
there in order to forge their own destiny free of interstellar the world. Although the existence of the field couldnt be entirely
domination. These beings, calling themselves Hlbrassians, possess proven, if successful, tapping into its power would provide a limit-
incredible powers of the mind, as well as incredible rage and hatred. less source of energy with which to do anything he wanted, including
The supervillain Lord Dominus was infamous for his invention the ability to create psychic entities with a variant of Dominuss own
of a device called the Mindsaber Chair which would give incred- Mindsaber Chair. Dominus was determined to discover the truth
ible psychic attack powers to any psychic that sat in the chair. All his of this. And even though Ingersolls body aged more quickly while
previous attempts to control psychics had met with failure. And many Dominuss mind occupied it, it wouldnt be long before he found a
years ago, he was defeated by a powerful superhero team and trapped solution.
in the body of a five-year-old child through his own sinister actions. Dominus began looking for children with traces of psychic
Although the boys body was comatose, Dominus continued to plot potential who had the qualities he required: difficult parents who
and scheme from within his human prison. He rested in a coma for didnt understand their children, orphans who frightened their fellow
many years, and his prison grew while his mind grew bitter. children in the orphanage, and children who were difficult to control.
Eventually, Dominuss case came to the attention of a young His plan was simple: He would expose them to the energies of his
scientist named Doctor Carl Ingersoll. Ingersoll was brilliant in his new device and study weak psychic entities before using the device
own right and had written several articles on theories about psychics on himself.
and the mind. Unfortunately, Ingersoll had no ethics of his own and The experiments proceeded better than expected. Slowly, under
belonged to the SPIDER Human Advancement Project for Evolu- the eyes of SPIDER, he milked their funding for his evil scheme.
tion (SHAPE). Ingersoll built a device he believed would allow him Under the guise of the Parapsychological Research Institute, a front
to communicate with Dominus in order to advance the project but he built over one of SPIDERs bases, Dominus rebuilt his Mind-
without telling any of his superiors. saber Chair to tap into the psychic field surrounding the world. He
This proved to be a terrible mistake. When Ingersoll activated managed to find several children with weak psychic potential and
the device, Dominus seized the opportunity, crushing the mind of allowed them to make their own Imaginary Friends. People without
Doctor Carl Ingersoll in an instant and wiping him from existence. psychic abilities or the ability to detect living beings couldnt see the
He then inhabited the body himself. In the guise of Carl Ingersoll, he Imaginary Friends, but that, from Dominuss point of view, was a
slowly began taking over the SPIDER operation, twisting it to his own considerable advantage to his own plans. The Imaginary Friends were
wicked ends. psychic entities, but all of them possessed a psychic connection to
their originator.
Unfortunately, in his eagerness, Lord Dominus made a mistake of
WARNINGS his own.
One of the children Dominus recruited from difficult parents was
This adventure is totally inconsistent with the
a boy named Toby Doherty. Toby was not only a powerful tele-
Champions Universe. Modifications may be
path in his own right, but he also possessed a disease called Mirror
required.
Neuron Deficiency Disorder. Toby lacked the ability to tell right from
There are several scenes in this adventure that wrong. Toby concealed his true power from Lord Dominus until
involve extreme violence and dehumanization. after he was exposed to the machine. The machine created a murder-
Be careful when describing them. ously powerful Imaginary Friend Toby called Mr. Wumbles. Mister
Wumbles took the form of a sinister-looking rabbit, complete with an
Difficulty Level: It is recommended that this Edwardian outfit, a top hat, and a machete he used to kill anyone who
adventure be read thoroughly multiple times stood in his way. At first, the other Imaginary Friends didnt know
before running it. Developing a level of flexibility what to think of Mr. Wumbles, but slowly, they grew to fear him.
with the NPCs within is recommended. Mister Wumbles began to scheme against Toby and the others.

A FEW WORDS ABOUT MIRROR NEURON


DEFICIENCY DISORDER
One of the villains in this adventure is a five-year-old telepathic
boy named Toby. Toby is possessed of absolutely no conscience at
all. He possesses a form of autism theorized by scientists as Mirror
Neuron Deficiency Disorder. In the real world, the debate over the
existence of this disease continues. Characteristics include incapa-
bility of developing ethics or empathy, the enjoyment of forms of
Michael Satran 5

Lord Dominus wants enough psychic power to Mister Wumbles wants to become a god.
do whatever he wants, including taking revenge
Into this situation come the player characters.
on the heroes who put him into a coma.
When Dominus realizes that things have gone
Toby Doherty wants to rule the world. out of control, he will call in the heroes to calm
things down, hopefully without revealing the
And Mr. Wumbles? nature of the experiment but still getting rid of
Mister Wumbles wants nothing more than to Mr. Wumbles for good.
become real and live in a world where he is the But such things have a way of spiraling out of
master of his own destiny. Free of Toby Free control on their own, and not one of the villains
of the machine Free of the other Imaginary involved wants to be on the losing end.
Friends.

violence that most human beings would consider abhorrent, and a RUNNING IMAGINARY FRIENDS
callous disregard for anyone or anything except himself, a quiet form IN SAVAGE WORLDS
of extreme narcissism. Running Imaginary Friends with Savage Worlds not only requires
While these are all common characteristics in a supervillain, the the core rules but also the Super Powers Companion. To fit the
fact that Toby is only five years old may shock, upset, or otherwise intended style of play, the adventure uses the following Setting Rules
disrupt the minds of your players. It is critical to the adventure that from that book:
no punches be pulled with Toby. He is meant to be a monster of the
Baseline Environment
worst sort. Characters may wish to cure, heal, or otherwise fix Toby,
Heroic Bennies
but the reality is that, unlike many characters that fall into horrible
circumstances and become evil, Toby was born with the inability to Inherent Power: Total Power (All players begin with 40 Powers

distinguish right from wrong. For the purposes of the adventure, no Points to purchase powers)
cure for Tobys condition should be easily available, although a kind Knockback
GM may offer the hope of one after the adventure is over. Super Karma (Provides +5 Power Points)
Toby represents a very different kind of challenge for player char- Unarmed Defenders
acters to face precisely because, although he has the mind of an adult
in terms of his knowledge and capabilities, he is still a child physically Additionally, from the Savage Worlds core rules, apply the
and will never be anything but a pure, vicious id. Toby will use this following Setting Rules as well:
against the heroes in every manner he possibly can. Inside Tobys Blood & Guts (called Pushing Damage)
childlike body lies a cunning mind that exists only to advance himself Fanatics
and his plans while ruthlessly destroying his enemies. He only wishes Heroes Never Die
to act as he pleases with no restrictions.
This adventure would be tough for Novice Rank heroes, so its
RUNNING IMAGINARY FRIENDS IN HORROR HERO recommended for characters of at least Seasoned to Veteran Rank (30
There are a lot of people who would say that Imaginary Friends is XPs), but even then, the GM should carefully consider the opposition
a Horror Hero adventure, but clearly, the heroes will be a lot weaker the heroes have to face.
and the villains will have to be a lot weaker, too. Lower the power Wild Cards are noted with the icon by their name, and
level of Wumbles, Dominus and Toby to just above Normal levels, the same icon is used throughout the book to denote the
change the supervillain team to a military strike team with an array of Savage Worlds rules as well.
special skills, and turn the SPIDER agents into ordinary grunt troops.
The heroes will have to be tough, cunning, and smart to infiltrate BREAKING STUFF (OR USING STUFF TO BREAK OTHERS)
Dominuss clinic and disable his machine. Expect a lot of deaths Many items throughout the adventure list their Hero System
along the way, as youll have ample opportunity to play up Wumbless Defenses and Body; instead of listing these again for Savage Worlds,
cunning and striking from the shadows. there is a much easier way to convert them. Simply add an objects PD
and ED and compare it to its BODY. If the BODY is lower or higher
RUNNING IMAGINARY FRIENDS IN GESTALT but the item made up of multiple parts (like a piano or chandelier),
In the Gestalt Universe, running this adventure is simple. Imper- use the Defense total as its Toughness. If the BODY value is higher
ator has found a way to use his power rod and alien technology to and the object is solid (like a table or fountain), use the higher BODY
tap into the very energy of the Gestalt Dimension. All the Imaginary number as its Toughness instead. All of these conversions are listed in
Friends are Pure Gestalts. Replace the SPIDER Alpha team with the the Object Defense & Toughness Tables in the back of the book.
rest of the Tyranny League. Tarantula and the SPIDER agents will act
as agents of the Tyranny League. Good luck. Alternatively, feel free to
make Ingersoll a powerful Gestalt of Mind, perhaps even Nom, the Order of Operations
most powerful Gestalt in the world, with a good motivation to do so, This adventure requires a considerable amount of flexibility on
and the Tyranny League his allies who he intends to throw in front the part of the gamemaster, including the ability to move events
of a train later. Discovering the true name of the creation of any idea around in order and adjust to actions the players might take. The
would make him the most powerful being in the Gestalt world, so adventure is constructed like a giant Klein bottle, where events and
this is also a good option. Another option is to make Doctor Ingersoll results move around from the beginning point to
a disguised Maligno. Of course, this means all surviving Imaginary
Friends will turn into horrible monsters also, but thats the price of
making deals with Maligno.
6 6
the end point. While the events listed in the adventure occur in the either by SPIDER agents, supervillains, hired or otherwise, or Mr.
most likely order, theres no reason a GM cant move them around if Wumbles. Its important to be creative and careful. Heroes can be
the players do something that warrants it. Adjust for the actions of made to have disturbing dreams that unsettle them. Sometimes small
the player characters appropriately. There are several key things to things can have a bigger effect than big things.
remember: At the same time, its important not to be too aggressive. This can
These villains are as smart, if not smarter, than the player charac- end the scenario prematurely or cause the downfall of villains before
ters. They will react as cleverly as the PCs do. the final endgame. In a case like this, monitor available resources
Many of these villains are telepathic, and evil telepaths wont be
carefully, as the final encounter may significantly change. Be prepared
afraid to read the heroes minds to get information about their to adjust for what the players do in reaction to what the telepaths
weaknesses, powers, and abilities. do, both to the heroes and to each other (usually via proxies). Above
all, if the players are cleverer than the manipulations of the villains,
In order to keep the adventures threat level high and since
let them succeed. Its better to let actions stand on their own than to
psychics dont have many visible powers, hit the characters where
force them down a specific path.
it hurts. If the characters have Psychological Complications |
Above all, react to what the player characters do and judge the
Mental Hindrances, the villains should be stepping on them as
response accordingly. One of the best ways of involving people
often as possible if the information is available.
in things is to show that their actions actually have effects during
A large part of the adventure is devoted to dealing with characters the scenario, even if they might not understand why something is
the heroes should have trouble seeing and hearing. If too many happening at first.
heroes can see Wumbles and other NPCs, much of the mystery of
the adventure is taken away. If too few heroes can see the NPCs, KEEPING THE HEROES FROM DISCOVERING
the adventure has a lack of roleplay problem where characters THE SECRET BASE UNDER THE INSTITUTE
cant interact with the imaginary entities. Examine Special Effects A simple walk downstairs at the wrong time can reveal the secret
to see if a PC can also see the Imaginary Friends. A list of possible base under the institute and radically shorten the time frame of the
special senses is below: adventure. Some GMs will like this idea, and some wont, so for
HERO SYSTEM those who prefer a more measured course of events, suggestions are
Mental Awareness provided below for ways to keep the heroes on their toes and doing
Detect Life overly thorough searches.
Detect Electricity An Escort: Dont let the heroes travel anywhere in the institute
Detect Minds alone. First of all, this is a general policy of most institutes of
Detect Desolidification this sort, and the heroes can be guided toward whatever areas
Detect Invisibility Dominus deems fit. If the heroes insist on going over the insti-
SAVAGE WORLDS tute with a fine-tooth comb, he will inform them that this is not
The Invisibility power has the following: good for the well-being of his patients or staff and that they will
probably have to come back with a warrant. Dominus will try to
Fully visible to anyone with Mind Defense, other Imaginary
make sure that he gets paired up with someone with a weak mind
Beings, or Awareness [-1]
(especially someone whose abilities could cause trouble) so that he
Apply modifiers based on how effective the special sense is. As can mentally influence him to not see anything in important areas.
a secondary option, one of the heroes may be an Imaginary Friend A little Mental Illusion goes a long way, especially with no reason
himself. It wouldnt be the first time someone came up with an idea to disbelieve it. Cosmetic changes are very easy to affect.
like this (see the dedications above).
SPIDER Attacks: What? Attack the front for your own base?
RUNNING A SCENARIO WITH Impossible! This is an excellent means of deflecting criticism. No
MULTIPLE OPPOSED TELEPATHS one would be willing to believe that SPIDER has any involvement
One of the hardest things about this scenario is pitting the if they assault the institute while the heroes are there, and fewer
youthful and much less experienced Toby against Dominus and would be willing to believe that was ordered by people inside or
making it believable. There are many ways for telepaths to undermine very close by. In a case like this, SPIDER will make an effort to
and manipulate each other indirectly, many of which involve Mind- regroup vehicles that escape elsewhere and not return to this loca-
Controlling nearby allies to stab the other in the back. tion, sending in replacement units under cover of darkness and
However, both of these characters have long-term, more subtle with as much secrecy as possible. While this only works once, it
goals and may be willing to read the minds of others to get valuable only needs to be done once. Mercenary supervillains can also be
information they can use throughout the scenario to their advan- used. Use your own supervillains of choice when exploring this
tage. Whenever this happens, its important to write down what each option. Its easy to see why an organization like SPIDER would
telepath knows and what they dont know. Information is a valuable want the children in the first place. In a case like this, SPIDER
tool that can cause a great deal of damage when used correctly. Secret will try not to use any villains who can tunnel or might have the
identities, the identities of loved ones, and other protected informa- capability to see the base below on their own, unless the villain
tion can easily become the tool of one or both of the villains but in hates the heroes with an undying passion and will never tell them
different ways. anything.
These villains will use this information not just to get at the heroes Preventing Desolidification | Intangibility: This is the single most
but also to get at each other. Much of the adventure is built on the important thing that Dominus must prevent. If Dominus is aware
idea that these things are going on. Examples of this include attacks that the heroes have a Desolidifying | Intangible hero, he will do
on either Doctor Ingersoll or Toby, which can be staged by either one everything in his power to Mind Scan | Telepathy for him early
depending on when in the scenario it happens. Such an attack could and lurk in the heros mind, waiting to pop a Mental Illusion |
even be easily set up to look like it was the idea of the other telepath Illusion into his head that there is nothing but ground beneath the
with very little effort. building. This also applies to heroes with Tunneling | Burrowing
Heroes can be made to have ideas to either lure them away from or who have an intense desire to smash through dirt in a fit of
key locations or lure them to places where they can be disposed of, rage.
Michael Satran 7
Generate an External Threat: In this scenario, trouble beckons the enemy. For a stronger group, lean toward a much higher
elsewhere, either SPIDER attacking a location, an engineered bank percentage.
robbery, or an attack on the heroes own base while they were out. Call in a group of heroes to investigate the situation and get them
Anything that forces a response from the hero team where they to deal with Mr. Wumbles for him, hopefully without revealing
have to leave and deal with something else buys SPIDER addi- the SPIDER base beneath the institute and exposing his multiple
tional time to deal with security problems. deceptions.
Keep the Heroes Emotionally Involved: If the GM can build a Find a way to pin the entire thing on Toby or to make Toby the
connection between the heroes and the children, even Toby (as focus of the heroes attention. If things go completely south, he
twisted as this is), they can be separated, isolated, and in some will gamble that killing Toby will end the life of Mr. Wumbles and
cases, even disposed of by SPIDER. This can be exceptionally do the deed himself.
effective if SPIDER already knows a heros critical weakness.
Emotional involvement also causes heroes to make mistakes, After the resolution of the Mr. Wumbles problem, his goal will
mistakes that can be capitalized on by SPIDER, by Dominus, or by simply be to escape and set up elsewhere, without revealing who
Toby. he is hopefully.
Create New Imaginary Friends: This is a risky strategy but one Present the kindly face of Doctor Ingersoll as an ordinary man
that reaps its own rewards. Every additional psychic or latent who was blackmailed into helping SPIDER if all else fails, with
psychic Dominus uses the machine on forces the heroes to spread a subtle mental push if the heroes mentalist is currently uncon-
their resources thinner and thinner. This is exceptionally effec- scious. If he is already in his Dominus costume, this likely wont
tive if SPIDER can get to the DNPC | Dependent of one of the work at all, and he will have to affect another means of escape,
heroes and that person has a little psychic potential. The hero will possibly in the body of a superhero, nearby innocent, or SPIDER
likely have to endure the protests of the DNPC | Dependent if he agent.
suggests killing his DNPC | Dependents new Imaginary Friend.
The Player Character Mentalist Treats Minds Like a Kid in Tobys Plan
a Candy Store: If this is known to Dominus in any fashion,
Dominus will partner up with the mentalist and pretend to be Tobys plan relies on manipulating the player characters into doing
fascinated with him. He will then use his Mental Illusion that is what he wants while using his age as a shield. While he didnt think
Invisible to Mental Awareness (or a power with a psionic trap- Doctor Ingersoll would call in superheroes to deal with his Imaginary
pings), to keep a constant effect on the player character so that no Friend, he needs Ingersoll/Dominus in order to gain control of the
matter whose mind the PC reads, nothing out of the ordinary is machine for himself. Using his mental powers on the SPIDER agents
found. Its only a +0 to not find anything out of the ordinary, after has proven fruitless as Dominus conducts periodic scans to prevent
all, and Dominus rolls a lot of dice. him from gaining a foothold.
Tobys goal is to allow the heroes to discover the imaginary phone
Other tactics can be used. Keep an open mind. in his room and allow them to build a twisted relationship with Mr.
Wumbles, making the heroes easier to exploit mentally. Toby doesnt
Dominuss Plan just want Wumbles to kill Imaginary Friends and become real. He
cant wait for Mr. Wumbles to begin killing real people. He frequently
Dominuss plan is elegant in its simplicity. By utilizing the psychic speaks to Mr. Wumbles on the imaginary phone and gives him
construct machine, he intends to create an army of psychic constructs advice, although Wumbles doesnt always listen to all of it.
out of helpless victims and use the constructs to take over the world.
TOBYS PLAN CAN BE BROKEN
Unfortunately, he isnt quite as far along as hed like, and he has run
DOWN INTO FIVE KEY STEPS:
into the dual snag of Toby and Mr. Wumbles, preventing him from
taking his master plan to the next stage, that of kidnapping victims Engage the heroes in conversation and transmit the details of
and using the machine on ordinary people. It doesnt bother him that their conversations to Mr. Wumbles. Giving his Imaginary Friend
these people will likely die nor does it bother him that many of the every possible advantage against the heroes deflects suspicion
psychic constructs at first will not be controllable. from him and increases the possibility that some of the heroes
He would prefer an army made from psychics, but unfortunately, may be permanently psychologically damaged and/or killed. Toby
they are difficult to find and represent an extremely small percentage will also read the heroes minds whenever possible and gather
of the population. whatever information he can. He will pass this information on to
Regrettably for Dominus, by the time the heroes are involved in both Mr. Wumbles and Dominus, in the hope that the conflict will
the adventure, his plan has already gone haywire. He is currently escalate into a glorious fest of violence.
involved in the process of trying to continue his research elsewhere
Use the conflict between the heroes and Wumbles to exploit their
without anyone, especially SPIDER, knowing that he is really one of
psychological weaknesses and observe how they can be destroyed
the worlds most powerful supervillains who has defrauded SPIDER
in the future, assuming that he survives.
of billions of dollars to make his scheme a reality.
Expose Dominus during the conflict at a moment when he can
DOMINUSS GOALS IN THIS cause the superior mentalist a slow, lingering death. Toby needs
SCENARIO ARE AS FOLLOWS: to see this happen. He will only do so if the opportunity presents
Damage-control the situation. He doesnt want to give up his itself. For a five year old, he has incredible impulse control, a sure
research or his location, nor can he afford to reveal that he is really sign that something isnt quite right with him.
Dominus unless he needs to inspire terror in whatever band of Cause as much pain and suffering as possible to the heroes
superheroes he calls in to put a stop to Mr. Wumbles. This takes without revealing any information to them. The best way to hurl
a great deal of willpower, and the more stressful the situation all of ones enemies into conflict with each other is to withhold
gets, the more likely he will be to put on his villain costume and information and force them to discover the truth.
take control of matters directly. It is up to the GM to decide just
Buildup a set of resources so that he can take over the world
how many of the agents and leaders of the SPIDER base have
been Mind-Controlled. For a weaker group of PCs, factionalize and build his own empire. Ideally, he would like to figure out
8 8
how to operate Dominuss machine and sacrifice the SPIDER
agents to build an army of psychic constructs, but he doesnt The Double Game of
know how to operate the machine and doesnt have the neces-
sary skills to understand how it works. (He also cant reach some
Toby and Mr. Wumbles
of the knobs and dials, but Dominus didnt put a marker on the Playing the relationship between Toby and Mr. Wumbles can be
psychic construct machine for a minimum height requirement.) difficult, even for an experienced gamemaster. It should be noted that
Toby plans for when his body is that of an adult, not his current the two of them can be in constant contact at virtually any time, as
childlike state. He dreams of having an adult body so that he can long as one or the other is near a phone. The thing that makes this
be as powerful physically as he is mentally. It may well be his only difficult is that other people can listen in on the conversations, and/
psychological weakness of any sort. A clever hero can exploit or pick up the phone and speak to them as long as one or the other
Tobys hatred for his parents and his hunger for power if he is is involved in the conversation. Initially, these characters will be
careful. A foolish one may become Tobys puppet. friendly towards each other; however, depending on how events in
the scenario progress, it is likely that this will not be the case later on.
Once Toby realizes he is no longer in control of Mr. Wumbles, what
Mister Wumbless Plan Toby does should largely be based on the actions of Mr. Wumbles
Mister Wumbless plan is based on a psychological and scientific and the actions of the player characters. How allied the two of them
misinterpretation of what he actually is. Wumbles believes that in are towards the end of the scenario depends on everything that has
order to become real, he must kill all of the other Imaginary Friends happened and how things have played out.
and absorb as much of their psychic energy as possible. The truth is What makes the relationship so difficult is that the transfer of
that Mr. Wumbles is as real as any other person, animal, or supervil- information between the characters is going to be based largely on
lain, although he possesses a link to the psychic construct machine. their reaction to the PCs and other events in the adventure. It is
Should Mr. Wumbles discover the truth, he will not abandon his vitally important to determine who knows what and when they know
plan because although it seems foolish, it also aids him in concealing it in order to make the reactions of the characters reasonable and
whatever weaknesses might arise out of his link to the machine. authentic. A gamemaster must decide what Toby is going to tell Mr.
Mister Wumbless goal is to achieve not only full reality but to Wumbles and what Mr. Wumbles might tell Toby based on how the
experience it through his extremely evil and murderous lens. If ever player characters and other NPCs in the scenario react to what the
there was a villain who treated human beings as playthings, it is Mr. player characters do. Since the NPCs dont necessarily like each other
Wumbles. If ever there was a villain who had complete and total and these things are matters of degrees, deciding exactly what degree
disregard for human life, it is Mr. Wumbles. He enjoys the suffering of information each is going to possess can be difficult.
he causes, despises weakness, and is filled with hatred for the link that Dont be afraid to write things down or take notes on which NPCs
he shares with Toby Doherty. have what kind of information. In this scenario, it can be extraor-
dinarily helpful to keep careful track of the transfer of information
MISTER WUMBLESS PLAN IS AS FOLLOWS: between PC and PC, NPC and NPC, and PC and NPC.
Kill all of the Imaginary Friends, one by one, to inspire the THE HEROES ARE TRUSTED BY THE POLICE
maximum amount of terror in not only the heroes but the people This scenario is much easier if the heroes are trusted by the police.
of the campaign city and hopefully the world. Contacts | Connections within the police department can be used to
Find a way to either control Dominuss machine or eliminate it obtain forensic information that otherwise will be difficult to obtain.
without dying. Mister Wumbles doesnt know what all the conse- If the heroes are more secretive and/or are only contacted through
quences of destroying the machine are and lacks the skills to be special means, it will be much harder (see below). The heroes may
able to effectively dismantle it. Wumbles will be very surprised to be able to receive police support at key moments, allowing them to
discover that he is not dead if the machine is destroyed. spread a wider network of information gathering on their own. The
adventure assumes a reasonable level of trust between the PCs and
When all of the Imaginary Friends are killed or if they are the police, including the events of My Parrot Is Dead. If this is not the
somehow made inaccessible to Mr. Wumbles, Mr. Wumbles will case, modify the scenario accordingly.
try to enter the institute and force Toby to bend to his will or kill
him if this is impossible. This may create a bizarre struggle where THE HEROES ARE NOT TRUSTED BY THE POLICE
the heroes must fend off Wumbles and Dominus from killing Toby If the heroes are not trusted by the police, getting information on
where neither villain is aware of what the others motivations are. the murders is going to be much more difficult. The characters will
have to gather in secret with one of their police Contacts | Connec-
Amplify his own abilities by using the machine to give himself tions and go over the results, possibly far from the scene of the crime.
even more power. Wumbles doesnt understand how the machine Alternatively, they could sneak in and meet their police Contacts |
works, but he is fairly sure Doctor Ingersoll does. It is important Connections (if they have any) to discuss the events as they play out.
to understand that although Mr. Wumbles knows that Doctor With no police support, the heroes will be on their own (in terms of
Ingersoll is responsible for the machine, Wumbles has no idea that information gathering), leading to a scenario that is potentially much
Doctor Ingersoll is really Lord Dominus, master villain. Mister more deadly.
Wumbless long-term goal is to be free of both Toby and the tether In a situation such as this, where the heroes are vigilantes, it is
that the psychic machine represents, but he doesnt really under- important to remember that SPIDER will do anything to keep the
stand the levels of achievability involved. heroes focused on Wumbles and away from their evil schemes. If
Wumbles method of attack on the SPIDER base will vary based Wumbles is defeated, SPIDER will then do everything in their power
on what the heroes do, though if he is aware that the heroes will to quickly eliminate the heroes, especially if the base wasnt discov-
attack the base or stand a chance of doing so, he will assume his ered. However, they will probably take their time and follow opera-
nigh-undetectable imaginary form and lurk nearby the institute, tional procedures in such a case.
waiting for a key moment to strike. This is the most likely result
and is featured in the Endgame section.
E V EN T O N E

MEET THE
FRIENDS
10 Meet The Friends

T
his event begins when the heroes are called by Doctor
Note: The entire scenario depends on building
Carl Ingersoll and asked to come visit the institute. Doctor
a strong relationship between the heroes, the
Ingersoll will indicate that a situation has arisen at his
friends, and the children. Take your time running
institute that is outside his experience and that people with
this set of scenes and give every character and
specialized super-abilities may be required to deal with it. A sample
friend possible a chance to chat. If the heroes
phone call is below.
ignore this event, run My Parrot Is Dead next and
Hello, may I speak to (Leader of Superhero Team)? My name is run this scene without Polly.
Doctor Carl Ingersoll, and I run the Parapsychological Research
Note 2: There are a lot of people and charac-
Institute located on Scott Bennie Boulevard. (Feel free to change the
ters in this scene to keep track of. Suggested
address if you would like a more realistic one or if you feel that the
means of making sure everyone knows whos
very mention of Scott Bennies dread name will cause the heroes to
talking include note cards with each charac-
identify Doctor Ingersoll as a villain.) I have a situation that has
ters name written down, changing your voice,
arisen at my institute that may require the intervention of superhe-
colored sticks with character names written on
roes, and Im calling in the hope that you can be persuaded to see us.
them, or some other form of obvious notation.
We have several children that may be in a great deal of danger, and
I hope that you can come today. If not, we can schedule an appoint-
ment at your convenience.
Heroes may have questions for Doctor Ingersoll at this point. A The Institute
few of them and their answers are displayed below. When the heroes reach the institute, they will be buzzed in by
Why should we trust you? Weve never heard of you. Doris. She will wait a few minutes for Doctor Ingersoll to gather the
Ive heard of you. You are powerful superheroes with abilities that children in the solarium. Doris will engage the heroes in meaningless
are far beyond those of normal men. I called because I needed help, small talk, likely random fangirl questions in her nasal voice. Oh,
not because you needed to know who I was. I just love that costume. Did you make it yourself? Can you really
do that with your powers? Whats the superpowered dating scene
Whats the nature of the danger? like? And so on and so on and so on.
Its easier if you come to the institute and actually observe whats Mister Wumbles is not here during this encounter. Its important
going on. Its very hard to explain over the phone, and it would to build up his presence until he is revealed later. Its hard to take a
probably take less time for you to come here and see it than for me to giant hyper-violent rabbit seriously, and a few bad deeds the heroes
explain it. arent there for go a long way to making him a believable villain.
Isthere anything that we should be prepared for? When the heroes are buzzed into the solarium, it is important to
You may want a good stiff drink after you leave. Nothing terrible has note that SPIDER will be scanning their powers and abilities as much
happened yet but something could, and Im very worried. You really as possible while they are in this room. See the notes on the solarium
should meet the children in order to understand whats going on. for who SPIDER can and cant scan. By the end of this adventure,
SPIDER should have a fairly good idea of what their enemies can do
Note: It really shouldnt require much more nudging than this. This and their capabilities are.
is downright weird. Some heroes, however, may be a little more para- Doctor Ingersoll will then introduce the children, along with
noid. See Investigating the Institute below. their Imaginary Friends. Arrange the children so that they are all in
an excited group, eager to meet real superheroes, with the exception
of Toby, who, unless they talk to him, will glower in a corner and
stare at them as if they were hated adversaries. Doctor Ingersoll will
also introduce Toby separately since his Imaginary Friend isnt here.
Common questions that the children might be asked about their
Imaginary Friends are listed in their character profiles.
It is important to remember that some characters may not be able
to see the Imaginary Friends and others will. This may create a what
the heck effect where some characters are roleplaying with each
other about how crazy the other characters look while talking to thin
air. This is how its supposed to be.
Doctor Ingersoll appears very worried and rightfully so because
Mr. Wumbles isnt here and has effectively escaped from the institute.
His desire for help from the heroes appears to be genuine.
Allow the heroes to spend as much time with Doctor Ingersoll
and the children as they like. When questions are exhausted or when
the GM feels that they are getting too close to a leap of intuition that
could end the scenario far too early, the childrens parents show up to
take them home (except for Toby, who stays in the institute). Make
sure that Polly Pooper is exceptionally nasty in her good-byes to
characters that can see her. It is the last time the PCs will see her alive
unless they follow Angela Winehouse home.
Michael Satran 11

COMMON QUESTIONS FOR DOCTOR INGERSOLL: COMMON QUESTIONS FOR TOBY:

1) Why didnt you contact us sooner? 1) Whats your name?


The phenomenon seemed to be observable with the equipment avail- Toby Doherty. (At this point he will smile so wide that it looks like
able in the institute. he wants to eat the hero asking the question.)
2) What do you believe they are, exactly? 2) Wheres Mr. Wumbles?
The Imaginary Friends appear to be low-grade psychic entities. Mister Wumbles is out learning about the world. We keep in
More research is definitely necessary. On a more psychological level, touch. (He will keep this intentionally vague. The heroes will really
I believe that they represent repressed feelings or emotions of the have to press him to learn about the imaginary phone.)
children which brings me to my next problem.
3) Youre connected to him?
3) Who is the boy in the corner? We always share some things. We play a game together. We hate
Thats Toby. Tobys Imaginary Friend, Mr. Wumbles, has gone you.
missing, but thats why I called. Toby, you see, wasnt born with any
4) What is Mr. Wumbles doing while hes out there, Toby?
conscience or moral center. He has all the characteristics of a child
Learning about the world. When he learns enough, hes going to kill
whose moral part of the brain cannot develop. The other childrens
you. One at a time. In wet shades of blood and muscle and gore.
Imaginary Friends are all relatively innocuous, but Tobys showed
(Toby will become excited when he says this.) Mister Wumbles is
signs of being something more. I dont believe that Tobys Imaginary
going to help me build an empire on the bones of my enemies.
Friend has actually gone missing, more like temporarily dissipated.
5) Why do you think Mr. Wumbles can kill people, Toby?
4) What do you mean, something more?
Because he can. You think youre so powerful, so smart, so much
Mister Wumbles seemed stronger than the others, based on the other
more gifted than other people. But you have a weakness. Good will
childrens perception of him. Physically violent, a sense of cruelty
always lose, not because good is stupid but because your needless
without conscience, just like Toby. Still, we keep the children here
attachment to human life makes you weak. (Toby will destroy a
during the day to study them. Plus, theres no evidence that any of
conveniently located stuffed animal at this time for emphasis.)
the Imaginary Friends can affect the real world. We keep Toby here
Mister Wumbles will kill you. Im going to enjoy watching you die.
at night. His parents requested it when they realized he needed more
help than could normally be afforded by most psychological research 6) Why do you want to build an empire, Toby?
centers. He appears to have several severe social issues and may Because then I decide what reality is. Mister Wumbles might not be
possess Mirror Neuron Deficiency Disorder. needed anymore. But well cross that bridge when we come to it
wont we?
5) How do you judge Tobys effects on the other children?
Theyre all afraid of him. They stay away from him as much as 7) What does Mr. Wumbles look like?
possible. You can ask them about him, but for the most part, he Im not telling you. That would give away my advantage. If you want
doesnt like them and they dont like him. He doesnt so much play to know what he looks like, why dont you go find him so I can watch
as destroy the fun of the other children. We try not to bring him into him hack out your guts and eat your intestines?
the solarium with the others, but you need to meet him so that you
understand whats going on. It is important to realize that Toby does not laugh maniacally nor
does he posture, gesture grandiosely, or demonstrate any of the other
6) What advice can you give us for tracking down an Imaginary
traditional characteristics of megalomania. Portraying Toby should
Friend?
be done with as much seriousness as possible. Avoid contractions of
I have absolutely no idea. You have more experience in the realm
language when roleplaying Toby, along with aphorisms and slang.
of things like this than I do. Im just a scientist researching psychic
His speech should be as formal and stilted as possible, well above
phenomena.
the social level of an average five year old but distressingly devoid of
7) What does Mr. Wumbles look like? conscience.
Mister Wumbles looks like a six-foot rabbit with a machete and Roleplaying with Toby should be chilling. If Doctor Ingersoll
dressed in Edwardian clothing. Originally, he looked smaller, along answers the heroes question about what Mr. Wumbles looks like,
with the size of the knife, but something happened and we dont Toby will simply stare daggers at Doctor Ingersoll and whisper under
know what it is. his breath, Youll pay for this Doctor Ingersoll.
Suggested reactions for conversations between the heroes and the
children include:
1) Toby threatening to have Mr. Wumbles kill one of the other
Imaginary Friends. This will be met with negative reactions from
the other children and reactions from the other Imaginary Friends
that are appropriate.
12 Meet The Friends
2) Imaginary Friends should engage heroes in things that interest The institute languished as a piece of forgotten property until it
them, especially if they can be seen by certain characters. It should reopened as a parapsychological research institute approximately
be pointed out to heroes who cannot see the Imaginary Friends ten years ago, founded by Doctor Roman Hunter and devoted to the
doing these things just how unbelievably weird this looks. study of psychic abilities. The institute is a not-for-profit corporation
with all funds coming from private donors and anonymous benefac-
3) Hero worship on the part of one or more children, especially Jim
tors. Investigation of donors and benefactors is in a separate section,
Coberson. Although Jim is a slightly overweight kid who loves the
as this takes a much longer time. A KS: History | Investigation roll,
pulps, meeting real superheroes is a huge thrill for him, as well as
a KS: Research | Investigation roll, or even a KS: The Occult roll -2 |
possibly most of the others.
Knowledge (Occult) at base or Common Knowledge -3 will reveal all
Above all, it is important to engage the heroes and give them a of this information.
visceral emotional stake in whats going on. Do your best to create Play up the creepy, haunted aspect of the institute as much or as
emotional connections between the heroes, the children, and the little as you like. A little thunderstorm or overcast atmosphere may
Imaginary Friends. It may also be important to create cards or some add or subtract atmosphere based on your gaming style.
other notation device to determine who is talking. There are a lot of
Plot Option: In a more magically oriented game, Mr. Wumbles
people in this scene, and who says what is very important.
could be the spirit of one of the old inmates of the asylum. In
It is likely that at some point, Toby will become too disturbing to
a world where mentalism works differently, lingering psychic
be around the other children, at which point Doctor Ingersoll will
residue could produce a similar result.
send Toby to his room, along with an escort of orderlies. If any of the
heroes are paying deliberate attention to the orderlies and specifi- Discovering who the anonymous benefactors are is partially up to
cally mention that they are examining them, a Perception Roll at -5 the gamemaster, but more will be covered later on this subject. The
should be allowed to note their high level of physical fitness under base time to discover most of the benefactors is one week. Make a list
the scrubs. appropriate to the campaign setting.
When the encounter is over, allow the heroes to go back to their
base and decide what to do. Let the heroes talk to the parents at their
convenience, either at the institute or at their homes. Modify their What if the Heroes Decide to
discussions according to the point in the adventure at which they are
interviewed. It is likely that the heroes will want to have discussions
Keep an Eye on All the Children?
with all of the parents as soon as they can get a hold of them. See the If the heroes keep an eye on all of the children or have some
section on investigating Toby for speaking to Tobys parents later in means of doing so all at once, the scenario may take a radical turn if
the adventure. the players guess right or have enough resources to cover all of their
While theyre deciding what to do about this, however, Mr. bases at once. Watching out for imaginary people carries numerous
Wumbles strikes the Winehouse home and murders Polly Pooper in stakeout problems, however. For one thing, not everyone can see
Angelas bedroom. them. For another, the heroes arent the only ones staking out these
locations. It is extremely likely that if the heroes choose this course
of action, they may be blindsided by Mr. Wumbles, only to discover
Investigating the Institute a traumatized child and a dead, all-too-real Imaginary Friend upon
Digging into the background of the institute is well within the awakening.
range of most groups of player characters; however, much of the It is far more likely that most groups will split their resources,
information of where the institute gets funding is hidden behind a thus making whoever is watching the current victim vulnerable to a
wall of bureaucracy and investment groups, not to mention anony- surprise attack from Mr. Wumbles. Do not pull punches here. Mister
mous donors. If any of the PC heroes has a large corporation and Wumbles might not be there to kill the PCs, at least at first, but he
regularly engages in research of this type, feel free to add the PCs certainly wont use anything less than maximum force, either.
company to the list of donors. Nothing stings at the end of the adven- A hero will likely wake up to the sounds of sirens and his fellow
ture like knowing they facilitated the villains scheme. heroes waking him up under most circumstances, or to the sound of
In the distant past, the institute was formerly the Eliot Collins a policeman trying to wake him up. Wumbles will have little interest
Institute for the Criminally Insane. In the late 1950s, the institute was in the PCs other than as obstacles, but as the adventure goes on, he
shut down due to a bloody incident involving a failed lobotomy and will become both fascinated with the heroes and, more than likely,
the wrong patient receiving it. While many of these incidents were want to kill them to further his goal of becoming real.
covered up, this colossal blunder resulted in several people at the
institute being arrested, and rumors of haunting and ghosts persisted
from the days of the shutdown.
E V EN T TWO

MY PARROT
IS DEAD
14 My Parrot Is Dead

T
his event can occur in any number of ways, but it gener- Thank goodness, youre here. I really mean it. Usually we only call
ally begins with a phone call from the police department. you guys when theres some sort of superpowered thing going on or
The event may have to be modified under the following something we dont understand. Its the little things that make this
circumstances. one weird, not to mention the fact that a child was attacked. Im
going to answer any basic questions that you have, and then Ill turn
1) The PCs have a lifesign monitor on their own communicators, thus
you over to our CSI specialist.
indicating when a member of their group has gone unconscious
and where. Ideally, by the time the PCs get there, Mr. Wumbles
Ricardo Alvarez, Police Sergeant: Ricardo has seen a lot of unusual
will already have slaughtered Polly, but some heroes will be
things in his time on the beat, including more than a few supervil-
abnormally fast and may be ambushed by Mr. Wumbles during
lain attacks. He has a wife named Maria and two children, Vito and
the event.
Florence. He is a tough, no-nonsense guy who wants to get to the
2) The PCs stake out every single home at once and have someone minimum retirement age, settle into a comfortable life, and enjoy his
who can Teleport extremely quickly anywhere in the world. If this pension in a low-tax state. Alvarez will allow the heroes to lead in any
is the case, Mr. Wumbles will plan accordingly and try to be as area which does not involve police procedure, but in the event of a
careful as possible when murdering Polly in order to not attract procedural violation, he will be the first to come down on them.
any attention.
Plot Option: Alvarez is a long-term, deep-cover SPIDER agent
whose goal is to mislead the heroes.
Remember to give Wumbles every single advantage, including
illumination and Range Modifiers, so that no one can see him tie COMMON QUESTIONS FOR RICARDO ALVAREZ:
Angela up. Most heroes wont be able to see him murder Polly, and
fewer still will be able to attack him if they can. 1) What happened here?
The most likely scenario, however, is that the heroes receive a Someone entered the Winehouse home through a window and
phone call from the police. A forensic CSI detective is provided for assaulted their daughter. He really did a number on the kid. Theres
this scenario; however, if the PCs have a police Contact, this character no permanent physical harm, but the kid acts like she just lost her
should replace that one, along with any other NPCs in the PCs usual best friend. We found a giant dead parrot in the room, completely
stable of Contacts | Connections and DNPCs | Dependents. hacked apart.
If the heroes are trusted by the police, they will be invited immedi-
2) Do you have any leads?
ately. However, if the heroes are not trusted by the police but one of
Not really. Whoever did this didnt leave any fingerprints, though
them has a police Contact, the crime scene will be long since vacated
he did leave a couple of unusual footprints. You can talk to the CSI
by paramedics and most, if not all, police officers. This scenario is less
specialist about that.
than ideal because the heroes will not be able to view Angelas trauma
or sympathize with her as a victim. Modify the scene accordingly. The 3) Who reported this?
scene takes place late at night, usually reaching whoever is on duty at Her parents called it in about an hour ago. At first, we thought it
the heroes base at that late hour. was a prank, but when we got here, this showed all kinds of signs of
A sample phone call is below. being horrible.
Hello, this is Sergeant Ricardo Alvarez with the (Campaign City) 4) What alerted her parents?
Police Department. May I speak to (Name of Hero Team Leader) The smell of blood from under the door.
please?
5) What do you want us to do?
Weve got a situation that may require your involvement. We really Listen, there are some things that the police can handle and some
cant explain what happened. Weve got a psychological trauma unit things that they cant. I have two kids of my own. You should talk
on the scene for a terrified child and a dead body that shouldnt or with Catherine; shes my CSI lady on scene and probably with the
couldnt exist. If you could come to the Winehouse estate right away, child psychiatrist, as well. Im only nominally in charge of anything
well fill you in on all the details. Dont bring anyone who doesnt other than containment once those folks get their hands on this. Do
have a strong stomach. This is different from most of what you guys me a favor. Keep this out of the press. It could be embarrassing or
do. cause a panic.
If the heroes ask for more details over the phone, Alvarez will not Note: A hero with a significant amount of Enhanced Hearing may be
tell them. He will insist they be there in person so that no conversa- able to hear a child wailing and sobbing disconsolately with a Percep-
tion is recorded. tion -6 | Notice -2 roll from the moment they arrive at the estate.
When the PCs arrive, the Winehouse estate will be a maze of
Dealing with Angelas Parents: Angelas parents, Robert and Mary
flashing lights and crime scene tape. There will be an ambulance and
Anne Winehouse, will be completely flustered. Their childs friend,
several uniformed officers on scene in the driveway. Sergeant Alvarez
who they told her was imaginary, is now a dead body on a gurney
will greet the player characters with a look of concern on his face. A
outside. No matter how much they try to console Angela, she is trau-
humanoid shape under a blood-soaked sheet is on a nearby gurney.
matized and will likely be so for a very long time. A kind hero may
wish to offer sympathy and aid. Modify any reactions Angelas parents
have by plot options chosen for them, as well as the approach and
social class of the interviewing hero. The Winehouses will respond
much more pleasantly to socially capable, formal, upper-class style
superheroes than street-smart thug-style ones.
Michael Satran 15

THERESA WYKOWSKI, CHILD PSYCHIATRIST 7) And then?


He just cut her apart. He showed me every cut he was going to make
Theresa is a full-bodied African-American woman with a soft, and then he made them. (Angela will wrack with sobs and cry
gentle voice and thick fingers who wears plain-looking black sweaters here.) He killed my best friend. She was dirty and filthy and fat and
and skirts. Currently, she is sitting with Angela in the living room mean, but she was my friend and she was always nice to me. (More
while Angela cries herself out. Theresa softly tries to coax answers sobbing.) She was still alive! She was still alive.
out of Angela while she is crying, but her primary concern is Angelas
well-being. Any indication of the heroes making a nuisance of 8) What happened then?
themselves or possibly causing psychological harm to Angela will He wiped her blood on me all over me. She was real and she
cause her to ask them to leave. A Persuasion roll -6 | Persuasion -2 or was dead! She was always real! No one believed me and now shes
a positively motivated rhetorical speech by a PC with a high PRE or dead! He laughed, it was like whispering sandpaper, and then he
a positive Charisma. Assume Theresa is the primary convincer with left through the window. He told me that I could beg now that she
other heroes being able to add Complimentary Persuasion or Oratory was dead. Oh, please, dont kill her. He teased me. You believe me
-2 | Persuasion at base. Consider the following statement when role- now, dont you? She was real! She was real! She was my friend and
playing Angela before beginning to convince her of the need to talk. shes dead. Shes dead. (At this point Angela will sink back into
Its obvious that Angela has recently showered or bathed. sobbing and crying.) No one believes me. I dont wet my bed
anymore, do I? I didnt pee or poop my pants? I dont. I dont.
He killed her! He killed Polly! I hate you! You couldnt save Polly!
You couldnt save me from him! Its not fair! She was my friend! She Characters might come to the conclusion that the Imaginary
was my friend! (Another round of sobbing ensues here.) Friends rise out of psychologically repressed desires or fears, and this
Angela will sniffle when the PCs break her out of her funk. Have is a fine conclusion to come to. However, the truth is that all of the
Theresa ask any questions the heroes dont think of. Paraphrase addi- children are also low-grade psychics whose power has been converted
tional answers from the CSI officers description of events. Concerned into these creatures. Whether or not that repression is real is up to the
PCs, along with her parents, may wish to have Angela rape-kitted, gamemaster.
along with her parents, but these results will come back negative. OTHER QUESTIONS
QUESTIONS FOR ANGELA INCLUDE
THE FOLLOWING: 1) Whos Mr. Wumbles?
Angela will describe Mr. Wumbles in lurid detail, from the top hat
1) What happened in your room, Angela? down. Remember that this description is going to be extremely
It was Mr. Wumbles. I woke up and I was tied to my desk chair. accurate for a child due to Angelas desire to be a fashion designer.
2) Did Mr. Wumbles touch you anywhere special, Angela? 2) Are you making up Mr. Wumbles to protect someone?
No. He just laughed at me with his rabbit teeth sticking out. (A few Mom and Dad told me not to lie! You think a real person killed
tears trickle down her cheek.) Polly? Hes a rabbit! A giant rabbit! (More tears and crying here.)
3) What woke you up?
His breath. It was dry and awful and smelly. Like his fur. (Angela The Body: Looking under the sheet reveals Polly Poopers mutilated
sniffles.) corpse. Polly has been literally hacked apart into pieces, loosely
arranged on the gurney after the police removed the body from the
4) What happened then? house. Bungee cords tie off her separated body parts, amidst the
(Angela bursts into tears again.) He held up Polly like a doll. awful smell of blood and parrot dung. A successful Forensic Medi-
(Angela will bite her lip and try and continue.) I tried screaming, cine | Healing roll reveals that Polly was hacked apart with an edged
but there was a gag in my mouth. He tied her to my desk with weapon. Any roll made by at least 1 notes that there are no drugs in
bungee cords. (She whimpers and goes silent.) Pollys system. Any roll made by 2 or more or with a raise notes that
At this point, another Persuasion or Oratory roll at -4 | Persuasion there is a large bruise on the back of Pollys head beneath the feathers.
or Intimidation roll at -2 must be made to get Angela to continue. An autopsy will reveal nothing different about the method of murder.
Examining the cords has a different result. This is clearly the
5) What happened after he tied Polly down, Angela? result of some unique superpower. The cords have solidity but no
(Angela will bite her lip, but a base Persuasion roll can be made in actual flexibility. They look, feel, smell, and react like bungee cords,
order to get her to continue.) He woke her up. There was a pillow but they arent bungee cords. They appear to be losing solidity as time
stuffed in her mouth so she couldnt breathe, and Mr. Wumbles held passes and over the course of the next few hours completely fade
her down on the desk. away. A Science Skill roll of Paranormal Biology or any Science Skill
It will get progressively harder for Angela to answer questions involving mental abilities at -2 | base will inform the hero that this is a
from this point forward. Subtract another 2 | 1 for every Persua- psychic construct. However, it should be noted that after a few hours,
sion roll beyond this point, up to a whopping -10 | -5 for the last when it fades, this piece of evidence will be lost until the next crime.
important question. There is also a partially dug hole on the property near Angelas
window. This hole burrows down about four feet and then goes
6) What happened then? nowhere. This is where Mr. Wumbles used his Teleportation power
He said something. He said that he wanted to become real. That he through holes to escape. Analysis of the hole will reveal that a large
wanted to be the only Imaginary Friend left. Then he cut her arm hole was dug here. Anyone with KS: Animals or KS: Nature | Knowl-
off. She screamed into the pillow. I couldnt stop him. (Another edge (Animals or Nature) or Survival at base, Tracking or Common
round of tears ensues here.) Knowledge -2 will be able to identify this as a large rabbit hole will
be able to identify this as a large rabbit hole. The hole has no other
characteristics.
Directly under Angelas window is a giant footprint left in the dirt.
The shape and size of the foot indicate that whoever left the print
16 My Parrot Is Dead
must have leaped up to the window (Perception at -2 | Notice -1). It to know he was coming. The attacker leaped to the window from the
will take a SS: Biology or KS: Animals | Common Knowledge -2 roll ground below, approaching from over the fence. He began the attack
to recognize the foot as that of a rabbit. by pushing open the window and doing something to the area here.
(Catherine will indicate where Mr. Wumbles stood in the room while
he grabbed Polly.) There was a struggle of sorts, but it didnt last
The CSI Officer long. Then the attacker went after Angela. He tied her to the chair,
When the PCs want to speak to the CSI officer, she will make gagged her, and then rendered her helpless.
herself available to them. Replace this character with an existing Then, somehow, he butchered a large, humanoid parrot on the desk
DNPC | Dependent or Contact | Connection if possible. If the heroes in front of her. We dont know how he got the parrot in here or how
do not have a character with the appropriate Skills, Perks, or Edges, he kept control of the weight of the creature when he entered the
the CSI officer will be available throughout the adventure to answer room. He took his time. While he butchered the parrot, he said things
questions. to Angela that were designed to shatter her emotionally. Sometimes
Catherine Raymond, Crime Scene Investigator: Catherine is a children will create an imaginary friend to protect themselves from
moderately attractive woman in her mid-forties with streaks of grey the consequences of the real world. But Ive never seen anyone kill
running through her pageboy haircut. She wears a lab coat, sweater, one. It is just a parrot, isnt it? Some supervillain trick that you guys
and jeans, and has big, round Coke-bottle glasses that make her eyes will figure out or that well figure out. What bothers me isnt the fact
seem a little too big. She smokes cigars and handles Special Victims that theres a dead parrot in the girls room. Its that the girl genu-
Unit crimes. She has a sarcastic, blunt personality that occasionally inely believes that her friend was murdered and that there is a body.
offends people and wont pull any punches in describing what she What we do know is that Angela Winehouse was captured in her
believes went on inside the room. A sample speech is below. own home, rendered helpless, and then psychologically tortured while
Catherine will bring the PCs into one of the unoccupied rooms in someone butchered a humanoid parrot, and that she may never
the Winehouse estate and gesture idly to whatever can be sat on. She recover.
will pull a bottle of whiskey out of her lab coat pocket Courtesy of
the Winehouses, shell say and put it on a nearby table. When he was done, he leaped back to the window, landed exactly in
the space of his own footprints, and then somehow, he got over to that
All right. Have a seat. I know you guys deal with some pretty area near Angelas window and dug a hole. Then he vanished. We
weird stuff, and youve faced all kinds of opponents, from (fill in a think that he might have wanted to bury the parrot, but the parents
dangerous supervillain from your world here) to alien invasions. were alerted, or that the hole has some other purpose that we havent
Nothing will prepare you for what is in that room. That bottle of been able to divine or understand as of yet. Do you have any other
whiskey is in case any of you need a drink after what you see. I will questions for me?
tell you every detail of what I believe happened, and then you can ask
me a few questions. I have some paper bags in my pocket. Dont be
afraid to ask for one. You may need that, too. Allow the heroes to ask questions of Catherine. Many of the
answers will involve the phrases I dont know or Im not sure. If
Angelas Room: If the heroes have already questioned Angela, they the heroes have Knowledge Skills involving psychology, they may
may already be experiencing discomfort. If the heroes have their own wish to attempt to psychologically profile Mr. Wumbles despite
CSI/Blood Spatter expert, allow the PCs to discover this information knowing very little about him. Allow the heroes to take notes and
on their own and eliminate the CSI expert. Catherine will walk the deal with the information database they create. Move to investiga-
heroes through the crime step by step. A printed copy of the map will tion sections as necessary based on what the heroes do, and analyze
be useful here. Although no combat occurs in this section, it can be complications and reactions of the villains as they come up based on
important to demonstrate to the heroes exactly where everything is. the direction of the heroes investigation.
Pick a location for the hole Mr. Wumbles dug, even though its not Make Catherine available throughout the plot if the heroes run
particularly important. into roadblocks or cant figure out what is going on. Use her as a
Catherine will open the door and lead the heroes inside Angelas means of giving subtle hints to player characters or occasionally
room. Her desk has been arranged in the center of the room, with her getting things wrong if what they ask her is completely outside of her
chair next to it. Bungee cords flop on the sides of the chair. It took a field of knowledge. She shouldnt be a character capable of solving the
great deal of effort for the police to pry Angela free of the chair. entire mystery for the characters, but if your characters have chosen
The desk is covered with parrot blood and more than a few few skills or no skills at all, she could be a means of pointing the
dung-spattered feathers. The bed has been neatly re-made, and a few heroes in the right direction without slaughtering them.
strands of dirty rabbit fur can be found about the room. Analyzing This incident also gives the heroes a second chance to question
the rabbit fur with a successful SS: Biology roll | Survival or Tracking Angelas parents if they havent done so already or to ask follow-up
at base reveals it to be rabbit fur. While it does belong to Mr. questions of Angelas parents if they can think of any.
Wumbles, it doesnt grant familiarity with his mind or provide any Extremely clever characters may be able to figure out with a SS:
bonus in Mind Scanning for him. The room smells of urine, blood, Forensics roll at -2 or Deduction at -4 | Healing at base or Smarts
and sweat. at -2 that when Mr. Wumbles landed upon exiting, he was careful
The room has several features that are not noted in the basic room enough to walk backwards in his own footprints over to the hole in
description. The first of these is the destruction of most of Angelas the yard, before jumping in and disappearing. This should give the
favorite toys. They lie around the room in various states of ruin, some heroes an indication of how smart their enemy is.
crushed but most of them ripped apart. The second feature is the Let a few days pass before the next event unless the heroes become
phrase written in parrot blood on the wall. Youll miss her, wont extremely proactive. The faster the heroes move, the faster the villains
you? will move, too. Run a secondary scenario or set the scene for a
Catherine will close the door so that the heroes are alone with the different adventure entirely if the heroes dont seem to take this seri-
scene of violence and ruin. Whoever did this to Angela wanted her ously enough. When thats over, follow up with the section below.
If the heroes tell the police what is going on at the institute,
Alvarez will put it on his list of places to visit. However, unless the
Michael Satran 17
heroes have a mentalist with them when they go to the institute, it is what it means, there isnt a good answer using Forensic Medicine
unlikely that this will bear any fruit whatsoever. Doctor Ingersoll will | Healing.)
take charge of Alvarez and make certain that he discovers nothing HHForensic Medicine -5
unusual other than what Ingersoll tells him. Ingersoll may take
the unusual step of allowing Alvarez to visit Toby and letting Toby Healing -3
tamper with Alvarezs head. This information below is for characters with sciences involving
If the heroes do have a mentalist visit the institute with Alvarez, superhuman abilities.
SPIDER will arrange an emergency call to whatever heroes are
present to get them away from the institute so that Ricardo can be 1) The dead parrot is not a mutant but contains both parrot and
suitably brainwashed and/or diverted. Characters that check for brain human/humanoid characteristics.
tampering will have to be really powerful or clever to discover that HHSuperhuman Science or Paranormal Biology -2
anything has gone on. Check The Characters Involve the Government
for additional information on how such actions might be handled. Superhuman Science or Paranormal Biology / Common Knowl-
edge -2

The Autopsy 2) The creature is some sort of complete, living psychic construct,
including blood and internal organs.
If the heroes like, they may be present at the autopsy of Polly HHSuperhuman Science or Paranormal Biology -5
Pooper. It is important to remember that if a PC is a coroner or
Forensic Medicine expert, he may be called in as an expert, which Superhuman Science or Paranormal Biology -2 / Common
could get complicated if he has a Secret ID and he has to be present in Knowledge -4
both identities at the same time. 3) The creatures blood, internal organs, and bodily fluids are all part
If no coroner PC exists or no PC has a coroner Contact, an NPC is of the psychically constructed creature.
provided.
HHSuperhuman Science or Paranormal Biology -7
Marcus Arbuckle, Coroner: Marcus is a short, fat, balding man who
survives on fast food. He has thick Coke-bottle glasses and scraggly Superhuman Science or Paranormal Biology -4 / Common
beard stubble that looms on his triple chin. He typically wears lab Knowledge -6
coats and jeans, and favors old pairs of sneakers over other forms 4) The creatures body deteriorates at a rapid rate after death because
of footwear. Oversized sweaters rest under the lab coat like shaggy its consciousness level holds it together. Since the creature is dead,
carpets. Marcus is in his late forties, and he has a wife named Ethel it has no consciousness; therefore, it rots away and may eventually
who calls him fourteen times a day. He possesses a SS: Forensics Skill vanish.
of 13- and a Forensic Medicine Skill of 12- | Healing at base. He is a
dry, bland man who goes home and reads the newspaper at the end
HHSuperhuman Science or Paranormal Biology -10
of the day after everyone has talked about everything. His voice is as Superhuman Science or Paranormal Biology -6 / Common
bland as his habits. Knowledge -8
Plot Option: Marcus develops a fascination with dead bodies that
is decidedly unhealthy and could get worse over time.
What the heroes can find out from the autopsy is listed below.
These rolls assume the Forensic Medicine (HERO) or Healing Skill
(Savage Worlds). The base time for use of the skill is an hour.
1) The death of the parrot occurred precisely as the CSI officer
described it.
HHForensic Medicine -1
Healing
2) The creature appears to be some weird mix of human and parrot.
Most of the blood has been drained out of the body, but the crea-
ture, while appearing real, doesnt seem to be made up of living
tissue. Something like this may be an issue for biologists more
than a coroner.
HHForensic Medicine -3
Healing -2
3) The corpse doesnt seem to deteriorate at a normal rate of speed;
instead, it appears to be deteriorating about twice as fast. (If asked
18 My Parrot Is Dead
3) Security Gate and Fence: This security gate is linked to a fence
The Winehouse Estate that surrounds the Winehouse estate. The gate itself requires a
keycard to pass through. The fence and is eight feet high. Disabling
Notes on the Estate: Despite the fact that this is a superpowered the keycard link requires a Security Systems -1 | Lockpicking at base.
world, the estate is relatively normal in terms of its capabilities. This It is relatively easy to climb over the fence or the gate.
is because insurance is far more effective at restoring property than
defending it with excessive amounts of technology. Security cameras Plot Option: The fence is electrified.
do populate the estate at key points, but they only affect Normal Plot Option: The weave of the fence conceals a complex mystical
Sight. Some of the plot options for this location may force the GM containment spell that traps something on the grounds.
to edit this section selectively. Feel free to do so. It should be noted
that Area 33 is excessively described due to its relative importance in 4) Driveway: This large asphalt driveway is lit by tiny lights along the
this adventure. There is a mirror in almost every room in the house. edges. It circles around a large rotunda and has paths leading off to a
Oddly, through the mirror, it is always possible to view any surrealist swimming pool and a tennis court, along with a paved road leading
paintings located in the house. For characters with Mental Awareness to a parking garage.
or powers with psionic trappings, the house is far filthier. Imaginary 5) Rotunda: This large circular area of grass frames a fountain. This
parrot dung is almost everywhere, except in Angelas room. piece of lawn is exceptionally well kept up and maintained twice
IMPORTANT SERVANTS: weekly by landscapers.
Plot Option: The landscapers are looking for a big score and are
Milo Rasmussen, Butler: Milo looks relatively sinister. A slender trying to rob the house. They arent real landscapers at all but
figure with dark hair, dark circles under his eyes, and a tuxedo that career criminals.
looks like it has seen slightly better days is draped over his body.
However, Milo is actually bright, cheerful, and relentlessly upbeat. 6) Fountain: This fountain is adorned with four large bird heads that
Milo loves Angela and would never do anything to hurt her. Milo spew water into a pool at the base. (Polly loves to defecate on the bird
always goes outside to smoke. He will be shocked by the events of heads.) The fountain is relatively tough. The bird heads are carefully
the murdered parrot, and will relentlessly chain-smoke any time the affixed to the fountain but are technically separate objects.
events are brought up or he is questioned about them.
7) Tennis Court: This tennis court is surrounded by a metal fence. A
Plot Option: For all of Milos cheer and love of the family, he is full net is stretched across it. A gate built into the fence allows entry
really a spy for a foreign government that now wants him dead. and exit. The gate has the same statistics as the fence.
Uta Vorstead, Maid: Uta is a maid hired from Norway to take care of 8) Front Entrance: This large front entrance has many low flat steps
the cooking and cleaning. She comes from a very pricey maid service, that lead up to a large single wooden door. The entryway is made of
and is haughty and severe to everyone except Angela, who she also large flat stones, and the roof extends out slightly to cover it. There is
spoils. Uta has noticed that Angelas father is rather standoffish and a doorbell next to the door, and a hanging chime that makes noise in
that the girls parents dont really have much time to spend with her, the breeze.
so she plays with Angela in secret when she gets a few free minutes.
9) Swimming Pool Walkaround: This slightly irregular concrete area
(Mrs. Winehouse secretly knows about this but doesnt see any reason
contains five deck chairs, a pair of glass tables with umbrellas, and an
to stop it.)
empty bar that is only stocked for parties. The Winehouses always try
Plot Option: Mister Winehouse and Uta are having an affair. to schedule an appointment to have the concrete redone and properly
shaped, but Angela likes it and secretly cancels the appointments,
Plot Option: Mrs. Winehouse and Uta are having an affair. posing as her mother.
10) Swimming Pool: This is a swimming pool, three feet deep at one
Map Key end and seven feet at the other. It is regularly maintained by a pool
cleaning service in the spring and summer, and drained in the winter.
1) The Right Honorable William Molendyk Boulevard: Framed by a Angela loves swimming but not when she can see Pollys poop in the
forest and the McGillicuddy estate, this wide road wanders through pool.
a rich suburb of the campaign city. During the day, the GM should
use the Knocked Back Into Traffic table for people knocked into 11) Sitting Room: This large sitting room dominates the north end of
the road. During the night, a substantially reduced chance of hitting the house and leads to a patio beyond. The two areas are linked by a
something should be used. massive sliding window that is manually operated. The sitting room
is opulent (except for several stray places with imaginary dung that
2) Forested Property for Sale: Across the way from the Winehouse only people with Mental Awareness or powers with psionic trappings
estate is a small section of forested property with a For Sale sign can see and smell). Three large leather couches are arranged around
near the road. This area is about three acres in size, but no one has a low, flat stone table. There are paintings on the three walls that do
ever attempted to purchase it, despite the high property values. not include the bay window. All of them are replicas. The Winehouses
Plot Option: A supervillain or team of supervillains secretly main- dont really have any interest in art. They just like to look like they do.
tains this area as a hidden base. A flat-topped bar rests in one corner of the room. All of the alcohol in
the bar is locked up. (Polly has tried numerous times to get Angela to
Plot Option: The forest is somehow magically linked to an open the bar, but Angela hated communion and hates alcohol also.)
enchanted forest in another world or dimension. Occasionally There is a flatscreen TV on the wall opposite the sliding window.
things cross over.
11A) Patio: This patio is made of solid oak and was a very expensive
addition. A modern charcoal grill rests near the far end of the patio,
and several lawn and deck chairs are haphazardly arranged about
it. A picnic table sits off to one side, a concession to Angela loving
picnics. Steps lead down from the patio to the yard.
Michael Satran 19
12) Kitchen: This is a full, restaurant-ready kitchen that the Wine- 17) Bathroom: This large bathroom contains an opulent sink, a black
houses duplicated exactly from the kitchen of the famous restaurant, ceramic toilet, and a urinal. The bathroom is meticulously kept up
The Well Dressed Frog (Singing). Most of the equipment usually and is meant to be used by guests as well as household members.
goes completely unused. When the Winehouses throw parties, Removing bathroom fixtures from the wall requires a STR of 30 |
however, all of the equipment is usually in use by the catering team. Strength d12+4.
There are four cleavers that deal 1d6 HKA | add 1d6 to attacks, and
18, 20, 22) Guest Rooms: These three guest rooms contain single
a number of sharp knives that deal variable amounts of HKA up to
beds, a nightstand, a small flatscreen TV, and a chest of drawers. A
1d6+1 | add 1d4 to 1d6 to attacks depending on the size of the knife
wardrobe is also against one wall. Every guest room also has a surre-
a person grabs. Several of the cooking areas, including the copper
alist painting.
grill, are extremely hot when turned on. The copper grill, if a PC or
one of the creatures touches it, deals 2d6 of Killing Damage (heat) 19) Guest Bathroom: This guest bathroom contains a toilet, a sink,
| 2d4 of damage (a copper grill can reach 750 degrees Fahrenheit). and a shower stall. Removing bathroom fixtures from the wall
The following cooking units are present. A baking oven, two cutting requires a STR of 30 | Strength d12+4. A medicine cabinet is built
tables, a hanging utensil stand attached to the ceiling, the copper into the wall.
grill, a sink, a dishwasher, and four stoves. If anyone is so foolish as
to shoot the dishwasher while it is operational, thick bursts of soapy Plot Option: A previous guest has left a small bag of marijuana in
water erupt from it and begin to fill the room. Industrial dishwashers the medicine cabinet. The GM should make up this guest on his
put out a lot of water and soap, and this one is no exception. Add -2 own.
OCV and -3 to all DEX rolls | increase an opponents chance to hit by 21) Expanded Hallway: This expanded hallway section contains a
1 to anyone who gets soaped up and -1 to all Agility rolls. The water small nightstand and another surrealist painting.
does drain into the floor but not before making everything a slip-
pery mess. It should be noted that Mrs. Winehouse has absolutely 23) Home Theatre Room: This home theatre is fully arranged with
no cooking skills whatsoever and would rather order out. A large a massive flatscreen TV and twenty extremely plush heavy chairs.
refrigerator rests against one wall. A stairway to the basement is against one wall, along with a door to
the laundry room. Large speakers rest in the corners of the room,
13) Pantry: This storage area for foodstuffs contains numerous mounted near the ceiling.
wooden shelves with all kinds of spice jars and storageware. Also
in this room are a top-opening freezer, a meat-aging case, and a 24) Laundry Room: This laundry room contains a washer, a dryer,
temperature-controlled wine storage unit. and a laundry folding table. There is a door to the outside that grants
additional ventilation to the laundry room when the temperature
14) Entry: This opulent foyer is covered in beautiful hardwood rises in the summer. A cabinet filled with laundering equipment
paneling with a balcony that looks down from above (14A). Twin (steam irons, shaped pieces of wood, pins, needles and thread) rests
staircases curve around to the balcony area and lead to the second against one wall.
floor. A massive chandelier hangs down from the ceiling. Replica
paintings of a surreaslist nature are on both walls. If the Winehouses 25) Upper Balcony: This upper balcony forms a corridor to the rest of
are asked about surrealism, they dont know anything about it; they the house. From here one can see down to the foyer. There are doors
just liked the images.* There is also a small table here that sits on the at the tops of the staircases that lead down to the first floor. There are
east wall near the front door. It is always kept clean but seems to serve two more surrealist paintings on either side of the master bedroom
no purpose. doors.

* Plot Note: Play this up. The heroes might follow up this 26) Master Bedroom: This gorgeous master bedroom contains
complete red herring with some incredibly humorous possible an opulent bed, a small writing desk, a thick carpet, two chests of
consequences. drawers, and two more surrealist paintings. A mirror catches both of
the surrealist paintings and is slightly curved to make it look like the
14A) Coat Closet: This closet is filled with many hanging pegs that surrealist paintings are facing each other in the mirror.
are covered with coats, jackets, and a few odd items like belts. In the
back of the room are some winter boots in the sizes of the Winehouse Plot Option: This mirror leads to a surrealist dimension of melting
family. Placed next to the boots is a sled. The sled is very old and clocks, burning giraffes, and other strangeness.
appears to be an antique. 27) Bathroom: This childrens bathroom contains a toilet, a sink, and
Plot Option: The sled houses the ghost of a child who died sled- a bathtub/shower. Everything is decorated in bright, beautiful colors.
ding. It compels the rider to go sledding the bigger and more There is a beautiful pinkish gold frame around the mirror. There are
dangerous the snowdrifts, the better. no surrealist paintings in this room. A stuffed bear rests neatly on top
of the water-storage unit for the toilet. He is wearing a tee-shirt that
15) Dining Room: This large dining room contains a thick Turkish says Mr. Neatly keeps it neat. Do you? There is a medicine cabinet
carpet that is the support for a heavy oak dining room table. The table built into the wall next to the sink. It contains child vitamins and
seats ten. Each chair is also made of oak. Another chandelier hangs medicines. There are no medications that can cause hallucinations of
over the table. A large cabinet filled with silverware and dishes is any sort.
against one wall. More surrealist paintings adorn the walls.
28) Childrens Playroom: This room contains toys from various age
16) Conservatory: This room contains several plain wooden chairs ranges, neatly stacked and arranged. Much of the space has been
and a large piano. The room has a large window that lets light in from cleared for a large doll collection. The dolls are all beautiful, and
the back of the property. the entire collection as a unit may very well be priceless. The other
Plot Option: A character sees Mr. Wumbles on the other side of dominant feature in the room is a large video-game console with six
the window. controllers. All of the video games are racing games or cooperative
success games. None of them are violent. Many of them feature two
slightly heavy children who battle against the evil caterpillar empire
and their sinister butterfly minions by making friends and pollinating
20 My Parrot Is Dead

12 9
11a

11

13 17

15
5
14 8 6

14a

19 20
16 18

21

23
4
24

22

THE WINEHOUSE ESTATE


Michael Satran 21
things. The video game console can also be used to
watch TV, but this feature has been shut off by Mr.
and Mrs. Winehouse.
Plot Option: The caterpillar empire and their
10 sinister butterfly minions are quite real, only
far more powerful and disturbing than anyone
might suspect.
9 29) Home Office: This large home office contains
a large work desk, several comfortable chairs, a
computer on the desk, a bland-looking carpet, and
a fax machine. Another surrealist painting adorns
one of the walls.
30) Master Bathroom: This master bathroom
contains an opulent toilet lined with silver. There
is a sink with gold knobs and a gold faucet and a
marble black bathtub with shower. Removing any
of these fixtures requires STR 40. In the center
of the bathroom is a marble bidet. A medicine
cabinet with a security lock is built into the wall.
5 31) Spare Childs Bedroom: This room is empty.
Mister and Mrs. Winehouse were considering
6 a second child, but Angelas Imaginary Friend
38
2 caused them to stop trying. The door is
problems
slightly stuck, as if no one has opened the room in
years.
32) Walk-in Closets: These large walk-in closets
contain thousands of outfits, shoes, casual wear,
and extraneous pieces of clothing that no one has
seen in years. In each closet, there is a chest of
drawers filled with socks.
Plot Option: Sock gremlins are real, and one
is eating socks in one of the chests of drawers
when the PCs arrive.
33) Angelas Room: This bright, cheery room
contains Angelas bed, a bird perch (Polly tends
4 to stay here periodically), a childs fold-out desk
where Angela does her homework, and several of
Angelas most important toys, mostly dolls and
stuffed animal) that are arranged on a bookcase
along with her schoolbooks. One of these is a
7 child-size mop that has a tag on it. It reads Mop
for Polly. If a character has Mental Awareness or a
power with psionic trappings, the mop smells like
its been cleaned recently. A small dock for a music
player rests on top of a chest of drawers sized for
a child.
34) Boiler Room: This room contains a boiler,
the heating unit for the house, and the air-
conditioning unit. The air-conditioning unit runs
through vents to the outside, and a shrunken
character could easily get into or out of the house
through the air-conditioning unit.
35) Storage Closet: This closet contains numerous
old tools that no longer work, clothing that doesnt
fit, and old paint containers that are still full. A
clever character might be able to smash open a
jar of paint and reveal an invisible foe through
his footprints. Several boxes and crates contain
various hobby-type equipment and some disas-
sembled model trains. (Mister Winehouse used to
have a large model railroad set up in the basement,
22 My Parrot Is Dead

THE SECOND FLOOR THE BASEMENT

H/C H/
34 34
29 31 29

32

30

5 25 36
26

27
32
37
28

33 33

35

but he dismantled it after the terrain was ruined in a sprinkler system Plot Option: A famous union representative who mysteriously
test.) disappeared is buried 23 feet below the tiles.
36) Basement: This wide open basement area looks like it once Plot Option: Union representative of madness! Combine the two
contained several tables. Heavy marks scour the floor in several plot options above.
spaces. A few file cabinets rest against one wall. There is also a
portable sump pump resting in one corner. 38) Former Barn/Antique Car Garage: This old barn has been
converted into a garage for Mr. Winehouses collection of antique
37) Downstairs Bathroom: This downstairs bathroom contains a cars. There are a total of sixteen antique cars here, from a Model T
toilet and a sink. The tiled floor seems far more expensive than the Ford to a Deusenberg. All of the cars are in working order, but Mr.
rest of the bathroom, as if someone had contemplated a massive Winehouse rarely drives them except to auto shows. Unfortunately,
renovation and then decided against it. in super-battles, antique cars also make great weapons for super-
strong characters to hurl about. Should combat break out in this
Plot Option: Flipping the tiles out of the mortar reveals a secret
area, it is unlikely that it will look the same at the end as it does at the
ritual to open a gate to the Beyond, where creatures from beyond
beginning.
space and time that deliver madness to their worshippers dwell.
Plot Option: A map to the hidden location of all the money a
mobster stole but was never recovered is hidden under one of the
running boards of a car.
E V EN T TH R E E

THE KIDNAPPING
OF LISA AND THE
SECOND MURDER
24 The Kidnapping Of Lisa And The Second Murder

T
his event begins when the heroes are
contacted by the police or one of their NEWS ARTICLE
Contacts | Connections in the police The City Examiner, Month x, Day y, 2zzz
department if they are on the outs with
authorities. If the characters are keeping an eye on Child Kidnapping Stuns City! Witnesses Report Giant Rabbit!
all of the remaining children, remember that Mr.
At approximately 8 pm yesterday, Lisa McGillicuddy was
Wumbles has several unique abilities that make
kidnapped by what witnesses claim was a man dressed as a
him extremely capable of kidnapping a child. Pull
giant rabbit in a top hat, vest, and spats. The assailant burst
no punches here. It is important to impress upon
into the house and made off with the child who was seated at
the players that Mr. Wumbles appears to be nearly
the dinner table. His other arm was curled in an unusual shape,
unstoppable.
as if he were carrying something else. He left a large hole in
If the heroes find a way to prevent Lisa from
the wall behind. Screaming for someone named Georgie, Lisa
being kidnapped or to isolate Mr. Wumbles, or
was tucked under the arm of the rabbit who leaped away
somehow manage to contain the other Imagi-
down the street and dived into a nearby manhole.
nary Friends (who never really venture that far
from their respective children), then examine Mr. Lisas parents were unwilling to speak to reporters, and the
Wumbless sheet carefully and determine what police have been decidedly quiet on the subject. If anyone
the best way is for him to kidnap the girl and her sees Lisa, please contact the police at once. (A picture of Lisa
Imaginary Friend and further the plot. Sample rests below this portion of the article.)
Contact | Connection information and triggers for
the scenario are below. Parents may also phone the If anyone sees the man in the rabbit costume, contact the
heroes if their child has gone missing, though this police or your local superhero team. Do not attempt to handle
shouldnt happen unless the heroes spoke to the it yourself as the kidnapper clearly has superhuman abilities,
parents earlier. among them super-strength and likely invulnerability.
Fuller coverage of this event is on page 10. Additional rabbit-
related crimes in city history are on page 65.

TV BROADCAST
Im Karen Benson (Karen is a typically lovely blonde female newscaster) for KCTV.
Tonight, at approximately 8 pm, the McGillicuddy home was invaded, and Lisa McGil-
licuddy, age 8, was kidnapped by an unknown assailant. While sitting down to dinner, a
hole was ripped in the side of the house by a large humanoid figure. Witnesses report
a man dressed as a rabbit as the kidnapper. Others say a humanoid rabbit. We were
able to interview Ralph Oglethorpe, one of the neighbors. Live on the scene is our own
Dan Martinez. Dan?
Im Dan Martinez (Dan is a typically handsome Hispanic male reporter), and Im here
with Ralph Oglethorpe, one of the McGillicuddy neighbors. Ralph, what exactly did you
see?
(Ralph Oglethorpe is a fat man in shorts and a sleeveless tee-shirt and baseball cap.
He has a scraggly beard and is standing near a push lawnmower.) I was out here
mowing my lawn when it happened. There was a funny crunching sound, like someone
smashed a wall open, and this guy dressed as a rabbit came out. He was holding a
girl, and his other arm was curled up, like he was carryin something else. It was weird.
He gave me this funny look, like he was gonna eat me and then just leaped off down
the street into that manhole right over there. He made a funny grunting and whuffing
noise, like he was having trouble breathing or something. It was weird. Best rabbit
costume Ive ever seen.
And back to you, Karen.
Police have encouraged people who may have seen this rabbit-like figure to call the
police and/or inform your local superhero team. Do not attempt to deal with him your-
self. It is likely that he possesses super-strength, super-leaping, and invulnerability, and
should be considered extremely dangerous. When we come back from our commer-
cial break, we will have a review of Todd Lamberts new movie, The Expedition.
Michael Satran 25
As soon as Alvarez sees the characters, he will run over to them.
Police Phone Call He wont even wait to begin talking or for pleasantries.

Hello, this is Sergeant Ricardo Alvarez again. May I speak to one of Hey, good thing you guys are here. Look, this just got a whole lot
the members of (Hero Team), please? more serious. The McGillicuddy girl has been kidnapped by some sort
of guy in a rabbit suit. Weve only got 24 hours or the trail is going to
go cold. Thats how it always is with these things. Were waiting for
Theres been another incident. Lisa McGillicuddy was kidnapped
a ransom demand or something of that sort, but it doesnt look like
out of her home this evening. She was screaming for someone named
any demands have been made yet. If you want to go over the house
Georgie and was calling for help from members of your team. If you
again, go right ahead, but please wait until weve gone over what was
know anything about this, wed appreciate your input and assistance.
already discovered, okay?
Weve got a full crime scene lab at the McGillicuddy household. The
sooner you come, the better. It will be easier if you see the whole Some heroes may refuse to do this. This is fine. Adjust police treat-
thing in person. You might also want to watch the evening news. Id ment to that superhero appropriately for the rest of the adventure and
appreciate it if we limit our phone conversations again. This is getting beyond (requests refused, pleas for aid rejected, and so on). Allow the
messy. heroes to interview whomever they would like, including the eyewit-
ness listed above. Mister Wumbles isnt going to make any ransom
This is a case where the information the heroes receive can be up
demands. He has no need of money at this time.
to them or might exist differently at the whim of the gamemaster.
For a quicker resolution, you can choose a hero to be watching the TALKING TO REPORTERS
news when the event occurs or have the police call the heroes quickly. A small crowd of reporters is being kept back from the house by
For a slower one, allow the players a little more of their own recog- two police patrolmen. Any heroes DNPCs | Dependents should be
nizance, ask them what theyre doing, and only move to the relevant here once again. They are bombarding the police with questions,
sections if they are doing something about the news, interacting with which the police have absolutely no answers to. If the heroes should
the police, or buying a newspaper at that very moment. Allow them talk to the reporters and reveal information that the police dont want
a little comfort before the phone call comes and their activities are revealed, adjust treatment of the heroes by the police accordingly. A
disrupted. sample reporter is provided below.
Kate Felton, KCTV: Kate Felton is a lovely young blonde reporter,
Tracking Lisa chosen for her attractiveness, blue eyes, and classic Midwestern
If the heroes staked out all the children, it is likely that a brief good looks, as most reporters secretly are. Kates actual resume was
fight will take place here. Whatever plan the heroes come up with ignored, despite her degree from an Ivy League university and her
in the event of pulling a switch or moving the child is likely to fail, relationship to her father, a Midwestern broadcasting business execu-
as Mr. Wumbles can stake out the stakeouters with relatively little tive. This makes Kate all too eager to prove herself and more than
effort. If such is the case, have Mr. Wumbles act while the heroes a little willing to take risks to place herself in dangerous situations.
are still discussing the way they are going to put their plan together Kate makes a good reporter DNPC | Dependent for any hero, and her
and run the scenario normally. Grab a street scene map of some sort father makes a good social enemy for any hero, especially if a hero
if Mr. Wumbles fails to notice a particularly stealthy hero and run becomes attracted to Kate. No man, not even a superhero, is good
the combat normally. Wumbles will do everything in his power to enough for Bill Feltons daughter, and Bill will tell him so if he meets
get away with both the child and the Imaginary Friend. It should be him. Even repeated rescues will only make Kate more determined
noted that most heroes will be totally outclassed individually or even and confident that a hero will save her at every turn. This will also
in pairs against an opponent like this. Wumbles will not pull punches. make her dad angrier. If a hero didnt bother to name his reporter
He will Drain the heroes EGO scores | Negate their Spirit and make DNPC, Kate is now that DNPC. Kate will ask sharp, smart, probing
himself more powerful, and under no circumstances will he allow questions designed to get the truth out of a hero.
himself to be captured. Wumbles is not above removing speedsters Plot Complication: Kate ran with a bad crowd in college and has
from combat by injuring random passersby to the point of near- acquired several skills like Lockpicking, Bugging, Streetwise, and
death and forcing the speedster to take a victim to a hospital while he other sundry abilities. She will break into homes of victims and
escapes. possibly even the institute, though this will likely lead to Kate being
brainwashed by Dominus into becoming a pawn designed to lure
The House heroes into a trap.
TALKING TO RALPH
When the heroes arrive at the house, Ricardo Alvarez will be
waiting for them. This will also be a second chance for the heroes to Ralph Oglethorpe: Ralph is still wearing shorts, a sleeveless tee-shirt,
engage the McGillicuddy family if they did not do so previously. The and a baseball cap, and is sitting on his porch watching the proceed-
McGillicuddys are very distraught. Their only child has just been ings now that all the reporters have interviewed him. He still has a
kidnapped out from under their noses by a giant rabbit or a man beer in his hand and is staring nervously at the reporters, wondering
dressed in a rabbit suit. They arent sure which. Refer to the infor- if they will go away. Ralph is a virtual slave to his wife, except during
mation on the parents of the children in the characters section for football games, and theres one he really wants to watch on TV right
answers they might give. now. Ralphs day job is packing boxes in a perfume factory. He doesnt
Heroes will assume, and rightly, that there isnt much time for like to admit this in front of others, though if the heroes destroyed
Georgie. The scene of the crime is a dining room, which currently the perfume warehouse in Pretty Hate Machines, allow the chance
is visible from the outside of the house. Crime scene tape has been that Ralph might have worked there before they destroyed it.
placed over the hole, and several police cars are outside the house, Ralph will explain that he saw a giant rabbit take the girl. The
lights flashing. Alvarez will be seen outside, pacing. Theresa isnt here, rabbit looked like he was carrying something else, but there didnt
as no one has been killed yet. seem to be anything else there. He only heard the girl crying and
26 The Kidnapping Of Lisa And The Second Murder
screaming for someone named George or Georgie. If asked what TALKING TO MR. AND MRS. MCGILLICUDDY
the rabbit looked like, Ralph will give an accurate description of Mr.
Wumbles, though he wont use big words and doesnt know what a lot Lisas parents, Steven and Alice McGillicuddy, will be extremely
of the pieces of clothing Wumbles wears are. Ralph just wants to get upset. They dont know why their home was assaulted by a supervil-
back to his football game. He thinks Lisa is a strange but okay kid and lain dressed as a rabbit. A list of common questions and answers
hopes shes going to be all right. are below. Remember that the police are very methodical and may
offer the heroes aid if they dont ask these questions. If the heroes
TALKING TO POLICE push too far or ask questions that may be considered offensive, the
Ricardo Alvarez will be open with the PCs about what informa- McGillicuddys will tell the heroes to leave and not answer any more
tion the police have discovered so far. DNA tests have revealed that questions. If the heroes havent questioned the McGillicuddys before,
there was absolutely no creature there whatsoever. Despite the fact allow them to ask any questions they like that are covered under the
that everyone appears to have seen a giant rabbit, there is no physical Georgie the Singing Giraffe character section.
evidence other than a few pieces of fur that a rabbit was ever here. 1) Do you have any idea why a giant rabbit or a man dressed as one
Alvarez will give the heroes a piece of fur in an evidence bag to would assault your daughter?
examine and have his CSI lab do the same. Its always good to get a No. We dont have any involvement with supervillains.
second opinion from experts.
The house itself, other than the dining room area, is relatively 2) Has your daughter been acting strangely lately?
unscathed. Wumbles slipped in invisibly and insubstantially through Other than her usual foolishness with her imaginary friend, no.
a wall, grabbed Lisa and Georgie, and leaped out the window, People her age shouldnt have one of those; it isnt healthy.
smashing through it and spraying shards of broken glass everywhere. 3) Has your daughter done anything that might have provoked this
The police are setting up a kidnapping unit phone and waiting for attack?
ransom demands. Alvarez has requested a hostage negotiator, but We isolate our daughter from the sort of people who might bully her
one hasnt arrived on scene. This is a useless action. Mister Wumbles because of her imaginary friend. Were trying to help cure her.
wont be making any ransom demands.
4) Did you experience any violence as a result of the attack?
No.
What the Police Have
5) Did the rabbit say anything?
Already Found He said hello and apologized for interrupting. Then he said none of
us were particularly important, and he took her! He took Lisa! He
1) The assailant (Mr. Wumbles) only left the house. He appeared had a weird voice, like a rasp crossed with a whisper.
inside it by other means. Sounding equipment has revealed that
he did not enter by digging. There are no marks to indicate that he 6) Did the rabbit say anything else?
opened any doors or came in through any windows. No. It was all very quick.

2) Small tufts of rabbit fur in a bag or a substance that looks, feels,


and appears to be very much like rabbit fur. Figuring Out Where Mr.
Further examination of the fur using Paranormal Biology, Wumbles Went
Biochemistry, and other similar life sciences (at a -4 penalty for Once the heroes get done with all their questions, they will have to
Hero | -2 penalty for Savage Worlds) reveals that the fur looks, figure out where Mr. Wumbles took Georgie and Lisa. There wont be
smells, and appears to be rabbit fur but doesnt actually seem ransom demands of any sort. The hostage negotiator Ricardo Alvarez
to be rabbit fur in any way. If the characters have any means of calls in should be one of the PCs if that happens to be his day job.
detecting psychic energy, the fur has a low-grade psychic signature Mister Wumbles wont call the police. However, he will phone the
that seems to degrade. Accurate tracking beyond a few minutes is heroes if they should take too long with this section of the investiga-
impossible. The fur retains its existence but biodegrades slightly tion. Its important to impress upon the player characters that they
more quickly than normal fur. Making the roll by -6 | -3 or more are on a timer and that Lisa may be in danger, as well as Georgie.
reveals that the fur has absolutely no DNA whatsoever. Mister However, the kind of danger Lisa is in may not be the kind from
Wumbles is alive, but not as the heroes know it. It will take the CSI which she can recover psychologically, as opposed to physically.
team three days to come to this conclusion. By then, however, it
will likely be too late for Georgie. ANALYZING MR. WUMBLESS STATEMENT
3) Shards of broken glass from around the window only reveal Mister Wumbles told the family that none of them were particu-
blood from Lisa from only minor scratches. Wise characters with larly important. This should influence the heroes decisions about
Tracking Scent | Awareness may wish to get a sniff of this, as it where Mr. Wumbles might have taken them. This is largely an
stands one of the better chances of finding Lisa before anything exercise in creativity on the part of both the player characters and the
happens to her. Unfortunately, nothing is going to happen to her GM. Remember that the heroes are meant to discover the result and
that causes her any physical damage. be shocked and horrified by it. If they are too slow, Mr. Wumbles will
give them a phone call after hes all set up and tell them where to look.
4) Searching the area around the manhole reveals that Mr. Wumbles If the heroes think about the killing of Polly in the right way, they
went into the sewers. Finding him from here will be extremely will realize that Mr. Wumbles kills his imaginary victims with the
difficult (Tracking at -5 base, plus additional penalties of -5 to children able to view the results. However, he is getting more creative
-10 | Tracking -2 base, plus additional penalties of -3 to -5 total as he progresses, killing the Imaginary Friends in settings that are
depending on how filthy the GM wants to make the neighborhood appropriate to the child (a bedroom for a child who used to wet her
sewer). If the heroes wish to make the attempt, allow them to bed, for instance).
blunder around the sewers for as long as they like.
Plot Option: The heroes find a completely different villain in the
sewers and have to spend time dealing with his base and minions.
Michael Satran 27
Characters will have to use a little deductive reasoning and detec-
tive work here in order to figure out what happened. Mister Wumbles The Theatre Basement
will likely want to kill Georgie in a place where he would be in his
element, like a theatre or open stage. This encounter may require
(Encounter)
modification based on what the players think of, so dont be afraid to It is important to the plot that the heroes not arrive too soon
let the player characters figure out something slightly different and nor should they arrive too late; however, disruptions do occur. This
roll with what they do. encounter should be brief. Mister Wumbles should try to leave almost
The characters can narrow down where Mr. Wumbles might take as soon as the heroes arrive. He has no wish to test his mettle against
Georgie by figuring out things about him, such as: them, as powerful as he is, and doesnt have to stay. It is more impor-
tant to confront the heroes with the horror of what Mr. Wumbles has
1) Georgie loves to sing and dance. A place with a stage might make
done than to have a large property-destroying battle. A simple Secu-
sense.
rity Systems | Lockpicking roll with no penalties will allow the heroes
2) Mister Wumbles is exceedingly obvious. There arent a million into the theatre. Getting into the basement is similarly easy. The battle
giant humanoid rabbits running about with a machete and takes place in a storage area beneath the stage, and these areas are
kidnapping people. While he can go invisible, Lisa cant, so he described in detail. This should be the first time that the heroes actu-
would be limited to avenues where he cant be observed. If there ally see Mr. Wumbles, though it should be the sight of his handiwork
are that many humanoid rabbits in your game world or everyone that truly terrifies them.
is a humanoid rabbit in your game, adjust the difficulty of finding When the heroes arrive, allow them to use their special abilities as
Mr. Wumbles accordingly. they wish. While heroes with Penetrative Vision are rare, give them
a view into the boiler room, allowing for the fact that it is dimly lit
3) Listening to police reports will gain additional information. Mister and filled with shadows (-4 to Perception Rolls | -2 to Notice Rolls).
Wumbles will assault a gun shop owner and steal a .45 automatic. Do not forget Range Modifiers. If the heroes cant see what is going
If the players are fast enough to get to where the gun shop owner on until they actually get down there, it will be far more horrifying.
is, they will find him unconscious and no other weapons taken Characters with those sorts of abilities who make the roll will see
from the gun shop. If heroes have any time-travel capabilities or two shapes, one humanoid and rabbit-shaped, the other a small
the ability to engage Mr. Wumbles in the gun shop, Mr. Wumbles human shape tied to a chair with one arm tied down and elbow
primary goal will be to escape. He will do his best not to fight bent. Something else hangs in rope-like or chain-like objects in a
any time-traveling heroes at all until he better understands the corner, misshapen and dripping blood. Something is in Lisas hand.
concepts of time travel. Very little information can be gained Its important to keep this mysterious until the reveal a few moments
from talking to the gun shop owner. A sample gun shop owner is later. However, if the heroes dont have any of these special abilities, it
provided below. is likely that the trigger will be much different (see below).
Silvio Dawson, Gun Shop Owner: Silvio is a gun shop owner There are many means of getting into the theatre basement, from
who is extremely operationally sound. He wasnt expecting to be picking the locks and racing down the stairs to kicking down the
assaulted by a giant humanoid rabbit, and he is badly bruised. doors, smashing though the walls, and generally being inconsiderate
Silvio is about five-foot-four and weighs a hundred and thirty with other peoples property. The heroes are rescuing an endangered
pounds. He tends to wear tee-shirts and jeans, and his head is child. It is likely that no one will fault them for whatever methods
shiny and bald. When he finds out the only thing thats missing they use unless the GMs world has a press that totally despises them
from the shop is one gun, he becomes extremely relieved. He will or the heroes have enemies in the media.
believe that a man dressed as a rabbit robbed him and refuse to Modify the encounter accordingly if the heroes are exception-
believe under almost any circumstances that Mr. Wumbles is a ally brilliant or later than usual. If the heroes take far too long, Mr.
humanoid rabbit. Wumbles will no longer be there. Allow for his dramatic emergence
later.
4) Mind Scanning | Telepathy: If the characters thought to telepathi- When the heroes arrive, the first thing they will hear when they
cally contact the children earlier, finding Lisa might be a little open the doors to the basement is the sound of a gun being fired. This
easier. Remember to adjust appropriately for the population of the should force them into swift action and give them a clue as to where
Campaign City. the shot was fired from. (A Perception Roll -2 | Notice Roll -1 will
give them a general idea; a Perception Roll -5 | Notice Roll -3 will give
Putting this information together should be relatively simple. them a much better one.) There will be no obstacles other than walls
The heroes should find a list of abandoned theatres and/or theatres and doors between the heroes and their target. Allow the heroes their
that are between productions, and search them for Mr. Wumbles. dramatic entrance before describing the scene to them.
Some improvisation will be required by the gamemaster here. Not
every city has the same theatres or theatre districts. Some cities are Plot Note: Seize this moment. After the description of what
less focused on theatre than others. A gamemaster should adapt this happened, stunned silence was the result in every single playtest.
portion of the adventure to the locality where the superheroes are. Mister Wumbless big advantage here is that he has done some-
Other locations that may appeal to Mr. Wumbles in the event of a thing horrible, and when confronted with it, the players will be
shoddy theatre district include comedy clubs, large stadiums, and shocked, horrified, and will likely not know what to do for a few
libraries. seconds. Use this to have Mr. Wumbles open a conversation with
However, searching all the locations (unless the heroes have Mind them. Let them get to know him if at all possible before he flees. A
Scan | Telepathy) will be difficult. A group that Mind Scans for Lisa or brief combat is likely.
Georgie successfully will reduce the time to only a few minutes. This Mister Wumbles leans over Lisa, who is bound to a chair, tied
will reduce Mr. Wumbles ability to stage things, and his attempts will up tight. There is a crude gag made of cloth stuffed into her mouth.
be much cruder. Adjust the events of the encounter appropriately. His machete is tight against her throat. In her hand is a smoking .45
automatic which is tied into her hand with more imaginary bungee
cords and ropes. She cant move. He is smiling as much as a rabbit can
28 The Kidnapping Of Lisa And The Second Murder
smile, and he is petting her hair. Its all right, Lisa. Its all right. You
did the right thing. You saved him. You helped him. You did the right Analyzing What Happened
thing Oh Its you. Shining bastions of all that is good and right. What happened in the basement will require a little detective
Well you might want to talk to your little friend here. Shes only work but not too much. Mister Wumbles slowly butchered Georgie
human now. in front of Lisa after entrapping him with his Entangle Power, and
Dominating the wall is Georgie, the Singing Giraffe. He hangs then convinced him through the use of force and torture to write
helplessly in bungee cords and chains by a single arm, a mutilated the words in blood with his dying stump. Then he convinced Lisa
corpse. Multiple tourniquets have been applied to slow the flow of to shoot Georgie in order to end his suffering even though the poor
blood. His legs have been severed and lie on the ground below, along Imaginary Friend lay dead, holding out hope that her giraffe friend
with one hand with a slightly less well-applied tourniquet. Lying on was still alive. Reconstructing this will require a SS: Forensics roll at
the ground in front of the dead giraffe is Georgies tongue. Blood -3 and a Forensic Medicine roll at -4 | Healing at -3 and Knowledge
leaks out of his mouth. On the wall in Georgies astonishingly real (Forensics) at -1. Characters who contribute useful information to
blood are the sloppily written words, Kill me. Please Kill Me. Cant the discussion of figuring out what happened should modify these
Dance. Cant Sing. Determining whether Georgie wrote the words or rolls. Unlike many of the other die rolls in this adventure, these are
Mr. Wumbles did is impossible without further analysis. A bullet hole relatively easy to figure out.
rests in the giraffes chest, lined up with Lisas chair-and-rope prison. Some characters may be too shocked to do anything after discov-
The heroes should have three goals in this combat. First, rescue ering the course of events. Keep in mind that Lisa McGillicuddy will
Lisa. Mister Wumbles is not afraid to use a child as a hostage, and be a sobbing wreck after the death of her Imaginary Friend, and will
heroes who are protective of innocents should be reminded that they be screaming and wailing while the heroes try to recreate the series of
are witnessing a scene of extreme butchery and violence. Even though events in the basement. If the heroes have no child psychology skills
this removes evidence, getting Lisa out of the path of Mr. Wumbles of their own, it may be wise to turn to the figure of Theresa Wykowski
should be their primary goal. in the previous encounter.
If the heroes save Lisa or move her out of the way, Mr. Wumbles Wise heroes will not disturb the scene too much after the battle
will attempt to leave through a floor or a ceiling or a wall. He has no is over, although it is likely that a lot of property will be destroyed in
reason to stay once Lisa is rescued, even though she isnt really in the basement and much of the evidence destroyed. Its hard to find
further danger. If Mr. Wumbles has no means of escape whatsoever, a group of superheroes that wont do everything in their power to
then he will injure Lisa badly so that he can remove heroes from the rescue an innocent child, even if the innocent child really isnt the one
combat, forcing them to save Lisa and escape. in need of rescue.
Remember that Mr. Wumbles should appear to be nearly inde- Some heroes may need help from the police, and thats fine, too.
structible and uncatchable here. The heroes will have to be incred- Normals | Extras can be heroic figures just as easily as heroes in
ibly capable and smart to catch him with little knowledge of his capes and tights can be. Allow Catherine Raymond to show up along
capabilities. with the police if the heroes are puttering around too long or having
Playtest Note: One playtest group failed to understand that Mr. trouble figuring it out, and give them a helping hand (but not too
Wumbles was a rabbit for two hours despite being told directly that much of one).
he was and forgot that rabbits can dig holes on their own. This caused A more empathetic approach involving getting information out of
several problems until they remembered this fact. Lisa and getting her to explain what happened is also possible, but it
is likely that Lisa will be traumatized and be haunted by the events of
Mister Wumbless Tactics: Mister Wumbles wont let the heroes the basement for the rest of her life.
know that he can absorb psychic energy and will try to goad mental-
ists into using their abilities on him by pretending he is adversely
affected by them. Once the heroes realize that he can, characters Aftermath (Talking with Lisa)
may be reluctant to use mental abilities on or near Mr. Wumbles.
Anything he can do to make himself more powerful while taking Talking with Lisa is going to be difficult, just as difficult as it
on a team of heroes, he will do. If Mr. Wumbles is overwhelmed by was to talk to Angela after the death of Polly Pooper. Lisa has been
the sheer number or power of the heroes, he will run away using kidnapped and tormented in a basement while her Imaginary Friend
whatever abilities give him the best advantage. Wumbles will threaten was tortured by a large humanoid rabbit. She will be constantly
innocents, destroy property, and do whatever is necessary to escape, crying until she runs out of tears, and getting her to open up may be
especially if the heroes have large numbers of people who can affect difficult. If none of the heroes have any skills at handling children, it
him and/or see him while he is Invisible and Desolidified | Intangible. may be best for the heroes to get Theresa Wykowskis aid in getting
Run the combat normally until Mr. Wumbles escapes. If Mr. information out of Lisa. A list of common sample questions for Lisa
Wumbles is captured, regrettably, he wont tell the player characters and the difficulty of getting them out of her follows. Most bribery
anything. Put the adventure on hold for a session or two until Mr. attempts that are effective on children will completely fail here. (I
Wumbles likely escapes from prison, as most people really dont know dont want a chocolate bar! I want Georgie!! will likely be followed
what he is or have any way to contain him. Dont forget about using by more crying and a child screaming. I hate you! You couldnt save
Mr. Wumbless strength to resist Knockback or going Desolidified | Georgie! You couldnt!)
Intangible against Coordinated attacks. Against really tough groups,
he may engage Invisibility right away while fighting, rendering him
unseeable by anyone without Mental Defense | Mind Defense. In such
cases, he will attack people who can see him first.
Michael Satran 29
1) Why did Mr. Wumbles take you and Georgie?
He said we were going to have fun away from my parents, then took The Second Autopsy
us away! (Note: This doesnt match what Lisas parents told the The second autopsy will be much like the first and preferably
police. They lack the ability to hear and see Mr. Wumbles when he conducted by the same person as the first autopsy. Some heroes who
is invisible.) He killed Georgie! He killed my bestest friend! (More have government Contacts | Connections may wish to call in their
sobbing.) own experts or people from government agencies. See the complica-
HHConversation or Persuasion at -2 tion The Heroes Call in the Government below. If the heroes skipped
Streetwise the first autopsy, this is another chance to gain the information they
missed.
2) What did he say when he brought you here? The following can be learned.
He hit Georgie so hard that he fell down and then he tied me up in 1) The death of the giraffe occurred as it was slowly and brutally
the chair and he put a cloth in my mouth. I couldnt stop him. He dismembered. The creatures tongue, legs, and arm appear to have
made me save him. I killed him! I killed Georgie with the gun Mr. been completely severed one at a time, with some time passing
Wumbles gave me. (More sobbing and crying ensues.) between severings. The creature died from blood loss and not
HHConversation or Persuasion at -4 from gunshot wounds inflicted by the child. The gunshot wounds
Streetwise -2 do, however, indicate that some sort of superpower must have
been in effect prior to the creatures death. Otherwise, the bullets
3) Why did he do it? would have passed right through it.
He said it brought him one step closer to reality. He said Georgie and HHForensic Medicine -1
the others were just getting in his way. He wants to be the only one.
The only Imaginary Friend! Healing
HHConversation at -5 2) The creature appears to be some weird mix of human and giraffe.
Streetwise -3 Most of the blood has been drained out of the body, but the crea-
ture, while appearing real, doesnt seem to be made up of living
4) Why did he make you shoot Georgie? tissue. Something like this may be an issue for biologists more
He said I had to save him! Mister Wumbles cut off his legs and his than a coroner.
arms. There was blood everywhere! He was killing him! He told me HHForensic Medicine-3
the only way I could make it stop was to end his pain. So I so I
ended it. (More sobbing and crying.) I never want to see anyone Healing -2
dance or hear anyone sing again. Blood. Blood everywhere. 3) The corpse doesnt seem to deteriorate at a normal rate of speed;
HHPersuasion at -4 instead, it appears to be deteriorating about twice as fast. (If asked
Streetwise -2 what it means, there isnt a good answer using Forensic Medicine
| Healing.)
5) Did Mr. Wumbles say anything else? HHForensic Medicine -5
He said you would be too late to stop him. (Sobbing.) Then you
showed up. It isnt fair. It isnt fair. Georgies dead! It isnt fair. Healing -3
HHPersuasion at -6 This information below is for characters with sciences involving
Streetwise -4 superhuman abilities.

6) Why did he bring you here? 1) The dead giraffe is not a mutant but contains both giraffe and
He said he wanted to put on a show! (A cavalcade of sobbing.) human/humanoid characteristics.
He made Georgie try to sing after he cut his tongue out. (More HHSuperhuman Science or Paranormal Biology -2
sobbing.) He took away everything Georgie was. He made him write Superhuman Science or Paranormal Biology / Common Knowl-
those words in his own blood. Why couldnt you save him? It isnt edge -2
fair! I never want to dance or sing again.
HHPersuasion at -6 2) The creature is some sort of complete, living psychic construct,
including blood and internal organs.
Streetwise -4
HHSuperhuman Science or Paranormal Biology -5
After all of this is over, the heroes will probably want to do more Superhuman Science or Paranormal Biology -2 / Common
investigation. Go to the investigation sections and figure out where Knowledge -4
the trails they choose lead. Remember that the villains will be alert,
3) The creatures blood, internal organs, and bodily fluids are all part
careful, and smart, and not allow the heroes to simply walk over them
of the psychically constructed creature.
and discover their carefully laid plans. Remember that many of the
complications in the plot are based on what the heroes do and how HHSuperhuman Science or Paranormal Biology -7
the villains react to what the heroes do. Superhuman Science or Paranormal Biology -4 / Common
Knowledge -6
4) The creatures body deteriorates at a rapid rate after death because
its consciousness level holds it together. Since the creature is dead,
it has no consciousness; therefore, it rots away and may eventually
vanish.
HHSuperhuman Science or Paranormal Biology -10
Superhuman Science or Paranormal Biology -6 / Common
Knowledge -8
30 The Kidnapping Of Lisa And The Second Murder
The coroner will conclude at this time that regardless of the fact 4) Storage Closet: This large storage closet contains additional
that these creatures may or may not be intelligent, they are certainly theatre supplies: coils of rope, set boards, and large rolls of paper.
alive and to be considered living beings. A player character coroner Each roll of paper is three feet wide and placed on a massive roller.
or DNPC | Dependent coroner should react according to their own There are four of them. Two large trunks filled with props rest against
views, unless the player asks the GM what sort of assessment his the back wall. A large cabinet is filled with various plates, silverware,
character would make. For all intents and purposes, the creatures cups, glasses, and other set pieces.
exhibit signs of life and should be considered alive.
5) Power Room: This room contains four power regulation units and
electricity controls, along with a fuse box. All of these units require a
Map of a Theatre Basement Security Systems | Lockpick roll with no penalties to access. Disabling
the power leaves the entire area in the dark. A simple Electronics |
Getting In: At the time of this encounter, the theatre should be Repair roll will accomplish this, as well as physically smashing the
between productions or closed. . It is also important to remember power regulation units. Mister Wumbles will do this if pressed (see
that while the heroes want to find Mr. Wumbles, Mr. Wumbles really Mr. Wumbless Tactics section above).
wants to see them, too. He wants to assess his opposition, report it to 6) Below Backstage: This area contains numerous trunks, two
Toby, and share information. ladders, several coils of rope, two finished set pieces, and a large rack
If the GM believes that the heroes are magnificently quick in filled with prop weapons. Prop weapons deal no extra damage in
tracking down Mr. Wumbles, he may allow them to save Georgie; Hand-To-Hand combat. There is an empty water tank that connects
however, it is likelier that as the heroes arrive, they will hear the to a pipe leading to the stage above. Next to the pipe is a fountain on
sound of a gunshot (see above). wheels that is lifted up through a trapdoor and locked into place on
1) Stairways Down: These stairways lead down from the outside and the stage above. (For a convenient stage-type environment, check
do not connect to the rest of the theatre. As the stairwells descend, out King of The Mountain for a concert hall-type map or Pretty Hate
they also grow narrower, leading to long corridors that span the Machines for a larger convention center arrangement.) An arrange-
length of the theatre. ment of chairs in a semicircle faces the back wall. Chairs are. One
might think that Mr. Wumbles would use the area beneath the stage
2) Dressing Rooms: These plain dressing rooms contain a mirrored to create an audience, but he prefers the sound-concealing noises of
dressing screen, a makeup table, and a costume rack. Dozens of the boiler room.
costumes hang on the rack. If a hero has forgotten to change into his
costume and doesnt change instantly, this can lead to some classic 7) Mens Room: This mens room contains three toilet stalls, three
comic-book comedy very quickly. A clever character can disguise urinals, and four sinks built into a single wall unit. There is one toilet
himself here with a +3 bonus to the roll | -1 to opposed Notice rolls in each toilet stall. A large cardboard box contains twelve rolls of
against your character due to the presence of large amounts of conve- toilet paper. Removing toilets or urinals from the wall requires a STR
nient makeup materials, everything from wigs to colored contacts of 30 | Strength d12+4.
to eyeliner. A cheap lighting fixture overhead swings slightly from 8) Ladies Room: This womens room contains five toilet stalls and
chains attached to the ceiling. Two cheap chairs are in the room, one four sinks built into a single wall unit. There is one toilet in each toilet
at the makeup table and one haphazardly placed in a corner. stall. Removing toilets from the stalls requires a STR of 30 | Strength
Plot Option: A famous vaudeville star was murdered in this d12+4. Two large cardboard boxes filled with paper towels rest
dressing room, and the battle reveals a clue to the identity of the beneath the sink fixture.
killer, who is still alive and has plans in motion. 9) Boiler Room: This room contains numerous pipes that travel to
3) Stars Dressing Room: This dressing room contains an ornate other sections of the theatre, controlling hot water, heat, and other
mirrored dressing screen, a complex-looking makeup table, two functions involving water. A large boiler rests in one corner of the
costume racks, and a lava lamp. A pair of well-made lighting fixtures room, while a massive heating unit takes up a long portion of the
are built into the ceiling. There is a small flatscreen TV with a DVD wall. The boiler requires a 30 STR | Strength d12+3 to remove from
player attached to it on the makeup table. There are four large plush the pipes, while the heating unit requires 40 STR | Strength d12+5.
chairs in the room and a medium-sized couch. A series of old chains and buckets rests against one wall. A chil-
drens desk is facing the chains. For more information, see the actual
Plot Option: Beneath the floor is the secret base of a pulp hero description of the encounter above.
with a theatre-based theme.
Plot Option: The boiler room is also the meeting place for a secret
group of stock market profiteers who engage in insider trading.
Michael Satran 31

1 1

Heating Unit

2 2

Boiler 9

2 2

8
7

THE THEATRE BASEMENT


32 The Kidnapping Of Lisa And The Second Murder
neurological disorders and possibly possessed telepathic powers from
Investigating Toby a very young age. When Doctor Ingersoll approached her and her
Characters may wish to investigate Toby Dohertys background husband, they agreed that it might be better for Toby to attend the
and find out why he lives at the Parapsychological Research Institute. institute and live there full time, as raising him was nearly impossible.
This investigation comes with the price of discovering exactly what Melissa and Robert sent Toby to the institute ten months ago
Toby did to his mother and father and seeing two human beings who and receive weekly updates from the institute. So far, there has been
have been slowly manipulated into destroying themselves. no change in Tobys condition, and it is likely that he will remain in
When the characters arrive to investigate Tobys parents, they will mental institutions for his entire life due to his severe psychological
discover that only Tobys mother, a high-powered attorney, is home issues. Her only hope for the boy is that he doesnt become a supervil-
in their high-rise apartment. However, she isnt alone and is currently lain. Unfortunately, her hopes are already dashed.
having an affair with one of her paralegals. More information about Note: Dominus did not plant this thought in the heads of Tobys
this is available below. Choose a level of appropriateness equal to the Parents. Toby did. Toby wanted to better understand his abilities
campaign setting. In a less-mature campaign, the paralegal should and didnt try to manipulate Ingersoll. When Toby found out who
answer the door. In a more-mature campaign, allow superpowered Ingersoll really was, he was terrified.
hearing to take its natural course before Tobys mother opens the
door. How much she is wearing is up to the gamemaster. DISCOVERING THAT MELISSAS MIND
Contacting Robert Doherty will be difficult at this point in the HAS BEEN TAMPERED WITH
scenario as he is negotiating a business deal in Stuttgart, Germany. Reading Melissas mind is a relatively simple process (EGO 13 |
If your campaign takes place in Stuttgart, Germany, pick a location d6 Smarts). A chart for discovering the effects of mental tampering
equally far away, such as Singapore, Cape Town, or Vladivostok. is below. Use this chart for all characters in the adventure who have
However, some superheroes will go to where he is rather than wait for had their minds tampered with by telepaths, psychic surgeons, and
him to return, which will be a week after the initial encounter with the like.
Mrs. Doherty takes place. EGO +10 | Spirit +4: The character has been making decisions that
Melissa Doherty, Attorney: Melissa Doherty is an extremely attrac- are out of line with the rest of his personality.
tive, slender blonde woman in her late thirties. She dresses in EGO +20 | Spirit with a raise: The character has been making bad
womens business suits and is utterly driven to succeed. When Toby decisions that have been out of line with the rest of his behavior
began his plans to take over the world, he realized that the first for some time, to the point where they have become habit-forming
person he would have to keep busy was his mother. To this end, and/or perceived as normal behavior.
he telepathically created a toxicity in the relationship between his
mother and father since his father, a business consultant, travels EGO +30 | Spirit with two raises: The character has been making
a lot. Toby used his Telepathy to amplify his mothers competitive decisions while under the influence of a telepath or a series of
attitude and increased her ruthlessness, turning her into a predator telepathic intrusions.
who seduces younger men and uses them for her pleasure. Melissa no
longer knows or cares that what she is doing is forced, nor does she If a hero is smart enough to telepathically probe Melissa and
understand that her mind was tampered with. Much of the informa- discover the mental tampering, he can then begin reading their
tion that can be gotten out of Melissa comes from the logical part of minds to trace the course of the telepathically generated aberrant
her brain. The affairs mean absolutely nothing to her, and she would behavior. Melissa has been behaving like this since about the time
eagerly divorce her husband in order to be free of him and then play Toby reached three years old or for about two years. Explaining what
the field. It should be noted that Melissa is used to being cross-exam- happened to Melissa will prove difficult, but ultimately, if the charac-
ined and will try to take control of whatever interrogation they offer ters go through her list of infidelities (the GM should make these up
(PS: Attorney 13-, Conversation 13-, Oratory 13-, Persuasion 13-, on his own) eventually, she will come to the conclusion that she was
Charm 13-, KS: Law 13-, Striking Appearance +1/+1d6 ) | Intimida- mentally manipulated and either suffer a breakdown or be filled with
tion d8, Notice d8, Streetwise d8, Edge: Attractive (Charisma +2)). rage (GMs choice).

Greg Bartmore, Paralegal: Greg is a young, handsome African- Plot Option: Melissa decides Toby shouldnt be allowed to live,
American man in his mid-twenties who is Melissas latest fling and purchases a gun, and waits for her moment. Insert her into the
knows it. He has no interest in being interrogated by superheroes Endgame to shoot Toby while he is helpless and without a force
about things he knows nothing about and wants to get out of this field for a grimmer ending.
situation as quickly as possible. Greg could be a useful Contact | Robert Doherty, Business Consultant: Robert Doherty is a deter-
Connection for heroes who handle the situation the right way. Greg mined business consultant with dark hair and brown eyes who has
has no useful information, and if they allow him to leave and dont gone a little to seed, unlike his extremely attractive and straying
talk about what went on, he could be useful in the future or be a wife. Toby has manipulated Robert to be more focused on his work
recurring nuisance NPC. and determined to succeed in all of his business endeavors, thus
Plot Option: Greg is a member of C.A.S.H (Citizens Against Super estranging him from Melissa and making both of them easier to
Heroes) and will do everything in his meager power to turn this mentally tamper with. Robert spends much of his time traveling in
into a press circus. order to give Melissa a higher standard of living, blithely unaware
that he has been mentally manipulated by Toby to live in a destructive
WHAT MELISSA KNOWS ABOUT TOBY relationship with another person who has been manipulated. When
Melissa will react to questions about her son with hostility. It the heroes question Robert, he will confirm Melissas story, that Toby
isnt that she never wanted a child; its that Toby turned out to be was always a difficult boy and they tried everything to find out what
the sort of child who couldnt be handled by parents at all. He was was wrong with their son. However, Robert is a little more meticulous
always difficult, smart, and made trouble for her and her husband. in keeping files than his wife (see below).
He was an exceptionally bright child, but something was always off.
What Robert Knows about Toby: Robert loves his son but, admit-
Unlike many other children, Toby was diagnosed with severe affective
ting that his wife is right, knows in his heart that there is something
Michael Satran 33
dreadfully wrong with the boy. The troubles began when Toby was it will be very difficult to undo. On the other, he was caused to be so
three years old. People would develop mysterious behaviors around obsessive with his work that he is now a slightly overweight, stressed
Toby, and his business relationships would change strangely for the workaholic, which will also be very difficult to undo. Robert may
better when he invited friends over for dinner. It got him promo- not be in full control of his mental faculties, and several disastrous
tions and better paying jobs. Roberts job eventually took over, and situations are possible as a result. If the heroes do tell Mr. Doherty,
his investment portfolio took off with it. At least his wife is living they will have to be very careful and monitor the couple, or several
comfortably. He even set up a massive trust fund for Toby that was domestic violence situations could very easily play themselves out.
to become his when he turned eighteen. Robert keeps all kinds of Both parents will likely require counseling of both the marriage and
information about Toby on his laptop, including dates of when Toby psychiatric varieties.
misbehaved and when he sent Toby to psychiatrists. They all reported
Plot Options: Too many to fully list. One or both of the parents
that Toby was perfectly normal, but he knew better. Eventually,
could become supervillains, blame the heroes, snap and seek
Doctor Ingersoll visited him and offered to waive their Parapsycho-
revenge on Toby, form an organization for victims of telepathic
logical Research Institute fees if Toby came to stay with him indefi-
assaults (which the law doesnt really recognize or have any way to
nitely. They accepted without reservation after one of the psychiatrists
prove), have a domestic violence dispute, or divorce and try to go
recommended it.
on with their broken lives.
Characters should be able to discover several things from the files
on Roberts laptop.
1) Doctor Ingersoll offered to let Toby stay at the institute for free, but Investigating Doctor Ingersoll
all the other parents were paid a sum of money and made to sign a Heroes may wish to investigate Doctor Ingersoll and his past, and
waiver. Why? look up information about his career in parapsychological research. A
HHINT Roll at -3 brief history of Doctor Ingersolls career is below, along with notes on
things the heroes will discover. Feel free to add additional informa-
Smarts roll
tion from the adventure background to supplement this if the heroes
2) Pictures of Toby and his mother and father indicate a loving, ask the right questions.
pleasant family; however, the PCs already should know that this is Doctor Carl Ingersoll was born in Trenton, New Jersey forty years
not the case. (If the heroes havent checked for mental tampering ago. Doctor Ingersoll looks older than this. He might be suffering
before, they might now.) from some physical ailment, but chances are its overwork and
exhaustion. He went to a public high school and went on to get the
3) Robert makes a lot of money at his job. Apparently, Tobys trust Omaco Chemical scholarship to Harvard, where he studied para-
fund has over thirty million dollars in it. (Deduction at -4 | Smarts psychology, psychiatry, and medicine. Doctor Ingersoll went on to
at -2 to figure out that Toby has been mind-reading Roberts a Rhodes Scholarship at Oxford where he focused his research on
clients and then Mind-Controlling Robert to pick stocks for the psychics and the study of parapsychological and psychic abilities.
trust fund, giving Toby money he can eventually use to fund his Doctor Ingersoll returned to the United States and joined the Para-
evil schemes.) psychological Research Institute, where he continued his research and
4) Approximately two years ago, Roberts job became much more published many papers on the subjects of parapsychology, telepathy,
serious and now he spends much more time apart from Toby and and psychic and psionic powers. Ingersolls work is considered either
Melissa. Repeated attempts to find out what is wrong with Toby groundbreaking or esoteric, depending on whom the characters talk
result in multiple psychological examinations that all come back to. Many consider what he does to be completely ridiculous, and he
with nothing wrong. Only Doctor Ingersoll has diagnosed Toby has a large number of detractors who consider him nothing more
with Mirror Neuron Deficiency Disorder, despite exposure to than a mad scientist with delusions of grandeur. For every one who
multiple psychiatrists. (Deduction at -2 | Smarts at base to deduce believes one of Ingersolls unusual theories, there are two to three
that Toby has mentally manipulated the psychiatrists.) who do not. Nonetheless, he has been the head of the Parapsycho-
logical Research Institute for the past two years. (Dominus used his
DISCOVERING THAT ROBERTS MIND telepathic abilities to manipulate things and get himself promoted
HAS BEEN TAMPERED WITH so that his research would be easier.) Over the past two years, his
If the heroes use the telepathy chart above to read Roberts mind published work has seemed much more brilliant, as if he were on the
(EGO 12 | d6 Smarts) and search for telepathic tampering, they will verge of several major breakthroughs. Ingersoll is unmarried.
discover the same pattern of telepathic manipulation that exists in
Mrs. Doherty. Roberts mind has become more focused on his work 1) Smart characters may notice that Doctor Ingersolls scholarship
and success through a continuous pattern of behavioral manipula- comes from Omaco Chemical, a company that has been linked
tion. Robert will at first be entirely resistant to the fact that his mind to SPIDER in the past (see Pretty Hate Machines). If the GM
has been tampered with. He is a successful business executive and doesnt own this adventure, allow the heroes an ordinary INT
a very proud man. Characters may use Melissas series of affairs to Roll at -3 | Smarts roll at -1, especially if the heroes have fought
break him down, but this could have other consequences (see below). SPIDER before and the scenario isnt being run cold. Take the
Robert will be very upset that his son mentally manipulated him and time to explain what SPIDER is and what they do under these
effectively ruined his life by driving a wedge between him and his circumstances.
wife, but he has no idea just how far this has gone. 2) Doctor Ingersoll has written papers on most of the worlds more
TELLING MR. DOHERTY ABOUT MRS. DOHERTY powerful telepathic villains that theorize about how their powers
might work or function. While these papers are not popular in
This is a potentially toxic situation. The heroes must decide
the scientific community, superhero and supervillain fanboys love
whether or not to tell Robert about Melissas behavior and whether or
them, and he has a large following. A paper about Lord Dominus
not it can be undone. It is likely that this will destroy their marriage
and his Mindsaber Chair is among them (INT Roll at -2 | Smarts
and potentially both of their careers. Robert will react like a man
roll at base).
whose whole world is gone and genuinely wont know what to do.
On the one hand, Melissas behavior has become a learned habit and
34 The Kidnapping Of Lisa And The Second Murder

WHAT THE CHARACTERS CAN LEARN FROM What actually happened is Dominus took over Ingersolls mind
DOCTOR INGERSOLLS RESEARCH and destroyed him while Ingersoll was writing this paper. Dominus
then examined the work, decided it would be better if he wasnt
Doctor Ingersolls research largely focuses on esoteric theories mentioned so thoroughly, and edited it on his own. Unfortunately,
involving mental powers and why they work. Most prominent of his since he didnt have Ingersolls specialties, there are gaps in the
published work is a paper entitled The Psychic Field that Surrounds narrative.
the World. (An ordinary Research roll at the base skill roll will
discover this paper.) Ingersoll theorizes that there is a field of psychic THE MINDSABER CHAIR
energy that surrounds the Earth and that psychics can tap into it and Researching the Mindsaber Chair is also extremely difficult. All
use that power for good or for ill. The process by which this field is versions of the Mindsaber Chair have been destroyed by superheroes
accessed is inaccessible to Ingersoll, and he cant seem to prove its or placed in nigh-unreachable Area 51-like places by the government.
existence anywhere in his body of work. A Paranormal Biology roll, Characters with high levels of security clearance may be able to get
SS: Parapsychology roll, or any other appropriate science at -2 | base a hold of the plans for the chair at the GMs discretion. There have
appropriate Knowledge or Common Knowledge at -2 reveals that the been many versions of it, but most of them amplify the powers of the
groundwork of his theory, however maniacal or esoteric, is basically psychic sitting in the chair to unbelievable levels, while simultane-
sound, if unprovable. ously immobilizing the psychic and rendering him nearly physically
Since the psychic field is virtually impossible to detect or deter- helpless. The chair projects the consciousness of the mentalist into
mine the existence of and it cannot be Mind-Scanned for, the heroes a psychic construct that can perform a variety of functions, be it
may choose to believe that even though the theory itself is sound, killing, reading minds, or other psychic purposes. The abilities of the
there is no evidence for it and cannot substantiate its existence. chair are not detailed here; however, the information that the heroes
Some heroes may try to discover the psychic field, enter it, or can gain is.
otherwise attempt to explore the possibilities of the field. These things
are all beyond the scope of this adventure. A GM who faces these Plot Option: A mole in the government who works for SPIDER
desires is on his own. tells Tarantula what the heroes are up to.
Discovering that Ingersoll is a SPIDER scientist is covered under Information that the heroes can gain from successful Contact |
Investigating SPIDER, although smart PCs may notice the connec- Connection rolls include the following possibilities. Use your best
tion to Omaco Chemical. judgment as to what information the heroes can gain based on their
Contacts, Skills, and personal experiences.
Investigating Lord Dominus 1) Mindsaber Chair Blueprints: These are useful in the sense that one
Investigating Dominus requires very little effort. Many of his can gain knowledge of how Dominus built the Mindsaber Chair.
exploits are the stuff of legends of supervillainy, as his multiple Some of the technologies involved are so complex that advanced
attempts to take over the world via his Mindsaber Chair and psionic rolls in appropriate sciences at -5 | Specific Knowledge at -1
manipulations fill a gallery of the history of superheroes throughout or Common Knoweldge at -4 must be made to grasp the basic
the 1970s all the way to the mid-1990s. Then, his sinister career concepts of what the chair does. However, succeeding on this roll
came to a crashing halt when the five-year-old body he inhabited will allow that hero an INT Roll at -2 | Common Knowledge Roll
was rendered comatose by a superhero (see Dominuss Background). to note that the end result of the psychic construct of the Mind-
Exactly how much of this background is available to the PCs is up to saber Chair is very similar to the Imaginary Friends.
the GM. Consider that some of the information in Dominuss back- 2) Mindsaber Chair Victims: Many victims of the Mindsaber Chair
ground may be suppressed by the United States government (a high may still be alive in remote government facilities if they were not
security clearance may be helpful here). Allow rolls of KS: Supervil- killed or driven mad. The first version of the chair was a telepathic
lains, KS: History, KS or SS: Research, or other skills the gamemaster projective killing device, so not many of these victims are alive. A
feels are appropriate (such as a | Common Sense roll, with a modifier telepath who reads the minds of many of these individuals may
between 0 and -4 at the GMs discretion) to discover information be able to eliminate penalties for entering the minds of Imaginary
about Dominus. As far as these records are concerned, Dominus is Friends. Create NPCs appropriate to the situation who may be
still in a coma inside the body of the young man who was a child crippled, comatose, or otherwise appropriate. While they dont
years ago, and is still in a coma ward at St. Josephs Hospital in New know very much, it will grant the same INT Roll at -2 | Smarts roll
York City. at -1 as #1 above.
Analysis of the paper on Dominus reveals very little, except to
support possible theories of how the psychic field might exist and 3) Talking to Superheroes: Dominus engaged many groups of super-
make a working version of the Mindsaber Chair possible. However, heroes during his long and colorful career. Choose superheroes
someone with unusual skills may note the following things: from your game and improvise what that group of heroes might
know about Dominus. Replace the hero Volt from Dominuss
1) This paper was severely edited prior to publication. background with a superhero from your game if players choose
HHKS: Forensics, KS: Writing, or PS: Writer -2 | -1 this option. If the heroes have a Contact | Connection in the
superhero community, choose that character unless its completely
2) Many of the edits seem to focus around Dominus and the Mind- out of character for him to take those actions. Choose a character
saber Chair. for whom it is.
HHKS: Forensics, KS: Writing, or PS: Writer -4 | -2
3) The document has been edited so that text that is missing has been Saint Josephs Hospital
carefully transformed into transitions.
If the heroes visit St. Josephs, they will have to make an appoint-
HHKS: Forensics, KS: Writing, or PS: Writer -5 | -4 ment to examine Andy Seboyak, the boy whose mind Dominus
formerly occupied. It is important to remember these three things
before setting up this encounter.
Michael Satran 35
1) As far as the player characters are concerned, Dominus is still powerful mentalist trapped inside him. Lincoln wears lab coats, dress
trapped inside the empty mind of a twenty-year-old comatose pants, a shirt, and a tie.
man. They cannot tamper with the chip that holds his mind or the
Plot Option: Doctor Lincoln is a supervillain, too.
comatose mans head will violently explode. While this explosion
will do nothing to the surrounding area, it should be treated as Reading Andys mind is relatively simple. The telepathic hero
killing an innocent victim by all but the most ruthless of heroes. doesnt find anything. There are several possible reactions to this
result. One of these is that Dominus is so mentally secure that the
2) The original doctors and orderlies who examined the boy have all
hero cant find anything. The other is that Dominus has escaped
been thoroughly Mind-Controlled by Dominus to believe that
from his mental prison. Either should produce a certain amount of
Doctor Ingersoll didnt do anything while he was here and were
nervousness but in a different way.
ordered to destroy all the records of everything that Ingersoll did
Disabling the bomb in Andys head requires a Demolitions roll
while accidentally releasing Dominus from his crystalline mental
at -12 | Lockpicking at -6; successful Knowledge (Demolitions,
prison inside the boys mind. None of these people currently work
Explosives) roll at -4 base will improve this to Lockpicking at -2, but
in that ward of the hospital. The GM should create these NPCs if
Common Knowledge cannot be used,. The character must also be a
necessary and the heroes go looking for them.
competent and capable surgeon, otherwise, the bomb goes off and
3) The only record that Ingersoll was here are duplicates of actual Andy dies. While saving Andy is possible, consider that the young
paper records, as all of the digital ones have been deleted. man is likely to remain in a coma even if the bomb doesnt go off, but
Dominus didnt remove the paper versions in case he needed to if the heroes have unusual means of fixing the problem, they should
disappear as Ingersoll and shift bodies in order to create a false be allowed to succeed. However, what the heroes more than likely
trail. cannot do is find a way to undo the damage of being a five year old in
the body of a twenty year old. Characters that can do this are likely to
Arranging an appointment at the hospital is fairly simple. Heroes
be the exception rather than the rule.
can simply call ahead and speak to anyone on the phone to make an
appointment to see Andy. They will be supervised by Doctor Bridge
Lincoln. The hospital is fairly sympathetic to superheroes wishing to Investigating Mr. Wumbles
observe where Dominuss mind is supposedly imprisoned. They get
regular visits from superheroes all the time. Finding an invisible, teleporting serial-killer rabbit is both
Draw a hospital room and a little bit of the corridor on a map harder and easier than it seems. A list of possible means of locating
board or piece of paper. Make the players think that something is Mr. Wumbles is below. If the heroes should spend all of their time
going to happen. Encourage them to place whatever miniatures or tracking Mr. Wumbles, they may miss out on gaining valuable infor-
icons they have on the map in order to build suspense. mation elsewhere in the adventure. Should the heroes capture him
Doctor Lincoln will greet the heroes in the hospital foyer and without revealing other aspects of the plot, put the scenario on hold
field any questions they have. The most common questions are listed for a few sessions until Mr. Wumbles escapes from jail.
below. Possible means of locating Mr. Wumbles:
1) Has Dominus ever moved or attempted to leave? 1) Mind Scanning | Telepathy: A hero would have to get exception-
No, he really hasnt. This is a full coma. ally good rolls to find an unfamiliar mind in most games that take
2) Has anyone worked in this ward the entire time Dominus was place in a large city and an exceptionally high result to bypass
here? Mr. Wumbless Mental Defense and EGO score | Mind Defense
No. Due to the nature of his supposed powers, people are rotated in and Spirit. If the heroes can do this, however, they can try to
and out of this ward every three months. locate him. Wumbles will do anything to avoid being captured,
including threaten numerous innocents, knock over tall buildings
3) Has anyone visited Dominus in the past? by destroying their foundations, destroy passenger trains while
Quite a number of people. We have all the files saved on the they are on the rails, and create natural disasters at nearby dams,
computer. just to name a few examples. Choose deadly threats based on the
Characters who investigate the files should discover a number of location of the campaign. It is important that Mr. Wumbles reach
names that lead nowhere, in addition to the names of a few heroes the Endgame. Playtesting revealed that heroes would usually figure
they actually know. Doctor Ingersoll is not in the digital records but is out that he was difficult to locate and it would be easier to figure
in the paper copies recorded in physical files. Characters will have to out where he would strike, but there are always monkey wrenches
review these separately and ask Doctor Lincoln if they can review the in the mix.
paper records. A SS: Research roll at -2 or PS: Doctor roll | Investiga- 2) Search locations where Mr. Wumbles is likely to be: Some char-
tion roll at base or Healing at -2 will allow the heroes access to when acters may assume that Mr. Wumbles feeds directly off imagina-
Doctor Ingersoll visited the hospital approximately two years ago. tion and try to locate him in places where imagination is plentiful,
If Doctor Ingersoll is questioned about this later, he will say, Yes, such as libraries, writers conferences, bookstores, and conventions
I visited the hospital two years ago. I was writing a paper about which filled with roleplaying gamers. Dont dissuade them if this is the
he was a subject. Criminals cant profit from their crimes, but I can case. If the heroes wish to go looking at these locations, allow
publish research like everyone else. them an encounter with Mr. Wumbles. Be aware that everything
Doctor Bridge Lincoln: Doctor Bridge Lincoln is a charming that applies under Mind Scanning | Telepathy is here, and most
African-American man in his mid-fifties, eager to get his shift on the roleplayers are not great combatants against a superbeing. Feel
Dominus ward over with so that he can place it on his resume. Other free to slaughter your most hated game designer if you choose the
than this, he is a competent doctor of neurology with all the appro- roleplaying game convention, including the one who designed this
priate skills necessary (PS: Doctor 13-, PS: Neurologist 13- | Healing adventure.
d8 and Knowledge (Medicine, Neurology, and so on) at d8). As far as 3) Building an Imaginary-Friend Detector: While this will work, up
his research is concerned, Andy Seboyak is a helpless vegetable with a to a point, it is important to impress upon the players that they
cant solve every problem by building a global detection device for
36 The Kidnapping Of Lisa And The Second Murder
it, locating it, and beating it up. Tell the players they cant rely on organization and all nonprofits have to have their donations recorded.
their magician or gadgeteer for a foolproof detection system for Several large anonymous donations have been given to the institute,
every problem. This also has a set of problems. See Mind Scanning along with several large donations from members of the corpo-
| Telepathy above for the possible consequences of this, plus add rate board of Omaco Chemical. While SPIDER has concealed the
Dominus wanting their machine and Mr. Wumbles wanting to anonymous donations behind a number of dummy corporations (KS:
destroy their machine. The other Imaginary Friends will likely try Finance at -7, PS: CFO at -6, Conversation, Oratory, or Persuasion at
to turn their children against the heroes, as their privacy will be -9 | Knowledge (Finances) at -4, Streetwise at -4), the members of the
completely violated. corporate board of Omaco Chemical over the past ten years are rela-
tively easy to spot on the list of donors (KS: Finance at -3, INT Roll
4) Building a Trail of Foods Rabbits Like: This will fail. Mister
at -2 | Knowledge (Finances) at -2, Smarts at base to know who they
Wumbles doesnt need to eat food. Hes not a real rabbit; hes
are, KS: SPIDER at base, PS: Business at -2 | Knowledge (SPIDER) at
a symbolically oriented one. Likewise, building hutch traps or
base, Smarts at -2). This should trigger warning signs in people who
monuments to famous historical fictional rabbits wont work
have encountered SPIDER before, and in those who havent, feel free
either.
to include some basic information from the SPIDER appendix at the
Characters should focus more on where Mr. Wumbles will strike end of the adventure. A federal government grant is on the list of
next than trying to track him down. His powers make him extremely donors also (see below).
difficult to find, and only the most unusually designed characters At this point, heroes should be concerned. Any project backed
will be able to locate him. The truth of the matter is that because by a global superpowered terror organization is probably more
Mr. Wumbles doesnt really need to eat or sleep, he moves around dangerous than it appears, but no outward signs of SPIDER appear to
constantly from location to location, staying under the radar until he be present at the institute unless the heroes paid specific attention to
can learn enough about the world to be effective in it. Allow scene the orderlies or are overly paranoid.
cutaways to Mr. Wumbles reading books, newspapers, and absorbing
COMPLICATION: THE DEBATE OVER SENTIENCE
other media to learn about the world he lives in. It creates a more
realistic portrait and makes him seem less like a monster made of It is a virtually inevitable consequence of the scenario that the
tofu. heroes will have a long, complicated debate over what exactly consti-
tutes life. Many adventures of this type have a moral dilemma
or thorny ethical problem that consumes much of the heroes time
Investigating the Institute II and energy, making it more complicated than it would normally be.
It is very important to allow this conversation to happen when it
Unless you are using supernatural plot options, all attempts to
develops.
contact the supernatural around the institute should completely fail.
Some groups will not have this debate, but it is very important
The checkered past of the institute can always be the subject of other
to allow this debate in a scenario where the lines defining moral
adventures, but it has nothing to do with the subject matter here.
certainty are blurred by a five-year-old telepathic villain and a group
Doctor Roman Hunter, the institutes founder, went to Harvard,
of creatures who may or may not be real.
did his graduate work at Yale, and did his internship at Johns Hopkins
Characters with Code Versus Killing may be troubled by the pros-
Medical Center. He came from a poor neighborhood in Detroit,
pect of whether or not Mr. Wumbles is alive while those without
Michigan, and died in his sleep at the age of sixty-four. (Feel free to
may advocate his destruction. In this adventure, this may be more of
insert other details about Doctor Hunters life.) Unfortunately, Doctor
a running theme, where characters debate the nature of the Imagi-
Roman Hunter was also recruited into the SPIDER SHAPE Project
nary Friends, the consequences of whether or not they are alive, and
right out of high school and spent most of his life as a SPIDER scien-
so on.
tist, working to develop superbeings in the shadow of Jorgi Van Der
Characters may also debate whether Tobys inability to deter-
Voot (see War of Worldcraft).
mine right and wrong is part of this equation. This is fine, too. Other
Finding out personal information about Doctor Hunter will be
Psychological Complications | Mental Hindrances may come into
difficult, as SPIDER has already destroyed all of the pertinent data
play during this conversation.
relating to his membership and replaced it with a relatively bland
Very few groups will have the ability as a whole to ignore this set
series of accomplishments in addition to a few published papers (now
of consequences. If the villains know the heroes well or encountered
outdated) about psychic phenomena. Doctor Hunter had no criminal
them before, they may attempt to take advantage of the situation by
record and was apparently an upstanding citizen.
exploiting the heroes psychological vulnerabilities and use this to
Looking for people who knew Doctor Hunter is equally difficult,
drive a schism into the hero team by challenging their conflicting
as most of these people are either dead or SPIDER agents. Doctor
moral codes.
Hunter had a wife and children, but all of these people have mysteri-
ously disappeared. This is because SPIDER created them as a ruse, COMPLICATION: THE HEROES
using SPIDER agents to pretend to be his family while he continued SEQUESTER THE CHILDREN
his research. It is a possibility that at some time during the investigation, the
Staking out the institute may meet with results or not. It depends heroes will try to persuade the parents of the children to allow the
on how active the heroes have been, how careful their stakeout proce- children to remain at their base for a time. If the heroes are known
dures are, and how active the villains are in detecting them. Handle and trusted, judge carefully the results of the adventure so far to
this part extremely carefully. SPIDER will do their utmost to not be determine whether or not they will say yes. Heroes come up with
noticed and will carefully tailor responses to the heroes involved. all sorts of ideas, and while this one is good, it is not perfect. Some
(Hiring the Hunted of a hero to show up at an inappropriate moment parents may be particularly reluctant to turn their parenting duties
during the stakeout, creating a crisis elsewhere that forces the hero to over to superheroes, and still fewer will want to place their children
leave, releasing the heros archenemy from prison you get the idea.) in foster care under the watchful eye of people who may not be
Run the stakeout normally if the heroes choose to do this. Make parents themselves, run around in strange costumes, and may have
the hero wait a lot. The longer nothing happens, the more likely it is great ideas about how to fight for justice but no idea of how to handle
that he will assume nothing is going on. a screaming pre-teen who wants his mother instead of his father at
A more effective means of discovering the nature of the insti- that moment.
tute is to follow the money, since it is supposedly a not-for-profit
Michael Satran 37

ATTACKING A SUPERHERO BASE likely to attack under certain sets of circumstances


and less likely to attack under others. Villains wont
At some point, it is likely that if the heroes sequester use strategies that are antithetical to their natures.
the children or delve too deeply into the angle of (Example: Abyss wont use any strategy that involves
SPIDERs involvement in the scenario, the heroes a pet collie unless Lady Warp has taken a liking to one,
base will be attacked unless it is in an excessively in which case he will seethe inwardly.)
remote location like outer space or another dimen-
4) Play the Ball Where It Lies: It is important to under-
sion. Since there is no way for any section of this sort
stand that in a situation like this, everything the heroes
to cover every superhero base, it is important to help
have is under attack. Their base, their computer,
gamemasters deal with this important facet of super-
possibly their family members (in a case of a First
hero GMing. Much as the heroes attack villain bases
Family of Superheroes-type game), and their pets are
and destroy them every so often, the villains goals
all at risk. It is important to remember that the most
in this situation will depend on their objective within
important defense the heroes have in the event of an
the hero base. To this end, a variety of strategies and
attack is not their security systems, their bulkheads, or
means to ends are provided for villains to engage the
their impregnable laser shield, but their own powers
thorny problem of attacking heroes in their strong-
and abilities. A critical part of the superhero genre
hold. Unless the GM knows the heroes really, really
in the life of every team comic book is one of these
well, he should review their base, everything in it, and
assaults in the very place where the heroes live. It
all of the PC character sheets before beginning a
should be dangerous, deadly, humbling, and possibly
session of this sort. All examples use villains from this
crippling, unless the villain is a moron. (You probably
adventure so that the GM will have additional aid.
dont need this section to run one of those. Just hurl
1) Who Is Attacking?: Determining who the villains the villain at the base and laugh at his defeat)
are is a colossally important factor. Once the game-
5) Have the Villains Do Their Reconnaissance: This
master knows which villains are attacking the hero
is the most important step in the entire process. The
base, he can determine what sorts of personalities
same way that the heroes often pay when they dont
are involved, who is in charge, and what forces they
properly do their recon, it is important to afford their
are bringing to bear. It is very important once the
enemies the same opportunity to screw up their
GM knows this to construct a believable plan that
recon and get pounded when they dont do theirs. It
the villains would actually use, rather than the most
is important when they do this to make certain that
efficient one available on their character sheets. It is
they use the resources available to them for recon-
important to play fair here.
naissance. Villains will do their utmost to discover
Example: The heroes have looked too far into the everything the hero base can generate through
possibility of SPIDER being behind the sinister scheme normal sources. Remember that other villains have
and are closing in on the institute. Tarantula orders probably encountered some of this before and will
SPIDER Alpha Team to attack the hero base with likely tell all if interviewed if some rivalry doesnt exist
backup and agent support. Meanwhile, the heroes between villains or villain groups, that is. Villains have
have sequestered the children inside their base, a grapevine, too, and they will use it. It is possible
leaving Mr. Wumbles eager to get at his next target. that the villains will be caught during this part of the
When Mr. Wumbles observes SPIDER attacking, he will process. See 4) Play the Ball Where It Lies above for
move in on his own, preferably while one or two of how to react to this. If the attack is postponable,
the heroes are out on patrol, and try to kidnap and/or at this point, the villains will do so until they get their
murder one of the Imaginary Friends while the battle comrades out of jail. They will likely repeat this step a
rages. (This is a perfect storm of events.) second time at this point.
2) Determine the Villains Objective: What do the 6) Launching the Attack: Prepare your map before-
villains want from the hero base? Do they want to kill hand, if possible. Many hero bases are not single-level
the heroes, cripple their base, obtain something from affairs, and your combat is likely to take place in
inside it, or just get back a keepsake that one of the three dimensions. Make sure that the heroes have the
villains owns? Once you know the objective, you can appropriate level of information about the attack,
determine how these villains would go about it. It is as well as who they can see and who they cant.
important to make sure that the villains want some- It is possible that you may need a lot of space to
thing they can actually obtain, unless the heroes handle the full nature of the engagement. For some
have gone to great lengths to keep something false games that take place in smaller spaces (one-room
in an obvious place. (In some games, the villains may apartments, Grandmas closet, and the like), it may
believe the heroes have something they dont. In be better to draw mini-maps of affected areas.
such a case, ignore that statement.) Above all, make sure the players have fun when their
base is attacked. Many people develop a cocoon
3) Determine What Powers and Strategies the Villains
mentality about their base and everything in it.
Will Use: The strategies that the villains should use
Knocking them out of their shell will produce both
should be based on the total collection of the villains
interesting roleplaying and interesting consequences.
character sheets, and should reflect the strengths
and weaknesses of the villains involved. Consider
also all of their resources. The villains will be more
38 The Kidnapping Of Lisa And The Second Murder
If the heroes attempt this, consider the following. Parents will COMPLICATION: WUMBLES TARGETS
be unlikely to allow superheroes to sequester their kids in bases THE HEROES PSYCHOLOGICALLY
with unusual locations like outer space, the moon, other dimen-
sions, and deep beneath the ocean. Anything this remote is likely to If Mr. Wumbles discovers any of the heroes Psychological
provoke parental ire and possibly a lawsuit from the offended parent. Complications | Mental Hindrances in the course of his research
Consider as well the nature of their invisible, imaginary opponent about the world, he will be quick to act against them and use strate-
and his ability to walk through walls. Are the heroes really any better gies that directly attack the heroes at the point of their psychological
at defending the children in their base than they are out of it? weaknesses. It should be noted that brutal rampages are too crude for
If the heroes do succeed, see the following section. the villain, and he will try to attack them at the weakest point of their
personalities. Examples are below:
COMPLICATION: THE HEROES
CALL IN THE GOVERNMENT 1) A hero who is particularly vain about his appearance will be
ambushed by Mr. Wumbles when alone and subjected to the
In the case that the heroes choose to call in the government to aid psychic-scarring power of his machete. While healing this may
them in dealing with Doctor Ingersoll and his unusual project, it is take a while, Wumbles will never cease to remind the hero of how
likely their efforts will fail unless they choose to monitor the govern- he has been marked, making the Transformation more difficult to
ment agents for mental tampering with extreme care. This occurs for heal.
a number of reasons.
2) A hero who prides himself on saving lives may find his loved ones
1) Dominus will not allow government interference in his project and the subject of a kidnapping attempt or hostage situation. Its hard
will tamper with the minds of as many low-level bureaucrats as he to stop an Invisible, Desolidified | Intangible, Teleporting rabbit
needs to make the problem go away. from following you home. It should be noted that secret identities
2) Any superpowered agent of the government the heroes call in to are relatively irrelevant to Mr. Wumbless line of thinking. Super-
aid them will likely be Mind-Controlled as swiftly as possible and heroes are essentially imaginary personalities, so he will treat
used as an agent of Dominuss will, adding an additional compli- them as fellow Imaginary Friends who are more dangerous rather
cation to all encounters that take place after this. Such heroes than normal people.
will assume the PCs are at fault for all future ramifications of this 3) A hero who has powered armor may find that Mr. Wumbles has
scenario if Dominus successfully Mind-Controls them, and a destroyed his armor, and the hero may have to take time to rebuild
former ally of the heroes will now be an enemy. it while his companions suffer. (This should be an opportunity for
3) The government is unlikely to believe the heroes in the first place, the armored hero to dramatically re-emerge with a new, cooler
unless presented with overwhelming evidence to the contrary suit of armor sometime during the final conflict.)
and that this is a federal- or global-level threat. Even evidence of 4) A hero who is vengeful may find that Mr. Wumbles might kill the
SPIDERs involvement likely wont be enough for the government object of his vengeance for him, taking away the only thing he had
to interfere on behalf of a group of powerful superheroes unless left to live for. This can produce a number of interesting ramifica-
they can prove exactly how deadly the threat is. tions. Know your players before doing this. Some heroes live for
4) If the heroes have a personal government Contact | Connection the moment where they face their nemesis; some roll with the
that they regularly use, Dominus and SPIDER will use varying punches.
methods to get to the government Contact. SPIDER might kidnap Numerous other possibilities exist. Be creative.
the Contact | Connection or simply make him disappear, feed the
Contact | Connection false information to lure the heroes into a COMPLICATION: DOMINUS DECIDES THE
trap, or perhaps create a horrifying web of bureaucracy that no HEROES ARE GETTING TOO CLOSE
man may put asunder without investing more time than exists in There are a number of ways that Dominus could make the deci-
the scenario. sion that the heroes are getting too close to the truth and a number
5) If the heroes already work for the government, they are on their of reactions that Dominus could have to the problem at hand.
own. Government agencies generally do their best not to interfere Remember that Dominus is a powerful telepath, and in the absence of
with each other. mentalists or people with Mental Awareness or powers with psionic
trappings, he will read their minds as subtly as possible to find out
6) Most agents of the government will require a whole lot more exactly what they know.
evidence before engaging in a mass arrest of scientists and doctors
conducting apparently legitimate parapsychological research. 1) Dominus will plant thoughts in the heads of Tarantula and Abyss
Doctor Ingersoll made sure all his Ts were crossed and Is dotted that the heroes need to be dealt with and that this should become
before he applied for the research grant, so the heroes wont be their top priority. For one thing, this is very believable. For
able to find anything wrong with the paperwork. another, it focuses the heroes attention on SPIDER rather than
himself while he constructs backup plans, among them wiping out
7) If the heroes persist, it is important to remember that while the Toby and escaping. While snuffing out Tobys life appears to be
government has top men working on it, the number of failures fairly easy on the surface, he would immediately have to contend
they have in presenting evidence to the government is probably with SPIDER, who might interpret this as a betrayal rather than
more important. If they get enough evidence, they should gather the elimination of a failed experiment. Mind Control generally
it thoroughly and then present it to the government close to the isnt effective on security cameras.
end of the scenario, rather than risk being discredited by giving it
in bits and pieces. A coherent picture is always best when dealing 2) Dominus can plant thoughts in the heads of mentally suscep-
with large bureaucracies. tible heroes (or just heroes who are naturally psychic but have
weak Mental Defenses | Mind Defense) that lure them into traps,
put them at odds with villains who have nothing to do with the
scenario, or lure them into locations where they may encounter
Mr. Wumbles when they are at a severe disadvantage.
Michael Satran 39
3) Dominus can read the heroes minds to discover their rivalries and 2) Psychological Attachments: Any DNPC | Dependent or PC the
then exacerbate them by creating situations (through SPIDER, hero has a strong relationship with. Dominus will do his best to
hired proxies, or mental manipulation) that provoke the heroes arrange for situations where these people fall into danger, but
into aggravating old psychological conflicts they thought resolved killing them is not on the agenda. He wants the heroes to have to
or current ones that seethe beneath the surface. (Love triangles are go rescue their dependents, not find their bodies and swear eternal
perfect for this.) vengeance against him. Of course, mistakes can happen.
4) Dominus might also contact the heroes other enemies, especially 3) Ethical Grey Areas of Action: If the hero has done something in
enemies with whom they have truly awful rivalries, ones where the past that might be considered morally reprehensible by his
every battle ends with numerous people on both sides in the fellow heroes and it hasnt been revealed (hero used to be a villain
hospital. This will enable him to continue his experiments unmo- and hasnt told them, hero did something in secret that was against
lested while the heroes recover. Remaining Imaginary Friends, the code of his fellow heroes, and the like), Dominus will strive to
however, might not recover so easily. Choose this option carefully arrange a situation where this is brought to light in the hope that it
unless the heroes mention something like, Gee, you know our turns the heroes against each other.
old enemies (whichever villain or villain team provokes the most
4) Genuine Crimes: Anything that a hero did that should rightfully
hatred from the hero group) havent shown up in a while. Then
get him arrested, Dominus will try to gather enough evidence and
choose it right away. If you like a slower-paced scenario, choose
send it to the police anonymously. Nothing derails superheroes
this option. Theres nothing like a long hospital stay to increase the
like putting one of them on trial for things they actually did.
passage of time.

COMPLICATION: TOBY READS THE HEROES MINDS


COMPLICATION: DOMINUS ORGANIZES AN
OUTSIDE ATTACK ON THE INSTITUTE Toby is much more ruthless and less arrogant than Dominus, but
is also in contact with Mr. Wumbles. When Toby reads the minds of
Choose this complication if the heroes are investigating Dominus
the heroes, he has a different set of priorities than Dominus, as well
thoroughly but ignoring SPIDER completely. In a case such as this,
as much less pleasant goals. Toby considers all of his enemies threats
SPIDER will arrange for a group of outside villains to attack the
to be eliminated as soon as they present a danger, and this reflects his
institute while Doctor Ingersoll is present and inform the villains
telepathic philosophy.
of the location where his false research is located (see the map of
the institute). Use villains from your own campaign if possible. This THINGS TOBY LOOKS FOR WHEN HE
serves two purposes. READS SOMEONES MIND
1) It makes Doctor Ingersoll look like an innocent victim. This will 1) Vulnerabilities and Weaknesses: Any significant weakness from
get him into the heroes good graces and hopefully get them unusual materials, an allergic reaction based on the characters
to open up while Dominus feeds the heroes all kinds of false superpowers, and any other problem that is easy to counteract
information. with a gadget. (The hero looks like he flies under his own power
but really uses anti-gravity boots, for example.)
2) If the attack is traced back to SPIDER, the heroes wont look for a
SPIDER base directly under the institute and will more than likely 2) Secret Identities: Unlike Lord Dominus, Toby has no compunc-
assume that it is somewhere else. tion about killing people in their sleep, murdering people with
secret identities in their beds, or unpleasant, dishonorable means
of dealing with people. Toby will attempt to get heroes in the
COMPLICATION: DOMINUS USES HIS POWERS
worst position possible and convince Mr. Wumbles to kill their
TO GAIN INFORMATION ON THE HEROES
secret identities. He will not tell Mr. Wumbles who the heroes
There are two possibilities with this complication. Dominus can are; he wants Mr. Wumbles to be disappointed when the heroes
use his powers to gain information on the heroes directly (diffi- are revealed to be ordinary meat instead of mythical imaginary
cult, but not impossible), or, more than likely, Dominus will do his creatures like himself.
research on people close to the heroes and read their relatively weak
minds to gather information that he can use. It should be noted that 3) Psychological Attachments: Toby will attempt to convince Mr.
Dominus doesnt really look for secret identities when he does this; Wumbles to go after the heroes loved ones and family. Unlike
he is convinced that his superior mind can overcome most foes. If Dominus, Toby will want them killed in the bloodiest manner
a hero has encountered Dominus before, has a secret identity, and possible. He wants the heroes sobbing at his feet before they die.
has been a persistent thorn in his side, then this might change, but it What Toby fears most is Dominus killing him, not the heroes
would require repeated interference over a long period of time. killing him. He believes (perhaps wrongly) that when pushed to
the limit, they will not end his life.
THINGS DOMINUS LOOKS FOR WHEN
HE READS SOMEONES MIND 4) Secrets the Heroes Hide from Each Other: Toby will attempt to
reveal these to the heroes at the earliest possible opportunity.
1) Vulnerabilities and Weaknesses: Any significant weakness from Dissent among ones enemies breeds success, and sowing doubt
unusual materials, an allergic reaction based on the characters among the heroes can only work to his benefit.
superpowers, and any other problem that is easy to counteract
with a gadget. (The hero looks like he flies under his own power
but really uses anti-gravity boots, for example.)
40 The Kidnapping Of Lisa And The Second Murder

COMPLICATION: WUMBLES STALKS THE HEROES 3) If these procedures fail and the heroes get caught, a warrant will
be issued for the heroes arrest. While the police might not be able
If Mr. Wumbles gets any information from Toby about the heroes, to arrest the heroes themselves, other superheroes and powerful
he will stalk the heroes in traditional serial-killer fashion. He will government police agencies will certainly try. (However, see The
attempt to isolate the heroes and murder them one at a time. Smart Heroes Call in the Government above.) Heroes with government
heroes will realize that this is his modus operandi and quickly partner Contacts | Connections may be able to stonewall government
up, but those who are less brilliant may be in for a very rough time. agencies, but free-willed do-gooders like the PCs might be differ-
Wumbless method of operation in this circumstance will be isolate, ently inclined, and they arent the only group of superheroes in the
stalk, terrify, then kill. He will be methodical and precise, and kill the world.
heroes by as brutal a means as possible if the ability is there and he
has the opportunity. It is likely that most heroes will not die, as they
are incredibly resistant to damage and capable of being rescued by COMPLICATION: A PARENT HIRES ATTORNEYS
their comrades at the last instant, but Wumbless strategy will remain The parents of the children might be interested in protecting
the same. Remember that Wumbles can send people communica- their children from the heroes legally. This might create additional
tions in their dreams with his Enhanced Senses | Sense the Mind problems in the form of a lawyer who wishes to observe the heroes,
power, even though these messages have no game effect. Dont or an assigned supervisor to make sure that the children are protected
overuse this, or the impact of his unique ability will be diluted. and none of their legal rights are violated. If the parents feel the safety
1) Isolate: Wumbles has many means of isolating a hero. Threatening of their child is threatened, they may seek legal means in terms of
the heros loved ones (even though the loved ones themselves restraining orders to keep the heroes away from their children.
are in no danger, they are merely a means of getting the hero to 1) While this level of legal complication may not be appropriate in all
show up alone), playing on the heros Psychological Complica- games, please remember that Dominus and Toby both have Mind
tions | Mental Hindrances, or taking advantage of a sloppy patrol Control and are not afraid to use it.
schedule are all means of getting a hero away from his fellows.
2) Heroes who choose to fight the villains in lieu of getting the
2) Stalk: Wumbles will remain in the heros blind spot as much as children out of dangerous situations may be the recipient of visits
possible, hunting the hero much as a favorite piece of prey is from attorneys anyway. Filing a restraining order is a complex
stalked by a feline. This tendency to play with his food may process that the heroes may have to fight in court on their own.
result in several narrow escapes or, in an extremely unlucky
circumstance, Mr. Wumbless capture. 3) If the lawyer or other civil servant insists on being present when-
ever the children are, this could present a problem for heroes with
3) Terrify: Mister Wumbles will attempt to terrify heroes just before secret identities. It could produce an even bigger problem if the
or while he is engaged in combat with them. This means that lawyer hired is the DNPC | Dependent of one of the other heroes
Mr. Wumbles is unlikely to attempt to kill robots or characters who is not the initiator of this complication.
whose emotional palette is extremely limited. If a character cant
become afraid, Wumbles will save this character for later unless he
has absolutely no choice. See 4) Kill (below) for what happens if a COMPLICATION: A CHILD WANTS TO GO HOME
hero is defeated at this point and doesnt have the ability to escape. At some point, regardless of how much the heroes may try to
An opportunity to escape should be afforded, but if the escape sequester the children, even though superhero bases are really fun
attempt fails, see below. places to be and you get to hang out with some of the most amazing
individuals in the world, every child wants to see his parents and
4) Kill: It is recommended that the GM fade to black on this unless
misses his familiar surroundings. Heroes who insist on keeping the
the group has an extremely strong stomach. There is no need to
children there may face crying, tantrums, and phrases like I hate
describe this level of brutality as it happens to a player character.
you! and I never want to see you again!
Be generally vague about how awful it is when the PCs find their
If the children find a means of contacting their parents, this could
comrades body. If a hero cant become afraid at all, Mr. Wumbles
be further exacerbated with some of the plot complications above.
wont bother allowing him a chance to wake up.
Heroes may require multiple Persuasion rolls or have to do extremely
childish fun things in order to keep the children from wanting to go
COMPLICATION: THE POLICE TRY home before the crisis is over. Encourage this. Some GMs may want
TO SHUT THE HEROES DOWN to have Mr. Wumbles attack at this point in time, but this should
If any of the heroes interfered with the police in ways which were not be encouraged unless it has been a fairly long time since the last
not appreciated, the police might try to shut the heroes out of the fight. Use this to create stronger bonds between the children and the
investigation completely. Alternatively, Dominus may have Mind- heroes. It will make things all the more troubling if more Imaginary
Controlled the police or PC police Contacts | Connections in order to Friends die.
produce the same result. Follow these steps:
1) The police will issue a warning that the offending hero or heroes COMPLICATION: THE PSYCHIC FIELD WEAKENS
should back off of the investigation. This should be a hint that This complication is generally outside the scope of the adventure,
either something is not right or that an apology to local law but if things proceed for long enough, it is possible that the ancient
enforcement may be necessary. beings trapped in the psychic field could escape and be unleashed
upon the world. If Mr. Wumbles is tough, these beings are even worse
2) The police will issue a restraining order or injunction against and possess genetic-engineering abilities that surpass those of nearly
the offending hero or heroes, setting a distance from either the every scientist on the planet, in addition to being powerful psionics
investigation or specific persons that the heroes may not approach with alien technology. The heroes may find their world deeply
within. While getting caught normally means jail time and the changed by the arrival of these creatures as they consider the Earth
heroes may fight the restraining order in court, this will weigh theirs, even though they are the last five of their kind. Some of them
significantly upon the heroes time and energy, and prevent them may already have been freed and plot against the world from dark
from investigating the matter further by means inaccessible to corners on an unimaginable scale.
normal law enforcement.
Michael Satran 41

COMPLICATION: A SUPERVILLAIN TAKES COMPLICATION: UNEASY ALLIANCES


ADVANTAGE OF THE SITUATION During the course of this adventure, heroes and villains may form
With so much on the heroes plate, it is only a matter of time alliances with each other temporarily in order to survive combat,
before their archenemies and other adversaries realize just how much attack enemies, or destroy the machine, based on the plot options
trouble the heroes are in. A supervillain who hunts the heroes could and story hooks the gamemaster favors. Its important to keep track
choose this time to launch an attack on them while they are other- of who is working with whom and who is betraying whom. A general
wise engaged with Mr. Wumbles, SPIDER, or investigating any of the guideline for behavior of the major villains is below.
leads offered over the course of the adventure. (This is not recom-
1) Tarantula: For Tarantula, this is a way of life. He regularly forms
mended during the final battle. There are so many participants, it
alliances and breaks them with other villains, heroes, and
will only create unnecessary confusion.) While it adds more fuel to
other people as long as he can get some sort of advantage. The
the fire and creates an unnecessary false lead, it also lets the charac-
moment the advantage shifts, his allegiance will, too. He is a
ters know that not everything in the world has to do with the plot.
SPIDER webmaster and considers himself far too important to be
This can be really important for some groups and less important for
sacrificed.
others. Know your players.
2) Toby: Tobys idea of alliance is also a matter of convenience. He
will say or do anything, including Mind-Control people to create
COMPLICATION: THE HEROES CONTACT
alliances with suggestive phrasing. He will also try to plant sugges-
A PSYCHIATRIST FOR INFORMATION
tive thoughts for his allies to betray each other at key moments
The heroes may choose to contact a psychiatrist or one of the or lure people in with the promise of easy surrender. Toby will
psychiatrists who worked with Toby for information about Toby, choose the means of betrayal that is the bloodiest possible under
serial killers, and/or the criminal mind. This is an excellent idea the circumstances.
unless one of the heroes has this profession himself, in which case
he should make the appropriate rolls for all information not directly 3) Dominus: Dominus has no fear of making alliances that are easily
related to Toby himself. A sample psychiatrist is provided below. broken. He is an evil mastermind, after all. His Danger Sense |
Awareness: Danger Sense gives him the ability to sense when
Joseph Woletsky, Training Analyst: (A psychoanalyst is a psychia- people are going to betray him, so he is completely without fear
trist with additional training. A training analyst is a psychoanalyst when making an alliance or when betraying someone. Dominus
who trains other psychoanalysts.) Joseph is a middle-aged man with will not make alliances with people who have Danger Sense |
salt and pepper hair, a greying beard and mustache, and extensive Awareness: Danger Sense, as it will be too difficult to betray them
experience in behavioral analysis and treatment. He originally later.
became a psychiatrist to avoid paying higher professional insurance
rates, but has grown to enjoy his job and helping people cope with 4) Mister Wumbles: Mister Wumbles begins Imaginary Friends allied
their psychological problems. Joseph is married, has two children, with Toby, but as the scenario progresses, eventually, this will
and sends his children to Hebrew school. One of their bar-mitzvahs turn into a vicious codependency followed by rejection. Wumbles
is coming up, and this is the main thing on his mind. Joseph can will be reluctant to form alliances with any of the characters in
be a useful Contact | Connection for player characters to have in Imaginary Friends. However, similarly themed villains who may be
analyzing the behavior of criminals and can easily provide psycho- enemies of the heroes from the home campaign might be inserted
logical profiles of many different sorts of people (PS: Psychiatrist 13-, to give Mr. Wumbles an extra punch if the GM feels he is under-
PS: Doctor 11-, PS: Psychoanalyst 13-, KS: Human Behavior 13-, KS: powered (unlikely).
Dream Analysis 13-* | Knowledge (Psychology) at d8, Healing at d6). 5) Abyss: Abyss is the most dangerous allied wild card because he is
Joseph will be able to answer a number of questions about the the most logical. While Abyss may be Mind-Controlled, especially
psychology of the children and considers the possibility that the if the scenario takes a long time, he is also the one most capable
Imaginary Friends are now sentient manifestations of repressed of being reasoned with. If Tarantula is incapacitated (a strong
childrens issues (Lisa Outward Appearance, Jack Bombem possibility if Dominus needs to get to the machine close to the end
Physical Empowerment and Capability, Polly Bed-Wetting, Georgie of the adventure), then Abyss will be temporarily in charge of the
Artistic Capability) to be a strong possibility. How much of this is SPIDER base. Abyss is far more willing to mount a retreat and will
actually the case is up to the gamemaster. certainly turn against Dominus if he is Mind-Controlled and the
Review the backgrounds of most of the villains in the scenario heroes can prove who Dominus truly is.
and have Joseph construct a behavioral profile for them based on the
information that the PCs give him. Do not include any information
that the heroes do not give Joseph in this sort of profile. He will try COMPLICATION: TARANTULA BECOMES MORE
not to use too much medical terminology unless one of the heroes AGGRESSIVE (THE SPIDER SUPREME INTERFERES)
is also a doctor. It is best to roleplay out the whole scene. Where the If the scenario goes on long enough and SPIDER experiences
heroes find Joseph depends on whether he is at home or at his office. enough failures, the SPIDER Supreme may order Tarantula to
More than likely, he will want to meet them in a professional environ- engage in an all-out war against the heroes. This will take the form of
ment. If the heroes build a relationship with Joseph early on, he may multiple mercenary supervillain attacks, relentless assaults on patrols,
become a target of Mr. Wumbles and someone the heroes now have and military assaults on nearby key locations in order to lure the
to figure out a way to protect. heroes into traps.
* Note: This skill is not easily picked up but is very useful in this If the heroes havent figured out the connection between the insti-
scenario. If a hero Crams for it, he may be able to have a small advan- tute and SPIDER and they survive, they likely will after a few of these
tage against Mr. Wumbles in terms of figuring out how he thinks. attacks and asking the right questions. Eventually, Tarantula will run
out of favors from other bases and have to use his own compliment of
troops, villains, and soldiers. Move to the Endgame when the heroes
figure out where the base is.
42 The Kidnapping Of Lisa And The Second Murder

Staking out the Imaginary Phone Investigating SPIDER


Eventually, heroes will wonder how Mr. Wumbles and Toby stay in If the heroes discover that SPIDER is involved through means
communication. Wumbles and Toby have an unusual form of Mind other than donations, they may wish to try and find SPIDER through
Link | Sense the Mind (see write-up) that connects them via any tele- a number of different means.
phone, even a toy one. Because the device is a Focus of sorts, other
1) Staking out the Institute: If the heroes stake out the institute and
people may also pick up the phone when in their vicinity and use it.
follow people home, some of these people may be SPIDER agents.
To call anyone else, Toby and Mr. Wumbles need to use an ordinary
Create actual lifestyles for agents who dont live on the base. Many
phone.
of them are ordinary people with homes and families just like
The way the power works, Toby or Mr. Wumbles picks up a nearby
the player characters. Some of them may be easy to break down;
phone and a phone near the recipient rings, even if there is no ability
others wont. Choose based on how difficult you want finding the
for it to do so. Answering this phone puts the recipient in contact
SPIDER base to be. Agents will have many responses. If the heroes
with the caller. The sound of the phone is entirely telepathic, registers
dont have a telepath of their own, SPIDER may attempt to kill the
to Mental Awareness or characters with other powers with a psionic
agent before he can do anything useful. Even worse, the agents
trappings, and sounds like an old dial-style phone with a bell ringing.
spouse could be a SPIDER agent as well.
Heroes may watch Toby, wait for him to answer the phone, and
pick it up to speak to Mr. Wumbles. Toby will do everything possible 2) Villainous Rivalries: If the heroes are Hunted by any villains
to conceal his method of communicating with Mr. Wumbles from the who work for SPIDER, they can try to track them down and get
heroes until they discover it. Then Mr. Wumbles will attempt to turn information out of them. It is unlikely that any of the villains will
the imaginary phone into a psychological weapon that he uses against ever have worked in the Parapsychological Research Institute base.
the heroes. This is very much a traditional serial-killer trope where In a greyer campaign, if the hero has any friends that work for
Mr. Wumbles calls the heroes on the phone and has upsetting conver- SPIDER, the hero could go to his friend for information. This may
sations with them. Do your best to make these conversations chilling. produce better results but may come with an unpleasant cost.
If the heroes cant see the giant rabbit in front of them, infrequent
appearances will make him scarier. Mister Wumbles is aware of this 3) Satellite Imaging: If the heroes attempt to find SPIDERs base
and will take advantage of it. through satellite imaging, they will find few clues. The SPIDER
Wumbles will make sure that he contacts the heroes from at least base reactor is sufficiently shielded that it will not generate heat
one point of close proximity, either on the imaginary phone or a real perceivable by orbital satellites. If the heroes know where a
one if he doesnt have the ability to establish a Mind Link | Sense SPIDER agent is, they may try to use satellite imaging to pinpoint
the Mind near Toby. As Wumbles progresses towards his goal, his his last known location and look for him. For heroes with super-
messages to Toby will become more chilling and threatening if Toby speed, this may be a good idea.
continues to think he is the superior force in the relationship. 4) Following SPIDER Agents: If the heroes can locate some SPIDER
Heroes will find that staking out the toy phone produces regular agents, they can tail them around for a few days and see where
calls from Mr. Wumbles if they keep an eye on it. Some heroes may they go. Some of them may go to the institute, some of them may
wish to remove the phone and cut off communication, but this is go in through the secret entrance, and some of them may go to
just as dangerous as leaving Toby in contact with Mr. Wumbles. One ground and act as normal as possible. Remember that SPIDER
way or another, something unpleasant is likely to happen as a result. agents have radios, and if the heroes are detected, the SPIDER
Removing the toy phone leaves the heroes unable to communicate agents will run all kinds of double-blinds to try and keep the
with their adversary. Leaving it there allows for the possibility of heroes off their trail, including the use of shapeshifting villains,
communication, as well as orders given when no one is watching. agents leaving the country, and disguise kits. The possibility also
exists that the heroes may follow the agents into the base through
the secret exit in one of the lower levels without knowing its
position. Play this for maximum suspense followed by the oops
moment when the hero is surrounded by agents and supervillains
and is likely captured.
5) Mind-Scanning or powers with psionic trappings: Review the
SPIDER base carefully for why Mind-Scanning is futile. Mind
Scan | Telepathy counts as an Unusual Sense and is blocked by the
SPIDER base. However, finding SPIDER agents and then scanning
them telepathically may get them some useful information if the
heroes are careful and ask the right questions.
E V EN T FO U R

A PILOT
CRASHES
44 A Pilot Crashes

D
epending on the results the heroes have achieved so far
and based on the complications involved in the scenario, Map of the Coberson
as well as player actions, Mr. Wumbles will attempt to kill
Jack Bombem. Depending on the actions of the player
Apartment
characters, this attempt will either occur at the Coberson apart- This is one of many apartments in a high-rise apartment complex.
ment or when Jack gets fed up with how evil Mr. Wumbles is and The Cobersons can barely afford to live here. If a battle between the
challenges him to a fight. Both possibilities are explained below. If heroes (or Jack and Mr. Wumbles) should take place here, the apart-
the heroes are watching the Coberson apartment, a battle will likely ment is mapped out.
ensue there. If the heroes arent, it is likely that Jack will challenge Mr.
Wumbles to a fight, and Jim Coberson will let the heroes know as 1) Entryway: This entry area has a closet door, a small nightstand,
soon as he figures it out. and a small floor mat. A mirror on one wall has the words Home
In the event of an attack on the Coberson apartment, the heroes Sweet Home etched into the cheap plastic frame.
will have to position themselves in places where Mr. Wumbles might 2) Sitting Area: This large sitting area contains two couches, a coffee
enter the building, as well as stationing a few of them inside the table, a fold-out dining room table, and a thick, heavy rug. The walls
apartment. It may be difficult to make this scene exciting if some are simple and unadorned, with the exception of a cheap replica of
heroes are engaging Mr. Wumbles while others try to rescue Jack in a Rembrandt painting on one wall. A large TV rests against one wall
a small space. For one thing, its hard to rescue an Imaginary Friend, with a few chairs in front of the rug. Around the large dining room
since very few Special Effects will allow someone to grab a Desolidi- table are six chairs. The chairs dont match the table at all.
fied | Intangible target. For another, those who can have to be in the
right place. Plot Option: Underneath the fake Rembrandt is a real, previously
undiscovered one.

Tactical Positioning 3) Bathroom: This large bathroom contains a bathtub/shower, a sink,


a toilet, and a medicine cabinet. All of these fixtures are simple and
If this is run on a battle map, the heroes first need to decide where unadorned. A bathmat on the floor reads Dry off, or else! A picture
everyone is. Then, once they do this, place Jim and his parents in the of a cartoonish-looking mobster adorns the bathmat. It takes a 35
apartment. Mister Wumbles will not be afraid to threaten Jim and his STR | Strength d12+4 to remove any of the fixtures from the wall and
parents or brutally injure them in order to get to Jack. The flaw in the use them as weapons.
heroes protection scheme is that Jack doesnt want to be rescued. He
4) Study: This plain study contains a desk with a computer on top
will want to face Mr. Wumbles head on in the name of doing whats
of it. A bookcase filled with accounting books rests against one wall.
right. Hes gonna pulverize that long-eared, carrot-eating, backstab-
There is a plush office chair on wheels in front of the desk.
bing refugee from a German restaurant. Place Jack last.
The heroes will need to keep their assets focused and decide where Plot Option: A ghostly accountant is attracted by the alphanumeric
they are going to place heroes who can see Mr. Wumbles. The heroes signals and calculations in the computer. What does it want?
may think they have covered every angle, but Mr. Wumbles will
approach from underground, Invisible, and Desolidified | Intangible, 5) Kitchen: This small kitchen contains a stove, sink, oven, and a
and make his way up through the elevator shaft. He will be solid at small preparation table. All meals are eaten in the main room at the
this time, as otherwise he cant climb the elevator cables. Once safely dining room table.
on top of the elevator, he will wait for it to carry him close to the 6) Jims Bedroom: Jims bedroom is a tribute to the pulp heroes of
Coberson apartments floor, then step out and take the stairs. yesteryear. Posters of famous masked men of mystery drawn in inks
Mister Wumbles will go after Jack directly. He wont even try to and colors adorn the walls. The Sting (a karate expert in a chauffeurs
deal with any heroes unless they have attacks that Affect Desolidi- outfit)), The Watchman (a stage magician who fights crime with a
fied | Intangible. Wumbles knows he is in for a fight, however brief, hypnotic pocket watch), and The Haunting (a ghostly-looking woman
and will try to kill Jack without any ceremony. The sadness of Jim with two guns and a hood) are most prominent among them. A large
watching his hero die is more than sufficient for Wumbles. Once the bookshelf holds reprinted copies of the entire series of The Scarlet
battle is joined between Jack and Wumbles, take time describing it Mask (all used), a pulp hero from Southern California who is one of
and roll dice. Some of the heroes will be able to see it, but it should be the few heroes to actually have a series of novels written about him.
fairly quick. If the heroes have a means of saving Jack, allow them to. Jims bed is over in one corner. There are also a boy-sized desk and
It might not last long, though. See the complication Jack Challenges chair. The room is uncarpeted and contains a chest of drawers.
Mr. Wumbles to a Fight below.
If the heroes figure out where Wumbles is, improvise. Remember Plot Option: The Scarlet Masks descendent is a powerful super-
that Desolidification | Intangibility gives Wumbles access to the villain who discovers his connection to the pulp hero and the
apartment without using the door and that anyone who cant see ancient, highly destructive weapons of the pulp heros enemies.
through walls may be in for a surprise. If Wumbles can isolate a non- When the Scarlet Mask returns, is he someone out to stop the
flying hero, he will happily grab him and toss him out the window or supervillain? Or is he on a mission of terrible evil for a new age?
use an Area Effect attack to do so. Once Wumbles kills Jack, his goal 7) Master Bedroom: The Coberson master bedroom is plain and
will be to escape. He has no interest in challenging the heroes here simple. A double bed, a nightstand, and a wardrobe can be found
once his work is done. here. Two chests of drawers rest against one wall, and a mirror.
Remember to play this encounter for ominousness. Until the against another wall. The plainness of the master bedroom compared
actual engagement, which should be swift and sudden, going slowly with Jims ornamentation might convince the heroes that something
and having Mr. Wumbles stalk through the apartment complex while is dreadfully wrong in this family. Allow them to think so and inter-
making noise should unnerve the heroes, just like a good horror fere as they choose.
movie.
Michael Satran 45

THE COBERSON APARTMENT


46 A Pilot Crashes

COMPLICATION: JACK CHALLENGES until they can. Wumbles will try to make sure that as few heroes
MR. WUMBLES TO A FIGHT can target him as possible, especially if only a few of them can see
him. For this version, place Mr. Wumbles and Jack in front of the
If the heroes managed to save Jack, unfortunately, Mr. Wumbles Isis Club podium. In a case such as this, Wumbles will focus on
will get another chance to end Jacks life. Jack Bombem is not the sort killing Jack, and the heroes will be hard pressed to stop him.
of individual who will put up with attempts on his life and will call
Mr. Wumbles to settle things between them. While Jack doesnt have 4) The Heroes Arrive First: If the heroes arrive first, allow them to
an imaginary phone himself, Mr. Wumbles will be able to sense Jack place themselves on the map first. Remember that this will likely
using one and answer it. alter the course of the scenario, as both Wumbles and Jack arrive
Jack will arrange to take on Mr. Wumbles in the local museums invisibly. Mister Wumbles will enter through one of the walls,
Ancient Egypt exhibit, an extensive and detailed location where he although Jack will be more polite and enter from a more appro-
doesnt expect anyone to be. Unfortunately, Jim is more than aware priate entrance. Allow the heroes to set up whatever precautions
that Jack cant handle Mr. Wumbles and will call the heroes for help. they are capable of using or creating. If the precautions are large
There are two possibilities based on which way the GM wishes to and obvious, allow Mr. Wumbles a Perception | Notice Roll to see
handle the storyline. The first is that Jim overheard Jack and Wumbles what they are doing. Just because hes evil doesnt mean hes stupid.
talking, and Jim tells the heroes where the battle is going to take Wumbles will approach the museum battlefield by stealthy means,
place. so if he has the opportunity to observe what the heroes are plan-
If the GM has other maps and wishes to have the battle in a ning and shut it down prematurely, he will do it. Numerous possi-
different location, go ahead and do that instead. (An airport might bilities exist here for Wumbles to endanger innocents and threaten
work, although Jack would choose an abandoned one for this. See people. For a less deadly battle, allow it to take place at night. For
Pretty Hate Machines for an abandoned airport map.) Alter tactical a deadlier battle, have it take place during normal museum hours
positioning to fit the situation. when there are dozens of innocents to protect. At this point, the
In the second, Jim doesnt know this critical piece of informa- course of the battle is up to the heroes if they have abilities that
tion. If the heroes do a little research and have paid attention to how can affect Wumbles and/or Jack. Allow the heroes to be creative
the Imaginary Friends behave, they might be able to figure out that but remember that villains can be creative, too.
Jack would choose a place to fight that is comfortable for him. The
Isis Club meets this definition, along with several other places in the
GMs campaign world (Streetwise at -2 | Streetwise at base; make a
list including the Isis Club). Allow the heroes a Deduction roll at -3
| Smarts roll at -2 to figure everything out if all else fails. Good ways
to set this up include having a DNPC | Dependent invite a hero for
dinner at the Isis Club before the adventure starts, having the heroes
encounter literature for the Isis Club (including a menu) at some
point during the adventure, or using the Isis Club throughout the
campaign if planning on running this adventure later.

Tactical Positioning
The tactical positioning of Mr. Wumbles and Jack depends on
when the heroes arrive. There are several possibilities for what could
happen outlined below. Choose one based on the game and the needs
of your players.
1) The Heroes Arrive Too Late: If the heroes arrive too late, the GM
has two choices. Mister Wumbles can be there, gloating over Jacks
corpse, and offer a soliloquy before he leaves, or Mr. Wumbles
can simply not be there and leave Jacks mutilated corpse behind.
While neither of these options is particularly satisfying, let this
outcome rest on how successful the heroes have been so far.
Remember that if Jack isnt dead, his corpse wont be present in
any fashion. Place Mr. Wumbles at the base of the large pyramid if
the heroes choose to engage him and run combat until such time
as Mr. Wumbles feels he has had enough.
2) The Heroes Arrive as the Fight Winds Down: If the heroes arrive
at this time, it is likely that they will arrive just in time to see Mr.
Wumbles finish beating Jack to death. If such is the case, place Mr.
Wumbles and Jack at the base of the large pyramid and allow the
heroes their moment of awareness before they see Jacks body hit
the floor. Run the combat normally from that point forward. It is
unlikely in such a situation that Wumbles will make an effort to
become solid.
3) The Heroes Arrive as the Fight Starts: If this is the case, the
heroes will have to try to figure out a way to affect Mr. Wumbles
while the battle rages. If Mr. Wumbles sees the heroes and they
cant see him because of cover or obstacles, run the battle normally
Michael Satran 47

SAMPLE SECURITY GUARDS Plot Option: Manfernee is a musically themed super-


Mick Shults: Mikhail Shultevsky shortened his name to villain or hero.
simplify paperwork, but his family life is very compli- Plot Option: Manfernee is really the lead for a foreign
cated. He has a sick grandmother in Poland to whom cash scam and runs money to and from the tele-
he sends about half his money, and he is convinced graph agency.
that his wife is having an affair with his handsome
young neighbor. Mikhail is in his mid-forties and has a Shiyush Dixit: Shiyush is an immigrant from India who
small mustache, but always remains clean shaven. He secretly runs a number of credit card scams on
is of middling build, has slight male pattern baldness, the Internet. He is astoundingly thrifty, even by the
and wears the pants of his security uniform a little too standards of his fellow museum security guards. He
small. carefully conceals what he does during his off-
hours and never involves the other security guards
Plot Option: Mikhails wife is doing something heroic in his schemes. Dixits family benefits from his credit
or villainous on the side. card scams in India, where they provide residential
Plot Option: Mikhails wife has taken a second job services to the wealthy upper-middle class there. His
and doesnt want to tell her husband. family is unaware that the money he sends them is
acquired illegally.
Honor Velasquez: Honor is a lovely young Hispanic
lady who has been turned sour by life. She wanted to Plot Option: Shiyush has scammed a supervillain, who
be an attorney but couldnt afford law wchool. When is hunting him and plotting his doom.
her degree in criminology didnt serve her, she found Plot Option: Shiyush is a SPIDER operative who
out that her professor was indicted and she has to attempts missions above his pay grade.
retake classes. Honor is heavily in debt, and desper-
ately wishes that she could gather enough money up
to go to law school and live her dream. Unfortunately,
this means working as a security guard in a museum. SAMPLE TOUR GUIDES
This wouldnt be so bad, except that Honor is genu- Marla Washington: Marla is a young, pretty girl who
inely uninterested by art and history and finds these enjoys the benefits of living in a big city in an apart-
things extremely boring. A villain could easily take ment shared with several other girls. She guides
advantage of Honor and her toxic cocktail of bitter people through the Egyptian exhibit and pretends to
emotions, or she could strive to overcome them and be genuinely excited even though she does four tours
be a useful Contact | Connection for a hero. a day. Outside the museum, she cant understand
Plot Option: Honor Velasquez is an alias. She is really why anyone would think that its exciting and mainly
Malaqui Jabboud, a Middle Eastern terrorist with wants to be an actress. Shes always looking for her
plastic surgery. big break.

Jason Feng Li: Jason is a young Asian student desper- Plot Option: Marla moonlights as a prostitute in the
ately trying to put enough money together to stay in red light district to pay her share of the rent.
medical school. He appreciates the arts but would Plot Option: Marla moonlights as an assassin in the
much rather be saving lives as a heart surgeon. criminal underworld to pay her share of the rent.
He works long hours and is desperate for overtime
because his family is not wealthy. He is handsome and Joe Buntz: Joe Buntz worked his way up through a life
sometimes has to pull his belt in an extra inch because on the street to achieve a decent job as a museum
he is incredibly slender. tour guide. He is a big, heavy man with pants that
he practically squeezes into. Hess fascinated by
Plot Option: Jason has relatives from China who are Ancient Egypt. Unlike Marla, Joe puts real love into
here illegally and is very afraid of superheroes with his work andis good with children. He keeps a supply
mental powers. of mints in his jacket just to hand to bored children
Plot Option: Jason is a spy for a secret Chinese orga- who are in the museum with their parents. Buntz could
nization called The Imperial Throne. easily become the pawn of an Egyptian-themed
supervillain or, if not all of the supers in the world are
Manfernee Jones: Manfernee Jones is a mid-thirties chiseled muscle-men and women, actually be one
African-American man who fell on hard times when himself.
his auto-repair business collapsed during a super-
battle and he didnt have enough insurance to rebuild Plot Option: Joe is having trouble making ends meet
it. Hes slightly overweight and relatively jolly for a and could soon turn to a life of crime.
security guard with a few financial issues. He moon- Plot Option: Joe is smuggling Egyptian artifacts
lights at a jazz club twice a week where he plays out of the museum and selling them to interested
saxophone for a band and is one of the more popular collectors.
security guards to talk to. Some of the people who
come to the museum are also fans of his playing style.
48 A Pilot Crashes
Plot Option: Damaging the pyramid severely releases an alien
Map of the Egyptian Exhibit being of the GMs choosing into the world once more.

Museum Cross-Section: This map represents a cross-section of a 3) Stairs: These wide, flat stairs lead up the center of the pyramid to
much larger museum, in this case the Egyptian temple exhibit. It level off at a foyer before entering the inner chamber. It should be
can also represent any number of other similar cultures through noted that for tactical purposes, these stairs are at a steep angle. Char-
re-description. The outer walls of this building are thick UV-ray acters knocked back into the stairs will be likely to strike the pyramid
damping glass. The entire exhibit can be seen from above and is for full damage. The foyer provides an excellent high-ground location
backlit to be able to be seen from above at night. This backlighting with cover for a character with firearms, but for a commanding view
is represented by the circles that represent the pathways inside the of the battlefield, the top of the pyramid above the inner chamber is
exhibit. There are two skylight fixtures that allow entry and egress superior.
from the top of the exhibit and are usually locked. Each is connected 4) Inner Chamber: The inner chamber of the pyramid is decorated
to the extremely sophisticated museum alarm system (Security with hieroglyphics, along with several exhibits of canopic jars and
Systems roll at -5 | Lockpicking at -3 to disable). The skylight lock other artifacts that are necessary to sustain life in the Egyptian after-
is also similarly complex, requiring a Lockpicking roll at -5 | Lock- life. A pair of small wooden benches sit on either side of the entry.
picking at -3 to open. The entire area is cooled by an air-conditioning
unit elsewhere in the museum, leaving the inside at a comfortable 5) Sarcophagus: This is a classic Egyptian sarcophagus, complete
68 degrees. The entire area is forty meters tall, creating a massive with layered coffins and a mummy inside. The sarcophagus is heavy,
space in which to fight, contemplate the artwork, or have a conver- requiring a 40 STR | Strength d12+5 to lift. Inside the sarcophagus are
sation about Egypt. Each one of these areas comes with a During millions of dollars in Egyptian relics wrapped around the 3500-year-
Museum Hours description of additional population. The floors are old mummy. The entire area inside is temperature-controlled to
constructed of real stone dating from Ancient Egypt. These stones prevent the mummy from crumbling into dust. Destroying the
are very heavy, requiring a 40 STR | Strength d12+5 to lift. They can sarcophagus also means destroying the mummy within. Heroes
be ripped out of the ground easily by anyone who can actually lift the concerned with property damage may wish to prevent the sarcoph-
5.5-ton blocks. agus from being destroyed rather than beat a villain up.

A Brief Word about Museums: Many of the artifacts and objects Plot Option: The mummy is really an alien robot composed of
represented here are priceless. Destroying them means they are microscopic machines.
gone forever. Players should be careful not to destroy one-of-a-kind Plot Option: One of the mummys pieces of jewelry provokes a
artifacts, such as many of the pillars or the barge. The museum, along physical transformation into a mighty superbeing for good or
with the Egyptian government, will be very angry with heroes who for evil.
destroy relics since the museum effectively rents the pieces which
belong to Egypt. Plot Option: If the sarcophagus is opened and the jewelry
removed, the mummy awakens, only to discover a world he
Plot Option: In an ugly coincidence, an evil cult is having a ritual doesnt understand and never made. This can be played in any
in the museum right when the PCs arrive, making the battle number of ways, some for good, some for evil, and some for
between Jack and Mr. Wumbles even more complicated. laughs (Whats a Fig Newton?).
Plot Option: In a high-powered game, the museum is protected 6) Entry to Lesser Temple: This area contains a stone podium that
by advanced non-lethal weaponry (AVADs vs. various Special explains the lesser temple and its contents. The entire lesser temple is
Defenses). Anyone who doesnt have a security ID (likely the temperature-controlled to prevent the deterioration of its contents.
heroes) will be fired upon.
7) Inner Temple Antechamber 1: This room contains a flat stone table
1) Entryway: The entryway to the Egyptian exhibit is connected by a and a wooden table. Hieroglyphs cover the walls. The entire area is
brief tunnel to the rest of the museum. Two turnstiles stand at each temperature-controlled and sealed behind glass to protect the ancient
of the entryways and are built into the floor. It requires a STR of 35 | mummification tools on the table.
Strength d12+4 to rip the turnstiles out of the floor.
Plot Option: Restoring a single hieroglyph beyond the glass to its
During Museum Hours: During the day, two museum security guards original state shows someone skilled at medical techniques how to
stand at each entrance. At night, one security guard patrols the area mummify someone and keep him alive.
every hour. Sample security guards are provided below.
8) Inner Temple Antechamber 2: This room contains eight canopic
Plot Option: One of the security guards is an Egyptian-themed jars sealed behind glass. Hieroglyphs cover the walls here as well.
superhero or villain. These are the internal organs of the mummified corpse (supposedly;
Plot Option: The museum curators wife is in charge of an evil see the plot option below).
Egyptian cult, and she uses him to gain access to the museum at 9) Journey of Life Room: This room contains several reed baskets
night. behind another glass barrier that are thousands of years old. They
2) Pyramid: This massive pyramid is constructed out of huge sand- contain clothes, pallets, and things belonging to the individual buried
stone blocks that are mortared together. The pyramid is constructed in the lesser temple. A wooden chest that is still locked also rests
of nearly solid sandstone, except for the chamber on top. behind the glass barrier. A sign attached to the glass barrier explains
the journey of the tomb inhabitants life.
Plot Option: The pyramid is suitable for different kinds of mystic
rituals. Plot Option: The mummy may appear genuine but in the corpses
stead is that of a famous union leader made up to appear to be the
Plot Option: The Egyptian gods watch this pyramid and wont be real thing, all courtesy of the mob.
happy to see it damaged in any way.
10) Journey to the Afterlife Room: Behind another glass barrier is a
small wooden boat, a set of ancient robes on a hook, and several jars
that once contained food for the mummys journey to the afterlife.
Michael Satran 49
The walls are covered with hieroglyphs depicting the journey to the 14) Lower Outer Wall: This wall supports a massive glass ceiling that
next world. From the central hall, a set of steps lead downward into can be seen through.
the next few rooms.
15) Pools: These pools are fed by water from the plumbing system.
11) Pillars of the Afterworld: These pillars depict various stages of Cutting off the fountains will have little effect as the pools will flood
the myth of the life of Osiris, from his young godhood to his dismem- the area very slowly. Over time, people have thrown various coins,
berment to his promotion to god of the afterlife, minus his genitals. amulets, rings, and photographs into the pools.
Each pillar is made of stone.
Plot Option: One of the pools is a gateway to a watery dimension
Plot Option: One of the pillars contains Osiriss genitals in an housing an entirely different civilization
extradimensional cavity. Taking the pillar attracts the attention of
Plot Option: One of the things thrown into the pool belongs to a
angry Egyptian deities, including Osiris, who will do anything to
powerful being who wants it back, but a casual museum visitor
get them back.
has already fished it out.
12) Statues: These four statues of Anubis, guardian of the dead,
16) Gathering Areas: These large open areas are where people are
rest in the corners of the burial chamber to watch over the deceased
gathered for tours in groups of up to thirty. There is nothing to
within the sarcophagus. Each statue is made of nearly petrified
destroy, grab, or pick up here. Security guards warn people not to
ancient wood.
enter the pools. The gathering areas provide a view of most of the
13) Sarcophagus: This heavy sarcophagus contains another mummy exhibits within the museum area, including the Isis Club, a restaurant
under temperature-controlled conditions. The sarcophagus contains and jazz club where sophisticated museum-goers with memberships
an inner sarcophagus. Inside the inner sarcophagus are millions of can spend their time and money. The Isis Club is open for lunch
dollars in jewels and gold, along with the mummy. Unfortunately, the during the day.
entire sarcophagus set weighs 9.5 tons and cant fit through any of the
Plot Option: Several retired pulp heroes who are strangely younger
doors of the building, making it difficult to steal.
than they should be make the Isis Club their regular meeting spot
Plot Option: While the heroes battle Mr. Wumbles here, someone a few times a month to reminisce about the old days.
steals the sarcophagus out from under their noses! Who stole it?
17) Pillar: This pillar appears to be covered with hieroglyphics from a
How did they do it? What sinister purpose does the thief have
distance but really houses a sophisticated video system that describes
in mind? Will the heroes be able to solve this crime while the
the history of bringing the various pieces of Egyptian architecture to
Egyptian government sends its own supers and agents to retrieve
the museum. This information should be left up to the needs of the
the contents?
individual gamemaster.
50 A Pilot Crashes

30 1 1 30

16

20
15

17

4
5 3

14

7
12 10

13 11 6
9
8
24

30

THE EGYPTIAN EXHIBIT


Michael Satran 51

30 1 1 30

23 22 19 16

15

21 18

28

25

27d 26 14

27c

27b

27a
29a 29b
29c

29d
29e 29f
30
52 A Pilot Crashes
when they arrived and locating the map is far more difficult than
The Isis Club it should be.
Note: During business hours, the restaurant is jammed with 25) Bridge: This bridge crosses the pool surrounding the funeral
people. Some GMs may enjoy the idea of Wumbles having hundreds barge platform. It is bolted to the floor by heavy pylons. The bridge
of hostages, others may not. If the heroes are easily capable of itself is made of granite. It requires a 50 STR | Strength d12+7 to lift
handling Wumbles by himself, the heroes should probably arrive the bridge or remove the pylons.
just as Wumbles kills Jack, who is willing to sacrifice himself for the
fragile hostages. 26) Barge Display Platform: This large stone platform rests in the
center of another pool. The platform itself is made of massive stone
18) Greeting Podium: The greeting podium for the Isis Club is ornate blocks of basalt that rest at the edge of a two-foot-deep pool. Basalt
and styled like a small Egyptian pillar with hieroglyphics carved into benches in the same color as the stone blocks surround the massive
it. During operating hours, a hostess stands here, takes reservations, funeral barge. It requires a 35 STR | Strength d12+4 to lift each bench.
and monitors restaurant traffic. The podium is actually made of cheap Small pillars with informative displays about the funeral barge in the
clay. The lights that set off the Isis Club from the rest of the exhibit center rest around the edges of the platform, covered in historically
are a different color, and the club is open at night, although the rest of accurate hieroglyphics that say the same things as the informative
the exhibit is blocked off, except for private parties and the occasional displays, only translated into hieroglyphics.
exclusive night tour.
27A-D) Funeral Barge: This funeral barge was excavated from the
Plot Option: The hostess could be a player character. Nile after flooding revealed it and later, the barge was given to the
Plot Option: The hostess secretly studies museum-goers to see if museum by the government of Egypt. The barge itself is extremely
any of them might make good Ebon Flame cultists. heavy and requires a 45 STR | Strength d12+6 to lift. It is made of
ancient wood that is nearly petrified. It is neither aerodynamic nor
Plot Option: The hostess is a member of a secret society that balanced, and, at this point in its 3000-year existence, is no longer
worships the ancient world and protects its artifacts. seaworthy. The barge can be entered through a small set of stairs on
one side.
19) Open Kitchen: This open kitchen features a circular countertop,
a grill, an oven, sink, and a stove. The large circular preparation table Main Boat Chamber (A+B):
rests in the center of the circle. The kitchen is set up so that the smell
of food wafts across the two entryways, thus prompting passersby to A) Lesser Sarcophagus: This sarcophagus supposedly contains the
want to eat. There is a no food in the exhibit outside the Isis Club remains of the pharaohs guards in order to protect him on the way
rule that is strictly enforced. Traditional Egyptian dishes are served, to the afterlife. However, cunning builders actually left the main
along with a lamb-burger and fries. sarcophagus with a false mummy inside and hid the body of the
pharaoh in a second sarcophagus beneath the remains of his body-
20) Tables: The majority of the restaurant is filled with metal tables guards. The entire sarcophagus is built into the floor with a hidden
that seat four to six people .Each table is relatively quiet, as the heavy latch that can be found with a -9 to Perception Rolls | -6 to Notice
flagstones dampen sound. Rolls. The procedure can be explained by a tour guide or by reviewing
the complex diagram on the wall behind it. The sarcophagus requires
21) Menu Pillar: This pillar is covered in hieroglyphics that actually
a 30 STR | Strength d10 to lift.
read What would you like to eat today? when translated. The daily
menu, which always includes the lamb-burger, is pinned to the pillar Plot Option: The pharaoh was a woman, and her ashes, interred
and has a limited number of choices. It is not an authentic Egyptian with those of her illicit consort, ache for revenge, thousands of
artifact of any sort. Its just carved to look like one. years after being murdered by a vengeful adviser who knew her
secret. Her ghost assembles from the ashes to seek revenge at the
22) Bar: This heavy stone bar seats twenty, but also contains a small
presence of an Egyptian-themed superhero or at the will of the
but highly expensive wine list in a temperature-controlled safe sealed
gamemaster.
with a combination lock. The bar is a massive construct. Lifting
it requires a STR of 35 | Strength d12+4. The safe is much smaller B) Main Sarcophagus: This massive, multiple-layered sarcophagus is
and bolted to the floor under the bar. Removing it requires a STR completely empty. It is mind-bogglingly heavy, requiring a 38 STR |
of 50 | Strength d12+7. The contents of the safe are wine bottles. It Strength 12+5 or higher to lift. The massive stone surface is engraved
is important to remember that using the safe as a weapon destroys with dozens of hieroglyphs, along with a representation of the
the $200,000 worth of wine inside and angers wine connoisseurs pharaoh supposedly inside (see above). Getting the sarcophagus out
everywhere. the door might be a problem, as the original designers built the barge
around it, rather than lowering it inside.
Plot Option: Something else (that isnt destroyed or dissolved by
wine) is also in the safe. C) Chamber of the Journey: This chamber near the front of the boat
depicts the journey of the pharaoh to the afterlife, engraved in hiero-
23) Dance Floor/Stage: This small stage can only be lifted by a 30
glyphs on the walls. Dozens of canopic jars filled with the remains of
STR | Strength d12+3 or higher. It is converted into a dance floor
the boat crew populate the room, along with a once-sumptuous chair
when there are no jazz musicians, and a few pairs of people can be
for the pharaoh to sit in. A small mummy case for a pair of cats sits at
found dancing at most times.
the foot of the chair.
24) Temple Cross-Section: This cross-section of a small temple
D) Figurehead: This massive figurehead on the front of the boat is in
contains six large and two small pillars, all mounted on original
the shape of the head and body of Osiris. The figurehead looks oddly
massive flagstones. Hieroglyphics cover the pillars. It requires a
different at different times of day due to the positioning of the barge.
30 STR | Strength d10 to lift a small pillar and a 40 STR | Strength
d12+5 to lift a large one. Plot Option: The figurehead is alive and occasionally tampers with
the minds of men to achieve its goals. These goals can be good or
Plot Option: Inside one of the pillars is a map to the tomb of an
evil.
Egyptian king, but the pillars were placed in a different order
Michael Satran 53
Plot Option: A villain has hardwired technology into the figure-
head to target Egyptophiles with whispered messages for his own The Third Autopsy
sinister purposes. The third autopsy will be much like the first and preferably
28) Wall of Life: This long free-standing wall depicts the journey of conducted by the same person as the first autopsy. Some heroes who
Osiris, from his beginnings to his early godhood to his dismember- have government Contacts | Connections may wish to call in their
ment by Set, followed by his sewing together at the hands of his own experts or people from government agencies. See the complica-
wife, Isis. The pictures are accurate according to the myths. Osiris tion The Heroes Call in the Government above. If the heroes skipped
is missing his genitals when sewn back together. Lifting the wall the previous autopsies, this is another chance to gain the information
requires a STR of 65 | Strength d12+9, but it is extremely awkward to they missed.
do so (DEX roll at -2 | Agility at -1 required). The following can be learned.
29A-F) Traditional Egyptian Home: This entire home is a replica 1) The man, hereafter known as Jack Bombem, appears to have been
made of mud bricks and reeds. Inside, sections are blocked off with killed by raw physical force and extreme trauma due to machete
glass and are temperature-controlled. Most of the cultural artifacts wounds. These wounds indicate signs of a struggle or, at the very
within the home are priceless and cannot be replaced, although there least, that this victim tried to fight back.
are a few replicas which may lower the museums insurance bill. HHForensic Medicine
A) Foyer: This small foyer contains a small wooden couch (with Healing
no cushions), two chairs, and a few peg hooks for cloaks. A set of
jars containing ancient spices rests against a wall behind glass in a 2) The creature appears to be a fully human male in his mid-thirties.
temperature-controlled environ. While appearing real, it doesnt seem to be made up of living
tissue. His clothes are separate from him but seem to be made up
Plot Option: The spices dont come from Earth, and aliens of the same material as his body.
want them back. While edible to Earth creatures, they are really
powerful hallucinogenics on the home planet of the aliens. They
HHForensic Medicine -3
contain a compound that is invisible to current Earth technologys Healing -1
analysis equipment.
3) The corpse doesnt seem to deteriorate at a normal rate of speed;
B) Storage Room: Behind glass and in a temperature-controlled instead, it appears to be deteriorating about twice as fast. (If asked
space are a number of sacks, jars, crates, and reed baskets. A placard what it means, there isnt a good answer using Forensic Medicine |
on the glass wall explains the contents of each of the containers, as Healing.) The clothes appear to deteriorate at the same rate as the
well as what they were used for. body.
C) Dining Area: This area contains a plain wooden table and chairs. HHForensic Medicine -5
Hieroglyphs along the walls depict the journey of food to table, with Healing -2
two walls devoted to farming and two walls devoted to hunting and
raising animals. This information below is for characters with sciences involving
superhuman abilities.
Plot Option: A prank-loving museum official has added hiero-
glyphs in secret that ends the lives of the animal journey with 1) The dead man appears to be fully human, but there are notable
mummification. Pointing this out could result in the dismissal discrepancies in the way his body must have functioned. Internal
of the official, a good laugh, or the creation of a new supervillain organs are slightly displaced, the heart is in the exact center of his
who seeks revenge against the heroes. body, and he possesses an excessive amount of muscle tissue for
his size.
D) Main Sitting Room and Kitchen Pit: This room contains a long
sitting bench, a number of replica pillows strewn about the room, and HHSuperhuman Science or Paranormal Biology -2
a fire pit, though without a fire. Over the fire pit is a clay cooking pot. Superhuman Science or Paranormal Biology / Common Knowl-
Much of this area is roped off by large heavy metal poles linked by edge -2
velvet-covered chains. Several small ornaments of cats are placed in
various places about the room, and two large baskets rest against the 2) Jack is some sort of complete, living psychic construct, including
corners furthest from the entrance. blood and internal organs.

E) Bedroom: This simple bedroom contains a replica of a traditional


HHSuperhuman Science or Paranormal Biology -5
Egyptian bed and a basketlike clothing chest. Several baskets are Superhuman Science or Paranormal Biology -2 / Common
spread about the room. Knowledge -4
F) Master Bedroom: This much more opulent bedroom contains a 3) Jack blood, internal organs, and bodily fluids are all part of the
much larger lacquered wooden bed covered with pillows, five baskets, psychically constructed creature.
and two small wooden chests. Small statues of local hearth gods HHSuperhuman Science or Paranormal Biology -7
decorate the bedroom in the corners.
Superhuman Science or Paranormal Biology -4 / Common
Plot Option: One of the hearth gods contains a hollow opening Knowledge -6
where one of the museum guards smuggles drugs.
4) Jack body deteriorates at a rapid rate after death because its
30) Emergency Exits: These emergency exit doors lead directly out of consciousness level holds it together. Since Jack is dead, it has no
the building. The doors have an alarm system that is very difficult to consciousness; therefore, it rots away and may eventually vanish.
disable. A Security Systems roll at -6 | Lockpicking at -3 is necessary
to bypass the door alarms.
HHSuperhuman Science or Paranormal Biology -10
Superhuman Science or Paranormal Biology -6 / Common
Knowledge -8
54 A Pilot Crashes

Dealing with Jim Coberson Reactions of the Media


Jim will be devastated by the loss of Jack Bombem. If the charac- The media will react much differently to Jacks dead body than it
ters managed to save him, Jack will realize that he is no match for Mr. will to a dead humanoid parrot or a dead humanoid giraffe. The first
Wumbles and will grudgingly ask for the heroes protection. It is far two deaths sound like something that comes out of a tabloid. Murder
more likely, however, that Jack will die. Jim will have a tearful fit. Jack of a human being is front page news, especially one that superhe-
Bombem really was his only friend. Hes going to be bullied in school, roes failed to prevent. A television news sound bite is below. If the
and he wont have anyone to help him stand up to his numerous media arrives at the site of the super-battle quickly, allow them to
adversaries. ask questions and fold their responses into the news articles below.
A hero could put in an appearance at Jims school to help him If the heroes dont answer the medias questions, say the heroes were
out, although if improperly handled, this could do more harm than unavailable for comment. Adjust the commentary appropriately for
good. A hero who knows martial arts could teach Jim a few moves or how superheroes are treated in the game world. If the heroes are
recommend a good teacher in self-defense to offer some discipline. shining bastions, adjust the passage to make it more favorable. If
Heroes who offer their compassion and sympathy will be rewarded their press is currently in the dumpster out back, adjust the passage
with Jims friendship and possibly hero worship. If nothing is done, to make it less favorable. If any of the PCs are members of the press,
Jim may grow cold and bitter, or vow vengeance against all criminals allow them to write the news passage themselves.
and become a ruthless vigilante.
Plot Option: Jim never fully recovers from Jacks loss, and insanity TV BROADCAST
slowly takes hold. He becomes a supervillain named Jack the The face of Karen Benson appears on the TV
Bomber, who seeks to blow up China and save the free world. screen.
Plot Option: Jim is inspired by the behavior of the heroes and The Giant Rabbit Killer has struck again, this time
Jacks bold sacrifice. Ten years later, Jack Flyer and his superheroic leaving a human body behind. The unknown victim
jetpack fly over the city for the first time. was dressed like a pilot from the early half of the
COMPLICATION: FUNERALS FOR twentieth century, complete with a seemingly
IMAGINARY FRIENDS authentic bomber jacket and dressed in the
fashion styles of that era. Witnesses describe a
At any point during the adventure, the heroes may choose to
battle between the superhero team (fill in Team
have funerals for dead Imaginary Friends. This may seem bizarre,
Name) and a large humanoid rabbit. (The same
but it will help the children with the process of losing their Imagi-
drawing from Mr. Wumbless earlier appearance
nary Friends. Funerals should proceed as normal funerals do, either
is displayed.) No one has come forward to iden-
according to the religions of the children and their parents (chosen
tify the victim, who may remain one of the many
by the GM) or according to the heroes wishes if the parents refuse to
mysterious John Doe cases this city has seen over
believe in the Imaginary Friends.
the years. Any information about this event should
Some heroes may choose to use this as an opportunity to help the
be reported to local police who have issued a
children. Others may be using it as a coping mechanism for them-
warning not to engage the creature under any
selves if they got to know the Imaginary Friends well. Heroes should
circumstances.
consider making brief speeches about the friends for the children,
and hope that perhaps this will help them to get past this unusual It is important to realize that the creature is now
event in their lives and aid in the healing process. seeking human victims. If you see this rabbit, do
It may occur to older heroes or heroes who have children to do not approach it under any circumstances and try
this even if they dont believe the Imaginary Friends are alive. The to avoid it at all costs. Tonight on KCTV Prime, an
children are certainly alive, and they believe that their best friends are interview with local superbeing expert Cole Hunt-
dead. Some heroes may use this to step up and fill in gaps in the chil- ingsly will explore the nature of superheroes, most
drens parenting. Ultimately, this is very heroic and should be encour- notably whether or not lives are truly saved. More
aged if they choose it. Reward players who do this in some fashion, detailed information will be released as it becomes
either with roleplaying or an extra Experience Point | a Bennie. available. Im Karen Benson for KCTV News.
E V EN T F IV E

DEATH OF A
BEAUTIFUL
SINGER
56 Death Of A Beautiful Singer

I
t is very important that Mr. Wumbles murder the Imagi- Using this information, allow heroes a base Streetwise check. If
nary Friends in the order of Polly, Georgie, Jack, and Lisa. any of the heroes are of the upper class or just like jazz, no roll should
While the heroes can bring the events to the police prior be required. Make a list of jazz clubs and include The Smooth on the
to this, it is unlikely that they will be able to prosecute any list. Give the players as much or as little legwork as you like. Some
sort of criminal case successfully. A dead humanoid parrot and a campaigns will benefit from research about jazz and blues. Others
dead humanoid giraffe will likely not result in much jail time. A dead will want to get straight to the action. Know your players.
man and a dead teenage girl raise the stakes and call attention to If the heroes have figured out some way of derailing this scene,
the brutality of Mr. Wumbless crimes. If Mr. Wumbles murders all improvise as necessary. Remember that the last part, Endgame, can be
the Imaginary Friends, he will then begin seeking revenge on Toby, moved to at any time.
Doctor Ingersoll, and the institute. It is important to remember that
Mr. Wumbles has no idea that Doctor Ingersoll is a powerful super-
villain with vast mental powers of his own, unless Toby has told him Tactical Positioning
due to the interference of the player characters. As the heroes close in on The Smooth, Mr. Wumbles is closing
in on Lisa. Wumbles plans to murder Lisa during one of Lornas sets
Finding Imaginary Lisa at the moment of completion of a particularly sad song. Unlike the
other murders, Mr. Wumbles intends to make this one relatively
If the heroes have been monitoring Lisa constantly, she doesnt quick. It isnt the effect on Lisa he desires so much as a shower of
always stay around her child. She has more important things to do, blood raining down on the performers and patrons, followed by the
like go out to clubs and try to build a singing career in case she ever dead body of a young girl hitting the floor. When the heroes arrive,
becomes real. Lisa is very old school in her choices for singing. She those who can see the Imaginary Friends will see Lisa performing
prefers jazz and blues, a fact that she will never admit to any of the next to Lorna Trane. Make getting into the club difficult. The Smooth
other Imaginary Friends except Georgie, and she loves the vampy is not known for canceling performances, and the staff will not take
outfits and silky low-cut dresses. Being a pop star just isnt in her the heroes seriously, even if they have read the news. Lorna is popular
makeup. enough that the house will be mostly packed, making Mr. Wumbles
Lisa trains at the most popular jazz club in the city, a place known difficult to see in the darkened room with all eyes onstage.
as The Smooth (invisibly, of course). If a hero is a jazz musician or has This should look like a desperate search through a crowd of people
a love of jazz and blues, he should already know where this place is for a single individual who is very good at hiding. Build suspense by
without a roll of any sort. However, other characters may have some including people in the audience who have clothing similar to what
investigating to do. Lisa follows Lorna Trane around invisibly and Mr. Wumbles usually wears. Remember that Mr. Wumbless Stealth
secretly idolizes her, mimicking her songs and her voice, creating an roll is also very good and to many people, he is invisible and intan-
odd duet for those who can see the Imaginary Friends. Since no one gible much of the time.
else in The Smooth can normally see Lisa, this will be extremely odd. Mister Wumbles will do his best to lure the heroes into the base-
Characters who follow Lisas imaginary form need only bypass ment, and then, while they are closing with him (unless they have
her Perception | Notice Rolls. They will be led to The Smooth, though multiple heroes with Desolidification | Intangibility), leap upwards
they may find getting in to be a matter of negotiation, especially onto the stage with his own Desolidification | Intangibility and
for characters that have various weapons. (This assumes the heroes murder Lisa in a single, bloody stroke. If he succeeds, the club will
are law-abiding. If they arent, there may be other advantages and be thrown into chaos. At this point, Mr. Wumbles will become solid
complications involved.) Heroes who take that kind of time may be long enough to create even more chaos and harm innocents so that
rewarded by the gamemaster with incidental music while shes prac- he can escape. He will use his prodigious strength to collapse club
ticing for a few moments. Find a jazz classic and play it while theyre walls and pieces of the ceiling while draining the EGO | Spirit scores
watching. of Normals | Extras so that they will be unable to avoid collapsing
If the heroes havent been monitoring Lisa, theyre going to have to sections of ceiling, hanging lamps, and hurled objects. If Wumbles
go looking for her. A second interview with Sandra might be helpful fails, he will do his best to flee the scene and get away. If he succeeds,
here. Key questions are included below. he will flee the scene in any case.
A more drama-oriented GM may choose to allow Lisa a few key
1) Where does Lisa go when she goes away?
last words like, So this is what its like. Hold my hand please,
Im not sure. She likes to dress up in slinky clothes and go off and
followed, of course by the hero clutching her lifeless body.
stuff. Sometimes shes not there at all.
2) What type of slinky clothes?
Nice dresses. Vampy stuff. Like a club singer. She likes to sing.
3) What does she like to sing?
I dont know. Blues. Jazz. Not cool stuff like (fill in sexy boy band of
the week appropriate to your game world) or Alien Fish Police.
Michael Satran 57
8) Bogundys: This hardware store is owned by Bo Gundy, a good old
Map of The Smooth Jazz Club Southern boy who followed his fortune by making his name off the
restaurant next door. Bo is a liar and a cheat, and tells his employees
Notes: The entire area around the jazz club is also depicted. that his brother is just putting on airs and pretending to be French.
Remember that this an open area, and a super-battle will likely Occasionally, fights break out between the employees of the two
attract the attention of the police, reporters, and other superbeings. businesses. The store has separate entrance and exit doors, and a wide
Depending on the time of day, it may benefit the gamemaster to use glass window through which small aisles of tools and accessories can
the Knocked Back Into Traffic table. be seen. Each long set of shelves requires a 30 STR | Strength d10 to
lift. There is a cash register that sits on a large countertop near the
1) Scott Bennie Boulevard: This street runs east/west through the
exit.
heroes campaign city. It is two lanes wide with room to park cars on
the side of the street. Unless it is Sunday, cars may only park on one Plot Option: Bo worships his ancestors who used to run moon-
side of the street. Use the values for vehicles in HERO 6E2 171 | page shine in the South, and has a bizarre, unique religion where he
58-59 of Savage Worlds Deluxe Edition. prays to them, makes moonshine, and drives around the city with
moonshine in his trunk. While this is very weird, it also makes
Plot Option: When the battle starts, a traffic patrol officer is giving
him a candidate for being recruited by evil cults and supernatural
tickets out to all cars for being on the wrong side of the street.
beings.
2) Traffic Lights: These traffic lights regulate the flow of traffic along
9) Koberlein Drugs: This small family drugstore has fallen on slightly
the street. A Security Systems aat -1 | Lockpicking at base roll is
harder times. Ron Koberlein is the latest in a long line of family
necessary if a hero wants to break into the traffic light control box
pharmacists. His shop is hardly deserted, but the area between the
at the base, and a Computer Programming roll at -3 | Knowledge
two neighborhoods is conflicted and fewer people visit because he is
(Electronics or Computers) at -1 or Smarts roll at -4 is necessary to
on the edge of both. Inside, the usual assortment of accoutrements
reprogram the traffic light if the hero has appropriate equipment.
can be found on cheap shelves. A countertop bears two cash registers.
Assess additional penalties if the hero is trying to do this without the
Ron has resisted offers from local crime bosses to cook drugs for
proper equipment.
them in the back of his shop, but if things get harder, he may cave in
3) Cross Streets: These two cross streets, Harlick Way (the western- (see the plot option under Beaux Gundie above).
most) and Greer Avenue (eastern), are largely different. The area of
10) Burger Swine: This fast-food chain features its animated mascot,
the jazz club represents an area between two neighborhoods, with
Beefy the Pig, in glowing fluorescent lights, chowing down on an
Greer Avenue being the start of a slightly poorer neighborhood
exciting-looking burger. All of the employees here are Normals |
and Harlick Way a more middle-class one. Harlick Way is split by a
Extras. Most of the food is exactly what someone would expect out of
divider in the center of the road that keeps traffic going one way in
a fast-food chain restaurant. The burgers are grilled on a grill in the
both directions.
back that is not attached to the floor, and the front section contains a
4) Parking Lot Entry: This driveway and gate blocks off the jazz club tray holder, trays to collect and hold the burgers, and a cash register.
to the casual attendee. The area of the parking lot is fenced in by a Hitting someone with a Burger Swine tray provides 1d6 | +1d4 Hand-
heavy wire, chain-link fence. During club hours, the gate is open and To-Hand damage. There is always a staff of six at this Burger Swine
pushed aside. Unauthorized parking is subject to a high fine levied by but some others are larger or smaller. The tray holder requires a STR
the club owners. A Security Systems | Lockpicking roll is necessary to of 30 | Strength d12+3 to remove. The cash register unit has two
disable the lock on the gate during non-club business hours. registers. If the PCs are lucky enough to grab one of the fryers while
they are on, the hot grease will be very painful. Burning grease deals
5) Parking Lot: This large parking lot is nothing but parking spaces 1d6 of Physical Killing Damage | 1d4 of heat damage to anything
leading to the private club entrance. Most cars here are expensive it comes in contact with for 4 Phases | Turns. Characters that are
sedans or luxury SUVs. The GM will have to judge how many cars immune to heat or fire may freely lift the fryers; others may take 2d6
are in the parking lot at the time of the combat. A few classic cars are NND | 1d8 of heat damage and possibly suffer minor burns. Spread
interspersed with the others. on the ground, the grease gives a -3 DEX | -1 Agility penalty to
6) Private Entrance to The Smooth: This is the private entrance to anyone who steps into the area. The rear grill is a massive construct. It
the jazz club. A large red awning rests atop a semicircle of brass poles. isnt bolted to the floor but requires a 35 STR | Strength d12+4 to lift.
There is a faux red carpet made of Astroturf that leads from the door Use statistics for bathrooms elsewhere in this adventure. The Burger
to the parking lot. A car may stop in front of the entrance, disgorge Swine jingle is infamous and usually sung speeded up:
its passengers, then park. The door to the club is wooden and very If you come past our sign,
heavy. This door enters into the private club areas (18-19). People stop here all the time,
7) Beaux Gundie: This small French-style brasserie has attracted For the food, it is so fine,
the attention of many of the citys elite before they stop in at The Burger Swine, Burger Swine
Smooth. The owner is Maximillian Gundie, who has named the 11) Animal Land: This is a pet shop for all types of normal animals.
restaurant after his wife. He despises the owner of the hardware store Everything from cats to fish can be found in Animal Land. The
next door, as does most of his wait staff. Small tables are surrounded store is filled with rows of pet cages, pet supplies, and animals. A
by chairs. The kitchen is open and in the center of the restaurant so cash register near the front sits on a wide countertop. A row of fish
that everyone can have a clear view of what is being cooked. The tanks goes from front to back along one wall. Cages contain various
entire kitchen can be entered from both sides. Refer to the Map of animals, mostly kittens and puppies, but there are some smaller cages
the Winehouse Estate section for possible effects of battle from these with hamsters and rabbits as well. The proprietors of Animal Land are
kitchen sections. Use statistics from other sections of this adventure Mitch Gorzo and his wife Bernice, who are both heavyset African-
for bathrooms if they are required. Americans but are cheery about their obesity. The animals, however,
Plot Option: Maximillian Gundie is secretly a drug dealer. are lean, healthy, and in great shape. The Gorzos keep candy for local
kids and make Halloween a real treat for trick-or-treaters, making
58 Death Of A Beautiful Singer
getting a new pet on Halloween a local custom. No one gets tricked Plot Option: Hans joins the Cult of the Ebon Flame to find new
and sent out the door with the wrong animal. The window of Animal ways to dodge his taxes, but things go sour and he is forced to
Land is bulletproof. The Gorzos dont particularly care about this; it acquire real mystic artifacts by the cult. Will Hans be able to evade
just keeps their shop safer. the cult and the PCs, as well as the IRS?
Plot Option: The pet shop used to be the lair of a jungle-themed 15) The Sports Mind: A bookstore devoted solely to sports books,
supervillain from the early days of superheroes, and there is a the Sports Mind is owned and operated by Jack Horst, a former
secret compartment somewhere in the shop that contains the minor-league baseball player. Jack was a true student of the game but
recipes for several of his sinister potions. never really rose to greatness in the major leagues. There are aisles of
bookshelves filled with biographies, sports history, and game analyses
12) Big Frootz!: This relatively new business sells fruit smoothies
of every sport from baseball to lacrosse. If someone wants to talk to
and yogurt drinks of all kinds. Their mascot is a large, smiling heap
Jack about sports, Jack can talk about sports all day. It is one of his
of fruit that is painted onto the sign above the door. The sign flaps
favorite pastimes. A big-screen TV is mounted above the counter. A
slightly when a large wind comes up. Inside are many cheap plastic
computer that sits on the counter doubles as a cash register. Jack does
tables and chairs, a cheap cash register, a long bank of yogurt-
not sell baseball cards but has a regular clientele of people who come
dispensing machines, and a bathroom. There is also a milkshake-
in and ask his advice. This includes everyone from gamblers and
style blender unit behind the register. Up to four yogurt shakes can
sports announcers to little leaguers who want to work on their swing.
be blended at once. Use bathrooms elsewhere in this adventure for
Up to six innocent people will be in the shop during business hours.
statistics. The proprietor of Big Frootz! is Tamiko Mikiguchi, a 411
Japanese woman who is perpetually cheery and selects all of her staff Plot Option: Jack runs an illegal betting ring that stretches from
for similar ebullience. Las Vegas to Monte Carlo.
Plot Option: Tamiko is fleeing her former Yakuza compatriots with
millions of dollars of their money. 16-31) The Smooth
13) Neidermayans: When a traditional German chef marries a chef This is one of the most popular jazz clubs in the city. The Smooth
specializing in primitive Central American cuisine, Neidermayans has been around since before the days of prohibition, and customers
is the result! The food is highly unusual and uses a lot of chocolate can still go down to the basement and drink at the formerly illegal
and cream in ways neither the Mayans nor the Germans would have speakeasy. The building is constructed out of brick and wood. The
approved of, but the food is genuinely delicious, if a bit odd. Klaus Smooth is considered a landmark building by the city government,
Neidermeyer and his wife Ixtapa create unusual dishes out of cuisines so even if the characters destroy it, the city will have to rebuild it. The
that werent really meant, at first glance, to be mixed. Dishes include Smooth is locked during non-business hours, requiring a Security
coffee-flavored wild boar meatloaf, chocolate mole bratwurst with Systems roll at -4 | Lockpicking roll at -2 to bypass the locks and
mustard, and ground quinoa and beef patties with onions. The Spicy alarms. A system of video cameras fills the club, but they only spot
Mexican/German Chocolate Cake, however, is never to be missed. things visible to Normal Sight. Bypassing the cameras is a -1 to a
The restaurant is decorated in Central American themes, but the Security Systems | base Lockpicking roll or Repair at -2. The club is
chairs and tables are very efficiently organized and German. The windowless, promoting a darkened, smoky atmosphere similar to that
tables are very heavy. Chairs are similarly weighty. There are twin in many other buildings of the time in which it was constructed. The
bathrooms located near the rear of the small restaurant, and the tiny Smooth has a no cameras and no cell phones policy. They are to be
kitchen isnt much bigger than the one in the Coberson apartment. left at the door.
A large refrigerator rests near the back of the restaurant near the
kitchen and contains many of the cold foods, and a heated counter SMOOTH PERSONNEL
with a long row of red and green numbers is on the opposite side
Rich Dennis, Owner: Rich Dennis, owner of The Smooth, lives his
of the kitchen wall. All food in a semi-prepared state is on the red
life under an assumed name. He is really Ricardo Denisovich, born
numbers on the heating counter. The Neidermeyers are very friendly,
of a Hispanic mother and a Russian father. He loves jazz and does
very organized, and are constantly out among the customers when
everything possible to hide the fact that he really doesnt come from
not making food. The food at Neidermayans is very expensive, but
the roots of jazz tradition. Rich runs a very successful club and hires
most of the foodies who come to the restaurant really dont seem to
only the best talent possible in order to promote a high-class and
care.
classical jazz club atmosphere. Rich is actually one of the rare lottery
Plot Option: A food critic is murdered at Neidermayans, and the winners who does exactly what he loves. He is a jovial fat man who
Neidermeyers claim innocence. Who is responsible? Or was it just never fails to be quick with a joke, although a twisted prankster streak
the odd food? runs through him at times.
14) Buntmunder Antiques: This antique store is owned by a grizzled Plot Option: Rich won the lottery with the assistance of a few well-
old man named Hans Buntmunder, who has a collection of rare and placed sap blows and some assistance from a local crime boss, and
not-so-rare things he passes off as antiques to dodge federal taxes. is constantly being blackmailed.
The shop loses money, and its designed that way so that he can write
Seymour Sam Goldfarb, Bartender: Seymour is the most popular
it off as lost income. The shop contains everything from old World
bartender at the club, despite most of the other bartenders being
War I military helmets to old books, ancient refrigerators, old jewelry,
young, attractive women. Seymour is in his late seventies, completely
horror and romance comic books, and other odds and ends. Hans
bald, and has a big nose framed by huge round glasses. He has been
has an old counter that has a too-thick coating of varnish on it with a
the bartender at The Smooth for over fifty years. He always wears a
beat-up old cash register that doesnt take credit cards. The shop has a
tuxedo, regardless of the weather or time of day, and rarely leaves the
dusty glass window. Hans chooses to leave things dusty to attract the
bar when he is on shift. He knows so many stories about the golden
sort of customers who only spend a little bit of money. He plays the
age of The Smooth that even some jazz greats line up to talk to him.
part of a sinister antique shop owner and deliberately cultivates the
sort of creepiness found in B-grade horror movies. Hans is aware that Plot Option: Seymour is secretly a plant creature from outer space.
he has become a caricature, but he doesnt care, as long as he pays less
in taxes, which he finds particularly onerous. Even the bathroom is
dusty and old.
Michael Satran 59
Thick Tony Bartello, Bouncer: Thick Tony is six-foot-one and Lorna Trane, Singer: Lorna is a small-town Texas girl who wanted a
weighs over three hundred and fifty pounds. He is a former profes- career in rock and roll but found jazz singing instead. At age twenty-
sional wrestler and college football player who got arrested during a seven, she is the main attraction at The Smooth. She is beautiful,
left-wing student riot where a police officer beat a student. The police talented, and hates country-western music with a passion. Her voice
officer was convicted of assault. Tony was sent to jail for two years for is smooth, husky, and perfect, and when shes on stage, every eye
assaulting an officer and his professional career was ended. I won the is on her. Offstage, she sounds like a cowgirl looking for a rodeo.
fight for that kid, he says. And thats what counts. He still keeps in She is slightly taller than average at five-foot-seven, with dangerous
touch with the student he aided. Tony and the police do not have a curves and a smirking, infectious smile. She wears a blonde wig on
good relationship, and when Tony interacts with the police, he makes stage but is actually a brunette. Lorna doesnt suffer from a lot of the
that animosity obvious. Tony speaks in a thick Brooklyn accent, has usual showgirl problems, like a dangerous lifestyle or drug addiction.
dark, thinning hair, and has giant hands and feet. He has a somewhat However, her family is extremely conservative and just too backward
hopeless crush on Poison Candace (below) but doesnt think he has for her tastes. They still want to know why she doesnt come home
much of a chance with her. and sing in the choir. She gets a lot of offers from very rich men, but
her upbringing has taught her that dating most of these people is a
Plot Option: Tony isnt in debt to the mob, but a lot of mobsters are
time bomb. She carries a gun in her purse, has a concealed weapons
spending time trying to create a situation where he is.
permit, and goes hunting or fishing in jeans and a plaid shirt on her
Poison Candace, Bouncer: Candace Levitsky is a naturalized days off.
American citizen from Israel in her late thirties. Unfortunately,
Plot Option: Lornas family comes to take her back and wont
there werent a lot of jobs in Israel for female Krav Maga instructors.
take no for an answer. Unfortunately, they will have to deal with
Candace decided to move to America and explore her passion for
the bars more dangerous inhabitants, Tony and Candace, not to
music but turned out not to be a very good musician. What she was
mention the police department and Lornas attorney.
good at was military strategy and self-defense. While she could have
made a living in private security, she decided that she would rather 16) Foyer: This simple foyer contains two alcoves for holding coats
have a lower salary and free jazz concerts. Candace is five-foot-one (16A and 16B). A series of velvet-covered chains with connecting
and weighs one hundred and four pounds soaking wet, leading to brass stands divides people into two groups upon entering, those with
the unlikely nickname of Poison. Not a lot of people realize that reservations and those who must wait to get in. The room is covered
Candace is a bouncer, but if they do, they are unlikely to walk away with small paintings of famous jazz musicians, and during business
from it. Candace finds a lot of the people who visit the club not nearly hours, there are two bouncers near the door. Each alcove has four
as smart as they think they are, but never says so. long rods upon which coats are hung. Any firearms, in the tradition
of The Smooth, must be handed over to the coat-check girls. Refusal,
Plot Option: Candace takes jobs on the side for unscrupulous
even from a superhero, will produce an instant ban for life once the
people of a deniable assets nature.
investigation is over. A gun-toting hero during business hours may be
Ann Porotovsky, Waitress: Ann is a slightly heavy waitress in her at a considerable disadvantage.
mid-forties who works the main floor. She works long hours and is
17) Mens Room: This mens room has four urinals and four toilet
tipped well for her efforts, but she knows that her beauty has already
stalls. The doors and wood of the stalls are constructed of solid
gone to seed and isnt happy about it. Ann supports two children and
mahogany. Inside each of the stalls is a toilet. There is a row of four
is a single mom who works sixty-five hours a week. She is desperate
black sinks against one wall. Removing any of these fixtures from the
to move up in the restauranting world but doesnt see much hope at
wall requires a STR of 30 | Strength d12+4. There is a long painting of
her age. Ann is a member of C.A.S.H., also known as Citizens Against
jazz musicians playing in a club on the wall opposite the sink. All the
Super Heroes, and will report everything the heroes do on the prem-
musicians and people in the club are flamingoes.
ises to the organization.
Plot Option: Notes were once left behind the painting for same-sex
Plot Option: Ann will spy on the heroes and report their activities
liaisons between important people. One of the notes is still there,
in this adventure to any local legitimate authority that wants to do
and his extremely conservative descendants will do anything to
them harm.
protect their ancestors secret.
Venkataram Sudayaram, Piano Player: Venkataram always had
18) Ladies Room: This womens room has eight toilet stalls. The
musical talent, and his parents encouraged it. He received many
doors and wood are solid mahogany. Each stall contains a toilet.
awards in school and eventually got a scholarship to Princeton for
There is a row of four black sinks against one wall. Removing any of
music, where he also excelled. In an American university, he discov-
these fixtures from the wall requires a STR of 30 | Strength d12+4.
ered jazz piano and used it as a force to create his own work while
There is a long painting of jazz musicians playing in a club on the wall
drifting away from classical. He recorded three jazz albums by the age
of the bathroom opposite the sinks. All the musicians and people in
of twenty-five, and typically wears tuxedos or obnoxiously colored
the club are butterflies.
double-breasted suits while performing. He prefers Venky to his
full name, though not on his album covers. Plot Option: A high-class prostitution ring makes cash exchanges
in the ladies room.
Plot Option: Venkatarams grandfather is the notorious supervil-
lain from India, The Great Pandit. The Great Pandit is famous 19A) Private Entrance: This private entrance is always locked with
for his use of a sitar as a weapon, as well as his deathtrap-design a security keypad, though a doorman will input the code during
skills. He has no powers of his own, yet somehow has survived to business hours. The foyer contains a small coat check desk for VIPS,
the present day. Venkataram doesnt know this and idolizes his a pair of plush chairs, and a small plasma TV attached to the wall.
extremely healthy relative. Perhaps the Great Pandit is secretly There is usually a bouncer here.
grooming Venkataram to be his successor.
60 Death Of A Beautiful Singer

19B) Private Social Club: This


private area leads directly to the
stage, allowing those with VIP
passes to meet and hobnob with
the singers and musicians before
and after the show. A small bar
is usually frequented by one or
two important guests. Tall chairs
surround the bar. Superseded by 6
air-conditioning, an old ceiling fan
hangs in the center of the ceiling.
There is a stairway to the basement
behind the bar. Two doors lead
to the stage, and one leads to the
walkway surrounding the main club
area. 5
Plot Option: The ceiling fan
swings down to reveal an entry
to a hidden area where a long-
dead mobster hid his loot.
20) Stage: This plain wooden stage
has enough room for a singer and
up to six musicians. Typically, there
is a drum set and a grand piano
always on stage. Other musical
instruments are typically brought
by the musicians. The stage is raised
approximately one meter off the
floor. A microphone sits near the
front of the stage. 4
2
Plot Option: The microphone
contains a receiver for a 1
broadcasting booth somewhere
3
nearby. The booth is concealed,
along with one of the bases of
an old villain from the era of
masked men of mystery who
was never captured.
21A) Walkway: This upper walkway
area of The Smooth contains several
small tables, each with two chairs. 8
A brass railing surrounds the main
seating area below and prevents
people from simply falling in. The
walkway is also home to the main
bar (Area 23), a set of stairs leading 7
down to the speakeasy, and several
statues of famous jazz musicians at
key points around the balcony.
Plot Option: The statues house
the spirits of old famous jazz
musicians. Once a month, they
host a ghost jam and play on
the stage, leading to some confu-
sion for mystical characters.

THE SMOOTH
Michael Satran 61

1 ft. 6.0 in. x


1 ft. 6.0 in.
1 ft. 6.0 in. x
1 ft. 6.0 in.
22 15
19a 1 ft. 6.0 in. x

6 1 ft. 6.0 in. 1 ft. 6.0 in. x


1 ft. 6.0 in.

1 ft. 6.0 in. x

19b 1 ft. 6.0 in.


1 ft. 6.0 in. x
1 ft. 6.0 in.

20 1 ft. 6.0 in. x


1 ft. 6.0 in.
1 ft. 6.0 in. x
1 ft. 6.0 in.
1 ft. 6.0 in. x
1 ft. 6.0 in.

1 ft. 6.0 in. x


1 ft. 6.0 in. x 1 ft. 6.0 in.

23
1 ft. 6.0 in.

1 ft. 6.0 in. x


1 ft. 6.0 in. 1 ft. 6.0 in. x
1 ft. 6.0 in. x 1 ft. 6.0 in.
1 ft. 6.0 in.

1 ft. 6.0 in. x


1 ft. 6.0 in.
1 ft. 6.0 in. x
1 ft. 6.0 in. x 14
21a 1 ft. 6.0 in. 1 ft. 6.0 in. x
1 ft. 6.0 in.
1 ft. 6.0 in.

1 ft. 6.0 in. x 1 ft. 6.0 in. x


1 ft. 6.0 in. x 1 ft. 6.0 in. 1 ft. 6.0 in.
1 ft. 6.0 in. x
1 ft. 6.0 in.
1 ft. 6.0 in.

1 ft. 6.0 in. x


1 ft. 6.0 in. x 1 ft. 6.0 in. x
1 ft. 6.0 in. 1 ft. 6.0 in. x
1 ft. 6.0 in. 1 ft. 6.0 in.
1 ft. 6.0 in.

1 ft. 6.0 in. x 1 ft. 6.0 in. x

21b 22
1 ft. 6.0 in. 1 ft. 6.0 in. x 1 ft. 6.0 in. x 1 ft. 6.0 in.
1 ft. 6.0 in. 1 ft. 6.0 in.

13

18 16 17

4
2

1
3

8
10

9 12

11
62 Death Of A Beautiful Singer
21B) Seating Area: Stairs lead down to a seating area just below is also stored here in a separate area in the back, separated by a chain
stage level. This area has much sturdier furniture, with larger tables barricade. There is a sink, two mopping carts, four mops (each mop is
surrounded by 4-6 chairs apiece. Above this area are several large considered a rather filthy +1d6 Hand-To-Hand Attack | +1d4 Hand-
hanging lights that are connected to the ceiling by chains. to-Hand Attack), and a storage cabinet for cleaning supplies.
22) Emergency Exits: These doors are emergency exits for the Plot Option: The musical instrument of a musically-themed silver-
building. Built into the wall near each door is a fire extinguisher. age supervillain is stored among the instruments. The oboe is
A fire extinguisher deals 3d6 of Area Effect (8m Cone) Drain vs. probably the best choice.
All Fire Powers and Abilities | Energy Control with Fire trapping,
nullifies with a 1d8 roll with a base success number of 4, and has 32
Charges. This power has No Range. If someone should deal enough
spontaneous heat damage to a fire extinguisher, it will explode in
a 9d6 (Physical) Area Effect 4m Explosion | 3d6 medium burst
template of metal shrapnel.
THE JAZZ CLUB BASEMENT
23) Bar: This massive
stone and brass bar top
has been here as long as
The Smooth has been
around. It is built directly
into the floor and requires
a 40 STR | Strength d12+5 30
to lift and move. There are
twelve tall seats at the bar, 25
each named for a famous
jazz musician. Each tall
seat is mahogany wood 18.0 in. x
18.0 in.
with brass fittings.
24) Kitchen: This kitchen 18.0 in. x
18.0 in.
is newly assembled and
appointed, with an elec- 29
tric stove built into the 18.0 in. x
wall and a roll-out dish- 18.0 in.

washer, as well as an oven. 24


The only item of note 31
that can really be used 18.0 in. x

as a weapon here is the 18.0 in.

dishwasher. There are two


18.0 in. x
complete sets of pots and 18.0 in.

pans placed in different 31b


cabinets. The electric
stove allows a PC with
18.0 in. x
Absorption to absorb 1 18.0 in.

BODY per Action Phase


| 1 Power point per turn.
Two preparation tables 18.0 in. x
stand side by side in this 18.0 in.

room.
18.0 in. x
25) Musical Instru- 18.0 in. 18.0 in. x
18.0 in.
ment Storage: This
area contains numerous 18.0 in. x
18.0 in.

musical instruments,
28
18.0 in. x
18.0 in.
including two spare drum
sets, three trumpets, four
saxophones of varying
sizes, an upright bass, two 26
electric and two string
guitars, two clarinets, and
an oboe. (No one really
knows what the oboe is 31a
doing here. It really isnt
used in jazz often.) Most 27
of the instruments are
stored in cases. Janitorial
and cleaning equipment
Michael Satran 63
26) Dressing Room: This dressing room contains a cheap wooden
dressing screen, a makeup table, a costume rack, and two standing The Autopsy
brass lamps. A pair of cheap lighting fixtures are built into the ceiling. The following can be learned through the use of the Forensic
Three cheap wooden chairs are casually strewn about the room, with Medicine (HERO) or Healing Skill (Savage Worlds).
one always near the makeup table. A sagging, decrepit old couch rests
against one wall. 1) The woman, hereafter known as Lisa, appears to have been killed
by extreme trauma due to machete wounds. The victim appears to
27) Secretarial Office: This small office contains a simple desk with have been caught completely unaware. Her clothing seems to be
a computer on top of it. A chair is behind the desk. There is no useful almost too perfect fitting and extraordinarily skimpy for her age.
information on the computer, but it could prove useful in the future
for PCs in a long-running game. Waiters often move through the HHForensic Medicine
office to the Old Speakeasy, go back to the kitchen, and then head Healing
upstairs.
2) Lisa appears to be a fully human female teenager. While appearing
28) Main Office: This larger office, where Rich Dennis conducts all real, her flesh doesnt seem to be made up of living tissue. Her
of his business operations, is thickly carpeted with a heavy carpet. clothes are separate from her but seem to be made up of the same
A massive oak desk sits in one corner with an expensive-looking materials as her body.
computer on it. This computer is linked to all of the security cameras
in the building. From here, if there is something visible by Normal HHForensic Medicine -3
Sight, it can be observed on this machine. There are two large, plush Healing -1
chairs in front of the desk. A small table rests against one wall. On top
of the table is a microwave. 3) The corpse doesnt seem to deteriorate at a normal rate of speed;
instead, it appears to be deteriorating about twice as fast. (If asked
29) Pantry: This is a large food storage area filled with spices, canned what it means, there isnt a good answer using Forensic Medicine |
foods, and other storage. Most of these are on long shelves made of Healing.) The clothes appear to deteriorate at the same rate as the
metal and plastic. Two large refrigerators and two freezers rest against body.
the back wall. A small rolling cart allows the swift delivery of piles of HHForensic Medicine -5
uncooked foodstuffs to the kitchen.
Healing -2
Plot Option: Some of the foodstuffs stored in the freezer are from
endangered species. This information below is for characters with sciences involving
superhuman abilities.
30) Downstairs Bathroom: This bathroom contains two doors, one to
the hallway and one to the Old Speakeasy. There is a ceramic toilet, a 1) The dead girl appears to be fully human, but there are notable
sink, and a urinal, all in black. There is a painting on the wall of jazz discrepancies in the way her body must have functioned. Internal
legends waiting in line to go to the bathroom. Removing bathroom organs are slightly displaced; the heart is a few inches too high.
fixtures from the wall requires STR 35 | Strength d12+4. She appears to have a healthy build, perfectly proportional for a
girl of her height, but she weighs about fifteen pounds less than
31) The Old Speakeasy: This old, slightly dusty bar is where most she should for this height and this build.
celebrities and other important people come when they visit The
Smooth. Several old tables are surrounded by plain wooden chairs. HHSuperhuman Science or Paranormal Biology -2
Portraits of the Prohibition Era line the walls. Old-style circular fans Superhuman Science or Paranormal Biology / Common Knowl-
rotate on the ceiling, even though the room is air-conditioned. Dim edge -2
wall lamps light the room with old-fashioned, bell-shaped, upside-
down shades. The room is faithfully maintained in the style of the late 2) Lisa is some sort of complete, living psychic construct, including
1920s and early 1930s. blood and internal organs.

31A) Stage: This stage contains an old-fashioned microphone shell


HHSuperhuman Science or Paranormal Biology -5
with a modern microphone inside and a piano. Underneath the stage Superhuman Science or Paranormal Biology -2 / Common
is a storage compartment for additional musical instruments. It is Knowledge -4
currently empty. In the days of prohibition, the bar would be swiftly
3) Lisas blood, internal organs, and bodily fluids are all part of the
swept of its contents and hidden in the compartment below the
psychically constructed creature.
stage in the event of a raid. While the compartment does not require
anything other than a Perception | Notice Roll to detect, there could HHSuperhuman Science or Paranormal Biology -7
be something in it from the old days that could be valuable, spur plot Superhuman Science or Paranormal Biology -4 / Common
hooks, or be interesting window dressing. Knowledge -6
31B) Bar: This massive oak bar top dominates the back wall of the 4) Lisas body deteriorates at a rapid rate after death because its
Old Speakeasy. Built into the wall behind it is a refrigerated unit consciousness level holds it together. Since Lisa is dead, she has no
containing many alcoholic beverages. Removing the refrigerated unit consciousness; therefore, she rots away and may eventually vanish.
from the wall requires a STR 35 | Strength d12+4 or higher.
HHSuperhuman Science or Paranormal Biology -10
Superhuman Science or Paranormal Biology -6 / Common
Knowledge -8
64 Death Of A Beautiful Singer

Media Reaction TV BROADCAST


At this point in the adventure, the media reaction will become Karen Bensons face appears on the TV screen.
more severe. A mysterious rabbit holds the city in the grip of fear, at
At approximately 9:30 pm yesterday, the myste-
least two real people are dead, and the heroes appear unable to stop
rious Rabbit Killer struck again, this time slaugh-
the threat. Think carefully before introducing new player characters
tering an unidentified teenage girl onstage at
at this point in the adventure. A new guy saving the day could
The Smooth, one of the citys most popular jazz
produce a lot of frustration. Know your players.
clubs. The sudden intervention of (Hero Team)
Plot Option: Mister Wumbles calls the TV station and lets Karen proved unable to save the unnamed girl. Police
interview him over the phone. If the heroes find a way to track the are currently trying to identify the victim with the
phone call, the interview ends abruptly. aid of Child Protective Services. Little progress
has been made.
The rabbit appeared just seconds after his
invisible victims body hit the ground. Conflicting
and confused reports of exactly what
happened inside the darkened club are still
coming in. What is known is that the Rabbit Killer
struck again and that the act was too shocking
to be depicted on the evening news. Well be
back later in the evening with questions about
whether the heroes of our city are capable of
dealing with this latest threat and how many
more victims the Rabbit Killer will claim before
he is stopped.
The Smooth has been closed by police pending
the conclusion of this investigation. People with
tickets to performances are advised to contact
the club to discuss refunds during this time.
If anyone has information about the victim, we
direct you to your local police station or call the
number on your screen. Im Karen Benson for
KCTV News.
E V EN T S IX

ENDGAME
66 Endgame

A
t this point in the adventure, it may be necessary to Dominus: Dominus has three goals, in no particular order: escape the
do some improvising. The heroes should know that institute now that the base has been revealed, kill Toby, and destroy
something is going on at the institute and will likely be any heroes who get in his way. He will wait to reveal himself until the
returning to ask Doctor Ingersoll some very pointed heroes have a moment of weakness, are badly injured, or at a terrible
questions. All of the Imaginary Friends are either dead or sequestered disadvantage. He will remain in the base posing as Doctor Ingersoll
far from the action. Toby is waiting for Mr. Wumbles to return to for as long as possible. As soon as an opportunity presents itself, he
the institute. Mister Wumbles is waiting for a trigger that will make will make his way upstairs through the institute and prepare to do
his assault on Toby and the SPIDER base easier. Dominus is waiting Toby in before escaping, hopefully in the body of someone else. (Even
for the heroes to attack the SPIDER base so that he can kill Toby and a SPIDER agent will do in a pinch. Dominus isnt picky when push
escape. Tarantula and Abyss are preparing the base defenses for the comes to shove.) Dominus knows that without him, SPIDER will
inevitable attack by the heroes. have trouble operating his machine and may even destroy it (see the
This is the situation that the heroes are most likely to step into Destroying the Machine section in the SPIDER base).
when they arrive to confront Doctor Ingersoll, only no one not
Mister Wumbles: Mister Wumbles begins combat Invisible and
SPIDER, Toby, Dominus, or Mr. Wumbles is inclined to be particu-
Desolidified | Intangible near the Omaco Chemical Gas Station. He
larly friendly. However, many of their goals operate at cross-purposes.
should be at his maximum Absorbed and Aided power levels for this
Review the tactics of the enemies carefully. Whatever the trigger, be
fight, having psychically Drained | Absorbed numerous innocents.
it the heroes exposing Ingersoll as Dominus, attacking the institute
His extremely slow Delayed Return Rate should take care of the
directly, Mr. Wumbles coming to kill Toby, or Toby manipulating the
rest. As the combat moves into full swing (Phase 6 of the first Full
heroes into attacking to trigger a massive bloodbath, combat is almost
Combat Turn | third turn of combat), he will move to the gasoline
certainly going to erupt. If SPIDER is aware that the heroes are going
truck at the gas station, pick it up, and move down the street with
to be attacking, when the heroes arrive on the institute grounds, they
it, hurling it through the front door of the research institute. Use
will be up against a prepared, armed enemy with supervillain backup
the Living in a Dangerous World rules (Champions Complete 139,
and dozens of unplanned wild cards. Be aware of any plot options
HERO 6E2 147 | see the notes on the next page of one way to treat
chosen that may change the basic tactical dynamic of the adventure.
the explosion) to determine the size and nature of the explosion
Player character actions may have changed results. Take extra time to
caused when a partially filled gasoline truck crashes into a high-tech
prepare this combat, even if a battle map is not in use. This is meant
base filled with people shooting energy rifles and firing energy bolts.
to be extremely dangerous.
Mister Wumbles will then try to invisibly slip inside whats left of the
institute after the explosion and kill Toby. One likely result is that
Tactical Positioning Dominus and Wumbles may face off over who has the right to kill
Toby. Unfortunately, unlike most master villains, Dominus doesnt
When the heroes arrive, a variety of things can happen based on have that much pride and really doesnt care if Wumbles kills Toby
what has gone on so far. Combat can have a variety of triggers in and will back down. Unfortunately, Wumbles doesnt feel the same
this situation, but more than likely, the heroes will be arriving to put about Doctor Ingersoll. Consider Tobys interference here if Wumbles
an end to the threat of SPIDER, ask Doctor Ingersoll some pointed hasnt yet figured out who Ingersoll is. Heroes may attempt to catch,
questions about SPIDER, grill Toby about Mr. Wumbles, or do some teleport away, or deal with the gasoline truck in any fashion they
investigation about the institute and grounds. What happens from choose. Using a Block maneuver against most energy bolts is not
this point forward is largely based on the players and how they recommended.
choose to handle the situations. If the heroes choose an aggressive
approach, the base will move to full alert, the jig will be up, and they Tarantula: Tarantula will oversee the battle from his command chair
will be involved in a massive battle. and order agents to use teamwork, Coordinated attacks, and skilled
If the heroes choose to talk to any of the particulars involved military tricks | Edges in order to bring the heroes down. If the
(most likely Toby or Dominus as Doctor Ingersoll), it is only a matter heroes should breach his command center, he will order the agents
of time before one of the villains realizes the jig is up (most likely to focus on covering his escape. Tarantula knows he cant stand up
Abyss or Tarantula) and orders the heroes to be destroyed. At this to the mightiest of heroes in combat and has no interest in sticking
point, all hell will break loose. A brief outline of tactics for each around in a situation that could easily wind up with his head on a
villain or villain group is below. pike in front of the SPIDER Supreme. (Fortunately for our villain,
Remember that agents work in shifts and that not all agents will the SPIDER Supreme isnt dumb and realizes that Tarantula was
be fully mobilized at the start of combat. Some may need to wake up, likely Mind-Controlled by one of the most powerful mentalists in the
get out of bed, suit up, and prepare to fight. A three-shift system is world.) If the heroes really despise Tarantula and/or focus on him
recommended, creating three waves of agents. Divide the agents up as to the exclusion of other enemies, Tarantula will try to fight them
you see fit. Issue weapons based on the needs of your game. For some off, but he will surrender if the odds seem overwhelming. Its always
gamemasters, agents are faceless hordes designed to be beaten up by easier to escape from the police than it is a group of some of the
the heroes. In other games, agents are capable soldiers who can give mightiest heroes in the world.
heroes a rough time. Stay appropriate to the style cultivated by your SPIDER Alpha Team: When the battle begins, choose whether
game world. SPIDER Alpha Team is fully mobilized or not. If not, it means that
Toby: When the shooting starts, Toby will begin waiting for a Abyss is out of his armor and will take 1 Full Combat Turn to put it
moment when he can get out of his cell and cause as much carnage on. If mobilized, SPIDER Alpha Team will react immediately to the
and misery as possible. He will Mind-Control people, turn them threat of the heroes and rush to engage them in combat via Lady
against each other, and do his best to make the heroes suffer by Warps Teleportation ability. They will then spread out, isolate targets,
making as many people die as possible. He will hurl innocents who and use their teamwork tactics to devastating effect. A well-placed
work for the institute into the line of fire, creating human shields and Area Effect attack could hurt them badly if fired off at the moment
placing heroes at a disadvantage. If Toby doesnt get out of his cell, of arrival, but they are Tarantulas most powerful weapon and Abyss
one of the other villains may get to him soon enough. loves a challenge. They will focus on enemy mentalists, gadgeteers,
Michael Satran 67
and magicians first, followed by people with other difficult-to-deal-
with powers, such as superspeed or unusual Adjustment powers. Street Scene
They will use 3-5 man Coordinated attacks if the opportunity
presents itself, while using Lady Warp to teleport targets away from 1) Omaco Gas Station: This large gas station contains eight pumps,
helping their friends. Entangles | Ensnares will be used to isolate each with two nozzles. A total of sixteen cars may be serviced at
low-STR opponents and tie them up while dealing with the enemies one time. The gas station is run by Garth Franks, a penny-pinching,
who can cause them the most harm. If Abyss and possibly the others thrifty man who only buys used gas station uniforms with the name
have been Mind-Controlled, freeing Mind-Controlled members of Wayne on them and makes his wife refurbish them on their sewing
SPIDER Alpha Team will cause them to refocus all of their atten- machine. Garth is not a fan of Dana Kresnich, the manager of the
tion on Dominus and Mr. Wumbles, but only if a temporary truce is local International House of Crudits. The gas station itself is beau-
offered and they are allowed a free ride at the end of adventure. tiful and gleaming. There are rumors that Garth makes disobedient
Above all, stay alert and keep good notes during this fight. There employees clean the pumps with a toothbrush. Many gas stations
is a lot to keep track of, and good paperwork will keep the fight inter- in the world have fallen victim to difficult times. Superpowered
esting and running smoothly. technology has changed the way that people drive. Some people have
partially solar-powered vehicles or vehicles powered by hydrogen fuel
cells. However, the majority of people still need gas to get to work.
Map of a Street Scene, the There are four gas station attendants in the station at all times, and
Parapsychological Research the station is open 24 hours.

Institute, and SPIDER Base Plot Option: Garth is a SPIDER agent. It should be noted that this
plot option means that SPIDER will know Mr. Wumbles is coming
The area around the Parapsychological Research Institute looks and the heroes will not (see below).
like any other semi-urban neighborhood. Much of the area is
A Word of Warning about Gas Stations: A lot of energy gets hurled
currently in a state of renovation, brought on by large charitable
around in a superpowered battle. It is commonly assumed that
donations from a company known as Omaco Chemical. Unfortu-
burning gasoline will cause a massive explosion. However, the gas
nately, Omaco Chemical is merely a front company for many of
tanks are kept below ground, far out of the reach of most energy bolts
the evil activities of SPIDER (see Pretty Hate Machines as well as
and the like. What actually causes these explosions is the release of
the source material in this adventure). Even if the heroes discover
gasoline fumes into the atmosphere. If the fumes are ignited, it can
the truth in this adventure, the vast wall of attorneys and destroyed
spread to the pumps, and, depending on how much gasoline is in
evidence will make this nearly impossible to prove. The businesses on
the tanks below, a large explosion can occur. For optimal dramatic
the street are all ordinary businesses and have no idea that SPIDER
use (and because this is a superhero adventure) it is assumed that
makes a home beneath the nearby institute. SPIDER has multiple
the tanks beneath the gas station are currently at 25 percent capacity,
exits from their motor pool that extend in various directions in order
which is the optimal explosive moment. Use this to your advantage
to emerge from different locations, making the exact location of the
if the heroes are having too easy a time of it and the battle moves in
base difficult to find.
this direction. Modify the results below based on your campaign. If
This map is divided into sections: the street nearby (as it would
the heroes have breached the gas pumps/tanks and there are fumes
be at the time of the final encounter), the institute and grounds, and
everywhere, modify the size and damage of the explosion to suit your
the SPIDER base beneath the institute. All the tactical information
style. Remember that certain forms of energy projection (fire and
for the various groups of enemies is located in here in Event Six:
electricity, in particular) will ignite the fumes and create this effect
Endgame. Review all of the information and maps carefully before
close to immediately under these conditions.
running this extremely challenging encounter. Even the mightiest of
heroes can get sandbagged in this battle. A) Gas Pumps: These gas pumps are kept on a large concrete base.
Remember that if the battle takes place during a busy time of day, All of the modern gas pumps are fully set up for credit card use.
the Knocked Back Into Traffic table may also be very useful. There are no self-serve lines. Garth doesnt believe in self-serve gas
pumps. (Note: This makes the adventure easier to run in places
where its illegal to pump your own gas.) If the pumps are breached
by most forms of energy (its a GM decision whether or not the gas
is ignited), it is likely that the fuel in the tanks below will be ignited,
resulting in a very large explosion (18d6 Area Effect 32m Radius |
3d12 Large Template concussive and heat explosion) that will likely
flatten everyone around and cripple or kill most Normals | Extras in
the area.
B) Gasoline Truck: This is a large tractor-trailer filled with gasoline.
Use the statistics for a tractor-trailer in HERO 6E2 196 or Champions
Complete 216. Mister Wumbles begins the combat in this location.
He will pick up the gasoline truck and carry it towards the institute.
When the combat is in full swing, he will hurl the gasoline truck into
the fray, hoping to ignite the gas within after the fumes are released.
See the section on gasoline fumes above. Estimate the results using
the tables from Living in a Dangerous World in HERO 6E2 or
Champions Complete. This is such a huge explosion that Savage
Worlds GMs may use either the Large Template (which is 6 in diam-
eter) or even measure out a 10 diameter blast radius on their playing
mat/surface/board with a 3d12 concussive and heat explosion.
68 Endgame
C) Convenience Store: This small convenience store contains a wall Plot Option: Apollo is a Greek-themed supervillain who uses the
of refrigeration units, three shelves filled with snacks (most of them coffee shops as secret bases.
extremely unhealthy), a coffee maker/tea maker, and a cash register.
Plot Option: Apollo, the Greek god, runs the coffee shops in secret
There is a small countertop for the register. There is a door that leads
to search for beautiful women and people of great medical talent.
to the bathroom and mechanical bay.
5) World of Toys: This childrens toy store has recently closed its
D) Unisex Bathroom: This bathroom is an anomaly in the world of
doors. The massive sign above the door hangs over an empty store-
gas stations. It is clean, well kept, and relentlessly spotless. Everything
front. World of Toys is out of business. A few dilapidated teddy bears
sparkles in here. Garth personally spends an hour each day cleaning
and toy cranes are strewn about the empty shop, and a For Rent
the bathroom. There is a bright, shining mirror over the sink. A
sign hangs on the front door. The window into the shop is heavy and
single toilet, immaculately clean, is against the back wall. It requires a
bulletproof.
STR of 30 | Strength d12+4 to remove these fixtures. A small cabinet
filled with cleaning supplies rests in one corner of the room. Plot Option: The secret base of Clown Commander, a clown-
themed supervillain, and his minions lies beneath the abandoned
E) Abandoned Repair Bay: This repair bay is completely empty,
store.
except for the automatic lift. The entire area has been secretly refur-
bished without Garths knowledge. A secret tunnel leading to the 6) Visionland: The national chain of Visionland sells numerous
SPIDER base motor pool has been constructed, allowing vehicles forms of eyewear, both prescription and non-prescription. The store
to enter and leave at dark hours when no one is looking. Clever contains many shelves filled with eyeglasses. A single cash register
PCs may realize that with just a little destructive power, they can near the door is atop a flat, avant-garde countertop. Several table
tunnel into the gasoline tanks and destroy the entrance. However, stations, each with four chairs, are arranged neatly in a circle near
if Garth isnt a SPIDER agent, this will also destroy his livelihood. the center of the shop. The offices and bathrooms are in the back (use
The trapdoor concealed in the floor requires a Perception Roll at statistics for bathrooms from elsewhere in the adventure).
-8 | Notice Roll at -5 to locate, which is difficult for a character with
superpowered perception and impossible for anyone else. There is a Plot Option: Visionland makes glasses for superbeings with
hidden security camera here that requires a Security Systems roll at powerful eyebeams at expensive prices.
-7 | Notice roll at -4 to find. It monitors the area and makes sure it is 7) OReillys, Ace of Sports Bars: This classic Irish sports bar has a
unoccupied when the secret panel in the floor swings open. long wooden bar that requires a STR of 35 | Strength d12+4 to lift
2) International House of Crudits (IHOC): This large building is out of the floor. Heavy wooden tables and equally heavy chairs are
surrounded by a parking lot. IHOC is unusual for creating a fast- arranged in a disorganized fashion around dozens of wall-mounted
food chain out of vegetables and dip. IHOCs have sprung up all over big-screen TVs. Bathrooms are located in the back of the bar. A grill
America, with odd-flavored dips, specialty dips, and raw vegetable and four refrigeration units filled with various alcoholic beverages
grills, sandwiches, and salads. Most large cities have a few of these in are behind the bar. The bar serves burgers, fries, and other things that
the surrounding area. The manager of this particular IHOC is Dana can be grilled. The menu is very limited. The bars primary audience
Kresnich, a polite Eastern European woman who cant seem to shed is European football fans, although they also get a very large crowd
the pounds no matter how little dip she puts on her vegetables. There during American football season.
are two cash registers near the front door and a long countertop Plot Option: The Irish mob runs the bar, unaware that SPIDER has
refrigerator filled with pre-made salads. A long refrigeration unit already moved in on their territory.
along the wall contains numerous vegetables. There are numerous
tables surrounded by cheap chairs. Against the back wall is a long Plot Option: A card-themed supervillain uses the bar as a drop
unit of refrigerated dip machines, including everything from ranch point.
and Russian dressings to dessert dips like vanilla yogurt and 8) Dersonskys Sports Gear: Emilio Dersonsky has run the local
chocolate custard. It requires a STR 40 | Strength d12+5 to remove sporting goods store in this neighborhood for forty years, just like his
these fixtures from the wall. Use bathroom statistics elsewhere in the father did before him and his grandfather did before him. Going to
adventure for the bathroom here. Dersonskys is like stepping into a time warp. Modern sports equip-
Plot Option: Dana is actually a vegetable construct for a plant- ment hangs on ancient wooden fixtures, along with pictures of base-
based supervillain. ball greats from the 1920s, 1930s, and 1940s. The old wooden fixtures
are in need of repair, but the computers on the countertop are shiny
3) Four-Way Intersection: This four-way intersection rests at the and new. Emilio takes great care in reproducing the classic country
intersection of Fannon Avenue and Bennie Boulevard. Four traffic store sporting-goods image. He does not sell firearms; however, he
lights rest on poles at the corners. Occasionally, there are problems does sell bows and arrows for hunting. (This could be useful to a PC
with the traffic light nearest the gas station. This is because SPIDER archer if he is divested of his Focus.)
has placed a security camera in it (Security Systems roll at -7 | Notice
roll at -4 to locate). The camera monitors the area and lets SPIDER Plot Option: Emilio is a local superhero archer himself and will
base security know when it is safe to allow vehicles to leave through involve himself with the combat with SPIDER if it looks like the
the gas station tunnel. Remember that this camera is here. Heroes heroes are getting trashed.
looking for a place to change might accidentally expose their secret 9) Taco Hell: This fast-food chains mascot is a little devil eating a
identity to the villainous organization. flaming hot taco that appears to be on fire. He is also wearing a large
4) Apollos Coffee: The bright signs of Apollos tasty sustainably sombrero. All of the employees here are Normals | Extras. Taco Hell
farmed coffee lure customers in to the internationally famous coffee caters to customers who like spicy food and lots of it. The circular
chain. Two cash registers rest on a flat countertop. Next to the outside offers a tray holder, trays, and a cash register (see Burger
countertop is a refrigerated pastry case. The majority of the store is Swine above), and the entire shop is bolted to the floor. However, it is
filled with small tables and cheap chairs. A medium-sized countertop made of extremely cheap materials and is easy for a strong char-
contains milk, sweeteners, a wastebasket, and a space for plastic tray acter to remove. This food is extremely spicy and can be ordered in
returns. grades from Mild to So Hot Even Satan Wont Eat This! They offer
Michael Satran 69
a traditional array of speedily prepared Mexican specialties. The devil Plot Option: If one of the PCs finds he likes the food at Minkas
sign is made of cheap materials. It takes only three people to operate Diner, Minka decides to play matchmaker with him and young
the Taco Hell counter, and they all wear face masks while preparing women she knows, regardless of whether or not they are actually a
tacos. Some of them even wear goggles over their eyes. This Taco Hell good match for the PC. Nuisance-level comedy ensues.
is larger than others of its kind and requires seven employees. Cheap
12) Cupcake Take-Out: This tiny storefront is squeezed between the
chairs and tables populate the restaurant.
little league field and the diner. Its run by Ron Hooper, a former
Plot Option: A real devil who has escaped from Hell is the benefi- high school basketball star who got injured early in college and had
ciary of Taco Hells massive profit margin. to change his career path. He devoted his life to baking but discov-
ered he had a particular talent for cupcakes. Hooper doesnt make
10) Grubers Bridal: Maximillian Gruber has been arranging
anything except cupcakes and ice cream in his little take-out loca-
weddings for forty years and shows no signs of slowing down at the
tion, but his choice of locations next to a little league field has made
age of sixty-eight. His bridal shop is loaded with wedding dresses,
him very popular and kept him in business. The shop contains a
corsages, and bridesmaid gowns. A wide storefront window is filled
small display case, a countertop with built-in cash register, an oven
with dummies in bridal dresses. Inside the store are numerous racks
for baking cupcakes, and an ice cream-making machine. There is a
filled with dresses. There is a mirror every two meters | 1. Near the
large freezer for storing ice cream. Hooper recently discovered the
door rests a single cash register on a refrigerated glass display case
art of making cupcake sundaes, which are chock full of ice cream
filled with corsages. Maximillian loves to see people get married and
and topped with a split cupcake. Hooper is very tall but no longer
renews his vows with his own wife, Matilda, every five years so they
particularly thin, mostly due to spending too much time with his own
can have a big ceremony and cut a cake.
merchandise.
Plot Option: Maximillian Gruber is a member of the Cult of
13) Little League Field: This is a little league field for the six- to
the Ebon Flame, and the constant marriages and his own vow
eight-year-old age group. Four backstops rest at diagonal corners
renewals are part of a sinister ritual.
of a squared-off grassy area. Ripping a backstop out of the ground
11) Minkas Diner: Minka Katzmann and her husband Levi own one requires a STR of only 30 | Strength d12+3 but, because they are
of the few kosher diners in the city. Minka is a heavyset woman in her flimsy and awkward, also requires a DEX roll at -4 | Agility roll at
sixties who has her husband largely under her thumb. Her husband base to not drop it. Several sets of cheap bleachers rest behind the
handles the day-to-day affairs of the diner, and Minka is the hostess backstops.
with a cheery grin who shows people to their seats. A long counter
Plot Option: At the time of the final battle, little league games
runs the length of the diner, with a single breach leading to the grill
are being played. Keeping Mr. Wumbles away from the children
and kitchen behind it. Everything is completely open to view, in
complicates combat immensely.
the same way that most diners were in the first half of the twentieth
century. A line of booths rests along the wall facing the street. Each 14) Three-Way Intersection: This three-way intersection is the inter-
booth has a table and a double reverse bench set. Refer to the rules section of Shuler Crossing and Bennie Boulevard. Two traffic lights
elsewhere in the scenario for deep fryers, grills, and other active rest on poles at the corners. A standing traffic light unit is near the
cookware. little league field.
70 Endgame

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Michael Satran 71

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72 Endgame
Plot Option: SPIDER has wired the standing traffic light unit as will give free candy to the poor after he closes down the store for
well as the light nearest the gas station. a day. No one knows what will happen to Bear-umms when Mitch
passes on. There is a cash register on the counter.

The Institute and SPIDER Base Plot Option: Mitch is a retired supervillain called The Candyman.
4C) Newsstand: This newsstand is run by Armistantis Konstan-
The Surrounding Area: The Parapsychological Research Institute lies tinopolous, but everyone just calls him Army. Armistantis has
on a curve in Bennie Boulevard created by a series of nineteenth- been running a newsstand somewhere in the city for years and has
century zoning laws that were never taken off the books. Due to the only recently moved into the mini-mall. Most of his loyal regulars,
nature of the zoning laws, the institute is surrounded by a number of however, seem to find him with regularity. Armistantis is in his late
businesses and landmark buildings, many of which cannot be torn fifties but looks seventy. Armistantis doesnt have a cash register of
down any sort. He keeps his cash in his back pocket.
1) Open Parking Lot: This open parking lot is always full because of 4D) Teds Pizza: This pizza stand serves cheap, overly filling pizza
the nearby mini-mall. The owner of the property, Elena Perez, doesnt that never really fulfills the promise of Tasty and Fresh as boasted
charge people to park in the lot. This leaves empty spaces in the mini- by the sign in front of the countertop. A cheap oven rests opposite
mall parking lot frequently. the counter, while bland-looking pizzas sit on the counter, waiting to
Note: This gives heroes and villains a fairly steady supply of ammuni- be reheated. Ted was always been something of an opportunist, and
tion when combat erupts. realized that mediocre pizza that was cheap and filling was going to
make more money than good pizza that was expensive and required
2) Madame Lizabetas: Madame Lizabetas is owned by Elena Perez, special ingredients. Teds real name is Yakov Burkenmeyer, but he had
who came up with the idea of a fortune teller-themed gypsy restau- his name legally changed in order to Americanize it. There is a single
rant across the street from a creepy parapsychological research cash register on the countertop.
institute. Traditional stews and fried chicken are served along with
Eastern European specialties and tacos. The strange and eclectic Plot Option: Ted buys his pizza ingredients from a cheap importer
menu changes every week. Waitresses wear brightly colored skirts who uses them to smuggle drugs.
and bandanas, and will read a palm or cast bones for patrons during 4E) Banana Boat: This banana-themed food stand features every-
the meal. Elena is a pretty woman in her mid-forties, who has turned thing that someone can do with bananas. Banana splits are sold next
her husband into a kitchen slave. Her children work in the restaurant to banana yogurt smoothies, with a small stand featuring books
4-16 hours a week. No price is too high for Elena to live her strange about bananas and stuffed bananas. The owner, Jan Bundy, is a rather
dream. And, yes, Elena is swiftly getting very rich. heavyset woman who offers free samples to children every Tuesday.
Plot Option: Elena Perez is the pawn of Mexican drug cartels. There are two cash registers on the countertop.

Plot Option: Madame Lizabeta is some kind of obscure Eastern Plot Option: Jan is an ape in a woman suit. The gender of the ape
European supernatural creature, and her children and husband does not necessarily match the gender of the woman suit.
are merely helpless pawns. 4F) Spectacular Cards: This small booth sells greeting cards of all
3) Pay to Park: This much larger pay parking lot always has a few kinds, be they for birthdays, holidays, get well, or unusual holidays
empty spaces, as many people are perfectly willing to eat at Madame that few know about. What makes Spectacular Cards special is that
Lizabetas and make their way over to the mini-mall. The entry cards may be custom-made and artfully designed, using anything
and exit area is blocked off by a booth that charges two dollars for from cardboard to engraved metal placards. The owner, Luke Branch,
parking. There is no parking allowed on the street in front of the had a father in the printing business who purchased far too much
mini-mall, forcing people to either park at Madame Lizabetas or pay cardstock and nearly bankrupted Lukes family. Now Luke strives
for parking. A swing-down barrier prevents people from entering and to make the money back by turning the cardstock into cash. A cash
leaving freely. register rests on the counter.

4) The Keys Mini-Mall: This small mini-mall was made from a Plot Option: Luke has attracted the attention of a supervillain who
former piano factory and is composed of concrete blocks that have likes to send the heroes messages before he commits his crimes.
been whitewashed. The mall has limited security in the form of four 4G) The Deep Fryer: This counter is run by Rick Blakemann, who
security guards (all Normal | Extras) that patrol it, but other than has boldly posted a sign above the counter that reads, We will deep
that, most of the businesses that exist in the mall do so because rent fry anything that is food. The counter is relatively bare, though it is
is cheap, keeping profits high. Locations in the mini-mall are listed refrigerated. A cash register is on the counter. Behind the counter
below. is a row of deep-fat fryers. Blakemann is notoriously ambitious and
4A) Talking Clown: Directly in front of the mini-mall is a coin-oper- awards prizes for people willing to deep fry unusual things. He takes
ated talking clown that says cute things to children for a nickel. The pictures of these and posts them on his website. Rick has received
talking clown is made of steel. a few visits from aliens over the years. Rick Blakemann is a massive
monster of a man who is six-foot-three and weighs 370 pounds. He
Plot Option: The talking clown insults people instead. has a heavy beard and wears 3D goggles when frying something
Plot Option: The talking clown is a sinister supernatural entity that really odd. While the fryers are on, burning grease has a nasty effect
stalks people at night. (This can be played for laughs or sinister on just about everything and everyone, assuming that they can stand
drama if Mr. Wumbles discovers the talking clowns secret before the heat of grabbing the fryer. Burning grease deals 1d6 of Physical
the PCs do.) Killing Damage | 1d4 of heat damage to anything it comes in contact
with for 4 Phases | Turns. Characters that are immune to heat or fire
4B) Bear-umms: This is a candy store that makes everything bear- may freely lift the fryers; others may take 2d6 NND | 1d8 of heat
shaped, from cotton candy to chocolate-dipped fruit to cookies. Chil- damage and possibly suffer minor burns. Spread on the ground, the
dren love Bear-umms and the crotchety old owner, Mitch Frobisher. grease gives a -3 DEX | -1 Agility penalty to anyone who steps into
Mitch loves all children like they were his grandchildren and often the area.
Michael Satran 73
Plot Option: SPIDER agents from the institute like to eat here. 4M) Big Wang: This small Chinese restaurant is adjacent to the mall
bathrooms, leading to a constant parade of people walking past the
4H) Hatz: This open, fold-out cabinet area sells nothing but hats. The
small kitchen and its set of tables. The owner of Big Wang is Ron
massive cabinet is divided into rollaway sections that are all part of
Farley, who originally conceived of the restaurant as a tax shelter to
a single massive unit. Lifting the whole rollaway haberdashery is a
place himself in a lower tax bracket. Unfortunately, the restaurant
feat that requires a 40 STR | Strength d12+5 due to awkwardness and
took off, and Big Wang became extremely popular. Ron hires anyone
bulk. It is neither an aerodynamic nor a balanced object. The hat store
he can, and the bustling little restaurant has four chefs, four waiters,
is owned by Aoife Huxhosha, a lady from Ghana who makes all of her
and six delivery drivers. Most of his employees are Chinese, though
hats herself, and custom hats are possible. The hats are also reason-
there are constant questions from the Department of Immigration.
ably priced. A cash register rests on the end of the cabinet area.
There is a long counter with a cash register on it. On the employee
Plot Option: Aoife is the leader of a credit card fraud scheme. side of the counter is a large bay of woks and deep fryers.
4I) Bean Counters: This gourmet coffee store is a start-to-finish Plot Option: Ron is a spy for the secret Chinese organization
operation. The coffee beans are brought to the store, where they are known as The Imperial Throne, and all of the startup money
roasted, ground, and finished. The product is made in small batches comes from illegal sources.
and incredibly fresh. There are small welcoming tables and comfort-
4N) The Biscuit Grab: Seeing the success of Big Wang, Chung Fuo,
able chairs. Pleasant-looking, avant-garde ornamentation hangs
a native-born Chinese, researched the making of biscuits in the
from the ceiling and decorates the transparent glass walls. The line
American South and founded a flavored-biscuit stand as a political
for coffee is out the door, sometimes crowding into the area of its
reaction. Chung makes biscuits of all kinds, with flavors, sauces, and
fellow businesses. Theres only one problem: Jane Korstan, the owner,
dips, and claims he will never go out of business until Big Wang shuts
is a ruthless embezzler who is under investigation for tax fraud and
its doors. Chung hires most of his workers for their Southern accents
corruption. Running the store under the alias of Rona Winstead,
in order to promote the theme of the business but never says so in
she is spending as much time staying out of trouble with the law as
public. He rarely appears at the restaurant, preferring to engage in
she does making coffee. As a result, she happily spies for SPIDER in
Internet political activism while his accountant handles the details.
exchange for them helping to keep her out of trouble. At the back of
There is a line at Biscuit Grab at most times of the day. Top flavors
Bean Counters is a roll-up garage door that leads to a loading bay
include chocolate, strawberry-blueberry, and mango-lichee. The oven
area. There is a long countertop with two cash registers on it. Behind
for The Biscuit Grab is built right into the countertop.
the countertop is an equally long counter with coffeemakers and
grinders. Plot Option: A bitter posting war between Internet groups has
erupted over the conflict between Big Wang and Biscuit Grab,
Plot Option: Police are arresting Jane when the PCs enter, leading
leading to anger, Internet rage, and potential death threats.
to angry customers and a lot of potential confusion.
4O) Super Tea Bag: This small gourmet tea leaf stand is little more
4J) Venus the Aphrodisiac: Unusual scents waft about this medium-
than a rolling cart. The sole owner and proprietor of Super Tea Bag
sized fragrance counter. A cash register rests on the counter. Most
is Maple Leaf Ventura, an old lady who spent far too much time at
of the scents are crafted in the home of the owner, Olska Votter-
Woodstock and probably smoked everything there, even things that
heim. Olska is a middle-aged blonde woman who wears too much
shouldnt normally be smoked. Maple Leaf is an expert on tea but is
makeup and too much perfume. She was never a grade-A chemist
somewhat addle-brained. Very rich people buy their tea from Maple
but is good enough to make basic scents and experiment in her own
Leaf and try to tip her extra money, but she always refuses. Maple
home. Fortunately for Olska, she is a magnificent conversationalist
Leaf tends to wear tie-dyed shirts and beat-up jeans, and has long,
and can keep people talking for hours while she sells them mediocre
kinky grey hair. She smells constantly of incense and eats too much at
fragrances.
Vindalooneys.
Plot Option: Olska is a bored Rhinemaiden who doesnt get ship-
Plot Option: Maple Leaf also brews teas that are hallucinogenic
ments of apples from the goddess Idunn anymore.
and highly illegal.
4K) Vindalooneys: Vindalooneys serves Indian food with a theme
4P) Megaworld Counter: This booth sells software and expansions for
of craziness. Everything about the little Indian food stand has a
Megaworld, the worlds most popular massively multiplayer online
theme of wackiness, from the plates to the cups to the big sign above
superhero game. Two employees are usually behind the counter,
the cash register that reads, If it isnt beef, well vindaloo it! The
though they take frequent breaks and are lazy. The Megaworld booth
countertop is large and heavy with several buffet trays built into it.
has numerous play stations where people can play Megaworld, and
The brief cafeteria atmosphere of Vindalooneys places it close to the
generally, many of these stations are filled.
roped-off eating area but is further from the bathrooms than many
patrons would like. Vindalooneys is owned by Mikram Wapanaram, Plot Options: Too numerous to list. See War of Worldcraft for
who loves comedy, silliness, and pranks. Mikram wears fake plastic dozens of ways to use Megaworld in a campaign.
noses and encourages all of his employees to do the same. He is a tall,
4Q) Fones!: This trendy cellphone manufacturer takes up a large part
skinny Indian man in his mid-thirties with premature male pattern
of the mini-mall. Two large and two small countertops are filled with
baldness.
cell phones. A cash register can be found on each of the large coun-
Plot Option: Mikram or one of his co-workers tries to prank a PC. tertops. Fones will even custom design a phone for you for a large
fee. Fones schedules five employees at a time, and the stall is always
4L) Eating Area: Much of the mini-malls space is taken up by small
marginally busy, even when the mall is just opening or closing.
restaurant counters, so a large section of space has been devoted to an
eating area for mall patrons. There are twelve cheap metal tables flank Plot Option: The custom phones are part of a plot by a supervillain
them, six on a side. There are four cheap plastic chairs per round to Mind-Control the rich.
table. Metal stands holding the rope are at three of the corners and
the walk-in entry, for a total of five stands. The rope itself is standard
ship hawser line.
THE INSTITUTE
4k
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Endgame 74
Michael Satran 75

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76 Endgame
4R) Ice Cream Soldiers: This national chain of military-themed ice 6) The First Church of Mutation: This small, fringe religion church
cream parlors is run mostly by retired veterans and their families. All believes that mutants are a gift from God and are his emissaries
of the flavors have a military theme, including sundaes, milkshakes, on Earth. They oppose C.A.S.H. (Citizens Against Super Heroes)
and cones and cups (which are grenade-shaped), All the employees and frequently support superbeings, even by paying for attorneys
wear camouflage hats, and managers wear combat fatigues and for supervillains who go on trial. The churchs priest, Father Bill
combat boots. The two long counters are shaped vaguely like ammu- Montone, has a mutant power of some kind, but no one has ever seen
nition dumps, with an ice-cream maker underneath and the freezers it in operation. The building has bathrooms (use statistics from else-
to hold the ammunition box-shaped ice cream tubs in the front. Two where in the adventure), pews, a pulpit, and a small electronic organ
cash registers adorn each long counter. All ice cream is made onsite against one wall. The church is very small in terms of membership,
with no RGBH dairy products. This particular Ice Cream Soldiers is but members donate large amounts of their income, so the building
run by Larry Parker, an enormous six-foot-eight African-American is well maintained. The church does not help superbeings who are
Vietnam War veteran. Larry eats a little too much of his own ice non-mutants.
cream, but due to his extremely jovial personality, the lines are out
Plot Option: During the final battle, services are in session.
the door. If superhero combat breaks out, Larry will attempt to
protect civilians and get them to safety as best he can, whereas most Plot Option: Father Bill is a pro-mutant terrorist.
of the other inhabitants of the mini-mall will simply run away. The
ice cream contains less than four percent air and is extremely slowly 7) Discovery Travel Agency: This travel agency has three desks, each
churned. This has made Ice Cream Soldiers extremely popular with with three chairs, one on the working side, two on the opposite side,
food critics and, of course, children. computers on the desks, and two long couches near the entrance.
Between the two couches is a coffee table. Use bathroom statistics
Plot Option: Larry still has connections to the government that from elsewhere in the adventure. The owner of the agency is Elsabeth
some PCs might find useful. Figueroa, a cheery figure of a woman in her mid-forties. Elsabeth
maintains a mysterious air and treats every vacation as a fantastic
4S) Ladies Room: This is a womens bathroom, including toilet stalls,
game of chance and entertainment.
sinks, and towel holders. Toilet stalls are built out of tough but rela-
tively thin material. Toilets are still attached to the local plumbing. Plot Option: Elsabeth is a mage who offers travel to other dimen-
Sinks are kept exceptionally clean. Both toilets and sinks can be torn sions to the discerning. Whether this is with the intent of making
free with 35 STR | Strength d12+4 or better. All stalls contain a sign incredible amounts of money, trap people in other worlds, sacri-
that reads Please Flush After Use. Many of the stalls contain graffiti fice people to dark gods, or something else entirely is up to the
involving illicit hookups for drugs and/or sex. Choose additional GM.
graffiti appropriate to the campaign, such as Partacel is a sissy or
Shadow Lord Rulez! 8) Topiary Productions: This flower shop contains a countertop with
a cash register on it. The rest of the shop is filled with small- and
4T) Mens Room: This is a mens bathroom. Urinals are built into the medium-sized tables and several refrigeration units against one wall.
walls. Toilet stalls are built out of tough but relatively thin material. All of these locations are covered with flowers and floral arrange-
Toilets are still attached to the local plumbing. Sinks are kept excep- ments. The owner of the shop is Tom Lopes, a legal immigrant from
tionally clean. Toilets, urinals, and sinks can be torn free with 35 STR Mexico who has spent years in the floral business.
| Strength d12+4 or better. All stalls contain a sign that reads Please
Flush After Use. Many of the stalls contain graffiti involving illicit Plot Option: Tom is a legal immigrant, but he smuggles people
hookups for drugs and/or sex. Choose additional graffiti appropriate illegally across the border in his specially modified flower delivery
to the campaign, such as Volt needs a new costume! or Call Shad- truck.
owsilver for a super good time! 9) Parthenon: Parthenon is a traditional Greek-themed restaurant
5) Traffic Light and Bus Stop: This traffic light is also the nearest bus where all of the waiters and waitresses wear togas. Please note that
stop to the institute. SPIDER has installed a camera at this traffic light staff members do wear underwear under the togas (after more than
as well (Security Systems at -7 | Notice roll at -4 to detect, Lock- one embarrassing incident). Old wooden tables surrounded by aging
picking roll at base to disable, see above). Each corner has a bus stop, wooden chairs frame a tiled floor that leads to a backroom kitchen.
pointing in each direction. (Use statistics for kitchens and bathrooms presented elsewhere in the
adventure.) The owner of Parthenon is Lars Henrikson, a large blonde
Plot Option: A villain grabs a convenient bus filled with people Swede who is rarely seen on the premises without calling himself
and hurls it at someone as an attack! Dmitri. Lars speaks fluent Greek and never breaks his accent while
in the store.
Plot Option: Lars Henrikson runs an underground fighting ring
specializing in combat styles of the ancient world.
Michael Satran 77

If the base is attacked, SPIDER agents will begin making their


The Parapsychological way up through the elevator and take defensive positions as swiftly
Research Institute as possible. Regular security patrols pass through the underground
levels below the basement, and the agents are in a constant state of
and SPIDER Base combat readiness. If the heroes dont react swiftly enough, they will
be facing a small, well-trained army of commandoes in a highly
The Parapsychological Research Institute (and the SPIDER base defensible position with supervillain backup and an automated
that lies beneath it) appears to have mediocre security. There are basic defense system. Security patrols are detailed in the underground
security cameras at key points around the fence (Area 10), and order- sections below.
lies patrol the halls of the institute. Basic alarms (Security Systems at
-2 | Lockpicking at base to disable) prevent people from leaving most 10) Gate and Fence: This wide, five-foot-high fence surrounds the
secure areas of the institute without pass codes, and some doors are institute in all directions. The gate has a security identification pad
heavy and barred to prevent egress or entrance. Lawn-mowing robots that can be deactivated from the security booth inside or by an
idly patrol the lawn and mow it. appropriate keycard from an employee. A Security Systems roll at
Regrettably, the institute houses a full SPIDER base, including a -2 | Lockpicking at base is necessary to bypass the pad, but a second
complement of troops (some of whom are recruited to be orderlies) Security Systems -7 | Lockpicking -3 roll is necessary to do so
and a dual security system linked into the basic one. This security without activating SPIDERs secret backup system behind it. Sixteen
system is far more difficult to detect and disable (Security Systems -8 lawn-mowing robots patrol the grounds at all times (see the Parking
| Notice -4 and Lockpicking -4, and it must be deliberately searched Lot and Grounds section below). A small metal sign on the gate reads,
for after searching for the basic one), and includes numerous addi- The General McDaniel Institute for Psychic Research: Visiting Hours
tional features. The lawnmower robots are actually deadly battle 9-6.
drones. Many areas of the institute contain hidden automated gun 11) Parking Lot and Grounds: This ordinary parking lot appears
emplacements (firing at OCV 8 | Shooting d4, unless described to be innocuous, with a few employee cars in the lot and very little
otherwise), booby traps, and advanced fiber-optic cameras (Security else. However, the central section of the parking lot drops down via
Systems at -8 | Notice at -4 to locate). Thermal, motion, infrared, a massive electronically controlled trapdoor into the SPIDER motor
and nightvision sensors combine with ground-penetrating radar and pool below. The trapdoor is located under four meters | 2 of asphalt
sonar to create an overlapping web of detection worthy of the finest and earth. If the heroes assault the base, SPIDER will do everything
governments in the world. All of these additional security systems are possible to get their vehicles into the thick of battle as swiftly as
linked to the main control room. possible in order to force the heroes into a difficult tactical position.
Even worse, Dominus has built a device that psychically conceals
what lies beneath the institute from prying super-vision. This device 12) Porch and Front Door: The porch and stairs leading up to the
is located in the control center (45-55). (If Dominus is aware of what institute are well maintained and simple. A security camera eye rests
substances prevent a hero from seeing into the institute, he locates above the door to the institute (Security Systems at -3 | Lockpicking
enough of the substance to prevent the hero from looking inside.) By -2 to disable, but Security Systems -8 | Lockpicking -4 to locate and
feeding his mental energy into the device, he can send a mental signal disable the SPIDER backup camera behind the first camera). The
into the brains of such individuals that an ordinary basement lies front door has a cheap mailbox next to it, which is slightly distended
below the institute. (the institute gets a lot of mail). A security keypad is mounted next
The base will be defended like a well-run military installation to the door (Security Systems at -6 | Lockpicking -2 to disable).
and will give the heroes quite a challenge, even without Dominus, SPIDER agents can cause a solid steel barrier to rise into place from
Mr. Wumbles, and Toby to deal with. The base has a total of 200 the control center, assuming they are not caught by surprise. (See
personnel, not including Dominus, Tarantula, and SPIDER Alpha Mr. Wumbless Tactics during Endgame that will likely make this very
Team. Robots are not considered personnel. This includes 10 techni- different.)
cians, 5 scientists, 5 power agents, 5 investigation agents, 125 destruc-
13) Waiting Room: This pleasant-looking waiting room contains two
tion agents, 20 retaliation agents, 10 stealth agents, and 20 evasion
small couches, a coffee table with childrens books and magazines,
agents. Vehicles and transportation for the agents are described in the
and a large wooden desk. Typically, during visiting hours, Doris is
Motor Pool area below.
seated behind the desk, monitoring things from her computer screen
It is extremely likely that SPIDER will know the heroes are coming
and reading a newspaper or fashion magazine. At other times of day,
and be on high alert throughout the adventure. Room descriptions
Doris is elsewhere in the complex or out on a mission depending on
are designed to reflect this whenever possible. A cunning and stealthy
the needs of SPIDER. There are four hidden, drop-down automated
group may require slight modifications on the part of the GM. The
gun emplacements, one in each corner of this room, that fire 10d6
institute is constructed on a hill, where the stairs that lead up to it rise
Blasts and have an OCV of 8 | 3d6 blasters with a shooting d4. Each
with the elevation, allowing the basement beneath to be under the
has a 90 degree arc of fire.
hill while the SPIDER base rests at the level of the parking lot. Secu-
rity systems are noted in individual area descriptions. The institutes 14) Solarium: This wide open play area contains a broad window
windows are all bulletproof. There are usually 24 orderlies (destruc- through which a part of the institute can be seen from the outside.
tion agents) patrolling the halls of the institute at any time. They will The window is only on the first floor of the institute, obscuring the
call for supervillain backup if pressed. observation area above but allowing people to see within. Several
There is a full set of fiber-optic security cameras that cover the chairs sized for children are spread about the room. Childrens art
entire Sight Group over the entire institute and SPIDER base. No is taped up on the walls, along with a schedule of appointments and
matter where the PCs go, they can be observed by the security classes. A few small tables sized for children are spread about the
observation team in the SPIDER control room. Opposed checks are room. Some of them are nowhere near the chairs.
still required for Stealth, but the SPIDER agents gain a bonus of +2 to From the second level, a one-way mirrored window allows obser-
their rolls when observing the heroes on camera. All hidden mounted vation from above under controlled conditions. There are several
blasters require a Concealment -8 | Notice -4 roll to detect and must toys strewn about the room, a few of which have been ruined or
be searched for. destroyed (a few by Jim but more in malicious acts by Toby). Gener-
ally, the children are kept in this room when they are being tutored by
78 Endgame
doctors, SPIDER scientists, or SPIDER agents. (There is no indoc- Plot Option: Some of the children whose documents are falsified
trination here. The risk is too high to brainwash children during the have far more psychic potential than the data in this room leads
operation, and Dominus has to spend much of his time keeping Toby the heroes to believe.
from mentally tampering with the minds of the other children, while
17) Lower Observation Room: This room contains two computers on
keeping his ruse intact and everything under control.)
medium-sized tables. A long row of file cabinets is against one wall.
The solarium is bright, has a lot of light, and a cheerful, playful
They contain dozens of hand-filled reports on everyone who passes
atmosphere is deliberately constructed. All of the children love the
through the institute and spends time in the solarium. These are all
solarium except Toby, who has learned that opposing Doctor Inger-
backup copies of the data stored on the computers from the data
soll is very, very dangerous. The back door to the solarium opens
shell without the actual information from the SPIDER database. A
onto stairs that lead to the institute grounds. A security keypad is
group of serversrests here, handling all of the necessary data transac-
mounted next to the door (Security Systems at -6 | Lockpicking at
tions and day-to-day affairs of the institute. These also run the shell
-3 to disable). SPIDER agents can cause a solid steel barrier to rise
program (-2 to Security Systems | Knowledge (Computers) at base)
into place from the control center, assuming they are not caught by
and can access the core SPIDER data frame below (-10 to Security
surprise. Disabling this automatically triggers every alarm in the
Systems | Knowledge (Computers) at -5). Any failure puts the base
building, and alerts the agents and inhabitants of the base.
on alert and may result in SPIDER reacting to the break-in.
There are several scanners designed to detect mutations and
superpowers built into the walls of the solarium. Heroes should be 18) Examination Room A: This room contains a medical examination
careful about coming in secret identity if they notice these (Percep- table, several cabinets filled with medical supplies, two chairs, and an
tion Roll at -2 | Notice Roll at base). Otherwise, they may receive a electroencephalogram reader (EEG). The EEG is connected wirelessly
visit from SPIDER in their secret identities during the adventure. to the computers in Area 17 and runs a program that simultane-
ously records the real information in the SPIDER base below while
Note: A large part of the roleplaying action may take place in this
generating false results and putting them in the shell. Discovering
room. It is very important to create atmosphere here. This is where
this requires a Computer Programming roll at -7 | Knowledge
the heroes will first meet the Imaginary Friends. It is also impor-
(Computers) at -3.
tant to keep their attention focused on just how weird this is and to
develop a sympathetic feeling for these characters. 19) Offices: These offices are used by SPIDER technicians, scien-
tists, and doctors to treat SPIDER agents for psychological disorders
15) Elevator: This elevator leads up to the second and third floors,
and test them for psychic potential. Each office contains a desk, two
as well as to the basement below. A hidden security system in the
chairs, one on each side of the desk, and a rug. Generally, these offices
elevator (Concealment at -8 | Notice roll at -4) scans all travelers
will be empty when the PCs explore the institute. Feel free to expand
within. When the elevator is in the basement, a complex apparatus
the adventure by creating scientists and doctors by name.
disconnects the bottom of the elevator and lowers participants into
the SPIDER base, using the floor as a platform. It requires a Security 20) Lounge: This lounge contains four cheap tables, sixteen cheap
Systems roll at -9 | Lockpicking roll at -4 to bypass the hidden system chairs, a refrigerator, a microwave, and a Supercola dispensing
and be lowered into the complex control room, though this will prob- machine. (See? Even the bad guys drink Supercola!) There are four
ably be followed by the word Whoops or Uh-oh. A failed roll trig- hidden mounted blasters in the corners of this room that fire 10d6
gers an alarm in the control room and activates the four hidden gun Blasts | 3d6 blasts (Shooting 1d4).
emplacements at the four corners of the elevator that fire 10d6 Blasts
at the offending violator (OCV 8) | 3d8 energy blasts (Shooting 1d4). 21) Ladies Room: This is a womens bathroom with toilet stalls
The target, then likely stunned, is lowered to the control room below and sinks. Toilet stalls are built out of tough materials. Toilets are
to be surrounded by agents and supervillains. The guns can also be still attached to the local plumbing. Sinks are molded into the
activated from the control room normally. wall. If ripped free (minimum of 35 STR | Strength d12+4), these
built-in objects can be used as weapons. Everything is bolted to the
16) Doctor Ingersolls Office: This simple office is adorned with a floor in these rooms. SPIDER doesnt want to take the chance of a
few pictures drawn by children. Its main features are a plain wooden supervillain rampage attracting the attention of the water or power
desk with a computer on top of it and four chairs across from the companies.
desk. Breaking into Doctor Ingersolls computer seems relatively
easy (Computer Programming at -2 | Knowledge (Computers) at 22) Mens Room: This is mens bathroom with toilet stalls and sinks.
base) but is actually extremely difficult (Security Systems at -10 | Toilet stalls are built out of tough materials. Toilets are still attached
Knowledge (Computers) at -5). A false data shell has been erected to the local plumbing. Sinks are molded into the wall. If ripped free,
that contains fake computer files on the children and their Imaginary these built-in objects can be used as weapons. Everything is bolted to
Friends that seem like the research institute isnt as far along as it the floor in these rooms (see above). There are no urinals in the mens
actually is. This alerts the SPIDER computer systems below to the room; its SPIDERs slight deference to modesty given that there are
presence of a data intrusion. Two large file cabinets contain printouts fiber-optic cameras everywhere. (A kind GM may offer a Deduction
of the fake files, along with heaps of data on other children who have roll here at -4 | Smarts roll at -2 and just say, Why would a mens
absolutely no psychic potential whatsoever. The true data contains room have no urinals?)
extensive notes on the children, including exactly how far along the 23) Hallway: This hallway contains entrances to both bathrooms,
children are in the experiments and much of the information in the as well as another examination room (Area 24). The only objects of
adventure background (excluding references to Lord Dominus; he note are two snack vending machines. They contain such snacks as
has had plenty of time to avoid referring to Doctor Ingersoll in the Supercrunch Bars and Dark Chocolate Caramel Pretzels. Heroes
third person). Choose information based on how much the hero with a sweet tooth may be tempted. If so, the snacks are ordinary.
made the roll by and how much time the hero has to review the data. SPIDER does not tamper with ordinary vending machine products
This automatically puts the SPIDER base on alert and will cause them unless they have an intention to do so on a global scale. There are
to send strike teams, supervillains, and whatever else they have at the eight hidden blasters concealed here that fire 10d6 Blasts | 3d6 blasts
player characters, preferably when the PCs are alone. (Shooting d4).
Michael Satran 79
Plot Option: Just because SPIDER wont tamper with the vending BASEMENT
machine products doesnt mean that someone else hasnt.
24) Examination Room B: This examination room is slightly different Note: At every corner or turn, there is a concealed pop-out blaster
in shape and size from the first examination room. This room that fires a 10d6 Blast at OCV 8 | 3d6 Blasters (Shooting 1d4). It
contains a medical examination table, several cabinets filled with requires a Perception Roll at -10 | Notice roll at -5 to spot the hidden
medical supplies, two chairs, and an electroencephalogram reader weapons or the right types of Penetrative Vision. A Security Systems
(EEG). The EEG is connected wirelessly to the computers in Area 17 roll at -3 | Lockpicking at -1 disables an individual blaster. A Security
and runs a program that simultaneously records the real information Systems roll at -8 | Knowledge (Computers) roll at -4 or Smarts roll
in the SPIDER base below while generating false results and putting at -6 in the security room or the base control room disables all the
them in the shell. Discovering this requires a Computer Program- blasters if at the correct console (Tarantulas Command Center).
ming roll at -7 | Knowledge (Computers) roll at -3. In addition, this 26) Kitchen: This small kitchen contains three stoves, two sinks, two
examination room contains an eye scanner attached to the ceiling by ovens, and two small preparation tables. All meals are served in the
a mobile pod; the scanner is used to determe the health of the eyes. cafeteria down the hall (Area 31). There is a massive dishwashing
Plot Option: The eye-examining device is also a powerful laser apparatus against one wall that cycles through dishes automatically.
weapon that can be used to deliver powerful blasts remotely from SPIDER agents are not allowed to be cooks if they have ever poisoned
the control room against anyone who enters examination room B. anyone deliberately.

25) Psychomotive Examination Laboratory: This laboratory is 27) Storage Area: Janitorial and cleaning equipment fills the room.
covered in padded walls. Several flat platforms rest in this room. There is a sink, two mopping carts, four mops (each mop is consid-
Each platform contains a metal cube with a weight designation on it. ered a +1d6 Hand-To-Hand Attack | +1d4 Melee damage) and a
The cubes are numbered. There are twelve platforms. The first cube storage cabinet for cleaning supplies, which could be useful for a PC
weighs 50 kilograms, and the weight of each cube doubles after that. gadgeteer. There are also four rolling carts made of plastic, and a long
Each cube is made of solid steel. The purpose of this room is to test row of shelves containing hundreds of rolls of paper towels, light
telekinetics and see how much they can lift. No telekinetic that has bulbs, and toilet paper.
ever come to the institute has ever lifted the last two cubes. The cubes
may be used as crude smashing weapons, and each is 2m x 2m in size.
Plot Option: The cubes are made of a strange psychoreactive metal
developed by a super villain.
80 Endgame
28) Blood Testing Center: This room contains four centrifuges
mounted on countertops. The countertops are built into the wall.
Four large refrigerators contain blood samples. This area is a
virtual treasure trove of information for player characters if they
can acquire it. There are blood samples of everyone attending the
34 institute (with the exception of SPIDER Alpha Team and Tarantula),
including many of the agents in the SPIDER base below. Charac-
ters may be able to perform their own tests on the childrens blood.
(Although Doctor Ingersoll will say their records are private, this
does not prevent a hero from sneaking in here and doing his own
tests illegally or stealing the samples and using his own equipment
35 elsewhere.) There is a powerful electron microscope located in the
back of the room that allows examination of things at the molecular
and atomic levels. A cabinet contains syringes, swabs, alcohol, and
other blood-testing equipment.
29) Telepathic Testing Center: This room contains an EEG and a
primitive psychic-monitoring device that monitors psychic energy
32 in the surrounding area. This device is huge and bolted to the floor.
It weighs 1.2 tons and is hardly the sort of device most heroes can
33 carry around. A pair of reclining chairs sit against the wall, with
26 cables that run to the EEG and the monitoring device. Helmets
connected to the ceiling can drop down over the chairs to connect
to the monitor and the EEG. Data collected here is moved to the
filing area and uploaded to the servers in Area 17.
30) Psychic Testing Room: This room contains a large metal chair
with a helmet connected to the ceiling, similar to the one in the
telepathic testing center. The back section of the room contains a
completely opaque drop-down barrier that closes it off. It is here
15

that Dominus created the childrens Imaginary Friends. The ceiling


apparatus is connected through a cable system underground to
the psychic amplification device that remains constantly active.
A careful examination of Area 29 followed by a careful examina-
tion of this area (Perception Roll at -5 | Notice Roll at -2) will tell
a character that this helmet apparatus has an extra set of cleverly
31
27 concealed connectors that lead elsewhere in the building. (Some
unusual characters may have the ability to follow the cable down
into the control room, much to their surprise and likely detriment.)
The helmet does nothing to characters that have no psychic poten-
tial, but a mentalist hero who spends too much time in the helmet
may develop an Imaginary Friend of his own.
31) Cafeteria: This cafeteria contains a tray and service counter
capable of serving up to fifteen dishes, as well as eight tables and
thirty-two chairs. (Being an evil secret organization with billions of
dollars still means the cafeteria chairs are as cheap as they are every-
where else.) Meals for SPIDER agents who live onsite are provided
30 during non-visiting hours. A hero who breaks into the base may
spot a full complement of agents in this room having a meal. A
drink dispenser rests at the end of the service counter. SPIDER only
29 28 serves healthy drinks, in deference to making the agents keep up
appearances with the vending machines.
32) Security Room: This security room has links to all the video
cameras in the institute, but is not connected to the SPIDER base
below except via the hidden server cable directly under the video
playback feeds. SPIDER agents in the control room can see every-
thing going on in the institute, but this is a one-way connection.
Agents must communicate via their radios. The camera wall is built
into the wall directly. There is a secure door with a combination
lock that leads to the weapons locker. The combination is 19-16-9-
BASEMENT 4-5-18. (Clever players may notice that this spells out SPIDER in
letters of the alphabet. Be sure to repeat the combination numbers
aloud if a hero picks the lock at-6 | -3 with a Lockpicking roll.)
Michael Satran 81
The security room also has a coffee maker on a small table. SPIDER SECOND FLOOR
agents here are dressed as ordinary orderlies unless a conflict breaks
out with attackers, in which case they go to the secret compartment 36A) Observation Room A: This room contains a section of one-way
in the weapons locker and arm themselves. There are always two mirrored glass where the solarium area can be observed from above.
guards here, with more at the GMs discretion if the base is on high A desk sits just on one side of the window with a computer on top of
alert. it. The computer is linked to the servers in Area 17 and the analysis
33) Reading Library: This small room is filled with bookshelves computer in 36B, both of which connect to the SPIDER base control
largely holding self-help fiction, uplifting stories of psychological room computers. The mirrored glass has enough strength to with-
healing, and stories of capable self-reliance, along with a sizable stand the force of most telekinetic strikes long enough for observers
collection of romance novels. An entire wall is devoted to the subject to escape from the room.
of military history. All bookshelves are floor to ceiling. There are no 36B) Observation Room B: This larger observation room has two
major bestsellers in the entire library, and many of the writers are sections of one-way mirrored glass where the solarium area can be
obscure. The room contains four comfortable chairs and four small observed from above. Four desks are on the sides of the windows, and
tables next to them where a book may be temporarily placed. there are four computers, one on each desk. There is a large analysis
Plot Option: Some of the more obscure books may contain sublim- computer here that tabulates the results of the power analyzers
inal brainwashing messages to convince readers to join SPIDER or built into the solarium walls and sends them to the SPIDER control
serve the needs of the organization. computers in the control room below.

34) Cleaning Facilities: This large area is devoted entirely to washing 37) Onsite Orderly Residences: These quarters can house two
and drying the massive number of linens, sheets, and clothes neces- orderlies apiece. Each room has two beds, two nightstands, and two
sary for running a parapsychological research institute. A row of computers. These computers are connected to the SPIDER network
washing machines stands alongside an equally long row of dryers. An below. Each room contains a small showering cubicle. There are two
apparatus built into the ceiling and running nearly the entire length chairs, one in front of each desk. There is also a chest of drawers at
of the room contains hundreds of items on hangers. Several dry- the foot of each bed. The agents sleep in these rooms every so often to
cleaning stations stand next to eight folding tables. There is a stack create the illusion that there are always orderlies on staff at all times.
of laundry crates made of plastic next to each folding table. A pair 38) Childrens Residences: These rooms are for the children the
of large cabinets in one section of the room contain spare lab coats, institute recommends keeping overnight or long-term. Each room
scrubs, and towels. A clever character will notice that there is far has a childrens bed, a childrens desk, and a childrens learning data
more laundry here than the institute needs. SPIDER agents some- pad. There are no toys allowed in rooms other than personal stuffed
times do their personal laundry here late at night, and a stealthy hero animals and the like. All toys are kept in the solarium to keep the
may discover someone who doesnt belong to the institute cleaning children social. At the end of the day, most children are sent home to
his clothes. their parents, although special circumstances can change this. See the
35) Weapons Locker: This locked glass case contains several tranquil- adventure text for examples.
izer rifles and tasers. Tranquilizer rifles deal 4d6 of NND | 2d6 Non- Plot Option: On top of everything else, one childs room is
Lethal AP 4 (defense is Immune to Terrestrial Toxins and Poisons haunted. A ghost may have seen something or present an addi-
or Immunity to Alcohol). The tranquilizer bead is absorbed through tional hazard for player characters, especially if they deal with the
the skin. Tasers deal 4d6 of NND (defense is any force-field effect ghost and think the adventure is over.
or being Immune to Electricity) | 2d6 Non-Lethal AP 6. However, a
secret panel (Concealment roll at -7 or Perception at -8 | Notice at THIRD FLOOR
-4) hides a rollaway panel that moves the entire case aside to reveal
39) Linen Closet: This room is filled with towels, quilts, pillowcases,
twelve sets of full SPIDER combat gear, including appropriate weap-
sheets, and mattresses neatly organized on shelves. There is nothing
onry. Choose weaponry appropriate to selected agent types based
else in this room. Linens are cleaned and neatly folded in the base-
on the power level of the group and the theme, flow, and tone of the
ment, then brought up to the linen closet. There are two linen closets
game (see Weapons Locker). It is likely that if the heroes assault the
on this floor. There are far more linens than are necessary to run the
institute, these people will be suiting up from the moment the heroes
institute under most circumstances, but unless a character has PS:
arrive.
Hospital Management or makes a Deduction roll at -8 | Smarts roll at
Note: Whether or not character has defense for NND for Savage -4, it is unlikely that anyone will notice this.
Worlds can be determined on the fly by the GM.
40) Upper Level Surgery Room: This room is designed for emergency
Plot Option: The agents immediately alert SPIDER Alpha Team surgery. A stationary operating table rests in the center of the room,
when a hero is observed. below a pair of extremely bright ceiling lamps. A cabinet containing
surgical supplies is locked by a complex security code-lock (Security
Systems at -6 | Lockpicking at -2 to unlock or a proper thumbprint
scan). Several complex life-support machines surround the operating
table, including one for anesthetic preparation and putting someone
under. A cabinet for spare sets of scrubs is against one wall. The room
also contains an advanced sonic pulse machine and an advanced
surgical laparoscopic laser. This room is also occasionally used as a
torture chamber and interrogation room by SPIDER.
Plot Option: The sonic pulse machine and laparoscopic laser are
both automated weapons that can activate and fire bolts of sonic
and light energy at attacking heroes.
82 Endgame

1414
1414
4242
36b36b

4242

3939
1515 36a36a
1515
3737
4242
2121 2121

3737
3939 2222
2222

4040

4343
3838 3838 3838

4141

SECOND FLOOR THIRD FLOOR


Michael Satran 83
41) Tobys Cell: For all of this rooms appearances as a traditional LEVEL ONE: COMMAND & CONTROL / VEHICLE BAY
bedroom, it is Tobys bedroom and permanent home. There is a
security code-locked door (Security Systems at -7 | Lockpicking Note: Areas 44-80 are constantly patrolled by four groups of four
-4 to open) that has a small piece of one-way mirrored glass in the SPIDER destruction agents, with the exception of the actual reactor
center. This provides a view into the room so that Toby cannot make room. While private rooms are not usually entered, heroes may
eye contact with anyone when he does not have visitors. The room find that they have to constantly dodge patrols in order to sneak in.
does not have any windows. A plain bed rests along one wall, along Patrols will fight holding actions against incoming heroes to give
with a desk sized for a five year old. A small bookcase with several groups of SPIDER agents time to arm themselves.
works of advanced philosophical ethics is against one wall. A few
more traditional toys can be found about the room, among them 44A) Motor Pool: This large garage contains parking spaces for six
a dusty, ignored tennis ball, several twisted and ruined dolls, and a unmarked cars and unmarked vans of various sizes, as well as four
cheap plastic toy phone. (See Mr. Wumbless Imaginary Phone Power SPIDER hovertanks. A series of five human-sized pods rests against
description for some of the ways this is used. Review the section The the wall opposite the underground exit, each containing a suit of
Double Game of Toby and Mr. Wumbles.) SPIDER power agent armor. Each pod is security code-locked. A
Toby is generally found here, as he isnt allowed to play with the Security Systems roll at -7 | Lockpicking at -3 is necessary to deacti-
other children. Heroes who want to talk to Toby will find that Doctor vate the code-lock. Failing this roll fills the pod with a thick, sticky,
Ingersoll is reluctant to do this; however, eventually, Dominus will quick-hardening resin that seeps into the armor and makes it useless.
allow it, drawing the heroes into Tobys sinister world. Dominus is It also triggers an alarm in the control center beyond.
well aware that Toby wont betray him or the institute out of fear but Two bulkhead doors lead into the control center and are also secu-
will allow heroes to enter the room in the hope that Toby will tamper rity code-locked (Security Systems at -8 | Lockpicking at -4 to deac-
with their minds. Toby has hidden a spare plastic phone under a tivate). A bulkhead door leads to a long corridor that exits to the gas
floorboard beneath the bed in case the heroes confiscate his phone. station on the adjoining map. This door requires a Security Systems
roll at -8 | Lockpicking roll at -4 to deactivate the code-lock as well.
Note: Toby has reviewed the books of philosophy extensively and The corridor beyond contains sixteen automated guns that fire 10d6
they are filled with notes on how to exploit peoples ethics in shocking Blasts | 3d6 Blasters (Shooting d4) at unauthorized intruders. The
and terrifyingly violent ways. They contain phrases like If people ceiling of the motor pool also contains an equal number of guns. All
have pets, kill the animals in front of them and Exploit peoples gun housings are treated as standard Foci with a 270-degree arc of
ethics by making them suffer. It makes them compliant and easier to fire. There are always four SPIDER destruction agents on duty here.
kill. Torturing a mans children makes you strong and him weak. Four large equipment and repair bays dominate one corner of the
42) Orderlies Quarters: These quarters can house three orderlies room. A large parts storage unit is adjacent to the repair bay.
apiece. Each room has three beds, three nightstands, and three Plot Option: There are no automated weapons in the motor pool.
computers. These computers are connected to the SPIDER network
below. Each room contains a small showering cubicle. There are three Plot Option: There are additional different types of tanks and/or
chairs, one in front of each desk. A chest of drawers is at the foot of combat robots in the motor pool. Tanks wont activate without a
each bed. The agents sleep in these rooms every so often to create the crew. Combat robots on the other hand.
illusion that there are always orderlies on staff at all times. Currently 44B) Exit Trapdoor: This massive ceiling trapdoor slides down to
these rooms are empty due to Tobys presence. Doctor Ingersoll reveal an easy exit for vehicles out into the institute parking lot.
(Dominus) doesnt want to risk a second attack on him by a SPIDER The trapdoor is concealed from above (Perception Roll at -12 |
agent squad. Toby already tried that tactic. Notice Roll at -8) with tarmac. Characters who attack quickly and
43) White Room: This is a large, plain white room with absolutely get bogged down in combat above may suddenly find themselves
nothing in it. The doors to this room are security code-locked (Secu- surrounded. SPIDER agents will attempt to get to the motor pool and
rity Systems at -6 | Lockpicking -4 to enter). Scanners linked to Area into combat as swiftly as possible. There are no automated guns occu-
17 are embedded in the walls to monitor energy levels of psionic pying the trapdoor section, an indication from within the motor pool
activity. Very little data comes out of this room, as mental energies, that something may be different about that section of roof (Deduc-
except in very rare cases, become visible. The scanners cannot make tion at -1 | Smarts at base).
mental images viewable; they can only monitor powerful bursts of 45) Control Center Main Area: This is the hub of SPIDERs control
brain activity. center, which is constantly monitored in shifts by SPIDER personnel.
Plot Option: The scanners reveal a different level of information. There are always eight destruction agents present in this room, with
two more operating each of the four main consoles within. There are
Plot Option: The scanners stimulate the brain in unusual ways, sixteen overhead guns with a 270-degree arc of downward fire that
changing peoples basic thought processes, morals, or views. This provide additional security for this area; each gun is capable of firing
is not designed by SPIDER. Its just a product defect. This is a good 10d6 Blasts with an OCV of 8 | 3d6 Blasters (Shooting 1d4). When
option for people who like cleaner endings than the suggested attacked, SPIDER agents will seek cover behind consoles, objects,
ones or dirtier ones. and corners in order to hold off invading heroes, and will Coordinate
attacks to quickly defeat opponents. Agents who are engaged in hand-
to-hand combat will deliberately seek to block heroes to keep them
busy and buy time for their fellow agents to back them up.
45A) Video Screen: This massive video screen dominates one wall
of the control center, and is used to contact other SPIDER bases and
(rarely) SPIDER Central Command.
Plot Option: While the final battle rages, the SPIDER Supreme
issues a surprise contact message to find out how things are going,
only to be extremely disappointed.
84 Endgame

50 45a
51 45c 45b 46
45d
52
5 ft. 7.0
0.1 in. x
5 ft. 7.0
0.1 in.

55
53 54
48
15
1 ft. 6.0 in. x
1 ft. 6.0 in.
SPIDER
45e 49
1 ft. 6.0 in. x Comm
52
1 ft. 6.0 in.
47
Ve

44a 44b

SPIDER BASE LEVEL ONE


COMMAND & CONTROL / VEHICLE BAY

52
45B) Security Console: This console is run and operated by two controlled from here, but the flow of power can. Normal operations
SPIDER agents that monitor the institute above. It is linked to63all of such systems as heat, air-conditioning, and lights are under the
of the cameras and fiber-optic connections in the base. The greatest control of the monitor (see Area 55 elsewhere in the control room
weakness in this part of the security system is the SPIDER agents area). It requires two agents to track everything that goes on in the
59 Perception | Notice Rolls as
themselves, who are limited by their own reactor room.
56
to what they can spot. 62
45C) Automated Weapons Controls: This console activates and deac-
45E) Psychic Machine Monitor: This device monitors the psychic
machine in Area 46 and makes sure the power to it is properly
SPIDER B
tivates all of the automated blasters in the SPIDER base if the right regulated. Everyone in the base has been Mind-Controlled to believe Labs
security codes are entered. A security code is necessary to deactivate that the entire purpose of the monitoring device is to regulate the
the automated
52 weapons, lawnmower robots, and other automated machine. There is an additional function of the monitor, however:
threats within the base. (Security Systems at -9 | Lockpicking 61 or It can read the signature of a psychic construct present within the
Repair at -4 or Common Knowledge at -660 to deactivate). Doris is on room, even if the construct is currently imaginary. It cannot pinpoint
57
her own recognizance. She cant 48
47 be deactivated from here. Inputting the location of the psychic creature, but it will alert Dominus to it via
an incorrect code turns all the blasters to permanently active until a secret psychic signal.
each one is shut off individually. Destroying the console leaves all the
weapons in whatever state they are currently in. A Systems Opera- Note: Read Area 46 Extremely Carefully!
tion | Repair or Common Knowledge 58 roll is required to alter whether 46) The Psychic Amplification Machine: This area is occupied by
blasters are active or inactive, assuming a correct passcode is entered. a large machine covered with sensors, screens, and a few indicator
45D) Power Monitoring Station: This station monitors the flow of lights. It is located behind a large, transparent bulletproof panel that
power from the reactor to the rest of the base. The reactor cannot be rises and lowers, and is controlled from Area 55 nearby. The psychic
Michael Satran 85
amplification machine has a bulletproof panel. This machine is Transform 1d6, Alternate Combat Value (uses OCV against
connected to the helmet in Area 32 via an underground cable that DMCV; +), Improved Results Group (the form of the Imaginary
leads up through the earth below, the area where Dominus created Friend is dependent on the individual; +), Works Against EGO,
the Imaginary Friends. There is a helmet apparatus built directly Not BODY (+), Penetrating (+), Reduced Endurance (0 END;
into the machine that allows exposure to its energies. Currently, the +); OAF Immobile (-2), Extra Time (6 Hours, Only to Activate,
machine appears to be inactive; however, the reality is that deep in -1 ), only useable by mentalists (-), Side Effects, Side Effect
the core of the machine, energy is constantly devoted to several key occurs automatically whenever Power is used (Side Effect always
functions. occurs whenever the character does some specific act; subject
loses 20 Active Points of mental powers; points are restored
1) Studying the link between the Imaginary Friends and their hosts.
when Imaginary Friend perishes; -), Limited Target (Sentients;
While there do not appear to be any distance requirements, the
-) (Total cost: 4 points). It takes a very long time to make an
machine provides a subtle psychic link by which an Imaginary
Imaginary Friend, assuming the heroes want to do so. It takes just
Friend is tethered to its host. This effect can neither be traced
as long to unmake one. The special effect of this Transformation
nor observed, but all the Imaginary Friends are aware of the link,
is dependent on the power level of the hero and only works on
although not where it comes from. None of the Imaginary Friends
people with mental powers; 20 Active Points are removed from
except Mr. Wumbles are aware of the machine, and he isnt telling;
their mental abilities, and the hero now possesses an Imaginary
afraid of accidentally ending his own existence.
Friend. The exact nature of the Imaginary Friend is up to the
2) Preventing individuals with unique special senses from peering gamemaster. Savage Worlds PCs should lose an appropriate Trait
below the institute and locating the base, thus ending Dominuss or 3 power points as long as the Imaginary Friend exists.
experiment or forcing him to relocate. Treat this effect as Mental
Savage Worlds GMs Creation of an Imaginary Friend for a PC
Illusion 2d6, Invisible Power Effects (Invisible to Mental Group;
takes 6 hours. The Imaginary Friend will be similar in Traits to
+), Constant (+), Uncontrolled (+), Reduced Endurance
those constructed at the end of this book.
(0 END; +), Megascale (1m = 1km; +1), Area Of Effect (64m
Radius; +1), Cumulative (192 points; +1); OAF Immobile (-2), DESTROYING THE MACHINE
Only versus individuals who can see through the ground with It is important to understand that Dominus is probably the only
Penetrative Senses (- 2), No Range (-), One Continuing Charge individual on Earth who can effectively use and operate the Psychic
lasting One Day (-0) (Total cost: 12 points). Amplification Machine. It is likely that whatever result occurs once
Savage Worlds GMs just need to say its not detectible by any the machine is destroyed will remain permanent.
unusual awareness powers the PCs may possesses. Plot Option: All the children die. Dominus will try (if conscious)
It should be noted that this generates a Mental Illusion effect of to get the heroes to believe this regardless of what the actual truth
192 versus just about everything and may seem highly unfair, is if they try to destroy the machine.
especially considering that few would bother to disbelieve the Plot Option: All the Imaginary Friends except Mr. Wumbles die.
status of the ground beneath their feet. The illusion stops below
the basement and descends lower, only covering the area around Plot Option: Mister Wumbles dies.
the SPIDER base. This doesnt mean people cant discover the base Plot Option: The machine explodes in a massive burst of psychic
normally, by digging or wandering through the base until they energy, causing damage to everything within 64m of it. Choose
find it. It just means that the use of Enhanced Senses | powers damage and type of damage appropriate to the campaign setting.
with a psionic trappings to locate the base reveals nothing. If a Alternatively, the machine can explode in a very real burst of
character has a data recorder of some kind built into a Focus- electricity and/or nuclear power from the reactor below that
based | Equipment-based scanner, when he leaves the 64-kilo- maintains it (Area 78).
meter area around the institute, he will notice that a large amount
of data was scanned for which there is no correlation if he checks Plot Option: The machine creates a massive backlash that is more
the data recorder. Most groups, however, wont go this far. powerful based on the level of the Imaginary Friends abilities.
(Toby becomes imaginary. Mister Wumbles becomes real. This is
It is important to remember that Dominus is a truly global- recommended and featured in the epilogue text of the adventure.)
spanning villain, and when the players discover his hand in things,
they should be surprised, if not terrified. Dominus must spend Feel free to combine, eliminate, or add results based on what is the
time renewing the Charge every day with his own prodigious most exciting and satisfying for your play style and the play style of
mental abilities or the device ceases to function. your group. There are too many options to list them all.
3) Heroes may wish to tamper with the machine in order to unmake 47) Mens Room: This is a mens bathroom with toilet stalls and sinks.
the Imaginary Friends, make some more powerful than others, Toilet stalls are built out of tough materials. Toilets are still attached
and so on. The machine requires a Security Systems skill at -10 | to the local plumbing. Sinks are molded into the wall. If ripped free
Repair or Lockpicking (whichever is higher) roll at -5 to break (minimum of 35 STR | Strength d12+4), these built-in objects can
into, and numerous esoteric Science Skills to figure out how to be used as weapons. Everything is bolted to the floor in these rooms
properly operate. Use the Dominus character sheet as a guide (see above). The bathrooms have no urinals in the mens room,
for what might be necessary in order to operate the machine. SPIDERs slight deference to modesty given that there are fiber-optic
Currently, Dominus has manipulated Tarantula to make sure cameras everywhere. (A kind GM may offer a Deduction roll here at
the machine is not used to create any new psychic constructs, as -4 | Smarts roll at -2 and just say, Why would a mens room have no
Mr. Wumbles could be considered a significant problem with the urinals?)
experiment. See #4 below for Unmaking Imaginary Friends
assuming the heroes dont destroy the machine outright. Plot Option: There is a secret escape tunnel built into this mens
room.
4) Some heroes may wish to create an Imaginary Friend for them-
selves. (Unusual, but certainly in keeping with the genre, espe- 48) Womens Room: This is a womens bathroom with toilet stalls
cially in certain settings such as Gestalt.) This is hardly an instant and sinks. Toilet stalls are built out of tough materials. Toilets are
process. Treat the creation of an Imaginary Friend as a Major still attached to the local plumbing. Sinks are molded into the
86 Endgame
wall. If ripped free (minimum of 35 STR | Strength d12+4), these or attack, the driver of the platform may cause it to fly (albeit slowly)
built-in objects can be used as weapons. Everything is bolted to the about the room. A Security Systems roll at -10 | Lockpicking at -5
floor in these rooms. SPIDER doesnt want to take the chance of a is necessary to take over the platform and hack into the SPIDER
supervillain rampage attracting the attention of the water or power network through the retinal scanner. Alternatively, Tarantulas eye
companies. may be used if the heroes are particularly ruthless and are willing to
yank it from his head.
49) Coffee Lounge: Every hard-working group of villains needs coffee
just like the heroes do, and SPIDER is no exception. A coffee maker LEVEL TWO: LABS AND TRAINING
rests on a small table. Three tables surrounded by cheap chairs fill
the room. A big-screen TV is along one wall. Battles over changing 56) Biochemistry Laboratory: This large facility is viewable through
the channel are common. When the TV is on, the door to the lounge translucent, bulletproof, and hermetically sealed glass. This means
remains closed. that the two hallways are clearly visible through the laboratory, as
well as the Area 59 laboratory. The laboratory contains a large metal
50) Tarantulas Quarters: This spartan room contains a simple bed, cabinet with numerous bio-samples. A row of centrifuges is across
a desk, and two chairs. A small shower cubicle is off in one corner. from a large machine labeled Energy Infuser, do not cross the line.
An exercise mat rests on the floor, and a small collection of weights is The energy infuser line is marked on the floor with a black and yellow
on a stand next to the mat. A computer is on the desk. The computer painted line and traditional symbols for hazard in multiple languages.
contains a number of stored books of tactical and military history, all The biochemistry lab provides a 14- Biochemistry Complimentary
of them illegally downloaded. Skill roll | a +3 to Knowledge (Biochemistry) skill rolls or Common
51) Janitorial Closet: This closet contains a mop and bucket set, Knowledge rolls to anyone who has the Biochemistry skill.
a sink, and a cabinet filled with cleaning supplies. SPIDER agents Plot Option: If the energy infuser is destroyed during battle, a PC
are given janitorial duties as disciplinary actions, along with other wanting his powers changed can suffer a radiation accident or
unpleasant jobs, many of them involving the nuclear reactor below. being in the radius of the energy infuser. Alternatively, a shrinking
52) Elevators: These elevators connect all the levels of the SPIDER PC could be put in a test tube and energy-infused against his will.
base except the lowest. All elevator doors have a security code-lock Comedy, horror, new powers, or something entirely different
(Security Systems at -5 | Lockpicking -2 to bypass) that shuts the ensues. A large explosion (GMs discretion) is always possible.
elevator down if not bypassed. There is a ladder inside the elevator 57) Firing Range Analysis Room: This room contains four firing-
shaft that enables people to climb in the event of an elevator range analysis machines along with an energy-scanning device.
shutdown. This room serves only to analyze the results of weapons fired on the
Plot Option: The floor and walls of the elevator are electrified firing range. Currently, Tarantula holds the top score on the deadliest
in the event of a hostile bypass of the elevator security system, course. The SPIDER Supreme has never visited the base directly.
delivering an 8d6 Blast (Energy), Area Effect Surface (+), Armor The door to the firing range is locked with a complex security code
Piercing (+), Trigger; to everyone touching the walls, floor, or (Security Systems at -7 | Lockpicking at -4 to disable). The door is
ceiling of the elevator car after the doors close (+) | 2d8 elec- extremely tough so that SPIDER agents cant simply blast their way
trical damage. into the scoring room. The door to the outside possesses a similar
security code. The danger room functions are also controlled from
53) Server Hub: This room is locked with a security code-lock and here with a separate computer that requires a Security Systems roll at
has an extremely tough door. Inside is a server that links up to other -12 | Knowledge (Computers) at -6 to break into and override. This
SPIDER mainframes. From the moment that the base is attacked, a computer is extremely difficult to override due to several planned
data dump and wipe begins, offloading the information to a series of murders by SPIDER agents against their own. Tarantula, Abyss,
satellites, where it is downloaded elsewhere. The data dump takes a Totem, and high-ranking agents at the GMs discretion have security
total of 2 Full Combat Turns. If the attack is repelled, the information codes to override the danger room. Tarantula can override the firing
is re-uploaded six hours later. The method of upload and download range from his command chair.
should be left up to the gamemaster.
Plot Option: Several of the high scores have been tampered with
54) Hallway: This long hallway that leads to the elevators is wide by the current quartermaster in order to push disliked agents into
enough for three agents to stand side by side and have a reasonable missions that are too dangerous for them.
amount of movement. Six ceiling blasters that fire 10d6 Blasts with an
OCV of 8 | 3d6 blasts (Shooting d4) cover the hallway. They do not 58) Firing Range: The door to the firing range is separate from that
fire at SPIDER agents or anyone in a SPIDER uniform. to the analysis room. This room actually doubles as a danger room,
complete with holographic projectors, flip-down guns, and all of the
55) Command Center Platform: This is the command platform other accessories associated with training in a supervillain base. The
of the SPIDER base. It is eight meters in diameter and possesses 6 danger room can generate attacks of up to 70 Active Points | (generic,
meters | 3 inches of Flight with Position Shift at 0 END. There is a 5 pts/1d6 of non-lethal, 10 pts / d6 lethal) with SPIDERs current level
central console and comfortable chair mounted in the center of the of technology and generate holographic simulated environments that
platform. Typically, Tarantula sits in the command chair, but he will are almost as good as the real thing. Up to 32 weapons may be active
occasionally give control to a trusted agent (sometimes while wearing at once in the danger room when it is fully active or not being used as
his costume). The command platform is linked to all the servers in a firing range. Choose from SPIDERs array of weaponry listed under
the building, but the flight system and base controls can be shifted SPIDER agents and grant these weapons an OCV of 10 | 3d6 blasters
over to an independent backup system. Tarantula can issue orders (Shooting d6). The area also has two concealed areas that drop down
from the platform to anywhere in the building or take control of any while the floor flips into hardwood slats to become a basketball court.
individual system, blaster, weapon, or device. A self-destruct activator Choose the configuration of the danger room at the time of the PCs
is also located on the console, though it can be voice-activated with arrival if combat should break out.
a command code. This will detonate the reactor in 60 seconds (5
Combat Turns in Hero | 10 Combat Turns in Savage Worlds). Typi- Plot Option: If the SPIDER agents and villains are forced to retreat,
cally, the platform is on the ground, but during any serious operation they will try to retreat into the danger room, turn it on, and leave
Michael Satran 87

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63

59
56
62

52
61

57 60
47 48

58

SPIDER BASE LEVEL TWO


LABS & TRAINING

the PCs as helpless victims inside a giant fire zone. In this case, gravity field inside the room until after he is unconscious. This labo-
all the weapons are set to maximum, and after a few heroes are ratory provides a 14- Complimentary Skill roll to anyone with the
significantly weakened and/or defeated, agents and supervillains Gravitics Science | two dice added to appropriate Smarts / Knowl-
will rush in to finish them off. This requires agents to get into the edge / Repair roll.
firing range analysis room and hold it against all intruders.
67
Gravity Generator: Telekinesis (30 STR), Area Of Effect (8m Radius;
52
59) Gravitics Lab: This laboratory focuses on the development of +), Reduced Endurance (0 END; +), Trigger (from the SPIDER
gravitics and artificial gravity. Its central component is a large grav- Supremes Command Chair; +); OAF (-1) Immobile (-1), One
itic generator that sits in the center of the room. Four monitoring Direction Only (-). Total Cost: 29 points.
computers are bolted to the floor to track the progress of experi-
ments. The generator is not completely functional, however, and 68
Plot Option: Abyss is sabotaging the gravity generator in order to
keep his own technology superior. It should be far more advanced
experiences severe problems when in operation. A large number of
65 64 64
steel blocks weighing between a pound and 12.5 tons can be found 64 64 64
than it actually is.
along one wall. The generator has been unable to produce a gravity 60) Hydroponics Lab: This laboratory is filled with four large circular
64
field capable of lifting more than 1.6 tons. If Tarantula is made aware 64each filled64
64plastic pipes, with augur. Each of these pipes rotates and
of intruders in this room, he will activate the gravity generator from is sprayed lightly on the inside with water. Each one grows various
64
his command chair, generating a STR 30 | Strength d10 Area Effect fruits and vegetables. All are suitable for consumption and are free of
Telekinesis and trapping the hero against the gravity generator. It is mutagenic compounds. This laboratory provides a 15- Complimen-
likely that if a hero is not immediately immobilized, he will have to tary Skill roll for anyone with the science of Agriculture | raises by 2
65
battle his way out. A trapped hero will be subject to focused fire by
64
agents and supervillains from the doorways, as they wont enter the
dice for anyone attempting agricultural-related tasks.
88 Endgame
Plot Option: Not all the fruits and vegetables are non-mutagenic. against one wall. A large, dome-shaped blast shield in the center of
the room descends over a platform where experimental explosives are
Plot Option: In a lighter-hearted game, agents are having a food
detonated. The blast shield is controlled by a computer bank against
fight in this room when combat starts.
one wall. A series of cabinets, all security code-locked (Security
61) Genetics Lab: This laboratory is filled with genetic analysis and Systems at -8 | Lockpicking at -4 to disable), contain numerous
microbiology equipment, including a wall shelf of five centrifuges reagents that, while not volatile themselves, are highly explosive when
and an electron microscope. This clectron microscope is far more mixed together (GMs discretion). This laboratory adds a 14- Compli-
sophisticated and less bulky than its upstairs counterpart. Four mentary Skill roll to any Demolitions roll | adds 2 dice to appropriate
sophisticated molecular analysis computers are along one wall, Lockpicking, Agility, and Repair rolls.
each performing partial functions of a more complicated program
Plot Option: One of the computers contains a plot to turn a hero
that analyzes genetic structures by sub-molecular mapping. A large
into a living bomb and its dated with success three days ago!
cabinet with a hazardous materials symbol on it is against one wall;
it contains samples of numerous radioactive isotopes along with LEVEL THREE: QUARTERS AND STORAGE
common viruses (a Security Systems roll at -10 | Lockpicking at -5 is
necessary to open it or the correct security code). A second cabinet 64) Standard Agent Quarters: Each of these rooms contains four
with hazmat suits is along one wall. In the event of a biological breach beds, four desks, and four chairs. No computer links to the outside
inside the room, the entire room seals and is immolated with intense world are allowed outside of the SPIDER mainframe. A connection
fire from flamethrowers embedded in the ceiling (four ceiling- to the mainframe is provided on each desk in the form of a keyboard/
mounted 4d6 RKA blasters | 4d6 blaster turrets with Shooting d6, monitor combination. A small shower stall is set up in the room.
each with a 270-degree shooting arc and a special effect of fire). This Some of these rooms have been cleared to provide special quarters
also removes most of the rooms oxygen after repeated firing. If the for SPIDER Alpha Team, including more luxurious furnishings but
heroes get down here and are noticed by Tarantula while in this with the same Defense values. Select the rooms at random. All of the
room, he will activate the flamethrowers at once, regardless of who standard agent quarters are unisex.
is in the laboratory. The door to this room is sealed with a security 65) Agent Commander Quarters: These much nicer rooms contain a
code-lock (Security Systems at -8 | Lockpicking at -4 to open). This single bed, a desk, and a plush, comfortable chair. A full computer is
lab provides a character with a 14- Complimentary Skill roll to the on the desk. These rooms are for agent commanders, visiting super-
Genetics Science | adds two dice to appropriate Smarts or Knowledge villains (such as SPIDER Alpha Team), and foreign dignitaries from
roll. countries that are less than scrupulous.
Plot Option: One of SPIDERs scientists has concealed an experi- Plot Option: A foreign dignitary the PCs have encountered before
mental virus among the other samples without the knowledge and is present in one of these rooms. What is he doing here and what
consent of either his colleagues or the SPIDER Supreme. is his connection to SPIDER?
Plot Option: This is another room where a superhero can suffer a 66) Elevator to Reactor Level: This elevator connects the residential
radiation accident that changes his powers or alters his abilities. level to the reactor level below. The elevator doors have a security
Plot Option: There is important information in the computer codelock (Security Systems at -5 | Lockpicking at -2 to bypass) An
about one of the PCs. additional retinal scanner for authorized personnel only resides in
the elevator operations panel (Security Systems at -8 | Lockpicking at
62) Paranormal Biology Lab: This room contains a similar wall shelf -4 to disable). There is a ladder inside the elevator shaft that enables
of five centrifuges, a large full-body sub-molecular scanner that looks people to climb in the event of an elevator shutdown. Four dropdown
like an airport scanner, and four more molecular analysis computers blasters reside in the ceiling of the elevator, firing 10d6 Blasts with
along one wall, each capable of performing sub-molecular mapping an OCV of 10 | 3d6 blasters with a Shooting skill of d6. The elevator
functions. It should be noted that some of the functions performed by also fills with a pale white gas absorbed through the skin if the retinal
these computers do not map genomes, as some of them are designed scanner is not disabled if the elevator is at the lowest level. The gas is
to scan energy beings, creatures with alternate molecular structures, released through microscopic holes in the elevators walls and carries
and even rare aliens, assuming SPIDER gets to study one. A small neurological transmitter that causes spasms, choking, and swift
cabinet with a hazardous materials symbol on it is against one wall. unconsciousness if the targets are not Immune to Biowarfare Agents
There is a security code-lock on this cabinet (Security Systems at -10 (Blast 4d6, Uncontrolled (+), Constant (+), Area Of Effect (4m
| Lockpicking at -5 to open). There is a second cabinet with another Radius; +), Reduced Endurance (0 END; +), NND (defense is
array of hazmat suits in it. This laboratory gives a Complimentary Immune to Chemicals or Biowarfare Agents; +1); OIF (-), Immo-
Skill roll of 14- to Paranormal Biology | raises by 2 dice to Para- bile (-1), 2 Continuing Charges lasting 1 Turn (-) (Total Cost: 25) |
normal Biology. Treat as ongoing Stun (p52 of Super Powers Companion) attack with
Plot Option: A blood sample of one of the PCs is in the small Biowarfare/Biochemical trappings, characters immune to chemicals
cabinet. or biowarfare agents are immune.

Plot Option: The genome of one of the PCs has been mapped in Heroes may be delivered straight into the arms of a section of the
the computer system, with reference to Project Wasp located in SHAPE Project.
the data file. Plot Option: The gas also sterilizes targets, preparing them to be
Plot Option: One of the PCs greatest enemies has a virus keyed mutated by the SHAPE Projects exposure to radiation.
to his gene structure stored in the computer, with a Date of Use 67) Supply Room: This room contains several long shelves filled
entry only a few days away. Do they tell the villain that SPIDER with toilet paper, paper towels, cleaning supplies, and other nonper-
has marked him for death? ishable necessities. It should be noted that SPIDER has experi-
63) Explosives Engineering Lab: This laboratory is devoted exclu- enced numerous disasters with volatile chemicals in the past and
sively to the design and development of new kinds of explosives. A all cleaning materials are specifically selected to be non-reactive
table covered with experimental detonation devices and systems is and non-explosive. Everything from soap to cardboard boxes and
Michael Satran 89

67
52

68
65 64 64 64 64 64
64 64 64 64
64
65
64

64 64 64 64 64 66
52
64
64
65 64 70
64 71

65 69
64 64 64 64 64 64
SPIDER BASE LEVEL THREE
QUARTERS & STORAGE

shipping materials are stored here. There is a secret escape panel in better mission later, or it might be a sign that an agent has enemies
the back of the supply room. (To spot the panel requires a Percep- in SPIDERs command structure. There is a large desk that has a large
tion Roll at -8 | Notice Roll at -4, or be an elite agent, Tarantula, or computer console on it. The console isnt really a better computer
a member of SPIDER Alpha Team. Dominus does not know about than other computers in the base; its just designed to look more
the secret panel. Doctor Ingersoll did not have this information.) impressive. A large 3D-holographic projector built into the ceiling
The panel leads to a narrow corridor that comes out into a manhole generates mission briefings based on the agents involved. More than
in an alleyway six blocks away. No one enters the base through this one SPIDER agent has walked into the operations office to receive a
method, though it should be able to be discovered through an intense secret mission instead of guard duty. Some fantasize about it. Some
search if the player characters are extremely paranoid and/or careful. 79
dread it. There are forty chairs facing the desk, as some missions are
An alarm will be triggered if the escape panel is opened from the larger than others.
outside, which would require a Security Systems roll at -9 | Lock-
Plot Option: A recent mission briefing indicates that SPIDER is
picking roll at -5 to disable.
taking action against a PCs loved one or family member.
Plot Option: There is a secret panel built into the door of the
69) Armory: This room contains numerous weapons from the
escape panel that contains four passports with gender-neutral
Weapons Locker stored in neat, organized rows. Standard blasters
names, a money belt, eye color-changing contacts, and fake glasses 79
are nearest the front, while more sophisticated and/or rarer weapons
78
(Perception Roll at -8 | Notice Roll at -4 to spot).
are located closer to the back. This room is usually occupied by a
68) Operations Office: This office is one of SPIDERs most important requisitions officer, who reviews the records of agents before issuing
rooms as far as the agents are concerned. It is here that missions are weapons. A security code-locked door (-10 Security Systems |
assigned by commanders and guard shifts doled out. Getting a good Lockpicking -5 to disable) is next to a bulletproof glass panel with
shift means that Tarantula likes you. Getting a bad shift may mean a a shielded trapdoor below it. Choose weapons appropriate to the
90 Endgame
campaign. A group that gets in here that has Weapon Familiarity with the microfusion beam generator is active, the beam is four meters
SPIDER weapons can cause a great deal of damage to the complex long. Anyone foolish enough to touch the beam takes 14d6 of Normal
and the agents within. Energy Damage | 3d12 of Damage, 10 points AP. Normal Knockback
rules apply. Characters who Absorb radiation may Absorb normally.
Plot Option: There is an experimental gun in the heavy weapons
section that possesses its own intelligence when gripped, likes Plot Option: Scientists are doing experiments when the PCs arrive
to talk, is snarky and cantankerous, and is completely loyal to in the reactor level.
SPIDER. This can lead to a lot of extra firepower but also be
Plot Option: A reactor breach in the power core causes backlash
extremely troublesome. The gun can be reprogrammed, but this
into this room, injuring scientists and triggering a lockdown (see
may take more time than a hero has. Hey! Over here, guys! The
Area 76).
enemy has me! Im being fired at my allies! Help me! Have you
considered switching sides? We have great medical benefits! Youll 74) Reactor Level Entry: This room always contains eight destruc-
need them after they put me back in the armory. tion agents who guard the reactor. They work in eight-hour shifts.
The room is essentially empty except for the three massive bulkhead
70) Requisitions: This room has four plain chairs centered around a
doors that occupy it. The agents will be unlikely to surrender under
cheap plastic table. There is a wall shelf with numerous forms against
most circumstances, as the only way out is through the elevator shaft.
one wall. The forms range from Vacation Request Form to Heavy
The agents will position themselves as capably as possible given the
Weapons Request Form. There is no Form Request Rorm here.
fact that the room has no other features or cover. Four drop-down
There are usually a few agents in here at any given time, requisi-
blasters that deliver 12d6 Blasts at OCV 10 | 3d6 energy bolt with
tioning basic equipment or using the room as a place to relax and
shooting d6 (no wild die) reside in the ceiling. All of these have a
have a somewhat meaningless private conversation, as they assume
180-degree arc of fire and are pointed straight at the elevator.
all conversations are monitored.
75A) SHAPE Project Lab: This area is where the SHAPE Project
Plot Option: All conversations really arent monitored.
processes volunteers and dying SPIDER agents into supervillains or
71) Lounge: This large, open lounge is where SPIDER agents spend dead bodies. The SPIDER Human Advancement Project Energizer
a fair amount of recreational time. Twelve fold-down tables are sits like a giant triangular monster in the center of the room, with a
surrounded by four chairs each. A large television built into the wall circular tube in the center that holds an active subject. This is a much
is also connected to the internal intercoms and video-transmission more advanced version of the machine that created Laserwhip (see
capabilities of the base. Activities are rarely interrupted. A coffee War of Worldcraft for details.). Approximately thirteen percent of the
maker rests on a small table along with various syrups, cups, spoons, subjects survive; the rest die. The machine is connected to the nuclear
and sweeteners. A large digital jukebox containing over 1,000,000 reactor by an underground cable. There are numerous sensor devices
songs is against one wall. Most of these songs have never been built into the walls that analyze whatever transformative effects are
listened to by SPIDER agents. occurring. Treat the machine as a 1d6 Uncontrolled (+), Constant
(+), Penetrating (+) Major Transformation Attack; only works vs.
Plot Option: The digital jukebox reinforces the brainwashing of the
people with no super powers (-), OIF (-), Immobile (-1) (Total
agents.
Cost: 8). The Transformation creates a new superbeing, though
LEVEL FOUR: POWER CORE AND SHAPE PROJECT there is an 87.5 percent chance of instant death. To resolve whether a
superbeing is created, roll 1d6. On a 6, the prospective new supervil-
Notes: Every door and wall on this level is a massive cadmium-lined lain is lucky enough to survive. On any other number, the volunteer
bulkhead. Characters who go Desolidified by Radiation Special dies. | Non-powered characters affected by the machine will die
Effects should not be able to pass through these walls. All doors are unless they roll a 10/0 on a d10. Those who survive get a superpower.
security code-locked when closed and require a Security Systems roll Those who do not will be fondly remembered. Superpowered individ-
at -6 | Lockpicking at -3 to disable. No one, not even an evil secret uals are unaffected by the Transformation, though by prior arrange-
organization, really wants to contaminate large swaths of land with ment with the GM, if a PC is stuck in such a machine, a radiation
radioactive materials casually by accident. All of these doors can be accident to spend experience points should be allowed. The machine
opened and closed from Tarantulas command chair (Area 55). is the only device in the room.
72) Bathroom: This is a unisex bathroom with toilet stalls and sinks. Plot Option: Scientists are creating a new supervillain when the
Toilet stalls are built out of tough materials. Toilets are still attached PCs arrive in the reactor level.
to the local plumbing and they can be used as weapons if ripped
free. Sinks are molded into the wall. A STR of 35 | Strength d12+4 Plot Option: Scientists are creating a new supervillain out of a
is required to remove these fixtures. Everything is bolted to the captured PC when the other PCs arrive to rescue him.
floor in these rooms. SPIDER doesnt want to take the chance of a 75B) SHAPE Project Operations: The operations area for the SHAPE
supervillain rampage attracting the attention of the water or power Project is concealed behind a bulkhead door. In this small room are
companies. There is a pair of scrub-down showers in one corner of the controls for the energizer, three computers, and three mobile
the room. SPIDER has a dual scrub-down policy on their reactor chairs on wheels. The computers monitor the process of the test
in the event of a breach, and after the initial scrub-down, agents are subjects exposure and basic life functions. The bulkhead door to
encouraged, usually at gunpoint, to shower again here. project operations is security code-locked (Security Systems roll
73) Nuclear Physics Lab: This laboratory is directly connected to the at -9 | Lockpicking at -4). It is possible to shut down the sequence
reactor by an underground cable that powers most of the machines while the device is in operation; however, during the operation of
within. Within the nuclear physics lab are a powerful electron micro- the device the area is suffused with intense radiation. See the Living
scope, a molecular mapping scanner, a microfusion beam generator, in a Dangerous World rules for effects of how this might impact a
and a transparent, heat-resistant glass testing zone. A wall shelf character (HERO 6E2 147, Champions Complete 139).
contains four shielded data-processing computers , each with a chair
next to it. The lab gives a 14- Complimentary Roll | +2 to appropriate
trait rolls to anyone studying Nuclear Physics within its confines. If
Michael Satran 91

79

79
78

80

76 77

74
73

66 75a

72
SPIDER BASE LEVEL FOUR
POWER CORE & SHAPE PROJECT
75b

76) Reactor Control Bay: This control bay monitors the operations of case, the primary reactor bay is already nonfunctional, and the
the nuclear reactor (Area 78). A wide bulletproof screen separates the agents and technicians have moved to the backup reactor.
control bay from the reactor. Eight banks of consoles are bolted to the
floor in this room, all of which control portions of the reactors opera- 77) Backup Reactor Control Bay: The backup reactor control bay
tion. Each console has two chairs in front of it. It is equally likely if automatically comes online in the event of the destruction and/or
these consoles are destroyed that the reactor will shut down or over- overload of the reactor control bay (Area 76). The room is identical to
load. The GM should choose the theme and tone that is appropriate the reactor control bay, with the exception of a case of hazmat suits in
for the game world. Many superhero teams will not have the ability to the event of a desperate need to escape. Should the reactor explode, it
deal with an overloading nuclear reactor. It requires four successful isnt likely that the hazmat suits will be of much use.
Nuclear Physics Skill | Repair rolls to shut down the reactor or to
78-79) Reactor Room:
operate it. There are always four technicians here operating the
consoles, all of them destruction agents. Add a -2 penalty for every 78) Nuclear Reactor: This is the power supply for the SPIDER
vacated seat. A failure indicates that another attempt must be made base. The reactor is a fusion-based breeder reactor that generates
in the backup reactor control bay across the hall. If this fails as well, power. Unwanted radioactive energy types are fed into the nuclear
it may not be possible to shut down the reactor if a core breach has physics lab in Area 73 or the SHAPE Project machine in Area 75 for
occurred or the reactor overloads. disposal. It is a massive construct that relies on the vaporization and
fusion of atoms to generate power and electricity. The core of the
Plot Option: Due to the battle above, the reactor is already over-
reactor is incredibly hot, and coolant is cycled through it from the
loading and SPIDER is desperately trying to shut it down. In this
two coolant pools that also occupy this room. When bodies need to
be disposed of, they are fed to the reactor, providing a momentary
92 Endgame
burst of power and completely atomizing the subject, thus leaving no
trace elements behind. Refer to the rules on Living in a Dangerous All is Well.
World for what exposure to radiation does (HERO 6E2, Champions Unless something drastic happened (Mr. Wumbles died, Mr.
Complete). It should be assumed that the reactor is active unless the Wumbles escaped, or the like), the following boxed text below is
heroes have taken steps to disable it from within the reactor control recommended to remind the heroes that there is always victory in
bays. A Nuclear Physics roll is necessary to know how to disable the defeat and defeat in victory. Thats how comic books are.
reactor from within the confines of the reactor room. Actually doing
so is far more difficult, unless the character is Immune to Radiation.
This requires a Nuclear Physics roll at -4 | Knowledge (Science) or THE BUTTE, AMERICAS
Knowledge (Engineering) at -2. A character may not sustain any
damage during the time he is deactivating the reactor. The base time FIRST SUPERPRISON
to disable the reactor is a Full Combat Turn.
Plot Option: A hero might develop new powers from being
LEVEL FIVE: ALPHA-LEVEL
exposed to radiation instead of dying. CONTAINMENT
79) Coolant Pools: These coolant pools lower the temperature of the This is all your fault, Mr. Wumbles! Toby growled
reactor, cycling an experimental coolant through the reactor core in at the humanoid rabbit. His small body floated,
order to keep the breeder reactor stable. The coolant is exception- trapped helplessly in the ether. No one else
ally cold, dealing 12d6 of Normal Damage with no Knockback | could see him. If you had just listened to me!
3d8 damage, with any type of defense versus cold either reducing
or completely negating the attack. A desperate hero may consider Oh, Toby. Mister Wumbless words rattled
hurling his enemies into the coolant; however, if this is done more around the cell, a dull rasp from the back of his
than a few times, the reactor may begin to overload. The coolant throat. He idly flipped through the newspaper
pools are three feet deep and kept cold by temperature regulators at and changed the channel on the television.
the bottom of the coolant (four regulators per coolant pool). His food was getting cold. You disappoint me.
Things have changed. Im not like I used to be.
Plot Option: The coolant is a living creature that will not appreciate His mouth twisted into a cruel shape.
its mass being disturbed by hurled superbeings.
If I was in charge, I
80) Sealed Reactor Containment Room: This room contains three
bulkhead doors, one that leads to the reactor and one that leads to Mister Wumbles turned to Toby, his eyes red
each of the reactor control bays. If the reactor is breached or there and terrible. You dont seem to understand,
is some kind of reactor leak, the door to Area 74 will seal shut and do you? Its only a matter of time now. Days,
will not be opened by any means except bashing the door down. weeks, months they dont matter. You see,
When clothes are removed, panels will open in the walls that contain youre my Imaginary Friend. He stopped and
rocky, uncomfortable soap, and ceiling sprayers will force a shower idly brushed his lips with a napkin. Prison food was
on all inhabitants in the room. No one will be allowed out until almost tolerable.
everyone has been scrubbed down. Outside the room, SPIDER And you know what I do to Imaginary
agents will check all of the scrub-down victims for radiation and then Friends.
order them to shower again in the bathroom, at gunpoint if neces-
sary. The entire room is as well defended as the walls, including the
showerheads. Four pop-out blasters hover at the ceiling, each with a
END?
270-degree arc of fire. They fire 10d6 Blasts with an OCV of 8 | 3d6
energy bolt, Shooting d6 (no wild die). Their purpose is not so much
to defend the reactor beyond as to shoot and kill anyone who refuses
to scrub down; however, they can be used to unleash energy blasts on
enemies should the room be breached.
Plot Option: The floor is also electrified, dealing 10d6 | 3d6 blast
of electricity damage to everyone standing on it at the flick of a
switch. In this situation there is no chance to jump out of the way
as the entire floor is electrified, unless the character can cling to
walls or fly, in which case they get a DEX -2 | Agility -2 roll to
dodge the attack.
Michael Satran 93

THE AFTERMATH
TOBY WINS
If Toby wins, it is likely that all the heroes will be dead, or suffering
A variety of endings are possible at the end of Imaginary Friends, horribly through means of unspeakable tortures dreamed up by a
with most of the endings outlined below in the aftermath. Winning twisted child with no moral center. Whatever monstrous means of
and losing in this adventure are shadowy concepts, as they usually disposing of the heroes Toby thinks of, he will be certain to employ
come with their own set of consequences and results. Heroes may psychological means of destroying the heroes as well as physical ones.
debate long and hard over what to do after the adventure is over. If the heroes arent capable of surviving, Toby will not let them. He is
Their world is certainly different, and if the imaginary friend creation not inclined to allow the primary obstacles to taking over the world
machine wasnt destroyed at the end of the adventure, they will have stand in his way when they are weak. If there is a chance to escape,
to decide what to do with it. In some games, there wont be much of it will likely leave scars on the hero that will endure for a very long
a discussion. In other games, everyone needs an imaginary friend, time.
right? TOBY LOSES
WUMBLES WINS If Toby loses, and he isnt killed, it is likely that he will be treated
If Mr. Wumbles wins the battle, Dominus has likely fled or as a minor and foisted off into the prison system. Whether or not it is
escaped, Toby is dead, and some PCs may be dead, too. SPIDER a superprison is determined by what sort of superpowered detection
Alpha Team will gather its wounded and flee, and Tarantula will do devices exist, whether or not telepathy is admissible in court, and
his best to escape. If the heroes survived, Mr. Wumbles isnt truly how effective Toby is at manipulating the justice system and returning
vengeful towards them, but it is likely that the heroes will have to to his parents. (Heroes will likely try to prevent this if he survives.)
track him down before he develops a new evil scheme to end the lives It is possible that Toby may be placed in suspended animation if the
of others and cause suffering. Wumbles will do his best to become justice system cannot deal with him and the heroes can prove he is
an important figure in the supervillain community, and offer his aid a danger. If the machine is destroyed and Toby becomes Imaginary,
against powerful hero teams whenever possible. Every villain needs whatever result befalls Mr. Wumbles also befalls Toby, although Toby
an imaginary friend, and Mr. Wumbles is happy to deliver. will be much more helpless than the superpowered rabbit he created.

WUMBLES LOSES SPIDER WINS


If Mr. Wumbles loses the battle, he is either dead, arrested, or has If SPIDER should be victorious, the heroes will likely be separated,
fled the scene. If the heroes arrested Mr. Wumbles (the most likely imprisoned, and experimented on. Tarantula will receive a promo-
outcome), he will be placed in a superprison pending a trial. If they tion to the SPIDER Council, one step below the SPIDER Supreme.
destroy him, the consequences of this may divide the hero team Abyss and SPIDER Alpha Team will continue to threaten the world.
ethically and socially. Heroes may wish to be present for the trial of SPIDER may consider selling heroes to their other archenemies for
Mr. Wumbles, an extremely difficult affair for a prosecutor to handle, money. Even without the Mind-Controlling presence of Dominus
especially if no real people actually died. This will not only test the and Toby, SPIDER will abandon their secret base beneath the insti-
heroes resolve, but also their moral fortitude if a jury should decide tute. It is no longer tactically viable. Many adventures can come from
that Wumbles didnt actually kill any living beings. the heroes escaping their captors and whatever good old-fashioned
The consequences for a court system in a superpowered world are security measures and deathtraps they may have to bypass. The
enormous here. The heroes will be at the center of a debate over what heroes may blame SPIDER for a greater portion of what happened
the courts consider life and reality. Mr. Wumbles will milk this and seek revenge. They will have their work cut out for them.
for all it is worth if the heroes or the authorities allow him to do so. SPIDER LOSES
More than likely, however, he will still go to jail for numerous counts
of reckless endangerment, destruction of property, and aggravated If SPIDER loses, many of their agents, some supervillains, and
assault. others may be in jail if they do not choose to retreat. As long as
Lady Warp remains free, SPIDER Alpha Team will not be captured
DOMINUS WINS or imprisoned for long. Tarantula will either escape or be arrested,
If Dominus wins the battle, he either couldnt escape and was unless the heroes are a particularly murderous bunch. Regardless of
forced to fight, or opportunities conveniently presented themselves the manner in which SPIDER is dealt with, the base will be aban-
that made it easier for him to win. It is likely that most of the heroes doned. The base itself could spark a relocation for the heroes, where
will wind up imprisoned in their own minds as the helpless thralls they take over the institute and the base beneath it, and use it for
of a master villain. This could make an interesting adventure, as the their own purposes. Hidden booby traps or secret information that
heroes try to escape from their own mindscapes and defeat Domi- SPIDER wishes not to be revealed could spark additional adventures,
nuss newest sinister plan to take over the world. as could the vast stores of information if the heroes are fortunate
enough to retrieve SPIDERs database.
DOMINUS LOSES
THE HEROES WIN
If Dominus lost the battle, he has more than likely been arrested,
or he has escaped. Dominus has multiple methods of escape, If the heroes win, a number of different outcomes are possible.
including switching bodies once he has actually been arrested and Whatever immediate media backlash came from Mr. Wumbles
wakes up. He is a very difficult villain to catch, and an even more rampage will dissipate, and they will likely be lauded in the eyes of
difficult one to keep imprisoned. Dominus will attempt to escape the public at least until the next crisis. If the heroes are enemies
from the moment that he is losing, and certainly wont stick around of the state, or viewed negatively by the public, then the reaction to
if the heroes attention shifts away from him and he is on the verge their success will mute the negativity for a time. It should be a time
of defeat. Dominus will swear revenge against the heroes, and begin for reflection on what exactly happened, whether or not anyone
another plot to take over the world and destroy the heroes as soon as was actually murdered, and healing whatever emotional scars the
he gets an opportunity and a good idea. adventure has left on the heroes. Heroes should consider making an
effort to rebuild the partially destroyed neighborhood where SPIDER
left its base. SPIDER, through Omaco Chemical, certainly will if they
94 Endgame
do not, and subtly fan the flames of resentment against the hero team
that ruined lives and destroyed childhoods. If the heroes involved Surviving Imaginary Friends
the government, the government will thank them, and perhaps offer If the heroes managed to save any Imaginary Friends, those that
some form of compensation for what they have just been through, in lived will be grateful for saving their lives. The children will also be
exchange for a slightly closer monitoring process. exceptionally grateful. Those whose Imaginary Friends didnt make
THE HEROES LOSE it may require additional counseling or aid for a time, and occa-
If the heroes are defeated, it depends on who defeated them (see sional monitoring as they get older. The surviving Imaginary Friends
above.) A combination of results is possible, as the final battle of themselves may want to become real, although how the heroes would
Imaginary Friends is incredibly complicated. Characters may believe, achieve such a goal is largely up to the gamemaster, and would come
depending on the outcome, even if they defeated many of the enemies with consequences of its own. With a little coaching, Jack and Imagi-
and obstacles in the scenario, that they didnt win. Characters may nary Lisa might even settle into a relationship as heroic pilot and
become more careful who they deal with, or carefully investigate the sensuous singer, although it might be odd for the children involved.
things that caused them to be less victorious than they ordinarily Wise heroes may recognize that the children may require friends
would be. Perhaps the heroes will develop better teamwork, or rifts of their own, and that being one, especially to the children who have
caused in the group dynamic may indicate changes in the structure lost their Imaginary Friends, may mean more than anything else in
of the superhero team. Superhero games are about resolve, and the the world to them. Some heroes may not be too pleased to have saved
heroes will hopefully resolve to be better next time. Polly Pooper, and those who hate music wont be Georgies biggest
fans, but into every life, a little imagination must fall.
A P PEN D IX O N E

THE 4
IMAGINARY
FRIENDS
96 The Imaginary Friends

HERO: THE IMAGINARY FRIEND PACKAGE


Cost Power
46 Insubstantiality: Desolidification (affected by Mental Powers of all Special Effects, Chi Gung Martial
Arts attacks, and electricity), Persistent (+), Inherent (+), Reduced Endurance (0 END; +); Always
On (-), Does Not Work Versus Psychics (-)
40 Invisibility: Invisibility to Sight, Hearing, Smell/Taste, and Touch Groups, and Clairsentience, No Fringe,
Persistent (+), Inherent (+), Reduced Endurance (0 END; +); Not vs. Mental Defense, Special
Senses, or Being Imaginary (-), Always On (-)
35 Immortality: Total Life Support
10 Psychic Construct: Mental Defense (10 points total)
5 Unusual Life Form: Power Defense (5 points)

Total Package Cost: 136

SAVAGE WORLDS: THE IMAGINARY FRIEND PACKAGE


Insubstantiality: Intangibility [5]; Always on [-1], Vulnerabilities (Psychics, Mental power, Magic, Chi
Gung Martial Arts, Electricity). Total Cost: 4
Invisibility: Invisibility [5]; No tell-tale trace [+2], Invisible to Sight, Hearing, Smell, Taste, Touch, and
Clairsentience [+4] Always on [-1], Fully visible to anyone with Mind Defense, other Imaginary Beings,
or Awareness [-1]. Total Cost: 9
Immortality: Ageless [1], Immunity (Environment Effects, Biological Effects, Radiation, Pressure/
Vacuum) [16]. Total Cost: 17
Psychic Construct: Mind Defense 8 (see below). Total Cost: 4
Unusual Life Form: Disruption Defense 4 (see below). Total Cost: 2

Total Package Cost: 36

NEW SAVAGE WORLDS SUPERPOWERS


Blind (3)
Trappings: Flash bombs, light powers, sensory overload
The character is able to generate a blinding effect at range (12) that reduces a target's ability to see
and function, and possibly blinds that target for a time. The character makes a Shooting or Power Use
check against the target's Agility; with a success, the target is Shaken and -2 Parry until his next action.
On a raise, the target is Shaken and fully blind (-6 all related Trait rolls) and -2 Parry until he can make a
Vigor roll at -2. The Vigor roll can be made at the same time the roll to recover from Shaken is made;
recovering from Shaken does not remove the Blind effect, however.
Modifiers
Additional Senses (+1): Each additional sense affected (hearing, smell/taste, and touch) costs one
additional point.
Area Effect (+2+4): For +2 points, the blinding effect covers a Medium Burst Template, affecting
everyone within. For +4 points, it covers a Large Burst Template.
Stronger (+3): Targets of the Blind are at -2 to recover from Shaken and to -4 to their Vigor checks if
blinded.
Disruption Defense (+2/1)
Trappings: Supernatural warding, atypical physiology, special energy fields
Your character has powerful defenses against attacks mean to disrupt his form or powers. For every
Power Point spent, the character gains a +2 on all rolls to oppose such powers as Decay, Negation,
Stun, and other powers the GM sees as appropriate.
Mind Defense (+2/1)
Trappings: Powerful will, psionic blocking device, totally alien mindset
Your character has powerful defenses against mental attacks such as Mind Control and Mind Reading.
For every Power Point spent, the character gains +2 on all rolls to oppose such attacks.
Michael Satran 97

Georgie the
Singing Giraffe
Background: Georgie the Singing Giraffe doesnt
know when he first came into existence. As far as hes
concerned, hes been around as long as Lisas been
around. Georgie likes to dance and sing, and will
take any opportunity to do so. This is guaranteed
to happen if any of the PCs can see Georgie. In the
months since his creation, Georgie has learned to
perform numerous show tunes, dance numbers, and
Frank Sinatra classics.
Georgies memories of times before his creation are
entirely a construction of Lisas mind and exposure to
the machine. He remembers dancing with Lisa before
he was ever created and singing beautiful songs in
Lisas room before he actually existed. Lisa effectively
knows that Georgie has always existed and that hes
her special friend. It will be very difficult to disabuse
Lisa of this notion.
Georgie is the first of the Imaginary Friends, as
Lisa has been at the institute for two years. Hes the
only one who remembers all of the others and when
they came to be. This could be important later.
Personality: Georgie is cheerful, outgoing, and nice
to everyone. However, deep inside Georgie lurks a
desperate need to perform and entertain. If someone
were to remove his ability to perform, Georgie would
shatter psychologically and become a broken giraffe.
He is always a showman, constantly trying to think of
clever things to say and one-liners to deliver. Some of
them are funny. Some of them fall flat.
Georgie even sings to cheer himself or others up,
especially when hes afraid.
Georgie admires Jacks bravery and Imaginary
Lisas attractiveness, and is disgusted by Polly Poopers
constant defecation. He also cant stand it when his
Lisa fights with Imaginary Lisa, and always tries to get
his special friend not to cry because Imaginary Lisa is
older and prettier. Along with the others, he shares a
deep and unbearable fear of Mr. Wumbles.
Lisa McGillicuddy
Quote: I think its time for a song and a little bit of dancing!
Appearance: Lisa is a skinny nine-year-old girl with long legs and is
Lets dance the rag until the break of dawn!
a little tall for her age. She wants to be a dancer or musician, but cant
I know theres a song in there somewhere, whoever and really sing and cant really dance. Physically awkward but with the
wherever you are, and were going to bring it out! heart of a showgirl, Lisa is heartbroken that she will never be anyone
special in show business. She cant change the fact that shes clumsy or
Powers/Tactics: Georgie doesnt really fight. He tries to run away as
that she sings like a flock of angry birds, no matter how hard she tries.
swiftly as possible. Unfortunately, he has little ability to hide and even
less ability to fight. Personality: Lisa is also an A student with a great deal of promise to
be an astronaut, scientist, or mathematician. She has never gotten
Campaign Use: Georgie exists to brighten the lives of Lisa and her
grades lower than an A, except in music, where shes gotten a D for
friends as much as possible, even though, regardless of this talent, he
four straight years in a row. Lisa loves old show tunes, musicals, and
annoys everyone except Lisa by singing too much. He has a song for
classic dance numbers, and joins Georgie in song on numerous clas-
everything, and hes not afraid to sing, even when it aggravates others.
sics. This causes many people to ask her not to sing, especially those
Appearance: Georgie looks like a humanoid singing giraffe about who cant see Georgie. This includes her parents.
three and a half feet tall. He wears wide pinstripe suits and outra-
QUESTIONS FOR STEVEN AND
geously pleated white shirts with black ties. Sparkling cuff links
ALICE MCGILLICUDDY
always adorn his sleeves. He wears two-tone shoes and carries a cane,
along with a bowler hat and a tie bar. He usually wears paisley ties. Steven and Alice McGillicuddy are believers in the old adage that
practice makes perfect. Theyre very supportive of Lisa and over-
protective of their daughter. Basic outlines of their personalities and
descriptions follow.
98 The Imaginary Friends
Steven McGillicuddy, Art Teacher: Steven McGillicuddy is a great art 3) Dont you think its a little unusual to have a singing giraffe for a
teacher who doesnt realize that his daughter has absolutely no artistic friend?
talent whatsoever. He has talked Alice into supporting Lisas dancing You guys wear powered armor, fly through the sky and leave a
and singing lessons. He insists that Lisa is very creative; after all, she trail of funny little sparkles, and move faster than the speed of the
supposedly has an imaginary singing giraffe following her around. Internet. Why do you think this is so weird, huh?
Steven usually dresses in jeans and tee-shirts, or a sport jacket and 4) Do other children think youre weird?
jeans when he is at work. He has reddish hair, male pattern baldness, Not at the institute. Kids used to bully me because I tried to sing
and a slightly shaggy beard. He becomes irritable if asked too many with Georgie.
questions about his daughter, who he believes has psychological
issues that need to be worked out. Thats why he sent her to the Para- 5) How do you bring Georgie to you?
psychological Research Institute in the first place. I call him and he comes. Hes always there, unlike the friends I used
to have. Hes helping me to overcome my problems onstage. Wanna
Plot Option: Steven is a retired supervillain who has faced the PCs see? (It is recommended that the GM actually sing in a dreadful
in the past, which introduces the additional complication of how voice and dance spastically at this point, and have Georgie offer
an angry supervillain may react when his daughter is threatened. Lisa encouragement despite how awful a performer she is.)
He will actively resist placing her under the heroes care as he fears
discovery of his past misdeeds. If the heroes try to convince Lisa that she doesnt need Georgie
Alice McGillicuddy, Cosmetics Saleslady: Alice is sweet, supportive, to be successful, she will be heartbroken and sad. This may be made
and kind. She is a slightly chunky woman with too red hair and far even worse by the events of Event Three: The Second Murder section.
too green contact lenses. If using the plot option above, Alice is the QUESTIONS FOR GEORGIE
reason Steve isnt a supervillain anymore. She is always gentle and
An eager showman, Georgie is easy to question. Hell answer any
kind to Lisa, but privately worries that Lisa is bullied too much in
questions the characters have. Many of them, however, will have
school because of her Imaginary Friend problems. Alice doesnt want
useless answers.
to hurt Lisa, though, and is extremely overprotective. She spoils her
daughter in other ways when Steve isnt around and saves a little extra 1) How long have you known Lisa?
money to make sure Lisa goes to a good college. Alice doesnt like the Ive always been Lisas special friend. I really cant remember how
Parapsychological Research Institute and wishes a more nurturing long Ive been around. Maybe since she was four?
environment could be found. 2) Where do you go when you vanish?
Im always around in case Lisa needs a friend or a song. You look
Plot Option: Originally, Alice was resistant to the institute to the
like you could use a friend or a song, too! Would you like one?
point of fury, but Lord Dominus calmed her down with a little
(Georgie will sing for the player characters at this point. Choose a
Mind Control and made the idea more palatable.
classic show tune and play it for them if you feel it would enhance
1) Why did you send Lisa to the institute? the mood.)
Lisa was exhibiting unusual behavior, and Doctor Ingersoll gave us
3) What do you think of the other Imaginary Friends?
the opportunity to send her to a place where she could be free to be
Oh, I could never talk about them in front of them, shucks. (In
herself without being bullied.
private):
2) Are you aware that theres a psychic giraffe near Lisa most of the
Polly Pooper: Polly is crude and disgusting. I dont like how she
time?
leaves her poop all over everything.
Thats ridiculous. Theres no such thing as a psychic giraffe entity.
(If a hero has an ability to allow communication or viewing of Imaginary Lisa: Im sure theres room in the world for such a
Georgie, now would be a good time to use it.) beautiful woman. Maybe a song, too. She can sing, but shes not
really much of a show tunes girl.
3) How much does the institute charge you?
Nothing. The institute is free. They write us a check every month for Jack Bombem: Jacks a good man. Hes brave and strong, but he
three thousand dollars. sings like a drunken sailor.
4) How long has Lisa had a giraffe for an Imaginary Friend? Mister Wumbles: Mister Wumbles is scary. Do you know we
Since she was four. The giraffe was always named Georgie. caught Toby tormenting him once when we found out the boy had
an Imaginary Friend? Hes almost never around, and when he is,
5) How long has Lisa been at the institute?
he mostly just stares at us, like hes going to eat us, or worse.
Two years.
4) Why do you stay with Lisa?
6) Have you ever seen, heard, or otherwise viewed Georgie the
Lisa needs a lot of cheering up. Shes bullied a lot in school for being
Singing Giraffe?
smart. I know who else needs some cheering up. How about a song
No.
to pass the time?
7) Do you think Lisa has some form of psychic ability?
Thats pretty crazy. You think our daughters a mutant?
GEORGIE THE SINGING GIRAFFE PLOT SEEDS
QUESTIONS FOR LISA Music, Everyone: A villain begins collecting musical things and
1) When did Georgie first come into your life? creatures, and Georgie is first on his list! How will the villain capture
When I was four. an imaginary giraffe? And how will Lisa fare without her Imaginary
2) Did anything unusual happen when you were four? Friend?
No. (Lisa is relatively well adjusted other than her relationship The Big Show: The circus is in town, and a villain of unpleasant
with an imaginary singing giraffe.) demeanor and hatred of all things entertaining comes to town.
Georgie thinks entertaining the villain will be fantastic, if only
Plot Option: Lisa knows her dad is a retired supervillain and Georgie can get people to see him. How far will the villain go to ruin
discovered her dads villain costume when she was four. She would the circus? How far will Georgie go to bring light to the villains life?
rather die than give her dad over to his super-enemies. Hes her If you dont have a villain like this, use Mr. Hideous from Pretty Hate
dad, after all. Machines or create your own.
Michael Satran 99

Georgie the Singing Giraffe (Savage Worlds)


Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Knowledge: Dancing d8, Notice d4, Persuasion d8 (+2 with singing)
Charisma: +0 (+2 when singing) Pace: 6 Parry: 3 Toughness: 5
Gear: None
Hindrances: Dependent (Lisa McGillicuddy, Major), Distinctive Appearance (Small humanoid giraffe) Monologue (must sing and dance
whenever dealt a 2 for initiative).
Edges: Acrobat, Perfect Pitch (+2 singing and music-related checks)
Super Powers:
The Imaginary Friend Package:
Insubstantiality: Intangibility; Always on; Vulnerabilities (Psychics, Mental power, Magic, Chi Gung Martial Arts, Electricity)
Invisibility: Invisibility; No tell-tale trace; Invisible to Sight, Hearing, Smell, Taste, Touch, and Clairsentience; Always on; Fully
visible to anyone with Mind Defense, other Imaginary Beings, or Awareness
Immortality: Ageless; Immunity (Environment Effects, Biological Effects, Radiation, Pressure/Vacuum)
Psychic Construct: Mind Defense 8
Unusual Life Form: Disruption Defense 4

Georgie the Singing


Giraffe (HERO) Cost Powers
Imaginary Friend Package
END

Val Char Cost Roll Notes 46 Insubstantiality: Desolidification (affected by Mental Powers
15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1] of all Special Effects, Chi Gung Martial Arts attacks, and elec-
15 DEX 10 12- tricity), Persistent (+), Inherent (+), Reduced
13 CON 3 12- Endurance (0 END; +); Always On (-), Does Not Work
13 INT 3 12- PER Roll 12- Versus Psychics (-) 0
15 EGO 5 12-
48 Invisibility: Invisibility to Sight, Hearing, Smell/Taste, and Touch
15 PRE 5 12- PRE Attack: 3d6
Groups, and Clairsentience, No Fringe, Persistent (+),
3 OCV 0 Inherent (+), Reduced Endurance (0 END; +); Not vs.
4 DCV 5 Mental Defense, Special Senses, or Being Imaginary (-),
3 OMCV 0 Always On (-) 0
6 DMCV 9
35 Immortality: Total Life Support 0
2 SPD 0 Phases: 6, 12
10 Psychic Construct: Mental Defense (10 points total) 0
3 PD 1 Total: 3 PD (0 rPD) 5 Unusual Life Form: Power Defense (5 points) 0
4 ED 2 Total: 4 ED (0 rED)
7 REC 3 Talents
30 END 2 3 Perfect Pitch
10 BODY 0
26 STUN 3 Total Characteristics Cost: 56 Skills
6 PS: Dancing 15-
Movement: Running: 12m/24m
Leaping: 4m/8m 5 PS: Singing 14-
Swimming: 4m/8m Total Powers and Skills Cost: 158
Total Cost: 214

400 Matching Complications (40)


25 DNPC: Lisa McGillicuddy, Very Frequently (Incompetent)
15 Psychological Complication: Loves To Dance And Sing (Common,
Strong)
Total Complications Points: 40
100 The Imaginary Friends

Polly Pooper
Background: Polly Pooper
remembers the day she
came to Angela, a messy,
wretched thing covered in
grime and dirt. Angela was
so prim and proper and was
cleaning her room, as she
did every day. Her parents
made her do it. They said it
would build character and
help her become disci-
plined. Angela was a good
little girl. Polly aimed to
change all that and bring
some life to her boring
existence.
At first, Angela was
afraid of Polly and desper-
ately cleaned everywhere
Polly defecated. She would
weep at night and curl up in
a ball. Polly couldnt under-
stand why no one could see
her and pooped wherever
she pleased.
Angela was always angry
at Polly, and her parents
didnt understand how
Angela was becoming so
terribly unadjusted. So they
sent her to the institute, and
Polly went with her to poop.
Even though Angela didnt
let her poop in the room
anymore, she was allowed
to poop anywhere else she
wanted.
Angelas parents wanted
to get rid of Polly more
than anything. They
thought she wasnt real at
all.
Polly got a little more
form and substance at the
institute and met others
like herself. Polly didnt
like most of them. Georgie was a stupid little pansy, Lisa was a dirty Polly pooped in fear, on anything and anyone she could.
whore, Jack Bombem was a nice guy, but he grabbed Polly and shook It was a good life for a parrot, except for the others. One day, shed
her when she pooped on his hat. Mister Wumbles was creepy, and his cover them all in poop. That would show them!
friend was creepy, too. Polly was so afraid of Mr. Wumbles that she
would find something to poop on whenever he came by. There was Personality: Polly is a crass, foul-mouthed parrot with a casual
the night that she heard screaming when no one else was around and demeanor and no sense of hygiene. She doesnt care about anyone
she thought it was Wumbles, but she didnt pay it any mind. except Angela and herself, and thinks everyone is trying to get rid
After that night, Wumbles was even meaner and more twisted. But of her because shes an unclean parrot. Polly insults everyone except
she could smell the urine and the feces from Tobys room. She didnt Angela and defecates on people and things she doesnt like. Of
know much, but she knew about poop. course, being liked or disliked by Polly doesnt really matter. Polly will
After that, Mr. Wumbles always glared at her hatefully whenever defecate on them anyway, whether out of love or hatred.
he was around, which wasnt much. He seemed to be getting stronger, Quote: Oh, I feel a rumbling in my guts!
and Toby was stronger, too. No matter how many times Angela went
to the scanning machine, she stayed the same, but Toby always came Shut your !@#$%!! mouth! Im Polly Pooper, the !@#$@ing
out mightier than before. And Mr. Wumbles grew bigger and more parrot! Ill show you what needs to be flushed!
powerful.
Michael Satran 101
You know what Ive got for you, and its already all over Mary Ann Winehouse: Mary Ann wishes her husband would come
your walls! (Insert obscene humanoid parrot gesture of out of his dreadful shell. When she married Robert, she had no idea
choice here.) he would become so frightfully boring or insist that Angela never be
allowed to have any pets after her imaginary friend developed. They
Powers/Tactics: Polly appears aggressive and bullying, but in a real
have so much money. Would a little happiness for their daughter be
fight is a complete coward. When faced with the prospect of physical
so much to ask? Perhaps Angela never would have developed some
conflict, Polly flees as swiftly as possible after making some desperate
sort of imaginary friend if Robert had just let go of his principles for
excuses. Pollys only real threat is the ability to defecate on important
once. Sending her to the Parapsychological Research Institute was
people and creatures, and even this can only be seen and smelled
good for her. It gave her an outlet for her imagination.
by people with Mental Awareness. Other than this, Polly is a flying
humanoid parrot that flaps her arms to fly and curses a lot. 1) When did Angela develop an Imaginary Friend?
When she was three years old.
Campaign Use: Other than scatological humor for psychics, Polly
doesnt have a long-term campaign use in most games. A dedicated 2) Why a pooping parrot?
psychic could try to fix Pollys social deficiencies or try to alter Ange- Were not entirely sure of the reason behind that. We do ask her to
las mind to make Polly less offensive. However, this would be a fairly clean her room every day, but were pretty sure thats part of every
epic task. Altering a psychic entitys basic shape is extremely difficult childs normal upbringing.
and requires a great deal of power. However, for low roleplaying and
3) Do you send Angela to school?
some filthy jokes, Polly Pooper can provide much in the way of low-
Yes, and we have a behavior coach teach her proper behavior. Shes
class laughs.
sometimes difficult.
Appearance: Polly Pooper looks like a fat, buxom female humanoid
4) Are you sure Angelas friend isnt a reaction to all your discipline?
parrot covered in dirt and grime. She wears a polka-dot skirt and
Even if that were the case, when shes older, shell thank us for it.
flies by flapping her arms. She is four feet, two inches tall, and almost
two feet wide. Her basic color should be yellow and a bright array of 5) Do you realize that Polly Pooper is real?
azure, red, and gold, but large parts of her body are covered with dirt Dont be ridiculous. Theres no such thing as an imaginary
and grease, making the colors seem shallow. humanoid parrot.
6) If shown:
Angela Winehouse Thats insane! And disgusting! Angelaaaaaaaaaaaaaa!
7) Why did you choose the research institute?
Appearance: Angela is a well-dressed nine-year-old girl who wants Angela can be cured. It just takes time and discipline. Our daughter
to be a fashion designer in the world of haute couture. She dresses in can be perfectly normal with Doctor Ingersolls help.
pretty skirts and high-fashion jeans, along with obnoxious tee-shirts
and blouses. Her wardrobe is extensive, and Polly never poops on it. 8) How did you meet Doctor Ingersoll?
Those who wrong Angela, however, will have to deal with imaginary He came recommended by several other doctors who were interested
parrot dung. She wears her hair in various styles with braids and in Angelas condition. (Note: Dominus Mind-Controlled these
berets, and spends a lot of time nervously doing her hair when Polly people. See the Investigating Dominus section.)
is around.
QUESTIONS FOR ANGELA
Personality: Angelas already reading books on culture and how to
blend different styles of clothes. Unfortunately, she has Polly to deal 1) How long has Polly been around?
with, whos a great deal of a nuisance and gives her parents no end Well, I have known her since I was three, but she really only showed
of trouble. Its still entertaining to watch her parents constantly be up at the institute. Polly says shes been around as long as theres
the victim of Pollys pranks, though it gives her trouble sleeping at been poop. That is a very long time.
night and she spends lots of extra time cleaning her room. The yard 2) Did anything unusual happen when you were three?
is covered with imaginary parrot dung, but Angela never cleans that. Not really. I learned to clean up after I spilled some soup at the table.
Thats for the servants to take care of. Polly sleeps in Angelas chair Cleaning up is part of life.
and tends to sleep when Angela sleeps. Angela is extremely proper,
and Polly represents the side of Angela shes not allowed to let out. 3) Why do you want to be a fashion designer?
Angela rarely uses contractions and is very formal in her means of I cant do math and science the way Lisa can, and clothes are pretty.
speaking. I drew this nice dress, see?

QUESTIONS FOR ROBERT WINEHOUSE III 4) Why do you put up with Polly?
AND MARY ANN WINEHOUSE I suppose shes just there, but I wish I had a different Imaginary
Friend, one that wasnt so dirty or crass. Ill make her better. Youll
Robert Winehouse III: Robert Winehouse is an old-school gentleman see.
who grew up in a world that no longer had any need for them. Hes
5) Do you think its odd to have an Imaginary Friend?
bitter about the lack of decorum in the modern world and very upset
Do you think its odd to run around in spandex and a cape?
about his daughters imaginary friend. He doesnt want people to
think his child is crazy, but he truly believes that she is. This troubles 6) How do you call Polly to you?
him greatly and makes it difficult for him to show his daughter even I really dont call for Polly. Shes simply there when the mood strikes
the slightest bit of love. Robert is a suit and sport-jacket man most of her, usually when Im in the bathroom or on the phone. Sometimes
the time and wont let Angela have any pets, as he is worried that her she appears when Im about to eat something that makes me sick.
imaginary friend is a sign that she might hurt a real animal. Robert Thats not so bad, is it?
is a relatively handsome man in his forties who is something of a
pompous ass. He keeps himself very well groomed and encourages
decorum in the rest of his family.
102 The Imaginary Friends

QUESTIONS FOR POLLY POOPER Mister Wumbles: Thing about Wumbles is he wasnt always so
scary. No, somehow that kid made him that way. One day, I
1) Isnt there any way you could clean yourself up for Angela? heard the sounds of pooping and peeing, and I heard Wumbles
Shut up, you narcissistic piece of !#$!! People gotta be who theyre screaming, back in the early days. I heard the brat laughing and
gonna be, and Im Polly Pooper! (At this point Polly will fly up saying something like, Isnt this fun, Mr. Wumbles? I dont know
above the offending character and attempt to leave imaginary a lot, but I know about pee and poop cuz Im Polly Pooper and
poop on that person.) thats what I do, but they sent orderlies in there after that to clean
up the mess. Now none of us will go near him. Hes near six and
2) How long have you known Angela? a half feet tall, with a big old sword and a carry-on bag. What
All my life. do they call that thing again? A valise! And he talks like a quiet,
3) How old are you? raspy-voiced pansy, my God, its like he was raised with actual
Im seven, I think. (At this point Polly will count on her fingers.) manners or something. Make no mistake, though. This guys bad
I remember the first time Angela wet her bed. I put a stop to that news. Stares at me funny every time Im around, like hes gonna
right quick. Told her that was my job and that Id pee on her if she eat me or something.
didnt believe me. Hah! Aint I a genius? POLLY POOPER PLOT NUGGETS
4) Do you poop on things Angela likes? (SEEDS! I MEAN SEEDS!!)
Not anymore. We have an understanding.
The Dog Walker: A mad villains only weakness is the dog he walks
5) What do you think of the other Imaginary Friends? each day, and Polly knows that soon he will strike again. Can the
heroes scoop the villain while he scoops his poop?
Georgie the Singing Giraffe: That little pansy! I hope he breaks a
leg on Broadway! Soon hell be drowning in poop just like the rest The Smell of Well, You Know What Its the Smell Of: Polly haunts
of those big stars that fail! the bathroom of a mentalist hero. Comedy and mayhem ensue.
Jack Bombem: Hes a real straight shooter, that guy. Dont poop Plot Option: If the GM feels that Toby urinating and defecating
on him though. I still have bruises, oh, my God. on Mr. Wumbles is too sick, allow him to Mind Control Polly and
have her do it for him. This is just as evil, only different.
Imaginary Lisa: That girl is nothing but trouble, let me tell you,
with her stupid pretty skirts and her lace panties. Ive got have a
mind to defecate in her wardrobe and see how she likes that. How
do you like them apples, Mr. Superhero?

Polly Pooper, the Pooping Parrot (Savage Worlds)


Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d6
Skills: Fighting d6, Knowledge: Excrement and Excreting d6, Notice d4, Persuasion d8 (+2 to mimic)
Charisma: +0 (+2 when singing) Pace: 6 (24) Parry: 2 Toughness: 5
Gear: None
Hindrances: Dependent (Angela Winehouse, Major), Distinctive Appearance (Large humanoid parrot), Habit (Constantly cursing, Minor),
Habit (Constantly pooping on things, Minor), Mean, Yellow
Edges: Acrobat, Mimic (+2 with attempts to mimic a voice or noise), Perfect Pitch (+2 singing and music-related checks)
Super Powers:
The Imaginary Friend Package:
Insubstantiality: Intangibility; Always on; Vulnerabilities (Psychics, Mental power, Magic, Chi Gung Martial Arts, Electricity)
Invisibility: Invisibility; No tell-tale trace; Invisible to Sight, Hearing, Smell, Taste, Touch, and Clairsentience; Always on; Fully
visible to anyone with Mind Defense, other Imaginary Beings, or Awareness
Immortality: Ageless; Immunity (Environment Effects, Biological Effects, Radiation, Pressure/Vacuum)
Psychic Construct: Mind Defense 8
Unusual Life Form: Disruption Defense 4
Other Powers:
Parrot Wings: Fight (4x Pace, 24) [6]; Wings [-1]
Poops on Everything: Illusion 2 [4]; Only affects those who can see Polly [-1], Obscure only [half total cost]
Michael Satran 103

Polly Pooper, the


Pooping Parrot (HERO) Cost Powers END
Imaginary Friend Package
Val Char Cost Roll Notes
46 Insubstantiality: Desolidification (affected by Mental Powers
18 STR 8 13- Lift 300 kg; 3d6 HTH damage [2]
of all Special Effects, Chi Gung Martial Arts attacks, and
18 DEX 16 13-
electricity), Persistent (+), Inherent (+), Reduced
13 CON 3 12-
Endurance (0 END; +); Always On (-), Does Not Work
13 INT 3 12- PER Roll 12-
Versus Psychics (-) 0
15 EGO 5 12-
15 PRE 5 12- PRE Attack: 3d6 48 Invisibility: Invisibility to Sight, Hearing, Smell/Taste, and Touch
Groups, and Clairsentience, No Fringe, Persistent (+),
3 OCV 0 Inherent (+), Reduced Endurance (0 END; +); Not vs.
4 DCV 5 Mental Defense, Special Senses, or Being Imaginary (-),
3 OMCV 0 Always On (-) 0
6 DMCV 9 35 Immortality: Total Life Support 0
2 SPD 0 Phases: 6, 12
10 Psychic Construct: Mental Defense (10 points total) 0
3 PD 1 Total: 3 PD (0 rPD) 5 Unusual Life Form: Power Defense (5 points) 0
4 ED 2 Total: 4 ED (0 rED) 23 Parrot Wings: Flight 30m, x4 Total Noncombat; Restrainable
9 REC 5 (-) 3
40 END 4 4 Poops on Everything: Minor Transformation 1d6, Constant
10 BODY 0 (+), Uncontrolled (+); Maximum Duration 1 Turn (-1),
30 STUN 5 Total Characteristics Cost: 71 only sensed by psychics, Imaginary Friends, and those with
Movement: Running: 12m/24m Mental Awareness (-) 1
Flight: 30m/120m
Talents
Leaping: 4m/8m
Swimming: 4m/8m 4 Double Jointed
3 Perfect Pitch

Skills
3 Acrobatics 13-
3 Contortionist 13-
3 KS: Excrement and Excreting 12-
3 Mimicry 12-
Total Powers and Skills Cost: 190
Total Cost: 261

400 Matching Complications (45)


15 DNPC: Angela Winehouse, Frequently (Normal)
15 Psychological Complication: Crass, Filthy Mouth (Common,
Strong)
15 Psychological Complication: Likes To Leave Imaginary Excrement
In Important Places (Common, Strong)
Total Complications Points: 45
104 The Imaginary Friends
Bombem always seems to be there to lend a helping hand. Jack is
Jack Bombem slightly arrogant when it comes to planes and believes that if he cant
fly it, it shouldnt be flying. Hes a fair hand with the ladies and very
Background: Jack Bombem has always been around to fight for charming. Underneath that exterior rests a true gentleman. Jack uses
justice and keep Jim Coberson out of trouble. Jack is a true hero, a language appropriate to the 1930s, so modern curse words are right
man who would lay down his life for the innocent, a pilot who can fly out in all but the most insane and extreme of situations. Jack doesnt
any plane into and out of danger. Hes cooler than Partacel, cleverer like to use firearms. A mans fists are all he should need to protect
than Shadow Lord, and fights like a man possessed in a bar fight. Jim himself. Jack sees himself as a mentor for Jim; hes the sort of guy who
has never seen a real bar fight, but Jacks told him it isnt any place to can teach a boy how to be tough, and Jim needs that. Unfortunately,
be. Jack hates Asians, with a focus on the Chinese, and isnt particularly
Jack believes hes been around since the 1930s when he enlisted in fond of the Germans either. Jack thinks something might be up at the
the Army Air Corps to fight against the Nazis, but now the Chinese institute but doesnt want to do anything for fear of hurting Jim. If
have taken their place as the worlds bad guys and hes mighty angry some Imaginary Friends die, however, he will focus on Wumbles and
about it. Jack never trusts anyone from China and will have harsh try to stop him alone, likely with disastrous results.
words for them about
their tyrannical system
of government. Still, hes
a heros hero and mans
man and wont let harm
come to the weak or the
downtrodden. Jack has
been around fighting
the forces of evil and the
sinister Weng Quan for
over eighty years, and
only a dose of Weng
Quans secret immor-
tality formula enables
him to keep up with the
2000-year-old sinister
villain who manipulates
the Chinese government
in secret.
Jacks tried to convince
superheroes of Weng
Quans existence but
they never believe him
so he fights his lonely
battle against tyranny
and oppression. One day,
hell find Weng Quans
secret base and bomb the
Chinese back to the Stone
Age in his latest plane.
Jacks too tough to one
punch and smart enough
to know when he should
surrender, but in the end,
all villain schemes are
foiled by the fists of the
mercenary pilot.
Personality: Jack
is a tough-talking,
no-nonsense pilot
with a heart of gold.
Hes headstrong, good-
hearted, honest, and
kind. But he hides it all
underneath a seemingly
mercenary exterior. Hes
cheerful and a good
sport, although he doesnt
like being lied to or
cheated. And whenever
a girls in trouble, Jack
Michael Satran 105
Quote: If I cant fly it, it shouldnt be flying. Plot Option: Roger is a mean-spirited accountant who secretly
reports anything even slightly shady to the IRS, causing numerous
No dirty, lying Chinamans going to get the best of me!
audits, financial brouhahas, and banking chaos.
Well, it certainly is a surprise to see you, maam.
Darlene Coberson: Darlene is very angry with Roger for sending
Powers/Tactics: Jacks tactics are fairly simple. Get in a plane, if Jim away. Jim is the kind of boy who needs his mother and needs
possible. (As long as he remains imaginary, this really isnt possible. to be protected. Everything would be much better if Jim wasnt so
He wont think its possible either. This is a flaw in Jacks personality bullied, but Jim needs the support of his family, not the support of an
that is essentially uncorrectable.) If Jack cant get in a plane, hell expensive team of therapists who pay the family money and get them
sneak around and try to defeat the bad guys by surprise. If Jack is to sign a waiver. Darlene wants Jim to be well adjusted but is unsure
cornered, hell fight with his fists until hes knocked unconscious. of the institutes role in doing this. She thinks her husband might be
(Jack has never been killed and so refuses to accept the concept.) He doing this for the money. But he is only thinking of Jims future, isnt
obeys as much of the code of pulp heroes as possible, but, if pressed, he?
he will fight dirty rather than let evil win.
1) Are you aware that your son has an Imaginary Friend?
Campaign Use: Jack is very much a character who can be used for Yes. We tried getting him counseling, but all that seemed to do was
heroic advice when a hero is conflicted or troubled. While Jack sees make him withdraw from the world.
simple solutions to complex problems and sees many things in black-
2) Why is your sons Imaginary Friend a heroic pilot?
and-white terms, he also has a noble sort of tough guy wisdom.
Well, we think that Jims not very physical and even though hes not
Unlike the other Friends, Jack very much has Jims best interests at
very athletic, were pretty sure he dreams of being a guy whos hand-
heart and will teach him all the things he thinks Jim needs, some of
some and athletic.
which his real father fails to grasp. Helping Jack with Jims problems
could become a campaign staple. If Jack were to become real, he 3) Is your son bullied in school?
would likely become a pilot of some sort. My son has been bullied in every school hes ever been in. Weve
tried to get him to be more well adjusted, but things just keep getting
Appearance: Jack looks like a handsome, square-jawed man with
worse. The institute could be his last chance. (At this point, Mrs.
dark hair and an aviators cap. Athletic and well-built, he wears
Coberson will interject. Dont you think we should just bring him
sharp-looking combat boots and jeans. Occasionally, he will manifest
home?)
with beard stubble or a bandana as well. He tends to wear a belt that
has a canteen on it, and he usually has a grin on his face that rests 4) Do you realize that Jack really exists?
somewhere between a smirk and a chuckle. Underneath his leather I understand that you can fly and all, but that doesnt mean that the
bomber jacket is a plain white tee-shirt. tooth fairy is real. (Feel free to have the heroes introduce Mr. and
Mrs. Coberson to the Tooth Fairy if this character exists in your
game world.)
Jim Coberson
5) If shown:
Appearance: Jim is a chubby boy with frizzy red hair and freckles. Oh, my god, Darlene. What do we do now?
Hes about thirty pounds overweight and looks to be going up in 6) Why did you choose the research institute?
the chubbiness department rather than down. He wears shirts with It was the money they offered. Nothing else was working and they
pictures of superheroes on them. (Feel free to use the PCs if no other offered to pay us. It gets us through two months of bills, and its
heroes immediately come to mind.) His jeans are a little too tight, his tough to make ends meet these days.
sneakers a little worn and old. Hes not very athletic, a bit clumsy, and
is usually chewing gum or eating some kind of chocolate. 7) How did you meet Doctor Ingersoll?
He came to visit Jim personally. He seemed like a really nice guy.
Personality: Jim was beaten up in school frequently. Not really having Polite, well spoken, looked a little old for his age, but nothing out of
the physical skills to fight back, he looked for someone to save him the ordinary. He had heard of our case through a doctor he knew.
for years. Finally, around the age of six, he found solace in his grand-
fathers old pulp novels. He created Jack Bombem, a combination QUESTIONS FOR JIM COBERSON
of two-fisted pulp pilot characters, in his own mind and imagined
having adventures with him. This began to upset his parents, who 1) Why has Jack Bombem come into existence near you?
kept telling Jim that Jack wasnt real. Jim told them that he knew that I guess I just needed some help growing up. Jack came when I needed
Jack wasnt real and that it was one of the only ways he could have him. Who cares? Hes real now, isnt he?
fun. He was bullied constantly, and his parents didnt have the money 2) How long has Jack been around?
to send him to an expensive private school and pay for therapy. Jim Since I was six or so. But he only really showed up when I was seven
fell into his imaginary world more and more, and eventually it got and a half. I guess the institute needs help, too, right?
so bad that Jim got sent to the Parapsychological Research Institute,
where Dominus exposed him to the machine. Dominus got more 3) What do you want to do with your life when you get older?
than he bargained for. I want to be a pilot, like Jack, or a superhero, like you, or. I guess
Im not too sure, really.
QUESTIONS FOR ROGER AND DARLENE COBERSON
4) Did anything unusual happen when you were six?
Roger Coberson: Roger Coberson is a mild-mannered portly accoun- Kids started bullying me. Daddy wouldnt let me put up a fight
tant with thick glasses and male pattern baldness. He tells his son to against them.
try and avoid fights, and struggled to get his schools more involved
5) Do you think its weird to have Jack Bombem as a friend?
in dealing with his badly bullied son. He wishes things were different,
Someone has to protect the world from people like Weng Quan. Hes
but Jim is an indoor boy who loves action figures and pulp novels,
just like you guys. Really!
not athletic at all like his older son, Mark, who Jim really doesnt get
along with. Still, Roger tries to placate Jim with toys. Jim is better off
in the special school until he can be fixed.
106 The Imaginary Friends
6) Can you call for Jack? Georgie the Singing Giraffe: Hes an all-right guy, but he cant
He shows up when hes needed. Sometimes, I can even use a radio, handle himself in a fight. Course, Jim cant either, so I guess thats
and hell show up. more people I have to protect.
Plot Option: While Weng Quan doesnt exist, a powerful Chinese Polly Pooper: That thing is disgusting. Who the hell lets a damned
secret organization called The Imperial Throne does exist and is parrot do its thing whenever it wants, anyway? One day Ill crush
very interested in the particulars of how Jim Coberson imagined that damned thing down to its so-called feathers and barbeque it
that such a group of people might exist. for sport. !@#$$##@#!! parrot!
QUESTIONS FOR JACK BOMBEM Imaginary Lisa: Shes a good girl and a crooner with a good
singing voice. Has a future as a lounge singer, maybe, but thats not
1) How long have you been around Jim? a career for good girls. Of course, shes not a good girl.
The kid needed some help toughening up, you know? How to throw
a punch, how to stay safe, all that stuff. His dad doesnt do it, so ol Mister Wumbles: I really dont know whats up with the rabbit.
Jacks got to lend a helping hand. I only know hes up to no good. If he tries anything, Ill fix him
with my own two hands. No rabbit is a match for me. Ive been
2) Why do you do what you do? in dozens of fights, and my knuckles are bruised permanently to
Its not my fault that there are bad men in the world and they need prove it!
the best pilot when theyre at their worst. Ive got two machine guns
for their schemes and a fist in the face for them, if you know what I JACK BOMBEM PLOT SEEDS
mean.
The Revenge of Weng Quan: Jack Bombem has gone missing. Could
3) So what have you been doing for the past few years? Weng Quan be responsible? If Weng Quan isnt responsible, who has
Jim needs to be toughened up, and my planes kind of down on its captured the psychic entity and what is his sinister plan?
luck. No ones really offering me the kinds of shipping jobs I used
Up in the Air: A sinister sky-bound villain attacks the city, and he
to get. There arent a ton of adventures anymore. So I help the kid.
has a means of foiling all of their sensors. The heroes must find Jacks
Maybe one day, hell help me. One good turn and all.
imaginary plane or find a way to convince Jack to find it! Perhaps
4) What do you think of the other Imaginary Friends? imagination can succeed where science cannot!

Jack Bombem (Savage Worlds)


Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Climbing d6, Driving d8+2, Fighting d10, Healing d6, Intimidation d8, Knowledge: Demolitions d6, Knowledge: Navigation d6,
Knowledge: Planes d8, Gambling d6, Lockpicking d8, Notice d6+2, Persuasion d6, Piloting d10+2, Repair d6, Stealth d8, Survival d6, Swim-
ming d6
Charisma: +2 Pace: 6 Parry: 8 Toughness: 7
Gear: None
Hindrances: Dependent (Jim Coberson, Major), Heroic, Quirk (Hates the Chinese)
Edges: Ace, Acrobat, Alertness, Ambidextrous, Attractive, Block, Brawler, Bruiser, Dodge, Improvisational Fighter, Martial Artist/Improved
Martial Artist, Two-Fisted
Super Powers:
The Imaginary Friend Package:
Insubstantiality: Intangibility; Always on; Vulnerabilities (Psychics, Mental power, Magic, Chi Gung Martial Arts, Electricity)
Invisibility: Invisibility; No tell-tale trace; Invisible to Sight, Hearing, Smell, Taste, Touch, and Clairsentience; Always on; Fully
visible to anyone with Mind Defense, other Imaginary Beings, or Awareness
Immortality: Ageless; Immunity (Environment Effects, Biological Effects, Radiation, Pressure/Vacuum)
Psychic Construct: Mind Defense 8
Unusual Life Form: Disruption Defense 4
Michael Satran 107

Jack Bombem (HERO)


Val Char Cost Roll Notes
20 STR 10 13- Lift 400 kg; 4d6 HTH damage [2] Talents
18 DEX 16 13- 3 Handsome And Square Jawed: +1/+1d6 Striking Appearance (vs.
19 CON 9 13- all characters)
13 INT 3 12- PER Roll 12-/15-
15 EGO 5 12- Skills
15 PRE 5 12- PRE Attack: 3d6 8 +1 with HTH Combat
10 +2 with All Aircraft Combat
6 OCV 15
7 DCV 20 3 Acrobatics 13-
3 OMCV 0 3 Breakfall 13-
5 DMCV 6 3 Bribery 12-
4 SPD 20 Phases: 3, 6, 9, 12 3 Bureaucratics 12-
7 PD 5 Total: 7 PD (0 rPD) 3 Charm 12-
4 ED 2 Total: 4 ED (0 rED) 3 Climbing 13-
8 REC 4 3 Combat Driving 13-
40 END 4 9 Combat Piloting 16-
15 BODY 5
3 Concealment 12-
44 STUN 12 Total Characteristics Cost: 141
3 Conversation 12-
Movement: Running: 12m/24m 3 Cryptography 12-
Leaping: 4m/8m 3 Demolitions 12-
Swimming: 4m/8m
3 Gambling 12-
Cost Powers END 3 High Society 11-
Imaginary Friend Package 4 KS: Planes 13-
46 Insubstantiality: Desolidification (affected by Mental Powers 3 Lockpicking 13-
of all Special Effects, Chi Gung Martial Arts attacks, and 3 Mechanics 12-
electricity), Persistent (+), Inherent (+), Reduced
5 Navigation (Air) 14-
Endurance (0 END; +); Always On (-), Does Not Work
Versus Psychics (-) 0 3 Paramedics 12-
48 Invisibility: Invisibility to Sight, Hearing, Smell/Taste, and Touch 3 Persuasion 12-
Groups, and Clairsentience, No Fringe, Persistent (+), 2 PS: Pilot 11-
Inherent (+), Reduced Endurance (0 END; +); Not vs. 3 Shadowing 12-
Mental Defense, Special Senses, or Being Imaginary (-), 3 Sleight of Hand 13-
Always On (-) 0 3 Stealth 13-
35 Immortality: Total Life Support 0 3 Streetwise 12-
10 Psychic Construct: Mental Defense (10 points total) 0 3 Survival 12-
5 Unusual Life Form: Power Defense (5 points) 0 3 Systems Operation 12-
3 Keen Eyes: +3 to all Sight Perception Rolls 0 3 Trading 12-
Martial Arts: Two-Fisted Brawling and Boxing 5 TF: Combat Aircraft, Helicopters, Large Motorized Ground Vehicles,
Maneuver OCV DCV Notes Large Planes, Parachuting, Basic, Small Motorized Ground
4 Block +2 +2 Block, Abort Vehicles, Small Planes
5 Defensive Strike +1 +3 6d6 Strike Total Powers and Skills Cost: 294
4 Dodge +5 Dodge, Affects All Attacks, Total Cost: 435
Abort
3 Grab -1 -1 Grab Two Limbs, 40 STR for 400 Matching Complications (55)
holding on 15 DNPC: Jim Coberson, Infrequently (Incompetent)
4 Punch 0 +2 8d6 Strike 10 Psychological Complication: Cant Refuse A Woman In Trouble
8 +2 HTH Damage Classes (Uncommon, Strong)
1 Use Art with Clubs 10 Psychological Complication: Hates The Chinese (Common, Strong)
10 Psychological Complication: Protects Innocents (Common,
Moderate)
10 Psychological Complication: Loves To Fly Planes (Common,
Moderate)
35 Imaginary Friend Bonus
Total Complications Points: 55
108 The Imaginary Friends

Lisa
Background: Lisa is the slim,
sexy popular girl who has more
friends than most people ever
will in their lives. While she only
exists in Sandras imagination,
Lisa is very protective of her
little sister. Lisa thinks Sandra
needs a boyfriend and tries to
encourage her to go out and get
one.
Unfortunately, Sandra isnt
the most attractive of girls no,
she isnt just fat, shes chunky
and she spends a lot of her time
sulking and eating ice cream,
lots and lots of ice cream. Lisa
is positive Sandra can get a
boyfriend. After all, Sandras
only eight. She can easily get
one by the time shes ten or
eleven. If only she could get
the girl to exercise and clean
herself off, maybe get herself
a better makeup drawer. She
tries to encourage Sandra to
be popular, but sadly, Sandra is
only of average intelligence and
appearance, and doesnt seem to
be terribly motivated to improve
herself.
Lisa wants to be a jazz singer
when she grows up. She already
has several slinky (imaginary)
dresses and tries to bother
Georgie into singing duets.
Usually, she succeeds, but Lisa
can grate on even Georgies
nerves.
Lisa is the only one of the
Imaginary Friends who, deep
down, realizes that she is a mani-
festation of Sandras subcon-
scious brought to life. A part of
her finds this very painful (see
below).
Personality: Lisa realizes that
Sandra probably will never get
to where she is. Unfortunately,
Lisa is beautiful, clever, popular, from Sandra. Make Mr. Wumbles cute and cuddly. This isnt
and talented, and Sandra is only average. Lisa secretly suspects that recommended but makes for a different adventure.
something is wrong with herself and that she might look different
Quote: Are you sure you wouldnt rather be exercising than eating
if Sandra were different. Underneath the socially graceful, wildly
ice cream?
talented Imaginary Friend lies a terrified child who could snap at any
moment. Still, she tries to put a brave face on in front of the others Really? Youre having trouble with your homework again?
and never lets anyone know how scared she is. Content with her role
at the same time that she fears what might happen without it, Lisa Oh, come on. Its just a little case of the doldrums. Youll be
tries to live her imaginary life without restraint. Her favorite colors on the cheerleading squad one day. Youll see.
are pink and purple. Powers/Tactics: Lisas tactics are simple. Run away. Get help. Scream
Plot Option: Switch Lisas and Mr. Wumbless sheets and add if nothing else works. As assertive, independent, and talented as she
a Shape Shift Power, triggered when Lisa wanders too far is, she doesnt have any fighting abilities whatsoever. Lisa will try to
find places to hide. As she can run through walls and find quiet places
Michael Satran 109
to escape to, this isnt a bad strategy. Unfortunately, its useless against Plot Option: Gina is a member of C.A.S.H., Citizens Against Super
telepaths and similar psychic creatures. Heroes, and will be resistant and difficult to the PCs investigation.
Campaign Use: If Lisa survives, she can be used as a nuisance char- 1) How did you come across the Parapsychological Research Insti-
acter for psychics. She never really gets any older or any more mature. tute?
With work, it might be possible for Lisa to evolve into her own Sandra was experiencing troubling dreams about her weight, and
psychic entity. Of course, a sinister supervillain could also trans- was eating obsessively and purging, so we decided to see if there was
form her into a different psychic entity, one with murder on her mind a reason beyond the usual diagnoses. Doctor Ingersoll told us we
or the demise of the player characters. were right. He pays us good money to research Sandras imaginary
friend and the consequences.
Appearance: Lisa looks like a teen bombshell and acts the part. She
dresses in sexy black dresses that are highly revealing short skirts, 2) Do you think Sandras Imaginary Friend has anything to do with
tight blouses that show far too much cleavage and always show a bra, her own insecurities?
and high heels that threaten to make her break six feet tall. She stands We think she wants what every young girl wants, to be pretty and
about five-foot-five, would weigh about 130 pounds if she were real, attractive, but unfortunately, shes probably always going to be a
and has lovely blonde hair and blue eyes. little heavy. We try to get her to exercise and go outside, but she just
comes in and loves her ice cream anyway. Weve tried to keep her
away from sweets, but nothing really works. Its the same in every
Sandra DiFeo school weve switched her to.

Appearance: Sandra DiFeo is a slightly shorter than average eight 3) Is your daughter bullied in school?
year old with chubby thighs, a round face, and short black hair. She Actually, Sandras just ignored. She has a few friends, but she really
wears jeans and tee-shirts that could be considered cute without wants to be included. We do our best for her, but shes never going
doing anything offensive. Sandra dreams of being pretty, attractive, to be an A student in this school district. She just isnt encouraged
and getting all the boys, but the reality is that without drastic changes enough, but weve tried and cant seem to motivate her.
in diet, lifestyle, and grade point average, she will eventually be just 4) Do you realize that Lisa really exists?
another average person living an average life. Listen, if you think she has some sort of weird imaginary friend, you
Personality: Sandra is the girl who is usually excluded from social have to fix it and make her normal. Youre superheroes, right? (Note:
activities because she isnt pretty enough and isnt called upon in class Some superheroes may be offended by this line of thinking.)
often because she isnt smart enough. She has feelings of inferiority 5) If shown:
and is beginning to experience feelings of depression and alienation. Thats different. (From this point, all future questions will be
She wishes she had more friends, was skinnier, and didnt eat so answered nervously.)
much. At best a C student, Sandra tries hard and hopes the other
students at the institute see her good qualities. She enjoys cooking 6) Why did you choose the research institute?
and softball, and might be considered a little tomboyish, which makes We want our little girl to grow up without some crazy half of her
for a difficult combination of social factors. mind telling her what to do! We want her to stop being nuts. And the
money is nice. Without it, we cant pay our bills.
Plot Option: Toby takes advantage of Sandras desperation to get
her to do things that he cannot do himself or that he needs Lisa to 7) How did you meet Doctor Ingersoll?
do without being aware of them. When other psychiatrists failed, we were told by our last psychiatrist
that we might want to visit Doctor Ingersoll and see if anything
QUESTIONS FOR MARK AND GINA DIFEO psychic might be going on. Apparently, something is.
Mark Difeo: Mark owns a small company that designs insect repellent QUESTIONS FOR SANDRA
for unusual bugs that have spread outside the usual realm of their
species. Hes not actually a scientist himself, however. Hes just a guy 1) How long has Lisa been around?
who runs the company and pays scientists to come up with ideas and Since I was four. Shes like the big sister I never had.
techniques that he then markets. Mark isnt the smartest tool in the 2) Does she help you with your homework?
shed, but he does have a good head for business and an eye for a good She says Im still doing okay. (She will hang her head at this point.)
investment, which means his average profit margin is magically trans- But she says I need to work harder, like my parents.
formed into something far more substantial. Hes a portly Italian man
in his early forties, with black hair and brown eyes. 3) What do you want to do when you get older?
I want to be special, like Lisa, or a model, or as pretty as (name a
Plot Option: Mark DiFeos insect repellent has a nasty side effect superhero in your game world.). But I dont think Im ever going to
that slowly turns people with mutant physiognomies into insect- look like those people.
like hybrids.
4) Did anything happen to you when you were four?
Plot Option: Mark DiFeo is the pawn of an insect-themed Not really. Ive always been chubby. The doctor says Ill be big-boned
supervillain. forever.
Gina DiFeo: Gina is a slightly overweight, wide-hipped woman with 5) Do you think its unusual to have a friend like Lisa?
frizzy blonde hair and a bulbous nose. She tries to run Marks entire I guess its more that its unusual for Lisa to be friends with someone
life, and Mark tries to get out from under Ginas irritating clinginess. like me. She takes care of me sometimes, when Mom and Dad cant.
This leads to situations where Gina will argue with Mark about the
correct answers to some of the questions below. (Its better for this 6) How?
purpose if the GM determines who is right and who is wrong in each She says nice things and keeps me from being sad.
circumstance.)
110 The Imaginary Friends
7) Can you call for Lisa? Jack Bombem: Oh, my God, he is so gorgeous but he is so stupid.
Sometimes. Shes busy a lot, though. She has big-girl stuff to do. And How can he possibly believe his plane is missing? Ive never seen
her hair. one. If I was a little older well comparatively, I guess I could
throw that out the window if he were nice. Having someone
QUESTIONS FOR LISA
always protecting you is nice but also kinda boring. Fortunately,
1) Whats it like being an Imaginary Friend? hes all about adventures. Dont know if he knows what kinds of
Hey, is this a trick question? Im as real as you, except for the walk- adventures are really important, though.
through-walls part. Im a superbeing. Im intelligent. I have rights. Mister Wumbles: You know, hes a big six-foot rabbit. And he
2) How long have you been around Sandra? has a machete and claws. Hes always polite, but its always creepy
Four years or so. I have a feeling I represent a large portion of her when hes polite, in that Im going to eat you and theres nothing
insecurities and fears. It doesnt take a genius to see that Im not like you can do about it sort of way. I stay away from him when hes
normal people, imagining clothes for myself and all that stuff. around, although hes not really around very much. I really dont
know what he does. But my skin always crawls when hes here.
3) What have you been doing for the past four years?
Keeping Sandra from going crazy, trying to give her a positive atti- Plot Option: Lisa has seen the machine in the SPIDER base below,
tude, get her to exercise. It doesnt work. Im imaginary. Lifes rough. but Dominus has tampered with her mind, causing her to pause
and have little seizures whenever asked if she has seen anything
4) What do you think of the other Imaginary Friends? unusual.
Georgie the Singing Giraffe: Georgie can really sing and dance. IMAGINARY LISA PLOT SEEDS
Hes kind of cute, for a giraffe, like one of those little cartoon char-
acters on TV or something. All the kids really like Georgie. Except Rule the School: Lisa gets outraged at soccer and cheerleader
Toby. He cant stand that kind of music. In fact, he doesnt really moms, and begins trying to find ways to haunt them. Can the heroes
like music at all. Little brat. convince Lisa that shes causing more harm than good? Is she?
Polly Pooper: Ugh. Really? A crap-covered parrot that stinks Date Rage: Lisa falls head over heels in love with a real boy who
up everything and rarely bathes? Youve got to be kidding me. she can see her! While this is nothing more than I Dream of Jeannie
Anyone who would imagine that has a secret sickness. I think the without a physical manifestation, it is also big trouble. Substitute a PC
girl needs to grow up and grow up fast. Maybe get a new hairdo or for bigger trouble.
have a rebellious period like Kerouac. (If asked who Jack Kerouac
is, Lisa really only knows basic details.)

Lisa (Savage Worlds)


Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Knowledge: High Society, Knowledge: Performing d8, Knowledge: Songs and Music d10, Notice d6, Persuasion d10, Stealth d6,
Streetwise d8
Charisma: +6 (+8 when singing) Pace: 6 Parry: 2 Toughness: 5
Gear: None
Hindrances: Dependent (Sandra DiFeo, Major), Quirk (Vain), Yellow
Edges: Attractive/Very Attractive, Charismatic, Perfect Pitch (+2 singing and music-related checks)
Super Powers:
The Imaginary Friend Package:
Insubstantiality: Intangibility; Always on; Vulnerabilities (Psychics, Mental power, Magic, Chi Gung Martial Arts, Electricity)
Invisibility: Invisibility; No tell-tale trace; Invisible to Sight, Hearing, Smell, Taste, Touch, and Clairsentience; Always on; Fully
visible to anyone with Mind Defense, other Imaginary Beings, or Awareness
Immortality: Ageless; Immunity (Environment Effects, Biological Effects, Radiation, Pressure/Vacuum)
Psychic Construct: Mind Defense 8
Unusual Life Form: Disruption Defense 4
Michael Satran 111

Lisa (HERO)
Val Char Cost Roll Notes Cost Powers END
8 STR -2 11- Lift 75.8 kg; 1d6 HtH damage Imaginary Friend Package
13 DEX 6 12- 46 Insubstantiality: Desolidification (affected by Mental Powers
13 CON 3 12- of all Special Effects, Chi Gung Martial Arts attacks, and
13 INT 3 12- PER Roll 12- electricity), Persistent (+), Inherent (+), Reduced
15 EGO 5 12- Endurance (0 END; +); Always On (-), Does Not Work
20 PRE 10 13- PRE Attack: 4d6 Versus Psychics (-) 0
4 OCV 5 48 Invisibility: Invisibility to Sight, Hearing, Smell/Taste, and Touch
5 DCV 10 Groups, and Clairsentience, No Fringe, Persistent (+),
3 OMCV 0 Inherent (+), Reduced Endurance (0 END; +); Not vs.
5 DMCV 6 Mental Defense, Special Senses, or Being Imaginary (-),
3 SPD 10 Phases: 4, 8, 12 Always On (-) 0
35 Immortality: Total Life Support 0
3 PD 1 Total: 3 PD (0 rPD)
10 Psychic Construct: Mental Defense (10 points total) 0
2 ED 0 Total: 2 ED (0 rED)
5 REC 1 5 Unusual Life Form: Power Defense (5 points) 0
25 END 1
Talents
12 BODY 2
26 STUN 3 Total Characteristics Cost: 64 3 Perfect Pitch
2 Eidetic Memory; Songs Only (-1)
Movement: Running: 12m/24m
Leaping: 4m/8m Skills
Swimming: 4m/8m 3 Acting 13-
3 Bribery 13-
3 Bureaucratics 13-
7 Charm 15-
3 Concealment 12-
5 Conversation 14-
5 High Society 14-
3 KS: Singing 12-
4 Language: French (idiomatic)
3 Persuasion 13-
3 Stealth 12-
3 Streetwise 13-
Total Powers and Skills Cost: 194
Total Cost: 258

400 Matching Complications (45)


15 DNPC: Sandra DiFeo, Frequently (Normal)
10 Psychological Complication: likes to use her attractiveness to get
ahead (Common, Moderate)
10 Psychological Complication: Shes Sultry And Seductive, And She
Knows It (Common, Moderate)
10 Psychological Complication: Vain About Looks (Common,
Moderate)
Matching Complication Costs: 45
112 The Imaginary Friends

Mister
Wumbles
Background: Mister
Wumbles began life in a
flash of psychic energy and
screams of pain. Below him,
the boy Toby shuddered
in agony. He could feel the
childs weak breath and a
connection to it. His mind
reached out for the world
and struggled to understand
it. Power was what mattered.
Power! The ability to control
ones own destiny and live a
free life.
But he was tethered to the
child. He could feel the boy in
his mind. Hello, the young
voice whispered in his mind.
I am your lord and master,
Toby Doherty. Serve me!
Mister Wumbles found the
child amusing and decided
to play along. He began to
help the boy congenially, well
aware that the link between
the two of them was sustained
by the machine. Their
games grew more and more
vicious. Toby would remove
pieces from Mr. Wumbles
and put them back, but not
before urinating on them
and showing Mr. Wumbles
who was in charge. The boy
giggled the whole time.
The pain was excruci-
ating. In secret, Mr. Wumbles
wept and began to plan his
revenge. The other Imaginary
Friends didnt know what
Toby was really like. The
parrot was useless, the giraffe
even more so. The man in the
pilot suit couldnt hurt the needed to know how he came to be. He needed to know why Toby
little brat, and the girl the girl was a useless fool on a journey to screamed.
emptiness. He would have his revenge on them all. He would be the Wumbles explored the secret areas of the institute and became
only Imaginary Friend left. He would murder the others one by one. aware of its secrets. He knew about the SPIDER base. He knew about
He would gain enough power to become real. The boy would become the machine. The machine maintained his link to Toby, but breaking
the means of his own destruction. it was not in his best interest. He didnt know what would happen if
He would enjoy taking the child apart and make him suffer as he he broke it. He didnt want people to become aware of his existence
suffered before the miserable brat died. too soon. Tobys every exposure to the machine made him more
Wumbles loved the idea. He began to tap into Tobys power. powerful. Wumbles avoided the man who called himself Doctor
He became aware of the world around him. He reached out to the Ingersoll because the doctor could see him. That was a problem.
psychic field to sustain him, and the psychic waves of anger and He watched as SPIDER brought in a group of supervillains. He
hatred trapped within the field for so many years empowered him. watched as Tarantula gave them orders, all the while knowing that
At first, he could only become real for short periods, long enough to Tarantulas mind was controlled. It amused him. He would have to be
read some newspapers and a few books in Doctor Ingersolls office. careful. The supervillains had colorful names, but he didnt need one.
It wasnt enough for Mr. Wumbles. If he was going to be real, he He was just Mr. Wumbles, an unlovable bunny made from the twisted
needed to know more about the real world. But the time was soon mind of an evil child. It wasnt his fault that Toby didnt have any
approaching when he wouldnt be able to fool Toby anymore. He sense of right and wrong and that all he could do was be evil. It wasnt
his fault he was constructed from the mind of a monster.
Michael Satran 113
Toby wanted to be a supervillain when he grew up and raise an Campaign Use: Mister Wumbles has many campaign uses that can
empire of blood and fear. Mister Wumbles decided that perhaps the be drawn out over a long-term game. He can be the serial killer
supervillains had something to offer. He needed to become one, a the heroes need to capture or the thing that lurks in the dark in the
civilized monster, one with pleasant manners and a pleasant tone. corners of their poisoned memories. Wumbles can be used as an icon
The hallow rasp of his voice and the tatters of his matted fur could of fear or a relentless invisible juggernaut that stalks superheroes and
be hidden by a gentlemans mannerisms and a subtle sense of dry ends their lives. Above all else, Mr. Wumbles should be played like a
sarcasm. dreadful bogeyman that haunts nightmares. His appearances should
It wasnt that he wanted more. He wanted to be something be few and far between.
anything. But Toby and Doctor Ingersoll had taken it all away. Their To weaken Mr. Wumbles, allow him to be seen by more things
suffering wasnt a necessity. It was a certainty. He would become real. and make his Desolidification cost Endurance. Lower his Damage
He would destroy Toby and Doctor Ingersoll and anyone who dared Reduction to 50% Physical and 50% Energy, and lower the Active
to oppose him. Points of his Multipower by 15. Subtract 5 points of Mental Defense
All he needed was a little practice. and 5 points of Power Defense. Lower his STR, CON, EGO, PRE, PD,
and ED by 5 points each, and lower the number of statistics that can
Personality: Mister Wumbles is possibly the most evil being in the
be affected by his Absorption. Remove 10 points of STUN, 5 points of
entire world. He lacks any sort of conscience, and hides behind a
BODY, and 10 points of END. Remove 2d6 of Luck
veneer of civilization and politeness while contemplating the deaths
To make Mr. Wumbles more powerful, increase the Active Points
of anyone who dares to oppose him. Wumbles talks with a dreadful
of his Multipower by up to 50 or 60. Add 10 points of Mental Defense
rasp from the back of his throat and breathes his words over his lips.
and 15-25 points of Power Defense. Remove the Limitation on what
He enjoys marking his victims and revels in the brutality of terri-
his Absorption can affect, and add doublings as necessary until he
fying his victims while they are helpless. On one level, Wumbles is a
can handle the group. Raise his STR, CON, EGO, PRE, PD, and ED
serial killer who takes delight in the suffering of his victims, but he
by 10 points each. Give him a whopping 120 STUN. Add 1 point of
is really a fearsome psychic entity with grim plans to gain control of
SPD, 2 if the group is exceptionally fast. Add a Variable Power Pool
the psychic field surrounding the world and take it for his own. On
of imaginary things that he might be able to generate, and increase
another, Mr. Wumbles is not responsible for his own creation or for
his rate of learning by adding more Skills, Combat Skill Levels, and
his actions, since his source is Mirror Neuron Deficiency Disorder,
Cramming. Add 3d6 of Luck to increase his force of will upon the
which may trouble certain characters who are more ethical than
universe at large.
others.
If running this adventure in Gestalt, Mr. Wumbles is a Pure
Releasing several powerful aliens imprisoned by the field onto the
Gestalt.
Earth to wreak havoc? Mister Wumbles doesnt see this as a problem
at all . Appearance: Mister Wumbles looks like a six foot, four inch
humanoid rabbit with thick muscular paws, opposable thumbs, and
Quote: Oh, dear, what have we here? Could it be someone in an
somewhat rumpled floppy ears. His grey fur and sinister brown eyes
unusual costume? Tell me do you do anything useful, or
occasionally glow red when he grows angry. He wears Edwardian-
are you just a sack of meat like all the rest of them?
style clothes, complete with wide cravat-like ties and ascots, three-
I assure you, nothing is more satisfying than the sound of piece suits, and spats. Mister Wumbles always carries a valise and a
crunching bones and cracking flesh. machete. While these objects can be removed from his person, they
always swiftly return at a moments notice. Mister Wumbles also
Ahh, but this is but a simple tea party. What need do I have carries a large pocket watch attached to his belt, and wears shoes
to poison you? Perhaps youd like some sugar? Or a shaped for the feet of a humanoid rabbit, along with matching spats.
cucumber sandwich? Often, but not always, Mr. Wumbles will wear either a bowler hat or a
Powers/Tactics: Mister Wumbles enjoys striking from surprise stovepipe hat, depending on what he considers the occasion.
and terrifying his victims whenever possible. While he is a massive MISTER WUMBLES PLOT SEEDS
powerhouse who can absorb a great deal of punishment, unless he
is furious or enjoying the feeling of existing in reality, he prefers to Enemy Mime: A mime is exposed to Mr. Wumbles and gains the
remain invisible and strike when he has the advantage. Wumbles ability to create invisible constructs and objects. Is he friend or foe?
takes pleasure in the helplessness that opponents have when they The heroes will have to watch him closely. He isnt telling, after all.
cant act against him. To this end, he will threaten innocents, immobi-
lize opponents, and focus on draining their EGO and putting them Circus of the Mind: The circus is in town, and Mr. Wumbles is hiding
into imaginary worlds with his Mental Illusion Power. However, out among the freaks and the carnies. What sinister purpose does the
Wumbles will also use his massive Killing Attack to scar victims he wicked rabbit have in mind?
cant kill or cut apart. Wumbles usually starts combat powered up, Fantastic Island: Mr. Wumbles hears of an island where dreams
having Drained the will of several nearby Normals before combat come true and journeys there, killing the mystical host of the island
starts. Against more powerful opponents, Wumbles will power up his and his oddly stunted assistant. With a boatload of tourists newly
characteristics and abilities in different ways based on their strategies. disembarked, can the heroes save the tourists and fix all the things
He is not afraid to flee from opponents and set up a counterstrike Wumbles has turned wrong?
where he is prepared to deal with their weaknesses and focus on his
strengths. Above all, Mr. Wumbles exists to cause terror. He has no Training Day: Mister Wumbles finds a new little boy who idolizes
interest in remaining on a battlefield to lose, although a well-focused him, so he starts teaching the boy to be a murderer. Can the heroes
series of attacks can disrupt this fairly easily. He is willing to go Invis- stop Wumbles? What will the long-term effects on the child be?
ible, Desolidify, and Teleport to another hole nearby. Plot Option: Everything in the adventure comes from magic.
Lorenzo Vitale-Seveigny (King of the Mountain) has tampered
with the machine without anyone knowing. This may make the
adventure more playable in the Champions Universe.
114 The Imaginary Friends

Mister Wumbles (HERO)


Val Char Cost Roll Notes
40 STR 30 17- Lift 6400 kg; 8d6 HTH damage [4] (see 7f 5) Usurp the Mind: Drain EGO 3d6, Penetrating (+), Delayed
notes below) Return Rate (points return at the rate of 5 per Minute; +1) 7
20 DEX 20 13- 7f 6) Imaginary Gun: Blast 15d6 7
40 CON 30 17- 5f 7) Rabbit Punch: Mental Blast 7d6, ACV (OCV vs. DCV; +0);
20 INT 10 13- PER Roll 13- No Range (-) 7
30 EGO 20 15- 7f 8) Imaginary Restraints: Entangle 3d6, 3 PD/3 ED, Variable Special
40 PRE 30 17- PRE Attack: 8d6 Effects (Limited Group of SFX; nets, ropes, chains,
and other common things a child might imagine; +),
8 OCV 25
Takes No Damage From All Attacks, STR only to break out
7 DCV 20
(+1) 7
3 OMCV 0
10 DMCV 21 60 Imaginary Resilience: Physical Damage Reduction, Resistant, 75%
4 SPD 20 Phases: 3, 6, 9, 12 0
60 Psychic Field Resistance: Energy Damage Reduction,
15 PD 13 Total: 15 PD (15 rPD) Resistant, 75% 0
15 ED 13 Total: 15 ED (15 rED) 54 Absorb All Psychic Energy Types: Absorption 10 BODY,
20 REC 16 Variable Effect (+), Area Of Effect (64m Radius; +1 ),
90 END 14 Delayed Return Rate 1 Year (+3 ), Expanded Effect (x8
25 BODY 15 Characteristics or Powers simultaneously) (+3 ); Absorb
90 STUN 35 Total Characteristics Cost: 332 Only Psychic- Or Mental-Based Energies (-)* 0
Movement: Running: 40m/320m 15 Force Of Will: Resistant (+) for 15 PD/15 ED 0
Leaping: 42m/168m 20 Inexorable: Knockback Resistance -20m 0
Swimming: 4m/8m 30 Proportionate Burrowing Powers Of A Rabbit: Tunneling
Teleportation: 10m/1280m 14m through 8 PD Materials 3
Tunneling: 14m/28m
24 Proportionate Leaping Powers Of A Rabbit: Leaping +38m
Cost Powers END (42m forward, 21m upward) (x4 Noncombat) 2
Imaginary Friend Package 38 Proportionate Running Powers Of A Rabbit: Running +28m (40m
46 Insubstantiality: Desolidification (affected by Mental Powers total), x8 Noncombat 4
of all Special Effects, Chi Gung Martial Arts attacks, and 25 Two Rabbits Feet: 5d6 Luck 0
electricity), Persistent (+), Inherent (+), Reduced 27 Imaginary Phone: Mind Link to Toby Doherty, No LOS Needed,
Endurance (0 END; +); Always On (-), Does Not Work Unlimited range in this dimension (+), Reduced Endurance
Versus Psychics (-) 0 (0 END; +), Persistent (+), Inherent (+), Invisible Power
48 Invisibility: Invisibility to Sight, Hearing, Smell/Taste, and Touch Effects (Invisible to Mental Sense Group; +); Always On
Groups, and Clairsentience, No Fringe, Persistent (+), (-), OIF (Phone Of Opportunity; -**) 0
Inherent (+), Reduced Endurance (0 END; +); Not vs. 47 Sense The Mind: Detect Minds 13-, Adjacent, Discriminatory,
Mental Defense, Special Senses, or Being Imaginary (-), Analyze, Increased Arc Of Perception (360 Degrees), Range,
Always On (-) 0 Sense, Targeting, Transmit*** 0
35 Immortality: Total Life Support 0
Talents
10 Psychic Construct: Mental Defense (10 points total) 0
5 Eidetic Memory
5 Unusual Life Form: Power Defense (5 points) 0
23 Universal Translator 16-
80 Imaginary Powers: Multipower, 80-point reserve
7f 1) Psychic Machete: HKA 2d6 (5d6+1 w/STR) (Physical) Skills
plus Cosmetic Transformation 10d6 (Scars) 7/10 12 +1 Overall
5f 2) Down Every Rabbit Hole: Teleportation 10m, x128 Non- 20 +2 with All Attacks
combat, x2 Mass, Safe Blind Teleport (+), Reduced
3 Acting 17-
Endurance ( END; +); only between holes dug by
rabbits (including his own) (-) 3 3 Bureaucratics 17-
4f 3) Drain The Imagination: Drain EGO 2d6, Area Of Effect (8m 3 Charm 17-
Radius; +), Delayed Return Rate (points return at the rate 3 Concealment 13-
of 5 per Minute; +1); No Range (-) plus Aid EGO, SPD 2d6, 3 Conversation 17-
Expanded Effect (x2 Characteristics or Powers simultaneously) 10 Defense Maneuver I-IV
(EGO, SPC; +), Delayed Return Rate (points return at the 3 High Society 17-
rate of 5 per Minute; +1); Only to Aid Self (-1), Linked (Drain;
Lesser Power can only be used when character uses greater 3 Interrogation 17-
Power at full value; -) 8 3 Persuasion 17-
5f 4) Hallucinatory Touch: Mental Illusions 15d6; No Range (-) 7 13 Power 20-
3 Shadowing 13-
3 Sleight Of Hand 13-
3 Stealth 13-
Michael Satran 115

Total Powers and Skills Cost: 823 20 Physical Limitation: Mind Link is also a physical link to Dominuss
Total Cost: 1155 Mindsaber Chair (All the Time, Barely Impairing)
15 Psychological Complication: Cruel And Vicious, likes causing
400 Matching Complications (85) suffering and fear (Common, Strong)
15 Distinctive Feature: Evil Humanoid Rabbit Wearing Edwardian 15 Psychological Complication: Wants To Become Real (Common,
Clothes (Not Concealable; Always Noticed and Causes Major Strong)
Reaction; Detectable by Uncommonly Used Sense) 755 Villain Bonus
20 Hunted: SPIDER (Infrequently, Mo Pow, NCI, Harshly Punish) Total Complications Points: 85

* Recommended Absorption allocations are STR, DEX, SPD, STUN, PD, ED, OCV, and his Multipower. (This enables him to transfer enough
to get to SPD 6 while keeping everyone around him at a low action total.)
** Mister Wumbles actually must find a phone and use it to call Toby. The telephone can be any phone, even a toy one. This simulates charac-
ters with the right powers and abilities being able to pick up the imaginary phone while Toby is on it and have a conversation with the serial
killer, just like in the movies.
*** This power not only allows Mr. Wumbles to target virtually anyone, but to broadcast his dreams to specific minds and have other char-
acters receive them, mentalists in particular. While this has no combat effect, it may disturb and/or upset characters, causing them to make
mistakes.

Doctor Ingersoll offered his parents a deal. He would take care of


Toby Doherty Toby during the day while they went about their daily lives, and Toby
would return at night. Toby didnt like Doctor Ingersoll and protested
Background: From the moment Toby Doherty was six months old, to his parents, but unlike previous attempts, Doctor Ingersoll seemed
his mind began to grow. He could sense the world around him, and to have an almost unstoppable charisma or a way to conceal his
he learned things that most children his age never dreamed of. His own mental abilities.
awareness and telepathic powers evolved quickly, and by the time he As time went on, Doctor Ingersoll attempted half-hearted psycho-
was a year old, he knew how to read and write. Convinced that he logical examinations on Toby, but he resisted. He knew what was
was a prodigy, his parents gave him everything he wanted. going on and didnt like it. Doctor Ingersoll frequently sedated Toby
Toby made sure of that. Using his telepathic powers, he experi- and placed him in a room away from other children. After two years
mented on his own parents, learning about the world, manipulating of this, Doctor Ingersoll politely informed Tobys parents that Toby
his parents minds to make sure that he received everything he had Mirror Neuron Deficiency Disorder, and it might be a better idea
needed. He understood that he was a genius and that others would for him to stay at the institute permanently.
never truly understand him. Toby watched on through the window in his room as Doctor
Slowly, he used his parents as a social experiment. Utilizing his Ingersoll twisted his parents wills. He pounded his fists against the
telepathy to gain valuable stock tips, he planted those tips in his walls, but they absorbed the sound. He screamed, but no sound
fathers mind, all the while encouraging his mother to have a variety passed out of the room. He saw Doctor Ingersoll smile as his parents
of affairs with other men and women. He just wanted to see what left.
would happen. There was nothing wrong with that. After all, he was Then Doctor Ingersoll came into the room. Toby, let me explain
going to build an empire and rule the world. to you how things are going to work. Any psychic tampering you
His father was a useful tool that provided him with money. His do, I can find. Anything you do that defies me, I can counter. So Im
telepathic and mind-control powers made his father a slaving worka- going to make you an offer. If you refuse, Ill turn you into a vege-
holic that manipulated financial markets for corporate gain. All that table. If you agree, Ill make you more powerful than you can possibly
money went into accounts Toby would eventually have access to, imagine.
while conveniently missing the protocols that would prevent Toby Toby glared. What do I have to do?
from accessing the money until he was of age. Were going to run some psychic experiments. If they work, youll
Toby Doherty was only two and a half years old. be amazingly powerful. If they dont, well, Ill send you back to your
He read his fathers mind and his mothers also, learning things as parents. Ingersoll smiled. We very much enjoy having you with us,
fast as he could in order to keep up with what he was doing. And he Toby.
tampered with the minds of most of his parents social circle, through Toby lashed out with a psychic attack, but Ingersoll brushed it
them gaining access to valuable information, money, and property, aside.
all of which he placed in his parents names. As a minor, he would be Dont. Well see how far you get Ingersoll laughed as he spat
safe if caught, while his parents would be ruined. It was another step out the words World conqueror.
towards ruling the world, pretending to be a normal child. But there Tobys heart filled with rage. He wanted revenge. He wanted Inger-
was nothing normal about him. He would subjugate the people of the soll ripped to pieces. He wanted to enjoy killing Ingersoll.
world and make them obey him. Save your rage. Soon it will be something else.
By the time he was three, Toby realized that his parents were Toby glowered and agreed. His desire for power won out.
becoming aware of his manipulations. He needed a way to be certain The experiments were very painful. They went on and on. Eventu-
they didnt actually put a stop to them. Unfortunately, there was ally, some of the other children developed imaginary entities that
nothing he could do when Doctor Ingersoll came to visit. He found floated beside them. Toby loved the idea of having a servant that
Ingersolls mind to be an impenetrable tower, but he couldnt tell would do whatever he wished. It was worth the pain. Ingersoll was
anyone lest he reveal his own telepathic powers. right. His vicious dreams toward Ingersoll grew more vivid.
116 The Imaginary Friends

Mister Wumbles (Savage Worlds)


Attributes: Agility d12, Smarts d12, Spirit d12+3, Strength d12+6, Vigor d12+6
Skills: Fighting d12, Intimidation d12, Investigation d10, Knowledge: Bureaucracy d10, Knowledge: High Society d10, Notice d10, Persua-
sion d10, Psychic Powers d12+2 (d10 Wild Die), Stealth d8, Taunt d12
Charisma: +2 Pace: 24 Parry: 11 Toughness: 15
Gear: None
Hindrances: Arrogant, Distinctive Appearance (Large humanoid rabbit in Edwardian clothing), Enemy (S.P.I.D.E.R., Major), Heartless,
Servitor (Dependent on Toby and the Machine), Stubborn, Vengeful (Major), Vow (to become real, Major)
Edges: Charismatic, Elan, Killer Instinct, Level Headed, Master (Psychic Powers), Mentalist, No Mercy, Strong Willed
Super Powers:
The Imaginary Friend Package:
Insubstantiality: Intangibility; Always on; Vulnerabilities (Psychics, Mental power, Magic, Chi Gung Martial Arts, Electricity)
Invisibility: Invisibility; No tell-tale trace; Invisible to Sight, Hearing, Smell, Taste, Touch, and Clairsentience; Always on; Fully
visible to anyone with Mind Defense, other Imaginary Beings, or Awareness
Immortality: Ageless; Immunity (Environment Effects, Biological Effects, Radiation, Pressure/Vacuum)
Psychic Construct: Mind Defense 8
Unusual Life Form: Disruption Defense 4
Other Powers:
Eidetic Memory: Gifted
Universal Translator: Speak Language; Written Word
Two Rabbits Feet: Luck/Great Luck, Deflection -3, and Parry +3
Imaginary Resilience: Absorption (vs kinetic energy)
Psychic Field Resistance: Absorption (vs psychic/psionic energy)
Imaginary Phone: Telepathy; Permanent with Toby Doherty; Completely Invisible; Only with Toby; Requires a Phone of
Opportunity
Absorb All Psychic Energy Types: Super-Sorcery 3 (defined as Psychic Energy Manipulation); Only in the presence of sources
of Psychic or Mental energies (within 24); Only to boost existing Attributes and Powers, or to add Extra Actions
Force of Will: Toughness 4; Hardy
Inexorable: Immunity (Knockback)
Proportionate Burrowing Powers of a Rabbit: Burrowing
Proportionate Leaping Powers of a Rabbit: Leaping 3
Proportionate Running Powers of a Rabbit: Running 3
Sense the Mind: Awareness (based on sensing minds); Telepathy; Only to share targeted dreams to those sensed (no combat
effect against spectators included)
Imaginary Powers: Switchable
Psychic Machete: Attack, Melee +4d6; Elemental Trick (Scarring; requires major Healing to remove)
Down Every Rabbit Hole: Teleport 60; Only down rabbit holes (including his own)
Drain the Imagination: Negation 3 vs Spirit (Medium Burst Template); Super-Sorcery 2 (added to above; only if Negation
successful)
Hallucinatory Touch: Illusion 4; Pyschosomatic Trauma; Targeted; Only one target; Touch only
Usurp the Mind: Negation 4 vs Spirit; Ranged
Imaginary Gun: Attack, Ranged 4d6
Rabbit Punch: Attack, Melee +4d6; Nonlethal; Elemental Trick (Psionic)
Imaginary Restraints: Paralysis; vs Smarts instead of Vigor; Extra Power (-2 Smarts Roll); Extra Duration (3 Rounds);
Ranged
Michael Satran 117
Tobys Imaginary Friend eventually took shape, that of a sinister- Campaign Use: Toby Doherty belongs in an insane asylum. Unfor-
looking rabbit Mister Wumbles. Wumbles plotted and schemed tunately, there are few asylums that can hold a mentalist as powerful
with Toby, and it was all well and good until Toby discovered that Mr. as he is, and he will only grow more powerful as he gets older. Toby
Wumbles was trying to figure out a way to break the link between represents a complex level of threat, a character who will keep chal-
them. His own friend, his only friend, was using him. lenging the heroes and attacking them at the weak points of their
Toby ripped Mr. Wumbles apart in rage. He watched as Mr. morality until either he grows up and cant use his age as a shield or
Wumbles screamed. He laughed while he tortured Mr. Wumbles. the characters do something unthinkable and kill him. Once he gets
Mister Wumbles protested and begged while Toby ripped him apart old enough, he will become a serious thorn in the side of the player
and relieved himself on him. Toby reminded Mr. Wumbles that he characters as he never forgets a defeat and is inherently vicious and
was in charge before he put the rabbit back together. cruel.
Mister Wumbles schemed with Toby to put an end to Ingersoll but To make Toby less powerful, remove his Combat Luck and lower
that would require making enough trouble to involve superheroes. his attack powers to 45 Active Points. Lower his Intelligence by 10
Toby knew Wumbles was plotting against him, but he reasoned that and his EGO by 6. Lower his DCV and DMCV to 9 each.
as long as Ingersoll was a common enemy, he would have enough To make Toby more powerful, add a psychic force field of 20/20
control over the situation to use Wumbles for his own ends. Mister Resistant Protection, Hardened and Impenetrable, give him true
Wumbles didnt tell Toby what kind of trouble he was going to cause. superpowered characteristics appropriate to a superheroic game at
Will it be bloody? Toby asked. a more appropriate level, raise his Multipower to 120 Active Points,
Hopefully. Wumbless rabbit face broke into a savage grin. I and give him additional abilities or a Variable Power Pool of different
cant wait to get started. psychic abilities. As a boy, Toby is very dangerous. As an adult super-
Revenge would be sweet. He would have his revenge on Mr. villain, he is powerful indeed.
Wumbles and on Doctor Ingersoll. If running this adventure in Gestalt, Toby is a Gestalt of Mind.
Then he could work on taking over the world.
Appearance: Toby looks like a typical five-year-old boy. He prefers
Personality: Toby is a child afflicted with Mirror Neuron Defi- tee-shirts with a savage-looking animal or character from a horror
ciency Disorder and is a powerful telepath. He lacks a moral center, movie on it, but often, his parents force him to dress in the equivalent
a creature of nothing but pure id without any care or sympathy for of school uniforms with a pair of pants, a white shirt, and a clip-on
others. He tortures animals when unobserved, revels in cruelty, and tie. His black hair is short and falls over his face slightly, and he has
ruthlessly pursues his goals without caring about anyone in his way. wide blue eyes that seem somewhat cold. He wears ordinary sneakers
However, he is also a five year old, albeit a manipulative and ruth- on his feet or a pair of loafers if forced into a school uniform. His face
less one. He never forgets an enemy, and if a character is against him, betrays a sinister stare that seems out of place on a child, sometimes
Toby will remember that character as an enemy. Toby will use the fact replaced by utter blandness that seems distressingly out of place.
that he is a child to the fullest possible effect. If in danger, he will call
TOBY DOHERTY PLOT SEEDS
for superheroes to save him. If threatened with physical harm, he will
remind the hero pointedly that he is only five years old. Tobys sheer Growing Pains: Toby decides to have some fun with teenagers who
ruthlessness and narcissism make him a force to be reckoned with, are approaching puberty in order to discover more about what will
even if he isnt particularly well defended. Toby will do everything happen to him when he gets a little older. Unfortunately, Tobys ruth-
possible to play the part of the terrified child until the jig is obviously less mindset drives him to create numerous scandalous underage
up or the characters believe Doctor Ingersoll (Dominus). affairs, leading to broken homes and teen pregnancies. When a super-
Quote: (For maximum effect, Toby should be licking a lollipop, villain becomes one of his victims, will the heroes be able to stop the
chewing bubble gum, or locking eyes with a hero when he says things rampage and the mind crimes?
like these.) Law Dogs: Craving additional protection, Toby uses his mental
Do you really think youre anything other than a relic? You powers to subjugate groups of lawyers into working for him. Can the
cant hurt me! Im a child! heroes free the attorneys from Tobys sinister clutches? What horrible
aftermath will there be for Toby afterwards?
Its amazing, isnt it, how all your concepts of morality
ultimately fail? When I rule the world, Ill do it over your Paper Tigers: Toby begins finding school bullies and cruelly torturing
corpses. Ill laugh in your faces and just before you die, Ill them, using his mental powers to turn them into frightened,
remind you of everything Im taking away. cowering children who can barely keep from wetting themselves.
What sinister motive does Toby have? What are the consequences of
Theres nothing wrong with an empire of blood and skulls. a telepathic assault by a five year old?
It worked for the Romans, the Ancient Chinese, the Egypt-
ians, and the Greeks. Oh, and dont forget the Vatican.
Powers/Tactics: Toby will try to use his powers in a subtle manipula-
tive manner to cause as much suffering and misery as possible. Out NOTE
of combat, he is constantly searching and probing for psychological
weaknesses he can exploit. He has no compunction about using Because investigating Toby and his parents is
secret identities against the heroes or finding people who might be so integral to the adventure, unlike the other
able to target the heroes to produce additional problems, which will Imaginary Friends, this information is listed in the
make him more difficult to deal with. In combat, Toby will hide, and investigation sections.
from his places of concealment, hell use subtle manipulation to get
the heroes to destroy each other. Switching the places of heroes and
villains, subtle suggestions that play on heroes psychological vulner-
abilities, and Mind-Controlling innocents to do horrible things to
themselves are all part of his repertoire. Above all, Toby will pull no
punches.
118 The Imaginary Friends

Toby Doherty (Savage Worlds)


Attributes: Agility d6, Smarts d12+3, Spirit d12+2, Strength d4, Vigor d6
Skills: Intimidation d12, Investigation d12, Knowledge: Bureaucracy d10, Knowledge: Computers d10, Notice d12+2, Persuasion d10,
Psychic Powers d12+2 (d10 Wild Die), Stealth d8
Charisma: +2 Pace: 6 Parry: 2 Toughness: 8
Gear: None
Hindrances: Arrogant, Distinctive Appearance (Small child), Enemy (S.P.I.D.E.R., Major), Heartless, Stubborn, Vengeful (Major), Small,
Vow (Rule the World, Major), Young
Edges: Alertness, Charismatic, Killer Instinct, Mentalist
Super Powers:
Psychic Interconnectivity: Switchable
Psychic Assault: Attack, Ranged 5d6; Nonlethal; Elemental Trick (Psionic)
Psychic Control: Mind Control; Mind Wipe; Five total minds at once
Image Shift: Illusion 7; Pyschosomatic Trauma; Targeted
Mind Probe: Mind Reading (Mind Rider) and Telepathy (Broadcast worldwide)
Psychically Dismantle/Assemble: (This is a plot power that represents Tobys ability to tear apart and
re-assemble the Imaginary Friends and other psychic/mental energy beings. Consider it a strange use of Decay/
Healing if necessary to resolve mechanically)
See Mental Energy: Awareness (sense mental energies); Danger Sense; Heightened Senses
Imaginary Phone: Telepathy; Permanent with Mr. Wumbles; Completely Invisible; Only with Toby; Requires a Phone of
Opportunity
Psychic Shields: Mind Defense 20
Eidetic Memory: Gifted
Combat Luck: Toughness 4
Michael Satran 119

Toby Doherty (HERO)


Val Cha Cost Roll Notes
2f 6) Psychically Assemble: Severe Transformation 1d6 (into coherent
4 STR -6 10- Lift 30 kg; d6 HTH damage
whole from separate pieces; heals back with
14 DEX 8 12-
Psychically Dismantle), AVAD (Mental Defense, +0), ACV
13 CON 3 12-
(uses OMCV against DMCV; +), Reduced Endurance (
30 INT 20 15- PER Roll 15-
END; +), Constant (+), Uncontrolled (+), Penetrating
26 EGO 16 14-
(+); only versus psychic entities and creatures made of
20 PRE 10 13- PRE Attack: 4d6
mental energy (-1) 2
3 OCV 0 35 Psychic Shields: Mental Defense (20 points total), Hardened
10 DCV 35 (+), Resistant (+) 0
9 OMCV 18 5 See Mental Energy: Mental Awareness 0
10 DMCV 21 27 Imaginary Phone: Mind Link to Mister Wumbles, No LOS
4 SPD 20 Phases: 3, 6, 9, 12 Needed, Unlimited range in this dimension (+), Reduced
2 PD 0 Total: 8 PD (6 rPD) Endurance (0 END; +), Persistent (+), Inherent (+),
2 ED 0 Total: 8 PD (6 rED) Invisible Power Effects (Invisible to Mental Sense Group;
10 REC 6 +); Always On (;-), OIF (Phone Of Opportunity; -*) 0
60 END 8 -6 Childs Body: -2m Leaping, -4m Running, -2m Swimming
5 BODY -5
20 STUN 0 Total Characteristics Cost: 154 Talents
12 Combat Luck (6 PD/6 ED)
Movement: Running: 8m/16m
34 Danger Sense (immediate vicinity, any danger, Functions as a Sense)
Leaping: 2m/4m
17-
Swimming: 2m/4m
5 Eidetic Memory
Cost Powers END
75 Psychic Interconnectivity: Multipower, 75-point reserve Skills
7f 1) Psychic Assault: Mental Blast 6d6, Reduced Endurance 3 Acting 13-
( END; +) 3 3 Bureaucratics 13-
7f 2) Psychic Control: Mind Control 12d6, Telepathic Command (+) 3 Charm 13-
7 3 Computer Programming 15-
7f 3) Image Shift: Mental Illusions 12d6, Reduced Endurance 3 Concealment 15-
( END; +) 3 3 Deduction 15-
7f 4) Mind Probe: Telepathy 12d6, Reduced Endurance ( END; 3 Interrogation 13-
+) 3 3 Persuasion 13-
2f 5) Psychically Dismantle: Severe Transformation 1d6 (into 15 Power 20-
small, still living pieces; heals back with Psychically
Assemble), AVAD (Mental Defense, +0), ACV (uses OMCV 3 Stealth 12-
against DMCV; +), Reduced Endurance ( END; +), Total Powers and Skills Cost: 261
Constant (+), Uncontrolled (+), Penetrating (+); only Total Cost: 415
versus psychic entities and creatures made of mental
energy (-1) 2 400 Matching Complications (90)
10 Hunted: By SPIDER (Infrequently, Mo Pow, NCI, Watching)
25 Physical Complication: Five-year-old Child (cant get into certain
places, has trouble reaching the kitchen counter, and so on)
*Toby actually must find a phone and use it to call Mr. Wumbles. (Very Frequently, Greatly Impairing)
This simulates characters with the right powers and abilities to
20 Physical Complication: Mirror Neuron Deficiency Disorder (cant
pick up the imaginary phone while Toby is on it and have a
tell right from wrong) (All the Time, Barely Impairing)
conversation with the serial killer, just like in the movies. The
telephone can be any phone, even a toy one. 15 Psychological Complication: Megalomania (Common, Strong)
15 Psychological Complication: Peoples Minds Are His Toys
(Common, Strong)
5 Social Complication: Minor (Frequently, Minor) (this is worth less
due to his telepathy and ability to manipulate others)
15 Villain Bonus
Total Complications Points: 90
120 The Imaginary Friends
deliberately chooses people with emotional vulnerabilities and people
More Than You Can Imagine A-Z who care too much about the madmen within. What is his true
(26 Psychic Field Plot Seeds) purpose? Will the heroes survive their psychological journey into the
madhouse?
A Day in the Life: Mister Wumbles decides to target a heros friends Over the Rainbow: Some people believe that leprechauns really exist,
and loved ones, and get rid of all of them within 24 hours. Can the and Mister Wumbles finds out that they do. If a pot of gold is in his
heroes save the targets family and friends? What will become of him future, he can wish for any one thing he wants. How far will Wumbles
if Mr. Wumbles succeeds? go to get what he desires? Does the leprechaun need to be saved?
Big Mind: A young man with big dreams comes from a rural town Politics as Usual: Mister Wumbles becomes the Imaginary Friend of
to the big city, and is discovered by Mr. Wumbles. Mister Wumbles a politician. What terrible form will his policies take? Will it help or
whispers big dreams in his ear, while slowly leaching the boys hinder his efforts to get elected? What is Wumbles true goal?
creativity and feeding off it. Can the heroes save the young artist Questioning the Suspect: The police call the heroes in to investigate
before Mr. Wumbles destroys him? when a suspect claims a large rabbit committed several murders. Is
Call of the Wild: An oil company magnate makes a deal with Mr. the suspect truly insane? Has Mr. Wumbles returned? Or is his repu-
Wumbles to eliminate several endangered species completely so tation merely being exploited for something more sinister?
that he can drill for oil in an Alaskan nature preserve. As Wumbles Reorient Express: Mister Wumbles becomes a train conductor for a
begins wiping out the native wildlife, can the heroes save the animals, day and finds a way to trap a trainful of innocents in the psychic field.
naturalists, and Eskimos that get in his way? Will the magnate go to Can the heroes rescue a train full of hostages from the dimension of
prison? the mind?
Dreamboat Willie: A superheroine finds a perfect romantic sweet- Stalking Horse: Mister Wumbles begins hunting and killing people
heart who meets her every need. But subtle clues point to the idea who obsess over others to drain their mental energy. The number of
that this may be a creation of the psychic field. Who made it? And stalkers and paparazzi dwindles to almost zero, including the peren-
why? nial media stalkers of some of the heroes. Nonetheless, Wumbles
Executive Sanction: A secret government project gets its hands on must be stopped, no matter how undeserving his victims. Will the
the blueprints for Dominuss machine. Can the heroes dismantle heroes save some of the most detestable people on Earth?
or destroy it before Mr. Wumbles dismantles it himself and kills The Good Old Days: Mister Wumbles finds someone to build a new
everyone involved? machine and sets it up in a retirement home. Unfortunately, many
Gorilla of the Mind: Mister Wumbles finds a fan of movies involving of the Imaginary Friends created by the machine arent completely
monkeys and gorillas, and exposes him to a version of the machine. sustainable without someone to attach them to. Some senior citizens
Will imaginary apes destroy the city? have weak hearts and mental disorders. Has Wumbles created his
Plot Option: Mister Wumbles does this to an ape in a man suit. own downfall? What havoc will these new Imaginary Friends wreak?
Consequences may be very different. The Long Dark Imaginary Road: A new production of The Wizard
Hope is the Thing with Feathers: An explorer claims to have discov- of Oz begins at a nearby theatre, and now children are disappearing
ered an invisible bird that only appears once every 76 years at the nearby! Is this a dreadful plan of Mr. Wumbles? What are those
Festival of the Moon in East Pakistan. Is this an Imaginary Friend, or strange midgets doing lurking around the stage? And where do they
is it something else? Will Mr. Wumbles try to get it for himself? go?
Plot Option: The bird is an intelligent alien who is sinister, Underminer: When miners are trapped in a cave-in, Mr. Wumbles
manipulative, and evil. goes to work, whispering things in the ears of the terrified victims
Imaginary Mind: A madman builds another psychic machine and and trying to drive them insane. Can the heroes save the miners and
kidnaps dozens of psychics to power the device. What kinds of Imagi- stop Mr. Wumbles?
nary Friends will they spawn? Is this merely another killing ground V is for Valentine: Its St. Valentines Day and Mr. Wumbles wants a
for Mr. Wumbles? massacre of his very own! What terrible steps will Mr. Wumbles take
Jury Rig: Mister Wumbles is arrested, and its time for him to go to to ensure a massive supply of victims? Who will he send a love note
trial! But evil scientists the world over dont want Mr. Wumbles to go to?
to jail and are willing to do just about anything from hiring supervil- Water Ship Down: Divers return from the bottom of the ocean
lains to hanging the jury (some literally) to keep him free so they can with mysterious diving hallucinations. Shortly thereafter, a research
perform their own experiments on him. What new experiments do vessel sinks, claiming all hands aboard. What horror lies at the
the scientists have in mind? Should Mr. Wumbles be saved? bottom of the sea in the dreams? And what does this have to do with
Kiss the Bride: The institution of marriage is a fine one, but when Mr. Wumbles?
its Mr. Wumbles doing the courting, one can only imagine what sort Excess Thoughts: A writing group discovers that several of their
of sinister villainess he might deem worth his time. Is this marriage ideas, which have been sworn to secrecy, have been stolen and
destined to end in gory divorce? Or will they be twice as awful published by a third-party company that is suddenly doing very well.
together? Can the heroes isolate the threat when rumors of Mr. Wumbles pres-
Live and Let Diet: A dietician comes up with a diet where people can ence grow stronger?
literally imagine themselves into thinness. Is Mr. Wumbles the diets You Imagined that I Was A: A link to the psychic field is formed by
inspiration, or are people going to lose weight one limb at a time? an ordinary housewife in a troubled marriage. When Mr. Wumbles
Magic Kingdoms: Children are disappearing into a kingdom in finds out, he tries to exploit this to his advantage with disastrous
the clouds where they never grow old and spend all their time in results for everyone around her. Can the heroes stop Wumbles, break
laughter and play. Is this the truth, or is this a sinister plan to draw the link, and fix a possibly broken home?
children into the realm of the psychic field where Mr. Wumbles can Zero Days: A man with big dreams has only 24 hours to live. And
consume them? with Mr. Wumbles in his corner, many others may not either. How do
Not Like Everyone Else: Mister Wumbles finds a home for the you stop a man who has nothing left to lose and his evil adviser?
psychologically impaired and begins haunting the place. To start, he
K

Q

J

K

Q

J A P PEN D IX TWO

SPIDER
122 Spider
He would become the stories that Sebastian Gale wanted to
SPIDER HISTORY: become.
Gutterberg slowly built up his organization from greedy ex-Nazis,
THE MYTH OF ANANSI career criminals, and what few supervillains he could gather. He
organized them into a decentralized system where no one would
SPIDER began life as the brainchild of Sebastian Gale, one of the truly know who he was. By the 1960s, Gutterberg had established his
many intellectual explorers who went to Africa with other British group as one of the most dangerous criminal organizations in the
colonial expeditions. Among the many things that Gale discovered world. He had a council of advisers beneath him called the SPIDER
was a small cult of con men devoted to the African trickster god Council. Beneath them were agents and supervillains devoted to his
Anansi. They met rarely, tricked people out of things they needed, command. He was the first SPIDER Supreme. He died of natural
and always found ways of getting away with whatever it was that they causes unexpectedly when he suffered a heart attack. It was 1967.
had taken. Gale lost his rifle and most of his gear to one of those The SPIDER Council, at first, had no idea what to do. They had
followers, who disappeared into the wilds of Africa, never to be seen no idea who Gutterberg was, either. When the orders from the
again. mysterious radios stopped, the struggle between the members of the
Gale was left with only the stories. He wandered Africa for ten SPIDER Council began. Several members of the council indepen-
years, collecting stories of the myth of the spider trickster and dently declared themselves SPIDER Supreme, and the secret war for
following his obsession. By the time he returned to England in 1877, the mastery of SPIDER began.
he was in his mid-forties, Years of travel had confused his mind. He The secret war lasted twenty-six years. So many people were in
no longer wanted to simply learn the stories of Anansi. He wanted to charge of SPIDER that a supervillain team even succeeded in making
become them. In theory, it was impossible. their leader, Doctor Blizzard, SPIDER Supreme for seventeen months.
In practice, if Anansi could trick the gods, Sebastian reasoned he No one in SPIDER took that transition particularly well, even when
could trick all of the people. He became consumed with absinthe and they were driven out by superheroes.
opium, and slowly deteriorated while he wasted all of his hard-earned In 1991, everything changed. A mysterious man calling himself
money and time. He dreamed that the Spider appeared to him and Blue Fury claimed the position of SPIDER Supreme. In a single night,
wove a web in which he was at the center, connecting all of the pieces the remaining members of the SPIDER Council who opposed him
together by little strings. He dreamed of keeping the worlds wisdom were slaughtered by their own bodyguards or ushered out with large
in a pot, of controlling all the worlds stories, of getting everything payouts, all based on their psychological profiles. Those who took
that was important and keeping it, as if he were Anansi the Spider. payouts had their names and faces changed but were permanently
None of this would have mattered if Sebastian hadnt written it exiled from the organization. Blue Fury consolidated his power and
down. Sebastians wife was a very intelligent woman named Maura, established an advanced cell system, using a network of satellites and
and she studied the book carefully. She had a checkered past she had unknown super-technology.
never told her husband about and saw in the book an opportunity to Blue Fury changed the nature of the SPIDER Council. Individual
create something that was larger than herself, a group of criminals webmasters would run bases. All webmasters would report directly
who ran a small criminal organization without really knowing that to him. Those who succeeded would be promoted to form a new
she was the head of it. SPIDER Council, upon which SPIDER would be reorganized. The
Maura Gale made both friends and enemies, took lovers while her council would never completely be in the same place. Blue Fury
drugged husband drooled, and manipulated people into doing her would be the spider in the center of the web, possessing all the knowl-
dirty work for her. Unfortunately, her work fell into disarray when edge and wisdom.
one of her lovers, Tomas Gutterberg, murdered her in a fit of rage New agent types were made, their roles based on the letters of the
after discovering that his so-called investments had been used to rob word spider. He gave agents a stake in the organization that made
the Dutch East India Company. them feel more valuable and less likely to betray their masters, while
Gutterberg took the evidence, as well as the book Sebastian wrote, obscuring the true history of the organization. Another trick. From
and fled to Germany, convinced that he would face the gallows his hidden lair, the SPIDER Supreme smiled and flipped through
for killing an Englishwoman. He recorded his shameful affair with Sebastian Gales book and Karl Gutterbergs notes. He didnt need
Maura, along with her criminal indiscretions, in the hope that one them anymore.
day his family name would be cleared. He hid the information in his He had become the myth of Anansi. He would trick the world and
house in Germany, where he hoped that no one would ever find it. have everything. One of the myths of Anansi was a lie. The greatest
Gutterbergs son fought in the First World War, and Gutterbergs power wasnt friendship. The greatest power was power over others.
second son fought on the side of the Germans in World War II. When
the war was almost over, Karl Gutterberg fled Berlin for Africa with Plot Option: The Cult of Anansi secretly supports SPIDER as a
some of his familys possessions, along with his grandfathers notes huge source of worship and income for their sneaky, semi-heroic,
and the book that had lain dormant in his familys possession for shifty deity. Millions of inadvertent worshippers cant be wrong,
nearly five decades. He didnt care about Nazi ideology. He didnt even if they are wrong.
even care that his country was devastated. All he saw was a means of
survival.
Michael Satran 123

SPIDER Organization SPIDER Tactics


SPIDER is organized in a decentralized fashion and run by a SPIDER trains their agents well, turning them into commandoes
single ruthless figure who takes advice from a sinister council of with specialized roles. Agents in SPIDER dont look at themselves as
favored webmasters. Council members serve on a rotating basis. Not fodder for heroes to beat up. Agents in SPIDER look at themselves as
everyone who is rotated out dies, though a few rotations have ended a giant military army focused on loyalty to the organization, defeating
with ejection through an airlock or being hurled into a volcano. The its enemies, and taking over the world. They have camaraderie, full
SPIDER Supreme knows that unpredictability is the key to fear and medical and dental benefits, and a well-paying job as part of a large
command. company with a good long-term plan.
SPIDER has two types of agents: Those with ordinary lives and SPIDER agents use teamwork, coordinated attacks, and complex
families who pretend to be part of normal society, and those career military strategies in order to bring superheroes down. Commanders
criminals who live in SPIDERs bases. Agents are given full medical are skilled tacticians and well trained in military operations.
and dental (this is exceptionally important for men and women Webmasters are given the freedom to engage in operations as they
who spend a large portion of their lives getting punched in the face wish, as long as the results ultimately benefit SPIDER. Even the
by superheroes), as well as attorney services. This makes agents SPIDER Supreme occasionally has to grudgingly admit that some-
extremely loyal and unlikely to betray the organization. There are times his minions are smarter than he is and will leave tasks to them
always a few who have moments of weakness when facing super- that his attitude could not conquer. Villains in SPIDER who work
heroes. They are punished by being given poor assignments. Many for the organization full time see themselves as part of the same big
members of SPIDER choose to stay in the rank and file. The penalties family and happily work with agent support. Hireling villains will
for failure are harsher, but the rewards for success are greater, too. sometimes join SPIDER once they see how the organization works,
Meritocracy is how the SPIDER Supreme has survived for so long. along with the kind of protection and paychecks they receive.
Supervillains fit into the web of SPIDER in a variety of ways. Some All because agents and villains feel they are actually a part of
supervillains are hired by SPIDER to perform tasks, while others are something.
created by the organization through the SPIDER Human Advance-
Plot Option: An independent supervillain who the heroes have
ment Project for Evolution, run by the SPIDER Science Division
laughed at for a long time joins SPIDER with devastating results,
(SSD) and developed by Jorgi Van Der Voot (War of Worldcraft).
not because he is any more powerful but because he feels good
SPIDER also possesses a Combat Robot Research Division (CRRD)
about himself and has like-minded allies. (Okay, a little power-up
because building combat robots is far easier than creating super-
from the SSD might help, too.)
villains. Unfortunately, most of the high-powered combat robots
are very expensive to build, forcing SPIDER to engage in other
illegal activities, such as slave labor for conflict minerals, high-tech
robberies, and kidnapping scientists.
Superheroes have their work cut out for them.
124 Spider

and used the children as a series of host bodies for his own survival.
Lord Dominus Superheroes were reluctant to strike at children, he reasoned.
For a time, the strategy worked perfectly. Unfortunately, Dominus
Background: Theodore Iverson was born in 1953 at the height of the started to run out of places to run. Over the next five years, the chil-
Cold War. His father, Ron Iverson, was a scientist who worked for dren were isolated and tracked down while Dominuss escape routes
the United States government under the auspices of General Andrew grew fewer and fewer. Eventually, Dominus ran afoul of Millennium
McDaniel, commander and government adjutant to Captain Unity Guard during an attempt to break into their base. He needed a new
and the Super Six. His fathers specialization was psychic research. body, and he was running low on time.
Unfortunately, his father was less ethical than General McDaniel One of the superheroes, a young hero named Volt, took to the
ever suspected. Ron stole blood samples from the Psychic Kid, the skies with the childs body, carrying him high into the air. Soon, the
mentalist of the Super Six, while alarms sounded throughout the child couldnt breathe. Asphyxiation claimed the boys higher brain
complex. He brought the blood samples home and, in combination functions. All Dominus could do was withdraw his consciousness
with a crude microwave beam, injected them into the cerebral cortex into the chip while the boys mind suffered brain death. Volt barely
of his own son. At first, nothing happened to Ted Iverson. escaped from the situation without a jail sentence and received a
Nothing at all. strong admonishment from his fellow superheroes.
Unfortunately, nothing could be further from the truth. Ron was Dominus remained trapped, a consciousness inside a chip in a
very careful and hid from prying eyes the fact that his sons brain was comatose body for over fifteen years. Dominus had little to do with
slowly beginning to mutate. By the time Teddy was six, he was a bril- his time except plot revenge and think. He created whole dream-
liant scientist in his own right. By the time Teddy was eight, he knew worlds for himself, building and destroying them over and over. He
everything that his father was thinking. His father was afraid of him. vowed that everyone would pay for what they did to him, especially
His own father! It was disgusting. And by the time Teddy was ten, Volt and Millennium Guard.
he had already begun manipulating the minds of those around him, Then came the day when a SPIDER scientist named Doctor Carl
even as he labored uselessly in public schools. He needed an avenue Ingersoll found a way to contact the crystal chip and steal Domi-
to understand his own powers. nuss vast store of knowledge for his own evil organization. Dominus
When General McDaniels division went under, his father became reached out for Ingersolls mind and crushed the ambitious scientist,
an independent psychic research consultant and contractor, an inves- then leaped into it and replaced him. Slowly, Dominus began taking
tigator into the world of the mind. It was 1962. over the SPIDER base that Ingersoll was a part of, turning it into
By the time Ted graduated from college, he was already broken. part of the SPIDER Human Advancement Project for Evolution or
Women were frightened by him; they always were shocked that SHAPE. It made it far easier to acquire the parts he needed.
he knew exactly what they were thinking. Was it wrong to use his Eventually, Dominus realized he would be discovered. He slowy
powers to get ahead? Straight As. Perfect job recommendations took control of the mind of the base commander, Tarantula. He made
for the governments new psychic research division. He could use his the commander do his dirty work and give orders that benefited
mental powers to get whatever he wanted. his secret project, to create a virtually limitless army of psychic
For a time, he did. The government research think tank was a constructs. SPIDER sent its Alpha team of supervillains to help guard
perfect place for him. He carefully concealed his true capabilities the project, so Dominus subtly began controlling the mind of their
from other psychics and devised a plot to take over the world in the leader, Abyss, as well.
late 1970s. Calling himself Lord Dominus, he designed and built the Soon he wouldnt need the little brats or their Imaginary Friends,
first Mindsaber Chair, a device that amplified his psychic powers to especially that little psychopath, Toby. He would have to kill Toby
unimaginable levels. He contacted the president and told him that eventually.
if the entire world did not surrender to his psychic might, he would It was a long road to taking over the world.
turn the worlds leaders into comatose vegetables and burn out the But it was better than no road at all.
brains of all who continued to oppose him.
The results were an utter disaster. Somehow, the Paranormal Personality: Dominus is one of the rarest of superbeings, an openly
Tactical Analysis Headquarters had predicted his actions! Only visible, world-dominating jack-boot, cape-flowing-in-the-breeze
seconds after issuing his ultimatum, Captain Unity and the remaining mentalist. When out of costume, he is subtle and devious; however,
members of the Super Six burst through the door and battled Lord in his villain costume, he is a posturing lunatic of the highest order.
Dominus to a standstill. Realizing that he could not defeat them all, As subtle as Dominus can be and as skilled as he is with his mental
Dominus fled, blowing up his secret base in West Virginia behind powers, sometimes nothing satisfies him more than the raw use of his
him. It was impossible. A team of geriatric superheroes from the mightiest abilities against the physical world or the use of psionically
1950s had defeated him. A team that no one was even supposed to activated devices against an unwary opponent. If he has a single flaw,
know about, a team that should no longer have existed. it is his overweening arrogance and pride in his abilities, but his will
His secret identity intact, Dominus returned to the psychic is strong enough to overcome that arrogance if hes sufficiently over-
research division and used his telepathic powers on government whelmed. He believes that patience is a virtue, and he is more than
proxies to detach it from the government completely to form the willing to take years for his plans to come to fruition if the end result
Parapsychological Research Institute. The government readily agreed. brings him closer to taking over the world than before. He longs to
Dominus secretly leeched money from government grants to fund his acquire new followers, lackeys, and mind slaves to do his bidding. He
research into building a more powerful Mindsaber Chair. Developing despises fighting robots, but if he acquired the services of a skilled
his plan took years. Taking over the world would take more still. roboticist, he would not be adverse to using them against his enemies
Dominus used the institute as a shield to test the chair, but he (see DORIS below).
needed actual psychics who were weak-willed to test the device.
He resorted to kidnapping children with psychic potential but that
attracted the attention of the Sentinels, an independent Washington,
D.C. superhero team. Using the devices he had created, rather than
allow himself to be captured, Dominus transferred his mind into
a computer crystal located inside the brain of one of the children
Michael Satran 125
Quote: How disappointing. It
seems that all lesser minds really
do think alike when compared to
mine.
You dare to strike at me? Soon
your very brain will dance to the
tune of my own!
The world should be ruled by
the greatest mind! And I am that
mind!
Powers/Tactics: Dominus does
not engage in close combat with
superheroes unless he absolutely
must. He prefers to keep as much
distance as possible between
himself and his targets, relying
on other allies to keep the heroes
away from him. If pressed, he will
use his abilities to prevent melee
combat and will always flee to
fight another day. He will focus
on making heroes fight each other
or tricking them into doing so by
careful use of subtle suggestions
and Mind Control. Ive already
taken control of Thunderclouds
mind and hes going to destroy
the city power grid! You have to
stop him! Dominus is nothing
if not ruthless and efficient.
Anything he can do to neutralize
multiple heroes in a single action,
he will definitely take advantage
of. Dominus uses his Area Effect
Blasts when faced with large
numbers of weakened oppo-
nents or when he needs to keep
people away from him. Above all,
Dominus tries to work behind the
scenes whenever possible, using
proxies or Telepathy to acquire
actors for his plots. One day, he
may have followers and minions
of his own once more, but for now,
with SPIDER at his disposal, he
has no need of them.
Campaign Use: Dominus is meant
to be used as a campaign master
villain. Rumors of his presence
in a scenario should give the
heroes a fair amount of pause.
His minions can just as easily
126 Spider
be hirelings as Mind-Controlled slaves, normal with no defenses or Appearance: Out of costume, Dominus looks like a slender man with
some of the mightiest supers in the world. Since Dominus wants to greying hair at the temples, a sharp beaky nose, a sharp, squared-off
take over the world, one should carefully consider some of the subtle face, and male pattern baldness. His eyes are a sharp, radiant blue,
means by which a mentalist might do so without ever being noticed regardless of what the eyes of the original person were whose body he
before using him. Running a Dominus plot takes a fairly long time occupies. He frequently wears contact lenses to hide this. He dresses
unless the villain should make a heinous mistake, so plan carefully. in a lab coat over a plaid sport jacket and jeans with a button-down
Dominus is as crafty as he is powerful and wont hesitate to use all of sport shirt.
the information hes gathered about superheroes over the course of As a supervillain, Dominus dresses in a deep purple costume with
his long life against them. He will always try to gather information high black boots and gloves. His full face mask has a silver tiara set
about his opponents before facing them, try to isolate heroes in situa- into it with a large reddish faux ruby. (Sometimes he will pretend that
tions where their weaknesses come into play, and find intriguing ways this is the source of his powers, only to lure the hero into a surprise
to lure heroes to their doom. One of the reasons that Dominus moves attack.) He wears a belt studded with utility pouches containing
slowly is that many mentalists can see most of the things that he does his psychically activated gadgets; a large D is engraved into the
and this limits his ability to be effective in group situations. Fortu- buckle. His shoulder epaulets are wide and hold a long, flowing
nately, any individual hero is usually beneath Dominuss notice. cape of burgundy that stretches nearly to the floor. Out of costume,
To make Dominus less powerful, lower his Multipower to 75 Dominuss appearance may change to that of whatever new body he
points. Lower his Gadget Pool to 40 points and remove 2 Combat obtains; however, his costume is always the same.
Levels. Reduce his Resistant Protection to 15/15, his Mental Defense
LORD DOMINUS PLOT SEEDS
to 15, and his Flash Defense to 10. Lower his EGO to 28 and his CON
to 20, and make his OMCV and DMCV 9 each. Reduce his DCV to 8. Eye in the Sky: Dominus prepares to launch a satellite that will allow
Lower his Mind Scan to 10d6. Reduce his END to 75 and his STUN him to transfer his mind into the body of any person on Earth. Can
to 50. Remove most of his more destructive mental powers and make the heroes stop Dominus before he has access to every mind in the
him more of a pure mentalist. world?
To make Dominus more powerful, raise his Multipower to 150
Active Points. Add strange new mental abilities that could only come Mindsaber III: Dominus builds a new version of the Mindsaber Chair
from the mind of a creative genius. Raise his Gadget Pool to 90 points that has flight capabilities and a large array of weapons. He then
and add 3 Combat Levels. Add Physical and Energy Damage Reduc- begins selling them to mentalists around the world! Can the heroes
tion, 50% each, along with 75% Mental Damage Reduction, and stop his profiteering? What is the real secret of the chairs?
make them all Resistant. Dont hesitate to add a suit of psychoreactive
The Mind Cage: Dominus constructs his latest plot while trapped
body armor in his Gadget Pool as well. Raise his Resistant Protection
within one of the worlds superprisons. Having bypassed the secu-
to 30/30 and add 20 points of Power Defense. Increase his EGO to
rity of his cell, he uses his mental powers to destroy the heroes from
38, and add 3 to OMCV, DMCV, and DCV. Raise his STUN to 120,
within the walls of jail. Can the heroes battle through dozens of
his END to 150, and his SPD to 8. Add a large number of Mental
prison guards, robots, and supervillains to reach the canny mentalist
Entangles and Mind Controls that turn the entangled characters into
and stop him? How can the justice system punish a villain who is
his slaves when freed. Nothing beats getting punched in the face by
already in prison?
the brick after you just freed him from paralysis.
If running this adventure in Gestalt, Dominus is a Gestalt of
Mind. Alter his background to the world appropriately.
Michael Satran 127

Lord Dominus (Savage Worlds)


Attributes: Agility d12, Smarts d12+1, Spirit d12+4, Strength d8, Vigor d12+1
Skills: Fighting d8, Healing d8, Intimidation d10, Knowledge: Computers d10, Knowledge: Cryptography d8, Knowledge: Battle d8,
Knowledge: Engineering d12+2 (d10 Wild Die), Knowledge: Parapsychology d10+2, Knowledge: Psychology d10+2, Knowledge: Science
d12, Knowledge: Security d8, Notice d12+2, Persuasion d8, Psychic Powers d12+2 (d10 Wild Die), Repair d12, Shooting d12, Stealth d8,
Streetwise d8, Taunt d10
Charisma: +2 Pace: 6 (24) Parry: 6 Toughness: 17 (9)
Gear: Kickstart Teleportation Receivers (Floating locations for long-range teleportation), Various gadgets from Invent
Hindrances: Arrogant, Enemy (P.T.A.H., Major), Gloater, Overconfident, Vow (Rule the World, Major), Secret (Secret Identity, Doctor
Carl Ingersoll, Major), Terminally Ill (Minor; he can overcome it by taking on another body)
Edges: Alertness, Charismatic, Command, Command Presence, Connections (Legal Community), Connections (Supervillain Commu-
nity), Danger Sense, Dodge/Improved Dodge, Elan, Filthy Rich, Hold the Line, Killer Instinct, Level Headed/Improved Level Headed,
Master (Knowledge: Engineering), Master (Psychic Powers), McGyver, Mentalist, No Mercy, Scholar, Strong Willed, Tactician, Team
Leader
Super Powers:
Psychic Supremacy: Switchable
Psionic Takeover: Mind Control; Mind Wipe; Seven total minds at once
Psionic Reality Shift: Illusion 8; Pyschosomatic Trauma; Fully Invisible; Targeted
Psionic Blast: Attack, Ranged 5d6; Nonlethal; Elemental Trick (Psionic); AP 3
Psionic Intrusion: Mind Reading (Mind Rider; AP 5) and Telepathy (Broadcast worldwide)
Psionic Burst: Attack, Ranged 5d6; Area Effect (Large Burst Template); Knockback
Death of Mind: (Warning! Villain Plot Power Modification, not for PCs!) Paralysis; vs Smarts instead of Vigor; Extra
Power (-2 Smarts Roll); Extra Duration (Special: See Below*); Ranged
Brain Overload: Decay; vs Smarts instead of Vigor; Strong (-2 Smarts to resist); Ranged; only vs sentient beings, not
inanimate matter.
Replace Mind: Mind Control (Mind Wipe, AP 5) and Intangibility (Leaves body behind, comatose, while taking over
the target's body**)
Psionic Search: Telepathy; Worldwide; +8 to Psychic Powers roll; only to find a particular mind (success with a raise
means Lord Dominus may use Psychic Supremacy powers on the target)
Psionic Shield Supreme: Mind Defense 24
Light Absorbing Eyes: Immunity (Blinding attacks)
Psionic Protective Field: Armor 9; Heavy Armor
Psionic Flight: Flight (4x Pace, 24)
Psionic Sense: Awareness (sense mental energies)
Psionically Triggered Devices: Invent 8
Universal Translator: Speak Language; Written Word
Eidetic Memory: Gifted
Incredible Reflexes: Extra Actions x2; Repeat Actions
* Body is left comatose. Constant psychotherapy over three months or directly entering the character's mindscape to lead them out are the
only ways to restore the character.
** Lord Dominus uses this when he's burned a body out; most of his hosts rapidly age, often at least twice normal.
128 Spider

Lord Dominus (HERO)


7f 10) Replace The Mind: Severe Transform 1d6, AVAD (Mental
Val Char Cost Roll Notes Defense; +0), Reduced Endurance ( END; +), ACV
15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1] (uses OMCV against DMCV; +), Penetrating (+),
21 DEX 22 13- Constant (+), Uncontrolled (+), Invisible Power Effects
25 CON 15 14- (Fully Invisible; +1), Affects Desolidified (any form of
23 INT 13 14- PER Roll 14- Desolidification; +); Line Of Sight must be maintained
33 EGO 23 16- (-0) Notes: At the end of the Transformation, Dominus
25 PRE 15 14- PRE Attack: 5d6 vacates his current body, leaving it comatose, then occupies
the new body with all of its Characteristics and Powers 4
6 OCV 15
10 DCV 35 120 Psionic Search: Mind Scan 14d6, +5 OMCV, Reduced
10 OMCV 21 Endurance (0 END; +) 0
10 DMCV 21 40 Psionic Shield Supreme: Mental Defense (20 points total),
6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 Hardened (+), Impenetrable (+), Resistant (+) 0
15 Light-Absorbing Eyes: Sight Group Flash Defense (15 points) 0
3+20 PD 1 Total: 3/23 PD (0/20 rPD)
6+20 ED 4 Total: 6/26 ED (0/20 rED) 72 Psionic Protective Field: Resistant Protection (20 PD/20 ED),
15 REC 11 Hardened (+), Impenetrable (+); Costs Half Endurance
90 END 14 (-) 4
15 BODY 5 40 Psionic Flight: Flight 30m, x8 Noncombat 4
60 STUN 20 Total Characteristics Cost: 280 7 Kickstart Teleportation Receivers: Teleportation: Floating
Fixed Location (2 Locations); IAF (receiving crystals; -)
Movement: Running: 12m/24m
5 Psionic Sense: Mental Awareness 0
Flight: 30m/240m
Leaping: 4m/8m 75 Psionically Triggered Devices: Gadget Pool, 60 base + 60 control
Swimming: 4m/8m cost; all slots OIF (-), Only Changeable in Lab (-)

Cost Powers END Perks


100 Psionic Supremacy: Multipower, 100-point reserve 15 Contact: The Supervillain Grapevine 14-
10f 1) Psionic Takeover: Mind Control 16d6, Reduced 12 Favors: Favors from Attorneys
Endurance ( END; +) 4 1 Fringe Benefit: Licensed Medical Doctor
10f 2) Psionic Reality Shift: Mental Illusion 16d6, Invisible 1 Fringe Benefit: Licensed Parapsychological Researcher
Power Effects (Invisible to Mental Group; +) 10 10 Money: Wealthy (Multimillionaire)
10f 3) Psionic Blast: Mental Blast 8d6, Armor Piercing (+) 10
10f 4) Psionic Intrusion: Telepathy 16d6, Reduced Endurance Talents
( END; +) 4 38 Danger Sense (immediate vicinity, any danger, Functions as a
10f 5) Psionic Burst: Mental Blast 5d6, Reduced Endurance Sense) 20-
( END; +), Area Of Effect (16m Radius; +) 4 5 Eidetic Memory
10f 6) Psionic Reality: Mental Illusions 16d6, Reduced Endurance 3 Lightsleep
( END;+) 4 3 Simulate Death
10f 7) Psionic Force Blast: Blast 8d6, Reduced Endurance ( 21 Universal Translator 15-*
END; +), Double Knockback (+), Area Of Effect (32m
Cone; +) 4 Skills
6f 8) Death Of A Mind: Severe Transform 2d6 (conscious person 24 +2 Overall
to comatose person with no higher brain function, healed 20 +2 with All Attacks
back by three months of psychotherapy or directly entering 3 Acting 14-
victims mindscape to lead him out), ACV (uses OMCV 3 Analyze: Behavior 14-
against DMCV; +), Reduced Endurance ( END; +),
Constant (+ ), Uncontrolled (+), Penetrating (+ ); 3 Breakfall 13-
Perceivable (Perceivable to Sight and Sound Sense Groups; 3 Bugging 14-
), Line Of Sight must be maintained (-0) 4 3 Bureaucratics 14-
6f 9) Brain Overload: RKA 2d6, ACV (uses OMCV against DMCV; 3 Charm 14-
+), Reduced Endurance ( END; +), Penetrating (+), 3 Computer Programming 14-
Constant (+), Uncontrolled (+); Penetrating (+ ); 3 Conversation 14-
Perceivable (Perceivable to Sight and Sound Sense Groups;
3 Cryptography 14-
), Line Of Sight must be maintained (-0) 4
3 Disguise 14-
3 Electronics 14-
15 Gadgeteering 20-
* This power doesnt work on nonsentients. Its not worth a Limita-
tion bonus, but could occasionally be limiting in the sense that 3 High Society 14-
Dominus cant communicate with a tape recorder or a computer. 3 Interrogation 14-
Michael Satran 129

9 Inventor 17-
3 Scholar Lord Dominuss Gadget Pool
2 1) KS: Parapsychology 14- Real Active Powers END
2 2) KS: Psionics 14- 24 60 Neural Disruption Gun: Blast 6d6, NND (defense is No
2 3) KS: Psychic Incidents 14- Nervous System, ResistantProtection That Costs Endurance,
2 4) KS: Psychology 14- or Nonhuman Body Type; +1); OAF (-1), 8 Charges (-) [8]
2 5) KS: Psychiatry 14- 13 30 Field of Will: Physical Damage Reduction and Energy
3 Lipreading 14- Damage Reduction, both Resistant 25%, 3 Continuing
Charges lasting 1 Minute each (-), OIF (belt buckle; -) [3 cc]
3 Mechanics 14-
20 60 Psionic Wand: Drain EGO 6d6; 4 Charges (-1), OAF (-1) [4]
3 Oratory 14-
20 60 Pepper Flash Pellets: 6d6 Sight, Hearing, and Smell
3 Paramedics 14-
Groups Flash, Area Of Effect (8m Radius; +); 4 Charges,
5 Persuasion 15- OAF (-1) [4]
11 Power 20- 13 40 Psionic Kickstart Teleportation System I: Teleportation
3 PS: Doctor 14- 40m; 2 charges (-1), OIF (-) [2]
3 Scientist 4 20 Psionic Kickstart Teleportation System II: Teleportation
2 1) Biochemistry 14- 10m, Megascale (1m = 1km; +1); 1 charge (-2), Can Only
2 2) Biophysics 14- Teleport To Floating Locations (-), OIF (-), Zeroes Gadget
Pool For One Day (-) [1]
2 3) Chemistry 14-
17 51 Mind Barrier: Barrier 16 PD, 0 BODY (up to 2m long, 2m
6 4) Cybernetics 18-
tall, and m thick), Trigger (Activating the Trigger requires
2 5) Medicine 14- a Zero Phase Action, Trigger requires a Turn or more to
2 6) Microbiology 14- reset; when physically attacked; +), One-Way Transparent
2 7) Molecular Biology 14- (Energy Attacks; +); 2 Charges (-1), OIF (belt buckle, -) [2]
2 8) Paranormal Biology 14- 24 60 Mind Mines: Drain EGO 2d6, Trigger (Activating the Trigger
2 9) Paranormal Biochemistry 14- requires a Zero Phase Action, Trigger requires a Zero
2 10) Pharmacology 14- Phase Action to reset; +), Area Of Effect (8m
Radius; +), Delayed Return Rate (points return at
2 11) Physics 14-
the rate of 5 per Minute; +1); OAF (-1), 8 Charges (-) [8]
2 12) Psychiatry 14-
24 60 Imbued Psi-Bonding Agent: Entangle 6d6, 6PD/6
2 13) Robotics 14- ED; 4 Charges (-1), OAF (grenades; -1) [4]
2 14) Sociology 14- 17 50 Disruptor Grenades: Blast 4d6, Area Of Effect (8m Radius;
2 15) Surgery 14- +); NND (defense is No Nervous System, Resistant
3 Security Systems 14- Protection That Costs Endurance, Nonhuman Body Type;
3 Shadowing 14- +1); OAF (-1), 4 Charges (-1) [4]
3 Sleight of Hand 14- 18 50 Seizure Bombs: Drain OCV 1d6, Personal Immunity (+),
Armor Piercing (+), Difficult to Dispel (x2 Active Points;
3 Stealth 14-
+), Constant (+), Uncontrolled (+), Penetrating (+),
3 Streetwise 14- Area Of Effect (16m Radius; +), AVAD (Mental Defense;
3 Tactics 14- +); OAF (grenades; -1), 2 Continuing Charges lasting 1
3 Teamwork 14- Minute each (-) [2 cc]
8 Weaponsmith (Psionic Weapons) 20- 20 60 Sensory Deprivation Bombs: Sight, Sound, Touch, Smell,
and Radio Groups Flash 4d6, Area Of Effect (8m Radius;
Total Powers and Skills Cost: 889 +); 4 Charges (-1), OAF (-1) [4]
Total Cost: 1169
400 Matching Complications (80)
20 Hunted: PTAH (Paranormal Tactical Analysis Headquarters)
(Infrequently, Mo Pow, NCI, Harshly Punish)
10 Physical Complication: burns out bodies that arent capable
of containing him, ages them at twice the normal rate
(Frequently, Barely Impairing)
15 Psychological Complication: Overconfidence (Common,
Strong)
15 Psychological Complication: Megalomania (Common, Strong)
20 Social Complication: Secret Identity: Doctor Carl Ingersoll
(Frequently, Severe) [Lord Dominus is occupying the body of
the deceased doctor]
769 Villain Bonus
Total Complications Points: 80
130 Spider

SPIDER Alpha Team Abyss


SPIDER Alpha Team is SPIDERs mightiest team of supervillains,
Background: Bernard Goldfarb was born brilliant, and he knew it.
assembled from some of the deadliest superbeings to walk the world.
While all the other children were playing jump rope and hopscotch,
They run like a well-oiled machine and train constantly, focusing on
he was working on advanced mathematical equations and trying to
teamwork and strategies to neutralize key dangers, such as mental-
figure out how the stars worked. The other children laughed at him,
ists, magicians, and gadgeteers. SPIDER pays them very well, and
bullied him, and occasionally beat him up. Even though Bernard
even though they dont always get along with each other, their focus
wasnt the most thin-skinned of children, Jake Bradfords taunts
and determination make them one of the deadliest threats the world
stayed with him the nerd, the dirty Jew. And one day, Bradford
could ever face. They focus on blinding characters whose powers rely
and his friends threw him into a well near the school. Bernard spent
on Line Of Sight and will remove themselves from the Line Of Sight
twelve hours staring up at the top as the light faded. He called for
of such characters quickly. While they dont necessarily kill on sight,
help for almost a day until the police came.
they will certainly kill if paid to do it. On the other hand, Abyss care-
The police couldnt prove anything.
fully weighs the risks against the rewards, and may choose not to kill
Bernard recovered physically but never psychologically. He
someone if it would bring him too many enemies.
wanted the children who threw him down the well to suffer. Two
They might even be deadier if they abandoned SPIDER and struck
months later, he snuck onto Jake Bradfords property and poisoned
out on their own.
his pet collie. When his parents found out, he was grounded for
SPIDER ALPHA TEAM TACTICS three weeks. Bernard and Jake Bradford had a bloody fistfight over
the dog, and Bernard was suspended from school. All Bernard could
AA Special: Adonis winds up for a Haymaker, even though there remember was Jake throwing him down that hole and shivering in
is no one there. Lady Warp teleports a target into the path of the the dirty water without anyone to help him.
Haymaker after the target has already acted. The well became a part of him. He would always remember it.
Black Hole Hand: Abyss grabs a physically weak character in his Tele- Bernards parents were shocked and horrified. What did that dog
kinesis and other members of his team mount a Coordinated attack ever to do you? His father demanded.
on the hapless hero. Bernards mother looked away from her son in shame, but
Bernards eyes were hard. It was Jake Bradfords dog, Bernard said
Crater!: Every villain with an Area Effect Attack shoots the same area, coldly. He hated us for being Jews, and he threw me into the well.
Coordinating the attack. This requires a large number of Teamwork What did you do for me, Dad? You didnt do anything except tell me
rolls, one from every villain, and a little extra work from the game- it was wrong. I took his dog away. That was right. That was getting
master. Most characters wont be very happy when the math is over. even. Like it says in the Torah. An eye for an eye.
This is extremely ruthless after the Starburst Hammer (see below). Bernard was sent to Yeshiva after that. He realized that his parents
would never listen to him, and that if he wasnt smart enough to take
Double Downer: Abyss and Totem tunnel beneath a character and
what he wanted, he would never have anything except the well. He
grab him from below, while Negafire and The Shimmering blast him
would have to fill the well with knowledge.
from above.
Knowledge didnt satisfy Bernard. No matter how brilliant the
Eight Ball, Corner Pocket: Abyss grabs a physically weak character research he did, he always needed more money and more parts. He
in his Telekinesis, and Adonis performs a Move Through on that began to look for shortcuts. Several of his friends in his research
target, knocking him into another character. If Lady Warp has a Held group joked that if only there were aliens, he could take their tech-
Action, this character is Teleported back into the path of Adoniss nology instead.
Move Through. The well grew deeper. It was always empty.
Bernard reasoned that the best way to find out if there were alien
Haze Lockdown: With this tactic, Abyss throws several of his most
technologies was to join alien conspiracy groups. He learned about
debilitating grenades, and SPIDER Alpha Team strives to keep the
the ways the government had concealed the existence of aliens from
heroes in the Area Of Effect of whatever gas Abysss sinister mind has
the public. He learned about what signs to look for and how to avoid
created. If Abyss knows a great deal about the heroes, he wont use
detection from government operatives.
this tactic, especially if they have proved to be too resistant to attacks
That was how SPIDER found him and first began recruiting him.
that work versus Power Defense.
Bernard scoffed at the idea of working for a criminal organization
Squirrel!: A nearby squirrel is really Totem, and he launches a but told them he would think about it. It was better than having them
surprise Coordinated attack with one of the other villains at a key come in the middle of the night and take him.
moment when the heroes think he isnt there. Bernard worked hard on a shoestring budget for months until
his makeshift sensors finally went off. Something was going to crash
Starburst Hammer: Abyss drops an Area Effect Flash on as many nearby. He had to get there before the police and superheroes did.
heroes as possible. The Shimmering drops a second one on as many When Bernard got there, there was an advanced escape pod with
heroes as possible. A blinded hero is Teleported into the air by Lady a humanoid, red-skinned alien it, half-sunken in the swamp. The
Warp, and Adonis, Totem, and Negafire launch a Coordinated attack massively muscled creature was badly wounded. There was nothing
on that hero. (Note: This is really merciless and saved only for the Bernard could do for it. Help me The creature pleaded. Warriors
toughest targets.) die well, not slowly.
Bernard ignored the creature and began dismantling the escape
pod. He had only a few minutes to get the things he needed. He took
the power supply, a sample of the creatures armor, the creatures
battle staff, and several of the key operational components in the
pods engine.
The creature struggled and reached for a button. Bernard barely
saw it in time. The creature grinned. So you are a coward. Run!
Michael Satran 131
Bernard ran. He pushed his
legs through the swamp as
fast as he could. The escape
pod erupted into a ball of
flame, and Bernard was
hurled into the muck of the
swamp. Bernard crept back
to his car with his prizes,
skulking away in the night.
Bernard built his first
suit of armor out of the
parts and some steel and
alloyed ceramics. It was
clunky and awkward and
not nearly as sleek-looking
as the others of the day.
He needed refinement, but
he also needed money. He
called himself The Ace of
Clubs. He robbed half a
dozen banks, but it wasnt
enough. He still couldnt
get enough money to make
more advancements.
Bernard gathered a team
of like-minded miscreants
around him and built suits
of armor for them, armor
like his own, each the ace of
a different suit. They were
now Four of a Kind. His
goal was to make money for
his experiments. He didnt
care what the others did
with their money. That was
when opportunity knocked.
An agent of the Cult of
the Ebon Flame approached
them and hired them for an
obscene amount of money
to pretend to wield a four-
foot metallic baton called
The Rod of Baalphegon
and threaten the city with
destruction while they made
off with a mystic artifact
from one of the local art
museums.
It wasnt even the real
Rod of Baalphegon. The
plan was simple. Superhe-
roes would come, Four of
a Kind would fight them,
pretend to be defeated, and
slink off.
It didnt turn out that
That was when Jorgi Van Der Voot showed up at Bernards door.
way. Instead, PTAH showed up in force and launched an all-out
A long discussion between the two scientists ensued. Jorgi had long
attack on Four of a Kind to recover the Rod. The Rod was recovered
admired Bernards work and wondered what secrets the other scien-
by PTAH almost instantly, yanked out of his hand by the telekinetic
tist possessed.
grip of a PTAH operative. The battle was short, swift and decisive,
Theres something bothering you, Van Der Voot said.
and Bernard barely escaped with his life. The others were all captured
There is.
and began spending long, agonizing lives in prison.
I can give you money to continue your research. More money
Bernard studied what had gone wrong and fell into a deep depres-
than you ever thought possible. I know you possess technology that
sion. He was nothing but a little boy in a hole. He was still looking up
very few on Earth currently understand. We would like to help you
at the sky, trapped in the water.
understand that technology. We will help you to improve it.
132 Spider
Really? Bernard stared at Jorgi Van Der Voot. Whats the much stronger without crushing himself inside it, at least not until
catch? he finds a way to replicate the resistor field that powers his Damage
No catch. Simply come out of your depression. You are a bril- Reduction on a molecular level. He enjoys attacking from surprise
liant man, Doctor Goldfarb. Perhaps if something is bothering you, using his Tunneling or using his black hole beams to hold heroes
instead of obsessing over it, you should embrace it. It has worked for steady while his teammates cripple them. He tends to fight defen-
far lesser men. sively while giving orders, since everyone knows hes the team leader
Bernard nervously reached out to shake Jorgis hand. Deal. and tends to target him first. He always uses the most effective attack
He could never go back now. Not to the life of an ordinary scien- possible. Against opponents with low Resistant Defenses, he uses
tist. Jorgi had shown him the way. If he could not escape the hole, Killing Attacks. Against evading martial artists, he uses Area Effect
he would become it. Instead of using the power sources of the alien Attacks. Abyss will design gadgets specifically to take advantage of
technology to power a battlesuit, the power source would become the hero weaknesses if he knows about them. He usually prefers to lead
power of the battlesuit. against characters with no Special Senses and blind them to remove
He worked for two years in secret SPIDER laboratories, an opponent from combat quickly. Abyss has bitter rivalries with
hammering out principles and reworking the technologies. Most other armored heroes of a similar caliber for he knows they can
of SPIDERs leadership didnt even understand what he was doing. be as versatile and clever as he is. Abyss judiciously tries to use the
When he was done, he had built a black hole generator from the black minimum level of force to accomplish solutions. If theres no need to
hole drive components that had once powered his old battlesuit. fight or the battle is going poorly, he will order his team to retreat.
The Ace of Clubs was gone now. Only the Abyss remained. He
Campaign Use: Abyss can either be used as a solo villain for a low-
painted over the Ace of Clubs on his battlesuit with a large dark
powered group of characters or as part of a very powerful villain team
circle. It seemed appropriate.
for mid-powered characters. In general, his presence heralds the pres-
Abyss became one of SPIDERs most feared supervillains.
ence of SPIDER, so he should only be used in situations where the
Everyone dreaded the man in the black armor with the shimmering
GM wants to reveal SPIDERs presence, unless an ugly rivalry should
field that surrounded him, the light of a black hole generator. Success
develop between Abyss and a PC. Then Abyss will probably show
followed success. He would never be captured.
up a little more often. Whether or not he brings the rest of SPIDER
Then the webmasters offered him a project. A supervillain team to
Alpha Team with him depends on the power level of the group.
rival the greatest superhero teams of the world. Nothing complicated.
To lower Abysss power level, reduce his Multipower to 55 Active
Nothing fancy. Just SPIDER Alpha Team. Bernard took the job with
Points. Leave his Defenses the same but remove his Damage Reduc-
the same methodical precision he did with everything else.
tion. Lower his OCV and DCV to 9 and remove his Combat Skill
He would have revenge on the telepaths who cost him his old life.
Levels. Remove 5 points of Sight Group Flash Defense and remove
He would have revenge on the superheroes that thwarted him. He
the Penetrative from his Mass Sensor. Remove a few of his more
would have revenge on PTAH. They would fall into the Abyss.
esoteric Multipower slots. Lower the number of sciences that Abyss
And they would be crushed there.
knows. Remove 3 levels of Density Increase along with his Gadget
Personality: Abyss is a brooding, meticulous plotter. His relatives Pool.
dont know hes a supervillain. To them, hes just a kindly, aloof To raise Abysss power level, increase his Multipower to 90 Active
uncle who does weird things in his basement. He spends much Points. Add several new powers with unusual power Advantages.
of his time in SPIDER bases and working in his lab when he isnt Increase his Defenses by 10 points of Resistant and increase his
plotting against superheroes and the most powerful organizations Damage Reductions to 50%. Increase his OCV and DCV to 12,
in the world. Everything is a means to an end to Abyss. He never and add 5 points of Sight Group Flash Defense, 15 points of Power
looks at only short-term results, instead looking at both long-term Defense, and 20 points of Mental Defense. Increase his Gadget Pool
and short-term results and trying to get the best of both. He is also to 60 Active Points. Add 4 Combat Skill Levels. It is recommended
prideful and egotistical, the result of years of success working for that in this version Abyss have some sort of psychic bond with his
SPIDER. He takes pride in his armor and in SPIDER Alpha Team. technology; otherwise he really cant justify this ability.
They are closer to him than his real family, and he treats them like a If running this adventure in Gestalt, Abyss is a Gestalt of Alien
real family. In some ways, he is like the kindly father gone wrong to Technology or replace him with a member of the Tyranny League of
his fellow villains on the team, even though he knows several of them your choosing.
scheme to replace him. Abyss hates anti-Semitism and wont tolerate
Appearance: Abyss wears a suit of black powered armor with odd
it from anyone. Woe to the Nazi supervillain who encounters Abyss,
starry highlights interspersed around it. A dark black circle rests
expecting an ally, only to get shot in the face.
in the center of his chest, ominous and looming. His visor changes
Quote: When you look into the Abyss, it will only consume you. color based on how many sensor suites he has active, and the armor
is completely sealed. The gauntlets are slender and form-fitting, the
Psychics are priority alpha! Dont forget whos in charge!
entire suit sleek and spartan. The boots and gloves are more star-
Its not that my power is more than a match for yours. Its speckled than the center of the armor, creating the optical illusion
that my team is better than your team. that the center is far darker than the rest of it. A utility belt of uncer-
tain modules is built directly into the belt of the armor, framed with
Powers/Tactics: Abyss wears a suit of powered armor with abilities a large A.
derived from the black hole power supply he salvaged from the alien In his secret ID, Bernard (or Bernie) is a slender man with male
ship. He has combined this with surveillance technologies derived pattern baldness and glasses that he wears but really doesnt need.
from the same source. The combination of advanced technologies He wears rumpled sport shirts, plaid sport jackets, and beat-up old
and a scheming, brilliant mind makes for a deadly combination. khakis that look like they need to be replaced. He wears black shoes
Alone, Abyss is a deadly threat. With the power of his teammates or sneakers, depending on the occasion, and a Yarmulke under
behind him, he is virtually unstoppable. Abyss prefers to hang back the armored helmet. He hides his fairly fit physique behind sloppy
from combat and use his abilities at range. He cant make the suit clothing.
Michael Satran 133

ABYSS PLOT SEEDS Wrong or Reich: The heroes are overwhelmed by Nazi enemies when
Abyss comes to help them! Will they accept his aid and, even worse,
Invasion: The alien race Abyss stole his technology from invades the aid of his villain team?
the Earth! And theyre not real interested in getting it back. Can the Plot Option: Abyss is Mind-Controlled by Dominus and freeing
heroes convince Abyss to help them, either by fighting alongside him from mental control will likely mean a terrible revenge on
them or by offering understanding of his technology? Dominus exacted by SPIDER Alpha Team. The heroes must
Warehouse 56: Abyss needs replacement parts, and hes running low decide if freeing him is worth it.
on cash! So he locates a secret government warehouse where they
store alien technologies and things Man was not meant to know. Can
the heroes stop Abyss from replenishing his supply of alien metals
and machines? What horrible weapons will fall into the hands of
SPIDER if he succeeds?

Abyss (Savage Worlds)


Attributes: Agility d6 (d12+3), Smarts d12+1, Spirit d10, Strength d8 (d12+8), Vigor d10
Skills: Fighting d6 (d12), Knowledge: Alien Technology d10, Knowledge: Computers d10, Knowledge: Demolitions d8, Knowledge: Battle
d10, Knowledge: Engineering d12, Knowledge: Forgery d8, Knowledge: Science d10, Knowledge: Security d8, Notice d10, Persuasion d8,
Repair d12, Shooting d6 (d12), Stealth d8
Charisma: +2 Pace: 6 (Super Speed Flight) Parry: 5 (8) Toughness: 5 (16) [20 vs Energy]
Gear: Various gadgets from Invent
Hindrances: Arrogance, Enemy (PTAH, Major), Secret Identity, Servitor (SPIDER), Vengeful (Major)
Edges: Charismatic, Command, Command Presence, Connections (Evil Scientists of the world), Filthy Rich, Jack-of-All-Trades, Level
Headed/Improved Level Headed, Marksman, McGyver, No Mercy, Tactician, Team Leader
Super Powers:
Black Hole Expeller: Switchable*
Mass Stripping Disintegrator Ray: Decay; Strong; Rapid Decay x3; Ranged
Force Beams: Attack, Ranged 5d6
Stellar Wave: Blind; Stronger
Stellar Wave Burst: Blind; Area (Large Burst Template)
Tractor Beam: Telekinesis d12+8; More Range (24); Only to draw to or push away
Mass Breakup Beam: Negation 5; Ranged; Only vs Telekinesis
Black Hole Field: Ensnare; Ranged; Stronger
Black Hole Mass Shifter: Attack, Ranged 3d6; AP 2; Affect Intangibility
Black Hole Bomb: Attack, Ranged 3d6; AP 1; Area (Large Burst Template)
Mass Driven Collection System: Super Attribute: Strength (d12+8); Immunity (Knockback)*
Black Hole Expeller Release: Flight 10 (Super Speed, 240 mph)*
Mass Piercer: Burrowing; Super Tunneler*
Submolecular Ceramic Armor: Armor 9; Heavy Armor*
Black Hole Field: Absorption (Kinetic Energy)*
Black Hole Field Side Effect: Toughness +4; Energy Only*
Command and Control Helmet: Immunity (Blind)*
Nightvision Lenses/IR Sensors/UV Sensors/Ground Penetrating Mass Sensor: Awareness*
Sealed Armor Systems: Immunity (Environment Effects, Biological Effects, Radiation, Pressure/Vacuum)*
Mass Shiftcutter: Super Attribute: Agility (d12+3)*
Alien Targeting Computer: Super Skill (Fighting d12, Shooting d12); Doesnt affect Parry*
Alien Programmed Evasion System: Deflection -3; Parry +3*
Microservo Mass Reaction Unit: Extra Actions x2 (Repeat Actions)*
Advanced Radio: Broadcast (More Range x3)
Alien Technologies: Invent 4
* - Abyss Powered Armor
134 Spider

Abyss (HERO)
Val Char Cost Roll Notes 13 Sealed Armor Systems: Life Support (Safe in High Pressure,
15+30 STR 5 12-/ 18- Lift 200 kg/12.8 tons; 3d6/9d6 HTH High Radiation, Intense Cold, Intense Heat, Low Pressure/
damage [1/4] Vacuum; Self-Contained Breathing); OIF (-) 0
13+16 DEX 6 12-/ 15- 10 Command And Control Helmet: Sight Group Flash Defense
20 CON 10 13- (15 points); OIF (-) 0
23 INT 13 14- PER Roll 14- 10 Command And Control Helmet: Hearing Group Flash Defense
20 EGO 10 13- (15 points); OIF (-) 0
25 PRE 15 14- PRE Attack: 5d6 10 Command And Control Helmet: Smell/Taste Group Flash
Defense (15 points); OIF (-) 0
4+6 OCV 5
4+6 DCV 5 60 Black Hole Expeller Release: Flight 40m, x32 Noncombat,
3 OMCV 0 Reduced Endurance (0 END; +); OIF (-) 0
7 DMCV 12 30 Mass Piercer: Tunneling 15m through 15 PD Materials; OIF
3+3 SPD 10 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12 (-) 0
3 Nightvision Lenses: Nightvision; OIF (-) 0
5+20 PD 3 Total: 5/25 PD (0/20 rPD)
5+20 ED 3 Total: 5/25 ED (0/20 rED) 3 IR Sensors: Infrared Perception (Sight Group); OIF (-) 0
10 REC 6 3 UV Sensors: Ultraviolet Perception (Sight Group); OIF (-) 0
30 END 2 23 Ground Penetrating Mass Sensor: Detect Physical Objects
15 BODY 5 14- (Unusual Group), Increased Arc of Perception (360
50 STUN 15 Total Characteristics Cost: 125 Degrees), Penetrative, Sense, Targeting; OIF (-), Requires
a Systems Operation roll to be Fully Penetrative (- on
Movement: Running: 12m/24m Penetrative Only) 0
Flight: 40m/1280m
21 Mass Shiftcutter: +16 DEX; OIF (-) 0
Leaping: 4m/8m
Swimming: 4m/8m 20 Alien Targeting Computer: +6 OCV; OIF (-) 0
Tunneling: 15m/30m 20 Alien Programmed Evasion System: +6 DCV; OIF (-) 0
20 Microservo Mass Reaction Unit: +3 SPD; OIF (-) 0
Cost Powers END
8 Advanced Radio: High Range Radio Perception (Radio Group);
47 Black Hole Expeller: Multipower, 70-point reserve; all slots OIF (-) 0
OIF (-)
20 Nebula-Derived Power Supply: Endurance Reserve (100
5f 1) Mass Stripping Disintegrator Ray: RKA 4d6; OIF (-) 7 END, 15 REC); OIF (-)
5f 2) Force Beams: Blast 14d6; OIF (-) 7 51 Alien Technologies: Gadget Pool, 41 base + 40 control cost;
5f 3) Stellar Wave: Sight Group Flash 11d6, Armor Piercing all slots OIF (-), Only Changeable in Lab (-)
(+); OIF (-) 7
5f 4) Stellar Wave Burst: Sight Group Flash 8d6, Armor Piercing Perks
(+), Area Of Effect (8m Radius; +); OIF (-) 7 8 Computer Link: SPIDER Mainframe
3f 5) Tractor Beam: Telekinesis (45 STR); Toward Or Away From 6 Contact: Other Evil Scientists Throughout The World, 11- (Contact
Abyss Only (-1), OIF (-) 7 is sometimes hostile or trying to take over the world)
5f 6) Mass Breakup Beam: Drain Telekinesis 7d6; OIF (-) 7 10 Money: Wealthy (Multimillionaire, salary for leader of SPIDER Alpha
5f 7) Black Hole Field: Entangle 5d6, 9 PD/9 ED; OIF (-) 7 Team)
5f 8) Black Hole Mass Shifter: Blast 8d6, Armor Piercing (+),
Talents
Affects Desolidified (any form of Desolidification; +); OIF
(-) 7 3 Lightsleep
5f 9) Black Hole Bomb: Blast 8d6, Armor Piercing (+), Area Skills
Of Effect (8m Radius; +); OIF (-) 7
12 +1 Overall
24 Mass Driven Collection System: Density Increase (6400 kg mass,
20 +2 with All Attacks
+30 STR, -12m KB), Persistent (+), Reduced Endurance (0
END; +); OIF (-), No Defense Increase, does not provide PD 3 Acting 14-
or ED (-) 0 3 Analyze: Technology 14-
60 Submolecular Ceramic Armor: Resistant Protection (20 PD/ 3 Bugging 14-
20 ED), Hardened (+), Impenetrable (+); OIF (-) 0 3 Bureaucratics 14-
10 Black Hole Field: Physical Damage Reduction, Resistant, 3 Computer Programming 14-
25%; OIF (-) 0 3 Cryptography 14-
10 Black Hole Field Side Effect: Energy Damage Reduction, 3 Demolitions 14-
Resistant, 25%; OIF (-) 0 3 Disguise 14-
3 Electronics 14-
2 Forgery (Documents, ID Cards) 14-
3 Gadgeteering 16-
Michael Satran 135

3 High Society 14-


3 Inventor 14- Abysss Gadget Pool
3 Language: Hebrew (completely fluent) Real Active Power END
4 Language: Spanish (idiomatic) 4 12 Gyroscopic Reorienter: Flight 2m, Position Shift, Trigger
3 Mechanics 14- (Activating the Trigger requires a Zero Phase Action, Trigger
3 Oratory 14- resets automatically, immediately after it activates; raises
3 Persuasion 14- Abyss to a standing position; +); Only To Make Abyss
Stand Up (-1), OIF (-) 1
3 Power 14-
18 37 Computer Security System Override: Severe Transform
3 Scholar
1d6 (security systems recognizes friends as enemies and
2 1) KS: SPIDER Tactics 14- enemies as friends; stopped if Abyss loses Computer
2 2) KS: Superheroes 14- Programming Skill contest against the buildings computer
2 3) KS: Supervillains 14- system), Constant (+), Penetrating (+), Uncontrolled
2 4) KS: Villain Tactics That Failed 14- (+); OAF (-1)* 2
3 Scientist 16 40 Neutron Wave Gun: Blast 4d6, NND (defense is 3 or more
2 1) Biology 14- levels of Density Increase; +1); OAF (-1), 8 Charges (-)** [8]
2 2) Biophysics 14- 13 40 Abyss Grenade: Entangle 3d6, 3 PD/3 ED (Stops Sight
Sense Group); 4 Charges (-1), OAF (-1) [4]
2 3) Botany 14-
15 38 Mass Terminus Font: Change Environment (-2 OCV, -3
2 4) Chemistry 14-
to DEX Rolls), Personal Immunity (+), Area Of Effect
2 5) Electrical Engineering 14- (32m Radius; +1), 3 Continuing Charges lasting 1 Minute
2 6) Magnetics 14- each (-), No Range (-), OIF (-) [3 cc]
2 7) Mathematics 14- 20 41 Armor Shatterer: RKA 1d6, Area Of Effect (4m Radius;
2 8) Mechanical Engineering 14- +), Constant (+), Uncontrolled (+), Penetrating
2 9) Metallurgy 14- (+), 3 Continuing Charges lasting 1 Minute each (-),
only usable versus armor or other breakable devices
2 10) Nuclear Physics 14-
(-)*** [3 cc]
2 11) Physics 14-
16 32 Systemic Breakdown Haze: Drain CON 1d6, Personal
2 12) Robotics 14- Immunity (+), Area of Effect (8m Radius; +), Constant
2 13) Stellar Physics 14- (+), Uncontrolled (+), Penetrating (+); 3 Continuing
3 Security Systems 14- Charges lasting 1 Minute each (-), OIF (-)**** [3 cc]
3 Stealth 14-
3 Systems Operation 14-
3 Tactics 14- * This ability uses the rules for dealing BODY to objects. Once a man
3 Teamwork 15- sized hole is created, every additional BODY doubles the size of the
9 Weaponsmith (Biological Weapons, Chemical Weapons, Energy hole. When the area of the doubling exceeds the area of the building
Weapons, Firearms, Incendiary Weapons, Missiles & or twice the BODY score of the hex, the building is Transformed.
Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) Un-Transformation requires a successful Computer Programming
14- roll versus Abysss Computer Programming Skill. If the damage can
physically destroy the building, it should be able to Transform the
Total Powers and Skills Cost: 699
building into something else; in this case, the security system within
Total Cost: 824 the building becomes hostile to the player characters instead of
friendly. If the building has no security system, the effect fails.
400 Matching Complications (75)
15 Hunted: PTAH (Paranormal Tactical Analysis Headquarters) ** If Abyss is familiar with the player characters in any way and
(Infrequently, As Pow, NCI, Harshly Punish)***** knows this will be useless, change the special effect of the NND.
10 Hunted: SPIDER (Infrequently, Mo Pow, NCI, Watching) *** Stopped by generating a counter-frequency. Use of an ordinary
10 Negative Reputation: Leader of SPIDER Alpha Team radio or megaphone will do.
(Frequently)
**** Stopped by Life Support, holding ones breath, or eating a salt
15 Psychological Complication: Arrogance (Common, Strong)
tablet.
10 Psychological Complication: Vengeful (Uncommon, Strong)
15 Social Complication: Secret Identity: Bernard Goldfarb ***** While normally this would be worth 20 points, it is worth
(Frequently, Major) considerably less to a supervillain who is highly placed in an evil
424 Villain Bonus secret organization.
Total Complications Points: 75
136 Spider

less and vengeful. She had nothing except her powers. That was when
Lady Warp she turned to SPIDER for help.
SPIDER took her in without reservation. The local webmaster,
Background: Ariana, can you fix me a bloody mint julep? Mummy Erigone, saw great potential in Ariana, the former Lady Siberry. Her
needs it! powers made the Liverpool SPIDER base a force to be reckoned with.
Ariana hated her life. She knew what happened to all the pretty The SPIDER Supreme, Blue Fury, took notice.
girls like her in Liverpool. The city ate them up and turned them into Erigone was rewarded with two new paranormals fresh from
whores and beasts. Everyone said she could be a model or an actress. the SPIDER Human Advancement Project for Evolution. Ariana
So why was she fifteen, pretending to be twenty, and trying to support was offered a place on SPIDERs most powerful superpowered team
her mother bartending when she was going to a useless trade school of villains. Her salary improved. She had more money to spend on
that would teach her how to be a middle manager? clothes. She perfected her upper-class London accent, even though it
She couldnt afford anything else. Ariana hated it. was completely fake. Things were looking up for her.
Mum, you drink too much. Ariana wished her mother would It was a step on the way to her dream life. Once she had dreamed
go away. She was spending all the money Ariana saved on alcohol. of just getting out of Liverpool. Now, the whole world would be into
Ariana made her mother the mint julep and stalked to her room, her.
where she crawled into bed and wished she was in London. The philosophy served her well until an encounter with Millen-
She woke up in a dirty alleyway, wearing her pink pajamas and nium Guard, the worlds most powerful superhero team, slightly
covered in grime. Big Ben chimed in the distance. Bright lights curbed her arrogance. A single electrical bolt from Volt, their energy
flashed. The dazzling sight of Lionheart, Englands greatest superhero, projector, nearly hospitalized and almost killed her. After that, she
stared back at her from a billboard telling her not to smoke. She was took pains to requisition body armor from the SPIDER weapons
in London. She needed to get back to Liverpool. She arrived on her locker and now wears it nearly everywhere.
bed and collapsed in a heap.
Ariana didnt teleport that far for a very long time. She didnt tell Personality: Lady Warp is a vain, narcissistic, preening woman. If
her parents she was a mutant. It was bad enough that Liverpool might the world revolved around her, she wouldnt be surprised; she would
want her to be their superhero. She didnt want fame. She wanted simply accept it as the natural course of events and step into the
money and the high life and a rich husband with a dozen men on the central position. She likes to have the best of everything at all times,
side. And why not? It was what everyone else who was that rich had. staying in expensive hotels, eating the best foods, and watching her
It was right bloody unfair. But now she had the ability to make it fair figure carefully to make sure that everything is in perfect precision.
and take what she wanted. She has a vicious, vengeful streak, especially against superpowered
Her first few experiences as a supervillain were small. She robbed women who are as pretty as or prettier than she is. Underneath the
jewelry stores in low-rent districts and pawned them across the haughty exterior, however, is a bitter girl from Liverpool who wants
channel. She stayed under the radar, keeping her face unknown as she to be on top of the world.
built up her secret nest egg. Slowly, she began acquiring the things Quote: I suppose now youll ask me to give up. Perhaps youll
she needed to get out of Liverpool, while working in a cheap bar rethink that after I transport you into a meat grinder.
waiting tables.
Then an opportunity presented itself. Lord Daniel Siberry was Oh, look. A superhero who thinks hes clever! Well, I
slumming in her bar. He was married and she was attractive. It only surmise you wont think youre so clever after this!
took her twenty minutes to seduce him and another ten minutes to How quaint! That costume is so last season. Did your
get him into the back room. His wife was a bored hag who shopped nanny purchase it for you?
constantly. It was easy to become his mistress. It was a good first step.
She practiced being lady-like and bought books on how to behave at Powers/Tactics: Lady Warp is at her best when playing a supporting
parties. role rather than used individually. She doesnt really have a great
It wasnt enough. Graduating to being the late-teen mistress of a many damage-dealing powers that dont involve teleporting objects,
sleazy lord didnt get her nearly as much as she thought she would and many of her most powerful attacks are most effective in concert
get. Siberry kept her and his wife at arms length, and no matter how with other abilities. If engaged directly, she will move away, attempt
much she tried to manipulate him, his wife always had just enough of to redirect an existing attack, or teleport someone into a position
a pull to keep him there. most inconvenient. Out of combat, Lady Warp tries to use her
Ariana hatched a plan. She tailed his wife from the shadows and attractiveness to greatest advantage. She will try to manipulate events
teleported her into an intersection. Brakes screamed, horns honked, socially to place herself in the most attractive light possible while
and when the noise died down, Lady Siberry wailed for a few undermining other attractive people nearby. She prefers to seduce,
moments and died, her legs severed in the collision. Ariana tele- cajole, and charm her way to victory whenever possible. Lady Warps
ported away. high DCV is the result of years of practice at extremely short-range
Lord Siberry was traumatized but Ariana was there to comfort teleports.
him. It only took four months to become Lady Siberry. She didnt When forced into combat, Lady Warp will try to find locations
care that Lord Siberry was a philanderer. She had her house and her where there are lots of objects to teleport and crowds to put in danger
mansion and everything that went with it. She forgot that there was with any number of places to decamp to. From her planned disem-
always another girl. barking points, she will teleport to one of her nearby floating or fixed
Lord Siberry had a new mistress in six weeks. While taking one of locations.
his low-class holidays, he was assaulted by a group of football hooli- Campaign Use: Lady Warp is the kind of villainess who the heroes
gans and died in a Saturday evening riot. Ariana felt a twisted sense should desperately want to give some sort of painful comeuppance to.
of joy. Everything would be hers. She would finally be free to live the Shes vain, self-absorbed, and vicious. Heroes who incur her enmity
life she deserved. should be constantly facing the wrath of random Teleportation
Lord Siberry had divorced her in his will. He left everything to into hazardous situations, followed by a quick disappearance and a
Tatiana Morgan, a woman who used to be a man. Ariana was home- haughty Good luck! She can be a good enemy for a hero who is just
Michael Satran 137
as vain as she is, thus leading to a bitter contest where the only stake
is who can feel the most prideful while causing the most humiliation
to their opponent.
To make Lady Warp less powerful, lower her DEX to 14 and her
SPD to 5. Reduce the power of her Multipower to 60 Active Points.
Remove 2 from her OCV and her DCV, and lower her CON to 25.
Reduce her PD and ED by 8 each. Lower her REC to 11, her END to
60, and her STUN to 40. Remove 5 points of Power Defense.
To make Lady Warp more powerful, raise her DEX to 23 and her
SPD to 8. Increase the power of her Multipower to 110 Active Points.
Add 3 to her OCV and 5 to her DCV, and raise her CON to 40. Add
50% Damage Reduction to Physical and Energy Attacks. Double her
Power Defense, Harden it and make it Resistant. Increase her Flash
Defense by 8 points and add multiple Sense Groups.
If running this adventure in Gestalt, Lady Warp is a Gestalt of
Teleportation.
Appearance: Lady Warp never wears the same thing twice. Her
costumes are either classically Victorian or suitably outrageous.
Many of her costumes are ballroom gowns, expensive dresses, and
other forms of clothing that show off how incredibly fashionable she
is compared to everyone around her. If fruit hats are in this season,
Lady Warp will be wearing it. No matter how fashionable jeans may
be in a particular season, Lady Warp never wears them. Her hair is
long, blonde, and silky, and she tends to wear outfits that show it off.
Unbeknownst to all, Lady Warp is a brunette and dyes her hair in
secret. Her face is heart-shaped and nearly perfect, and she has the
lithe body of a fashion model. Above all, Lady Warp is never caught
in any position where she might be considered to be wearing some-
thing considered tacky. A lady has to have her standards, after all.
LADY WARP PLOT SEEDS

Grab: Lady Warp arranges a sinister caper that runs afoul of a furious
group of English gangsters, who hire other supervillains to protect
their prize. What will the heroes do when caught in the middle?
When SPIDER gets involved, where is the new middle?
My Parlor, Oh, My Lovely Parlor: Lady Warp begins stealing unusual
things. What is she up to? Is this really her work?
Plot Option: Lady Warp is possessed by an alien entity of
unknown origin.
Plot Option: Lady Warp is using the objects to build a deathtrap
for one of the heroes. The more they pursue, the closer they get to
falling into the trap.
Unseasonable: A major fashion house commits a social faux pas that
causes Lady Warp personal embarrassment. Can the heroes save a
rich fashion designer from the teleporters wrath?
Plot Option: If the gamemaster also owns Pretty Hate Machines,
Thomas Holberfinger is a logical choice.
138 Spider

Lady Warp (HERO)


Val Char Cost Roll Notes 7f 10) Gate of Inversion: Reflection (90 Active Points worth),
13 STR 3 12- Lift 150 kg; 26 HTH damage Reduced Endurance ( END; +) 3
18 DEX 16 13- 7f 11) Impact Inversion: Reflection (90 Active Points worth),
30 CON 20 15- Reduced Endurance ( END; +) 3
20 INT 10 13- PER Roll 13- 8f 12) Gate of Redirection: Reflection (65 Active Points worth),
15 EGO 5 12- Reduced Endurance ( END; +), Any Target (+) 3
15 PRE 5 12- PRE Attack: 3d6 7f 13) Mobius Field: Entangle 3d6, 3 PD/3 ED, Reduced
Endurance ( END; +), Cannot Be Escaped With
9 OCV 30
Teleportation (+), Takes No Damage From All Attacks,
13 DCV 50
STR only to break out (+1) 3
3 OMCV 0
5 DMCV 6 24 Armored Bodysuit: Resistant Protection (10PD/10ED); IIF
6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 (hidden armor; -) 0
10 Quantum Resistance: Power Defense (10 points) 0
18+10 PD 16 Total: 18/28 (0/10 rPD) 8 Specialized Contact Lenses: Sight Group Flash Defense (10
18+10 ED 16 Total: 18/28 (0/10 rED) points); IIF (contact lenses; -) 0
14 REC 10
70 END 10 70 Superior Combat Shifting: Teleportation 40m, Armor Piercing
10 BODY 0 (+), Reduced Endurance (0 END; +) 0
46 STUN 13 Total Characteristics Cost: 250 10 Escape Routes: Teleportation: Floating Fixed Locations (2
Locations)
Movement: Running: 12m/24m 4 Lens Filters: Nightvision; IIF (contact lenses; -) 0
Leaping: 4m/8m
10 Earpiece Radio: High Range Radio Perception (Radio Group);
Swimming: 4m/8m
IIF (-) 0
Teleportation: 40m/80m
Cost Powers END Perks
80 Quantum Folding: Multipower, 80-point reserve 9 Contacts in the Fashion Industry 12-
6f 1) Quantum Fold Disrupt: Blast 7d6 Reduced Endurance ( END; 5 Money: Well Off (SPIDER Alpha Team salary)
+), NND (defense is Power Defense; +1) 2
Talents
4f 2) Mass Folding: RKA 2d6, Armor Piercing (+), Reduced
3 Environmental Movement (no penalties on or in time fields)
Endurance ( END; +), Penetrating (+), Only vs.
Inanimate Objects (-1) 3 9 Lightning Reflexes (+9 DEX to act first with All Actions)
8f 3) Shift Other: Teleportation 21m, x4 Increased Mass, 6 Very Beautiful: +2/+2d6 Striking Appearance (vs. all characters)
Reduced Endurance ( END; +), Usable As Attack (+1) 3
Skills
6f 4) Group Shift: Teleportation 20m, x16 Noncombat, x8
10 +2 with Quantum Folding Multipower
Increased Mass, Safe Blind Teleport 6
8 +2 with all Interaction Skills
6f 5) Long-Range Group Shift: Teleportation 5m, x1024 Noncombat,
x8 Increased Mass 7 3 Acting 12-
5f 6) Rocks Fall, One Man Dies: Blast 11d6, Indirect (Source 3 Bureaucratics 12-
Point is the same for every use, path is from Source Point 5 Charm 13-
to target; +); requires an object of opportunity (-)* 7 3 Concealment 13-
5f 7) Sharp Things Fall, One Man Dies: RKA 3 d6, Indirect (Source 3 Conversation 12-
Point is the same for every use, path is from Source Point to 3 Disguise 13-
target; +); requires an object of opportunity (-)* 7 3 High Society 12-
4f 8) Rocks Fall, Everybody Dies: Blast 4d6, Armor Piercing 6 KS: Fashion 15-
(+), Autofire (3 shots; +), Penetrating (+), Reduced
Endurance ( END; +), Indirect (Source Point can vary 0 Language: English (imitate dialects) [English is native]
from use to use, path is indirect but the same with every 4 Language: French (idiomatic)
use; +); requires many small objects of opportunity (-) 2 4 Language: Italian (idiomatic)
3f 9) Sharp Things Fall, Everybody Dies: RKA 1d6, Armor 3 Persuasion 12-
Piercing (+), Autofire (3 shots; +), Penetrating (+), 3 Power 13-
Reduced Endurance ( END; +), Indirect (Source Point 5 PS: Bartender 15-
can vary from use to use, path is indirect but the same
3 Stealth 13-
with every use; +); requires many small objects of
opportunity (-) 2 3 Teamwork 13-
Total Powers and Skills Cost: 396
Total Cost: 646
Michael Satran 139

400 Matching Complications (70)


15 Hunted: PTAH (Infrequently, As Pow, NCI, Harshly Punish) [see
Abyss]
15 Psychological Complication: Arrogant (Common, Strong)
10 Psychological Complication: hatred of all superpowered women
prettier than she is (Uncommon, Strong)
15 Psychological Complication: wants the best of everything
(Common, Strong)
15 Social Complication: Secret ID: Ariana Chumberton (Frequently,
Major)
246 Villain Bonus
Total Complications Points: 70

* The GM should choose objects consistent with the amount of


weight to determine how much damage each one does. A decent-
sized safe should do 11d6. A candy bar shouldnt.

Lady Warp (Savage Worlds)


Attributes: Agility d8 (d12+3), Smarts d10, Spirit d8, Strength d6, Vigor d12+4
Skills: Fighting d8, KS: Disguise d8, Persuasion d10, Quantum Powers d12+2, Stealth d8
Charisma: +6 Pace: 6 (Teleport 60) Parry: 6 Toughness: 10 (16)
Gear: Nightvision lens filters; High-tech radio earpiece
Hindrances: Arrogant, Enemy (PTAH, Major), Greedy, Stubborn
Edges: Attractive/Very Attractive, Charismatic, Connections (Fashion Industry), Elan, Quick, Level-Headed/Improved Level-Headed,
Linguist, Rich
Super Powers:
Quantum Folding: Switchable
Quantum Fold Disrupt: Attack, Ranged 3d6; vs Disruption Defense only
Mass Folding: Attack, Ranged 5d6; Focus; Inanimate objects only
Shift Other: Teleport 36; Teleport Other (can be away as well as to)
Group Shift: Teleport 60; Taxi
Rocks Fall, One Man Dies: Attack, Ranged 5d6; Bypasses barriers; Requires material (heavy physical objects)
Rocks Fall, Everyone Dies: Attack, Ranged 4d6; Area (Large Burst Template); Bypasses barriers; Required material
(heavy physical objects)
Gate of Inversion: Deflection -6; Reflection (make a Quantum Powers attack roll at -2 to send ranged attack back at
attacker); Must be activated
Gate of Redirection: Deflection -3; Reflection, any target (make a Quantum Powers attack roll at -4 to send ranged
attack at any target in range)
Mobius Field: Paralysis; vs Strength instead of Vigor; Extra Power (-2 Strength Roll); Extra Duration (3 Rounds);
Ranged
Armored Bodysuit: Armor 6; Device
Quantum Resistance: Disruption Defense 6
Specialized Contact Lenses: Immunity (Blind); Device
Quantum Enhanced Reactions: Extra Actions x2 (Repeat Actions)
140 Spider

Steven decided to continue working for SPIDER in the SPIDER


Totem, the Chimeric Man Human Advancement Project of Evolution (SHAPE). Although he
wasnt an actual result of the project, he was certainly a superbeing,
Background: Steven Walks with Wind had been laid off from security and he felt he had a lot to offer the project as a security director and
jobs seventeen times. He had joined the U.S. Army in the hope agent commander. Mocking his Native American ancestry, he took
of getting a real career that would take him places away from the the name Totem, the Chimeric Man as his code name.
reservation, but instead of getting combat positions, he was placed When Abyss selected Steven to join SPIDER Alpha Team, he was
in a position in the military police. His career never went anywhere, thrilled. Finally, a chance to be back out in the field, possibly even
just like the people on the reservation. It wasnt as if Native American with new agents under his command. Abyss often leaves Totem in
traditions had ever helped him. charge of the agents, along with the grunt work, as Abyss prefers to
He mustered out and looked for security jobs when police depart- concentrate on the superpowered aspects of the battle.
ments didnt have any interest. He was nothing but a talented resume Totem resents this and slowly plots against Abyss to gain leader-
without a trick. The Great Spirit? He was the great spirit of unem- ship of the team, unaware that Abyss is aware of his scheming and
ployment. No matter how professionally he behaved, he was always a undermines him subtly at key moments in his reports to the higher-
second-stringer. ups. Nonetheless, he remains the cool, consummate professional and
When the SPIDER recruiter found him, it was like a breath of second-in-command, waiting for Abysss moment of weakness.
fresh air. Yes, it was illegal work, but the American system certainly
wasnt working for him. The only home the reservation had for him Personality: Totem is the consummate professional second-in-
would be a job working in a casino for peanuts, and his military skills command, albeit an ambitious one. He doesnt have a sense of
just werent going to be that useful. humor at all, especially since being doused with the Monster Makers
The recruiter told Steven all the right things how they valued chemicals. Although he would never admit it, laughing causes minor
people with professionalism, people with skill and talent, people who instabilities in his form that might cause him to partially shift into
were capable leaders and commanders. Steven accepted by the time random creatures. He enjoys commanding agents and often takes
he finished the word commanders. The recruiter didnt even have command of several groups if Abyss needs to focus on other aspects
time to tell him about the benefits package. of the battle. One day, Totem hopes to replace Abyss as the leader of
Within six months, Steven was a squad leader. Within a year SPIDER Alpha Team, but for now, he bides his time and waits. He is
and a half, he commanded a hundred agents. They didnt just fight quick to give a compliment to those who tactically outsmart him and
superheroes. That was a common myth. They also acted against other is always looking for a chance to get a rematch against other tactical
organizations, committed crimes when superheroes werent around, geniuses of the superpowered world.
trained hard, and had fairly normal lives. Quote: That was an amazing move! Too bad my counterattack is
SPIDER heard that one of the Monster Makers old bases had been going to be even better!
discovered and that the Monster Maker was setting up shop in it now
that he was out of prison. Hoping to take advantage of the situation Is that really all youve got? Where are those legendary
and get there before the superheroes did, SPIDER sent a full assault plans Ive heard so much about?
squadron with Steven in command. As they battled into the depths The reality is that SPIDER is going to win because weve
of the base, fighting elephant men, vulture women, and worse, Steven got more manpower and better benefits. You guys just cant
got separated from his personal squad and knocked into a storage compete.
chamber filled with the Monster Makers mutagenic compounds.
Seconds later, a mighty blow from a nearby elephant man shattered Powers/Tactics: Totem enjoys setting up agents in key tactical posi-
some of the carefully pressurized compounds, and Steven was doused tions before engaging the heroes, if possible. When without agents or
in mutagens. in a SPIDER Alpha Team situation, Totem remains in the forefront
Screaming spastically, he suffered a seizure and passed out. of combat, slightly behind Adonis, since his powers lend themselves
Steven came to in a laboratory. Standing over him was a man with well to second-rank support. He will always move to where he is most
a Dutch accent. You should not struggle nor should you move. I effectively positioned. He likes to create two-on-one or three-on-one
believe you have acquired paranormal abilities. situations where the team can quickly dispatch an opponent before
His vision was blurry, and his right arm felt heavy. Am I tied moving on to the next one. He prefers to keep opponents on the
down? ground and as many of his own team members in the air as possible,
Yes. I am trying to figure out what to do about the fact that you and will sometimes requisition a SPIDER jetpack for Lady Warp
have the arm of a gorilla. You should concentrate and see if you can simply to keep her out of the main thrust of hand-to-hand combat. If
control it. Jorgi Van Der Voot, SPIDERs master scientist, stood far possible, he will create situations that force the heroes into a layered
from Steven. He didnt want to be crushed. ambush where the agents of SPIDER can be brought to bear while the
Stevens mouth opened in an animalistic howl. He tried to force heroes are at a disadvantage. Regrettably, hes not very good at range,
himself into a human shape. With effort, he succeeded. Then the large so Totem carries a SPIDER blaster pistol, a weapon with which he is
black wings burst forth from his back, and he wailed in failure. fairly talented. Other weapons may be swapped out as the GM wishes
It is a good first step. Van Der Voot chuckled. You should sedate (see the Weapons Locker at the end of the adventure). Totem tries
the subject. to turn into animals (or combinations of animals) that have tactical
Steven screamed until the drugs put him under. advantages in specific situations.
It took six months for Steven to learn how to control his shifting, It should be noted that Totem does have a few problems. He cant
and another six months for him to learn about some of the animals really turn into fish for long, as he needs to hold his breath, and he
that he could change into. He could grow wings, fur, claws, teeth, cant turn into animals that can survive in higher-pressure zones. In
feathers, and change his size and mass. The unique unstable nature of many combats, he will appear to be a small animal of no consequence
the Monster Makers multiple compounds had fused with his genetic until a moment of ambush presents itself.
structure, making him capable of assuming the forms of many Campaign Use: Totem can be used either as the second-in-command
animals, but they also left him vulnerable to drugs and toxins. of SPIDER Alpha team or as the commander of a team of agents the
heroes run afoul of. If the heroes are not used to fighting competent
Michael Satran 141
groups of agents, encountering agents
led by Totem should come as an unwel-
come, painful surprise. If the heroes
are used to fighting competent groups
of agents, encountering agents led by
Totem should be one of the worst expe-
riences of its kind. Totem can make a
good Rival for a tactically based military
character with a similar sense of compli-
mentary behavior or even one who isnt.
Alternatively, he can make a fantastic
opponent for a Native American hero
who embraces traditional ways.
To make Totem less powerful, lower
his amounts of Growth and Shrinking
by 1 level and 2 levels respectively.
Remove his Electricity-Generating
Animals ability and give him a weaker
blaster. Lower his Perception Roll
bonuses to +3 and make his Danger
Sense Intuitional. Remove his Damage
Classes, and halve the number of
Combat Skill Levels he has. Lower his
DEX to 23, his CON to 25, and his PRE
to 20. His OCV and DCV become 7, his
DMCV becomes a 5. Lower his PD and
ED to 18, his END to 50, his STUN to
56, and his REC to 15. Halve his Power
and Flash Defenses.
To make Totem more powerful, add
Density Increase to his Multipower, add
2 more levels of Shrinking, add Passing
Strike to his Martial Maneuver list, and
double the number of Damage Classes.
Increase his Movement to 25m, and
raise his SPD to 7. Add as many other
animal-type abilities to his Multipower
as you can (poisonous animals, animal
allergies, and so on) and raise it to
92 Active Points. Add 3 Combat Skill
Levels. Raise his OCV and DCV to 10,
add 15 points of Mental Defense. Add
10 points of Power Defense and Flash
Defense and make them both Hardened
and Resistant. Raise his DEX to 28, his
CON to 40, his PD and ED to 30, and
add 50% Physical and Energy Damage
Reduction based on a separate Power
Roll for his Shapeshifting. Alternatively, replace his Multipower with TOTEM, THE CHIMERIC MAN PLOT SEEDS
a massive Variable Power Pool.
If running this adventure in Gestalt, Totem is a Gestalt of Contagious: Monstrous shapeshifting mutations are occurring all
Shapeshifting. over town! Has Totem become contagious, and if so, can the PCs find
Appearance: Totem is six foot one, with a slightly receding hairline a cure for the mutations before the rate of infection grows too quick
that is muted by a sharp military crew cut. He has the build of a well- to contain?
trained military man, highlighted by cold brown eyes and a sharp, Monster Mash-Up: The Monster Maker sends various humanoid
angular nose. He frequently appears as any number of animals in a animal minions to capture Totem, and the PCs are caught in the
combat engagement, often as something innocuous and small until middle! Can the heroes stop two groups of supervillains from fighting
tactical positioning is determined. He tends to wear the uniform of a and contain the collateral damage?
SPIDER power or evasion agent without the armor in order to build
camaraderie with his troops. When not on duty, he wears jeans, tee- Zoo-ty-lishous: Totems unique abilities are required to safeguard
shirts, and sneakers. Totem often wears various SPIDER insignias and a SPIDER base at the local zoo. Can the heroes get inside the base
encourages his troops to show team spirit by leading by example. He when most of the animals have been altered by SPIDER scientists?
will also frequently wear a full dress uniform. What is Totem distributing while disguised as various animals?
142 Spider

Totem, the Chimeric Man


Val Char Cost Roll Notes 14 Grow/Regenerate Eyes: Sight Group Flash Defense (14
20 STR 10 13- Lift 400 kg; 4d6 HTH damage [2] points) 0
26 DEX 32 14- 14 Grow/Regenerate Nerves: Smell/Taste Group Flash Defense
30 CON 20 15- (14 points) 0
13 INT 3 12- PER Roll 18- 57 Move Like Animals: Flight 30m, x8 Noncombat, Usable as
18 EGO 8 13- Swimming (+), Usable as Leaping (+), Usable as Running
25 PRE 15 14- PRE Attack: 5d6 (+), Reduced Endurance (0 END; +), Limited Group of
Special Effects (+); Lockout (Burrowing Animals; -),
9 OCV 30 Linked (Man Into Animals; -) 0
9+2 DCV 30
8 Dig In: Clinging; Linked (Man Into Animals; -) 0
3 OMCV 0
7 DMCV 12 8 Agile Flyer: +2 DCV; Only In Flight (-) 0
5 SPD 30 Phases: 3, 5, 8, 10, 12 15 Animalistic Senses: +5 PER with all Sense Groups 0
20 Heightened Smell: Targeting, Discriminatory Scent 0
24 PD 22 Total: 24 PD (16 rPD)
24 ED 22 Total: 24 ED (16 rED) 24 SPIDER Mark 8G Advanced Combat Pistol: Blast 12d6;
18 REC 14 OAF (-1), 2 clips of 6 Charges (-) [6]
60 END 8 10 Earpiece Radio: High Range Radio Perception (Radio Group);
20 BODY 10 IIF (-) 0
64 STUN 22 Total Characteristics Cost: 288 Martial Arts: Shapeshift Fighting
Movement: Running: 12m/24m/30m/240m Maneuver OCV
DCV Notes
Flight: 30m/240m 4 Buffet/Punch/Kick/Swipe 0
+2 8d6 Strike
Leaping 4m/8m/30m/240m 4 Disarm -1 -1 Disarm, 40 STR to Disarm
Swimming: 4m/8m/30m/240m
4 Block +2
+2 Block, Abort
Tunneling: 12m/24m
5 Flying Dodge 0
+4 Dodge, Abort, Full Move
Cost Powers END 5 Counterpunch +2
+2 8d6 Strike, Must Follow
60 Shapeshifting Powers: Multipower, 50-point reserve, all slots Block
Reduced Endurance ( END; +), all slots Variable Special 3 Tail/Claw/Buffet Trip +2 -1 7d6 Strike, Target Falls
Effects (Limited Group of SFX; animal-based; +); all slots 8 +2 HTH Damage Classes
Linked (Man Into Animals; Lesser Power need not be used
proportionally to Power with which it is Linked; -) Perks
8v 1) Larger Animals: Growth (+30 STR, +1- CON, +10 PRE, 6 Money: Wealthy (SPIDER Alpha Team salary plus Agent
+6 PD, +6 ED, +6 BODY, +12 STUN, +3m Reach, -12m KB, Commander bonus)
801-6400 kg, +4 OCV to hit, +4 to PER Rolls to perceive
character, 5-8m tall, 3-4m wide); Lockout (Smaller Animals; Talents
-), Does Not Gain Running (-0) 2 3 Bump of Direction
4v 2) Smaller Animals: Shrinking (0.125m tall, 0.0244 kg mass, 22 Danger Sense (in combat, if perceivable by the characters senses)
-8 PER Rolls to perceive character, +8 DCV, takes +24m KB); 18-/23-
Lockout (Larger Animals; -) 0
7v 3) Clawed Animals: HKA 2d6+1 (3d6 w/STR) 0 Skills
8v 4) Electricity-Generating Animals: Blast 8d6, Armor Piercing 20 +2 with All Attacks
(+); No Range (-) 2 8 +4 Range Skill Levels with All SPIDER Weapons
5v 5) Burrowing Animals: Tunneling 12m through 8 PD materials; 3 Acrobatics 14-
Lockout (Moves Like Animals; -) 0 3 Analyze: Tactical Situations 12-
2v 6) Extendable Appendages: Stretching 10m 1 3 Breakfall 14-
70 Man Into Animals: Shape Shift (Sight, Mental, Radio, Hearing, 3 Bureaucratics 14-
Smell/Taste, and Touch Groups, limited group of shapes; 3 Combat Driving 14-
animal-based), Cellular, Instant Change, Reduced Endurance
(0 END; +)* 0 3 Combat Piloting 14-
32 Bone And Cartilage Shifting: Resistant (+), Hardened (+), 3 Demolitions 12-
Impenetrable (+) for 16 PD/16 ED 0 3 Fast Draw: Pistols 14-
12 Shifting Flesh Reaction: Hardened (+) for 24 PD/24 ED 0 3 KS: SPIDER Tactical Manual 12-
15 Bioresistance: Power Defense (15 points) 0 3 KS: SPIDER Agent Types 12-
3 Language: Spanish (completely fluent)
3 Oratory 14-
* Totem can combine animal shapes. He can be part-bear/ 3 Power: Shapeshifting 13-
part-scorpion/part-fish. While this may seem bizarre, it fits 3 Security Systems 12-
the concept of Shapeshifting better. 3 Stealth 14-
Michael Satran 143

3 Systems Operation 14- 400 Matching Complications (75)


7 Tactics 14- 15 Hunted: PTAH (Infrequently, As Pow, NCI, Harshly Punish) [see Abyss]
3 Teamwork 14- 10 Hunted: The Monster Maker (Infrequently, As Pow, Harshly Punish)
1 TF: Small Motorized Ground Vehicles, SPIDER Hovertanks 10 Psychological Complication: No Sense of Humor (Common,
Total Powers and Skills Cost: 544 Moderate)
Total Cost: 832 15 Psychological Complication: Always Obeys Orders of Superiors
(Common, Strong)
15 Social Complication: Public Identity
10 Vulnerability: 1x STUN from Drug-Based Attacks (Common)
432 Villain Bonus
Total Complications Cost: 75

Totem, the Chimeric Man (Savage Worlds)


Attributes: Agility d12+3, Smarts d8, Spirit d8, Strength d10, Vigor d12+4
Skills: Fighting d12, Knowledge: Battle d8, Knowledge: SPIDER d6, Notice d8+4, Persuasion d8, Shapeshift Powers d10, Stealth d10,
Swimming d6
Charisma: +2 Pace: 6 Parry: 10 Toughness: 14 (22)
Gear: High-tech radio earpiece, SPIDER Mark 8G Advanced Combat Pistol (4d6, Heavy Weapon, 6 shots, 12/24/48), 2 clips ammo
Hindrances: Enemy (PTAH, Major), Enemy (The Monster Maker, Major), Quirk (No sense of humor), Vow (Obey orders, Major), Weak-
ness (Drug-based attacks, +4 Damage)
Edges: Acrobat, Alertness, Block, Charismatic, Command, Command Presence, Danger Sense, Leader of Men, Marksman, Martial Artist/
Improved Martial Artist, Quick Draw, Rich, Tactician
Super Powers:
Man into Animals: Chameleon; Voice; Animals only
Size-changing Powers: Switchable*
Larger Animals: Growth 8
Smaller Animals: Shrink 5
Clawed Animals: Attack, Melee 3d6*
Electricity Generating Animals: Attack, Ranged 3d6; AP 2*
Burrowing Animals: Burrowing*
Extendable Appendages: Extra Limbs 6; Reach 5*
Move Like Animals: Switchable*
Flying: Flight (4x Pace, 24)
Jumping: Leaping 3 (8/16)
Running: Speed (4x Pace, 24)
Swimming: Aquatic; Super Skill: Swimming d12+2
Bone and Cartilage Shifting: Toughness +4; Hardy
Bioresistance: Disruption Defense 8
Grow/Regenerate Eyes and Nerves: Immunity (Blind)
Animalistic Senses: Heightened Awareness +2
Heightened Smell: Awareness
Dig In: Wall Walker; Immunity (Knockback)*
Agile Flier: -1 Deflection; +1 Parry; Only when flying*
Animal Reflexes: Extra Action (Repeat Action)
* - Appropriate animals only
144 Spider

You picked a bloody live one, Lady Warp said. You should have
Negafire just killed him.
Matt joined SPIDER Alpha Team, took the name Negafire, and
Background: Matt Calabaggio rebelled against his parents from the never looked back. He has better benefits than he ever imagined
moment he entered junior high school. It wasnt really about getting possible. He practiced with his powers and was on one of the most
in trouble, getting bad grades on purpose, or chasing girls for him. It feared supervillain teams in the world. He could have any girl money
was more about the fact that everything that was fun was preached could buy, except Lady Warp, who wanted nothing to do with the
against and everything that wasnt fun was supported by his boring Midwestern kid who finally made it to the big time.
data-entry dad and secretary mother. Everything was so much cooler.
That was how he met Kate. Kate was a cheerleader from a rival The Cult of the Ebon Flame wants to capture Negafire and figure
school district. When she wasnt busy cheerleading, she was always out what went wrong. PTAH wants to bring him to justice for being
staying out late and getting into trouble, cutting school, taking him a member of SPIDER Alpha Team. It really wasnt as cool as he told
off on long trips out of town. Somehow, she did all this and kept up himself. But he was all right with it.
the life of an A student. Matt didnt care. Kate was probably the pret-
tiest girl in the state of Iowa. Personality: Matt is the team showoff that Abyss has to occasionally
But Kate was a member of the Cult of the Ebon Flame. She lured rein in. He loves having superpowers and the perks that go with it,
him into a dark cave in the woods where other hooded figures especially the money and the paid vacations with all the women he
grabbed him and carried him off, screaming with a bag over his head. could ever want. Despite his desire to take a few more risks and the
She called him a fool and told him that if he wanted her heart, he fact that his parents think hes a worthless wastrel, he has few needs
could have the black heart of her ancient witch-mother instead. that arent met by working for SPIDER (getting into Lady Warps
Matt didnt stop screaming until the grinning hag stepped around pants being the most unobtainable). Some people are wine and
the corner, her chest cut open, her obsidian heart throbbing as the champagne, Matt is beer and pretzels. He enjoys watching football,
cult held him down. It is my time, the ugly witch explained, her baseball, basketball, and ice hockey. Occasionally, hes a little upset
fingers glowing with the cold fire of the cults trademark wands. She that he actually has a heart of stone, but all in all, working for SPIDER
licked her lips and kissed Kate, curling her tongue along the young hasnt turned out to be too bad for him. Lifes a beach, and then you
blondes neck, while cultists held him down. But in time, you will retire on one. As a result of enjoying his powers, Matt has acquired a
thank us and grow to love us. somewhat inaccurate reputation as a pyromaniac who likes to burn
The cultists held him down and chanted. Matt was too frightened things. Nothing could be further from the truth. Hes just learned that
to think of anything as the ugly monster with the ripped-open chest women always like the bad boys, and now he was one of the baddest.
covered his mouth. Then they cut out his heart and laughed. As his Quote: Lets heat things up!
life ebbed away, he could feel Kates fingers reaching inside him, the
cold stone thing in his chest fusing with his being. In the back of his Time to get out of the kitchen because you cant stand the
mind, a link formed and something crawled into his soul. heat and Im cooking up a mess of trouble! Woo!
Then something blasted the old hag away. Superheroes! A team of Lets start the barbeque a little early!
superheroes had come to save him. His vision was so blurry he didnt
even know who they were! Powers/Tactics: Negafires powers come from his fusion with magical
It wasnt superheroes. SPIDER had found the Cult of the Ebon forces beyond human understanding. While surgically removing
Flame first and attacked in force, sabotaging the cults attempt. The the obsidian heart and transplanting one wont remove his abilities,
link between Matt and the old witch was severed. Kate howled in rage very few in SPIDER understand just exactly what it is that Negafire
as she was lifted off the ground by Abyss and held in a tractor beam. can do. Most of his powers and abilities come from experimenting in
The sounds of blaster fire roared and roared and roared until Kate their danger rooms. If Negafire were able to find a mystical mentor
was charred ash. who could teach him some of the more esoteric means of using his
Abyss walked over to Matt, who was still shaking. A scarred brand abilities, he would become one of the most dangerous supervillains in
was on his chest. Matt could feel his new heart beating. He could the world, since there is no demonic force or mental link to the forces
feel the power of the Ebon Flame burning in his chest. The mind of of The Beyond.* Although Negafires abilities come from magic, for
the old witch was gone, lost in the severed link. Are you alive? He the most part, he is limited to fire and fire-based effects. However, he
looked down at the old witch, at her open chest, and watched the has already learned that fire can burn the soul, and it may be only a
monster giggle. matter of time before he seeks out a magician who is willing to help
Yeah, Matt said. him. He can generate numerous attacks in the form of fire, and Abyss
Abyss said, Good. Take the boy, loot everything valuable, and usually orders Negafire to stay back from the main force of combat
burn that. He told Totem, the Chimeric Man, and pointed at the and provide fire support. The flaw in this is that Negafire likes to
giggling half-corpse of the mindless witch. show off his abilities and sometimes disobeys orders, placing him in
Matt burned it first. The Ebon Flame leaped forth, unbidden from bad tactical positions.
his hand, and roasted the old form alive. Then he collapsed in a heap. For special effect purposes, all Negafires powers are considered
When Matt woke up, Abyss and Lady Warp stood over him. fire, regardless of the temperature at which the powers operate.
Congratulations. Abyss murmured from beneath his helmet. Plot Option: Negafires search for a mystical mentor brings him
Youve got powers. On the other hand, weve got you. Youve got into contact with villains who want to lure him away from
two choices. You can join SPIDER and everything will be fantastic SPIDER. Heroes can insert themselves into the conflict in any
for you, or you can die right here in this hospital bed and Lady Warp number of ways, including trying to convert Negafire to the side
will teleport you in front of an oncoming bus. Well teach you how of right, which is very unlikely. Most of these options will end in
to use your abilities. Youll make more money than anyone like you a large fight between SPIDER, the offending magicians, and the
ever could. Oh, and women. We pay for that. No more evil cultist PCs. The heroes should choose wisely how they want to insert
girlfriends. themselves into this conflict.
Matt looked up at Lady Warp. Do they all look like her? He
grinned.
Michael Satran 145
Campaign Use: Negafire is a little less of a team player and SPIDER
tends to use him in a supporting role, even though
technically he can have agents under his command;
sometimes a separate agent commander is assigned to
him. Negafire makes a good character for the heroes
to run into in his secret identity, either as a drinking
buddy for a hero who one day finds out that his
buddy is on the opposite side of the game or as a
trouble-making youngster who turns out to be far
more than the hero bargained for.
In a low-powered game, lower Negafires
Multipower to 62 Active Points. Lower his DEX
to 20, his ED by 5, and remove all but one of
his Combat Levels. Lower his END to 55 and
his STUN to 40. Lower his Resistant Protec-
tion by 5 PD and 5 ED. Remove 5 points of
Power Defense, and lower his Flight Move-
ment by 10m. Remove his extra Noncombat
multiples.
In a high-powered game, raise Negafires
Multipower to 105 Active Points. Raise his
DEX to 28, his SPD to 7, raise his ED by
5, and add 10 to his Resistant Protection
values. Add 3 to his DMCV and raise his
EGO to 20. Double his Power Defense
and make it Hardened and Resistant.
Increase his Flight Movement by 20m,
and add another extra Noncombat
multiple. Add 15 points of Sight
Group Flash Defense to his char-
acter sheet. Add 2 to his OCV, add 4
Range Skill Levels, and add 2 levels
of DCV while in Flight to represent
training with Totem.
If running this adventure in
Gestalt, Negafire is a Gestalt of Flame.
Appearance: Negafire is of Italian-
American heritage on his fathers side
and African-American on his mothers.
He has pleasant good looks, tanned skin,
and well-groomed hair that he usually
keeps cut short. He tends to wear jeans,
combat boots, and tee-shirts with offen-
sive things about superheroes written on
them. In his villain identity, he wears a black
bodysuit that filters his temperature through
it, though the heat discolors the eye slits and
makes him speak in a hollow tone of voice. This
makes his otherwise cheery soliloquies seem
somewhat creepy. The bodysuit tends to reflect
and distort the ebon flames that surround
him,
* For more information on The
Beyond, see King of the Mountain.
146 Spider

NEGAFIRE PLOT SEEDS Return of the Witch Mother: Negafires power source is somehow
back from the grave, and she wants her obsidian heart back! Can the
The Burning Time: Negafire sets some things on fire, only they just heroes help a supervillain survive? Should they?
wont stop burning. What will happen when people try to capture Warped!: Negafires latest botched attempt to get into Lady Warps
him to power steam engines, solve third-world energy crises, and pants goes horribly awry, and he is teleported right near the heroes
burn down other things? Has the Cult of the Ebon Flame found a way base, where the sensors pick him up immediately! Negafire just wants
to get to Negafire? And if not, then who has? to escape, but hes horribly outnumbered until Abyss and SPIDER
Rave Review: This party stinks, and Negafires had enough! Negafire show up in force to get him out.
tries to burn down a rave after having too much to drink! Can the
PCs save an illegal party? What if one of the PCs is already there
when the fighting starts?

Negafire (Savage Worlds)


Attributes: Agility d12+1, Smarts d6, Spirit d8, Strength d8, Vigor d12+3
Skills: Ebon Flame Powers d12, Fighting d8, Gambling d6, Notice d6+2, Persuasion d6, Repair d6, Stealth d10, Streetwise d8
Charisma: +2 Pace: 6 (24) Parry: 6 Toughness: 9 (15)
Gear: High-tech radio earpiece
Hindrances: Enemy (PTAH, Major), Enemy (Cult of the Ebon Flame, Major), Quirk (Hates moralizers), Overconfident
Edges: Acrobat, Attractive, Quick, Rich
Super Powers:
Heart of the Ebon Flame: Switchable
Ebon Flame Blast: Attack, Ranged 4d6
Ebon Flame Burst: Attack, Ranged 3d6; Area (Large Burst Template)
Flame Diffusion: Negation 3; Damage Field (Negation instead of 2d6); Area (Large Burst Template); All Fire Powers;
Only Fire powers.
Immolation: Energy Control: Fire; Area (Large Burst Template); Elemental Trick (Fire); Only to cause damage; linked
to Attack, Ranged 2d6 (Initial set off of effect; damage combines for 4d6 on initial attack only; 2d6 each round after)
Bolts of Fire: Attack, Ranged 2d6; AP 2; Rapid Fire (3 shots)
Soul Dark Wave: Attack, Ranged 3d6; AP 3; Affects Intangibility
Wreath of Ebon Flame: Damage Field; Area (Large Burst Template); AP 3
Fire Resistance: Absorption (Fire)
Shield of Ebon Flame: Armor 6; Heavy Armor; Must be activated
Flight of the Ebon Flame: Flight (4x Pace, 24)
Shield of the Ebon Flame: Disruption Defense 4
Resist Heat: Immunity (Heat, Fire)
Ebon Flame Vision: IR Vision
Fire Sight: Heightened Senses
Speed of the Ebon Flame: Extra Action (Repeat Action)
Michael Satran 147

Negafire (HERO) 55 Wreath of Ebon Flame: Blast 6d6, Area Of Effect (personal
Val Char Cost Roll Notes Surface Damage Shield; +), Penetrating (+), Constant
15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1] (+), Reduced Endurance (0 END; +); No Range (-) 0
23 DEX 26 14- 15 Fire Resistance: Energy Damage Reduction, Resistant, 50%;
28 CON 18 15- Only Versus Fire (-1) 0
13 INT 3 12- PER Roll 12-/17-
18 EGO 8 13- 48 Shield of Ebon Flame: Resistant Protection (20 PD/20 ED);
20 PRE 10 14- PRE Attack: 4d6 Costs Half Endurance (-) 3
10 Shield of the Ebon Flame: Power Defense (10 points) 0
9 OCV 30 2 Resist Heat: Life Support (Safe in Intense Heat) 0
9 DCV 30
67 Flight of the Ebon Flame: Flight 40m, x4 Noncombat,
3 OMCV 0
Reduced Endurance (0 END; +) 0
4 DMCV 3
5 SPD 30 Phases: 3, 5, 8, 10, 12 5 Ebon Flame Vision: Infrared Perception (Sight Group) 0
8 Fire Sight: +5 PER with Sight Group; Requires a Heat
24 PD 2 Total: 24 PD (20 rPD) Signature (-) 0
33 ED 11 Total: 33 ED (20 rED)
14 REC 10 10 Earpiece Radio: High Range Radio Perception (Radio Group);
75 END 11 IIF (-) 0
15 BODY 5
50 STUN 15 Total Characteristics Cost: 217 Perks
5 Money: Wealthy (SPIDER Alpha Team salary)
Movement: Running: 12m/24m
Flight: 40m160m Talents
Swimming: 4m/8m 5 Environmental Movement (no penalties in or on hot or burning
Leaping: 4m/8m environments)
Cost Powers END 3 Lightning Reflexes (+3 DEX to act first with All Actions)
75 Heart of the Ebon Flame: Multipower, 75-point reserve 3 Attractive: +1/+1d6 Striking Appearance (vs. all characters)
7f Ebon Flame Blast: Blast 12d6, Reduced Endurance ( END; Skills
+) 3
15 +3 with Heart Of The Ebon Flame Multipower
7f Ebon Flame Burst: Blast 7d6, Armor Piercing (+), Reduced
Endurance ( END; +), Area Of Effect (8m Radius; +) 3 3 Acrobatics 14-
5f Flame Diffusion: Drain (Suppress) All Fire Powers 1d6 (+4), 3 Breakfall 14-
Personal Immunity (+), Constant (+), Uncontrolled (+), 3 Conversation 13-
Area Of Effect (16m Radius; +), Expanded Effect (All Fire 3 Defense Maneuver I
Powers); Costs Endurance (to maintain; -) 7 3 Gambling 12-
7f Immolation: RKA 2d6, Penetrating (+), Constant (+), 3 Language: Spanish (completely fluent)
Uncontrolled (+)* 7 3 Mechanics 12-
7f Bolts of Fire: RKA 2d6, Personal Immunity (+), Armor 5 Power 14-
Piercing (+), Reduced Endurance ( END; +), Autofire
3 Shadowing 12-
(5 shots; +) 3
3 Stealth 14-
6f Cold Heatwave: Drain END 5d6, Reduced Endurance ( END; +)
2 5 Streetwise 14-
7f Soul Dark Wave: Blast 8d6, Armor Piercing (+), Affects 3 Teamwork 14-
Desolidified (any form of Desolidification; +) 7 Total Powers and Skills Cost: 412
Total Cost: 629

400 Matching Complications (80)


* This is stopped by any source of water, just like normal fire.
20 Hunted: The Cult of the Ebon Flame (Infrequently, Mo Pow, NCI,
** This organization, while relatively dangerous, is a lot less Harshly Punish)**
dangerous to a supervillain protected by SPIDER. Many of the 15 Hunted: PTAH (Infrequently, As Pow, NCI, Harshly Punish) [see
details of the cult can be found in King of the Mountain. Abyss]
10 Psychological Complication: Hatred Of Moralizers (Uncommon,
Strong)
15 Psychological Complication: Showoff (Common, Strong)
5 Negative Reputation: Pyromaniac (Infrequently)
15 Social Complication: Secret Identity: Matthew Calabaggio
(Frequently, Major)
229 Villain Bonus
Total Complications Points: 80
148 Spider

When the call for the creation of SPIDER Alpha Team came down
Adonis the line, Marcuss webmaster immediately thought of him and put
him in for the position. Marcus had become too powerful to keep
Background: Marcus Randall grew up in southern California, not around and placing him in a unit of his superpowered equals was just
far from one of San Diegos many beaches. He spent hours working another way to rein him in.
out near the beach, living clean and not paying enough attention Marcus eagerly joined SPIDER Alpha Team. It was nice to have
in school. His parents were okay with C grades as long as he stayed a father surrogate in Abyss, even though a part of him didnt really
healthy. When he dropped out of school, he was thirteen years old. trust Abyss at all. He knows hes nothing but muscle.
He spent all of his time on the beach and never went back. But thats not such a bad thing is it?
By the time he had reached the age of fifteen, his body had solidi-
fied but he was still a boy. His only choices were steroids or having Personality: Adonis is a bullying, selfish, narcissistic man. He cares
sand kicked in his face by older, more mature bodybuilders. He was only about how handsome he is and how many women he can make
already stealing most of the girlfriends of some of the older body- swoon over his perfectly cut body. His craving for attention is nearly
builders, and they called him a pretty boy, a boy toy, and a freak. limitless, and nothing pleases him more than media attention during
Still, sand was kicked in his face a lot. His dream was to be a profes- a battle. He will deliberately take actions of the most spectacular sort
sional bodybuilder, but most of those avenues were still closed to designed to showcase his vast lifting capacity and draw attention
him. When he finally placed third in a competition, everyone said he away from less-resilient members of the team. Above all else, Adonis
was too young, especially the fourth-place finisher, Antonio Lopez. is shallow. He has fairly low-class needs and much prefers spending
Marcus finally felt he had everything. He was on his way to fame time with Negafire than with Abyss, who is far too intellectual, or
and fortune on the bodybuilding circuit. Unfortunately, there was one Totem, who is notoriously straight-laced. He enjoys demonstrating
thing Antonio Lopez had that Marcus didnt a crowbar. his powers and proving just how amazing those abilities are. Against
Marcus didnt see it coming. Lopez had left the competition early weaker opponents, he will torment them for a while, but Abyss has
and waited near his house. The first swing of the crowbar shattered already found ways to turn this to his advantage. Adonis might have
Marcuss jaw, the second broke his ribcage, and the third left a deep been capable of being a better person once, but all that has since been
scar along the line of his forehead. He was only three hundred feet crushed out of him. He enjoys fighting dirty and likes super-battles
from his door. The last thing he saw was Antonios grinning face as far more when he is fighting dirty.
the crowbar cracked his ribcage again. Quote: And now, the most handsome man in the world is going to
The last thing Marcus heard was his mother screaming. stand victorious over your corpse!
When he woke up in the hospital, bandages covered his face and
his mind was clouded with drugs. His mind vaguely processed some- Hey, baby! Once I get my arms around you, youre never
thing about his parents being unable to pay the bills, something about going to want me to let go!
his face being ruined. He screamed desperately in rage, but it came Get out of my way! Youre just an obstacle! And I smash
out as a pathetic whimper over the sedatives and drugs. obstacles!
Its all right, Marcus. His fathers voice. Well love you no matter
what you look like. Powers/Tactics: Adonis is a powerful combatant who relies on
Marcus cried long after his parents were gone. aggression and showy moves to terrify opponents. He enjoys grab-
The incident attracted the attention of the local SPIDER bing and crushing heroes, holding them helpless while his neuro-
webmaster. A young, healthy man abused by his peers and shattered kinetic powers weaken those who try to free them from his mighty
in his prime was perfect recruitment material for the SHAPE Project. grip. Adonis is one of the strongest men in the world and enjoys
We can rebuild your face, the recruiter said. It seems you have using his strength while absorbing punishment from those around
a latent mutant ability that we are capable of bringing out. Hundreds him. The name Adonis in superhero circles is synonymous with the
have died in this project. It seems unlikely that you will. We would words destruction of property. Adonis gleefully smashes buildings
like you to join us. You dont have many other choices. and destroys public transportation to terrify people and threaten the
Marcus nodded. The next day, he checked out of the hospital. By lives of the innocents. He will hold opponents helpless for others on
the time missing persons reports were filed, he was in the heart of the his team to group attack and readily hurls non-flying heroes skyward
SHAPE Project. They placed him in a canister and injected him full to be the victim of multiple energy bolts.
of so many chemicals he thought he was going to have a seizure. Then Adonis also enjoys taking a hero apart psychologically. If a male
the electricity took hold and seethed through his body. hero has a family, Adonis will seduce his wife or significant other.
Even through the sedatives, Marcus felt the pain. But he could If a female heroine has a husband or a boyfriend, Adonis will try to
also feel his broken bones re-knitting, his muscles straining under the seduce the heroine. Usually, in cases like this, Adonis operates with a
effect of his neurokinesis. Then he looked into the mirror and saw the SPIDER camera team.
bronzed, tanned god that he had become. Whereas many of the other members of SPIDER Alpha Team are
Oh, my, Jorgi Van Der Voot observed. We seem to have made a ruthless and efficient, Adonis is a glory hound and frequently seeks
virtual Adonis. additional solo missions from webmasters. These missions usually
Adonis became a supervillain in the service of SPIDER. His debut have excessive amounts of backup. Losing a superbeing as valuable as
came when he arrived on a beach where Antonio Lopez was lifting Adonis to prison is not to the advantage of the SPIDER Supreme.
weights. Adonis crushed his spine with a single hand, leaving the man Campaign Use: Adonis is a villain with many different campaign
who had once crippled him paralyzed from the neck down. uses. As a member of SPIDER Alpha Team, Adonis is their physically
He didnt miss his parents. He didnt need them. He didnt need strongest member as well as the one who can take the most punish-
anyone except SPIDER. They protected him when others had failed. ment. Most superhero teams wont have anyone as strong, resilient, or
He had become a supervillain. And he loved every minute of it. He tough as Adonis. As a single supervillain with agent backup, Adonis is
was handsome, brutal, and virtually impervious to attack. Women fairly dangerous, especially if the agent commander should be smart
adored him. He was one of the most handsome men in the world. enough to use him to his fullest potential under the circumstances.
Sometimes, he would even get letters from crazed supervillain Adonis could develop a crush on a particularly attractive female
worshippers of the opposite sex begging him to kidnap them! Life character and seek to lure her away, either by charming her heart or
was good!
Michael Satran 149
by kidnapping her outright. If hero is a bodybuilder or spends a lot of
time on the beach, Adonis could develop a Rivalry with that char-
acter that isnt really so friendly. Unfriendly Rivalries take on a whole
new meaning when your rival hurls boats at you.
To make Adonis less powerful, lower his STR to 55, his DEX to 19,
and his CON to 28. Lower his PRE to 20, his OCV and DCV to 7, his
SPD to 4, his PD and ED to 25, his REC to 15, and his STUN to 56.
Lower his Resistant Defenses to 14 rPD and 14 rED and remove the
Impenetrable Advantage. Remove his Tactile Neurokinesis Multi-
power completely. Remove 1 Combat Skill Level and 1 Level with
Grab. Remove 1 Level of Striking Appearance, along with Nightvision
and 3 points of Power Defense.
To make Adonis more powerful, raise his STR to 100, his CON
to 48, and his PRE to 35. Raise his OCV and DCV to 9, his SPD to 6,
his PD and ED to 40, his REC to 26, and his STUN to 90. Raise his
Resistant Defenses to 33 RPD, 33 rED, and add 50% Damage Reduc-
tion to Physical and Energy. Triple his Power Defense, add 15 points
of Mental Defense, and add 2 Combat Skill Levels. Add Martial Arts
maneuvers from a Martial Art appropriate to the campaign world.
Increase his Tactile Neurokinesis Multipower to 75 points.
If running this adventure in Gestalt, Negafire is a Gestalt of
Strength.
Appearance: Adonis looks like a tanned, bronze-skinned, muscular
beach god. His hair is soft and silky and hangs down around his
shoulders, and his muscles look sculpted onto his six foot, six inch
frame. He wears jeans, tee-shirts, and occasionally high-fashion
clothes when he is out on seduction missions, which he gets a fair
number of. Adoniss supervillain costume is a tight little bathing suit.
He relies on his good looks to get powerful female heroines to not
attack him. It generally doesnt work, but even so, Adonis feels the
results are worth it. Adonis usually wears sandals or black wrestling
boots. He is one of the most handsome men in the entire world, and
he isnt afraid to rub this in.
150 Spider

ADONIS PLOT SEEDS Pretty Versus Ugly: Mister Hideous and his gang from Pretty Hate
Machines* target Adonis in order to make him one of the ugliest
Mission Insufferable: Adonis gets a mission from the local SPIDER people in the world! When the heroes get caught between Mr.
webmaster to cause as much damage as possible to the hero base! Hideous and SPIDER, who will they side with? How can they control
Only the webmaster makes the mistake of putting Adonis in charge! the damage?
Adonis comes up with plans that could only come from the mind of Plot Option: Adonis is really a short, fat, balding man with split
an obsessed weightlifter. Can the heroes stop his seemingly inco- teeth, excessive body hair, and a beer belly until his powers are
herent rampage, an onslaught with absolutely no rhyme or reason, turned on. All the working out in the world cant fix him without
and bring him to justice? Will the rest of SPIDER Alpha Team bail his mutant ability. If this option is used, Mr. Hideous and his gang
Adonis out? will be humiliated and swear revenge against the player characters.
Plot Option: The local webmaster hates SPIDER Alpha Team with Plot Option: Marcus was beaten too badly to survive on his own,
a passion and has done this to humiliate them. so SPIDER placed his brain into a handsome-looking, extremely
Obsession: Adonis falls head over heels in love with a superheroine sophisticated robot. Marcus isnt aware of this.
and does everything possible to be with her. He sends her flowers, * Also published by BlackWyrm Games. If you dont own Pretty Hate
writes long, flowery letters about how the heroine should join Machines, create a villain with a similar motif, or purchase it!
SPIDER, and destroys property and superheroes in her name. Is this
a deadly trap for her fellow heroes, or will Adoniss twisted sincerity
bring everything crashing down around him?

Adonis (Savage Worlds)


Attributes: Agility d12+1, Smarts d6, Spirit d8, Strength d12+11, Vigor d12+4
Skills: Fighting d12, Healing d6, Neurokinetic Powers d12+2, Notice d6, Persuasion d10, Stealth d8, Streetwise d6
Charisma: +4 Pace: 6 Parry: 9 Toughness: 11 (20)
Gear: High-tech radio earpiece
Hindrances: Arrogant, Bloodthirsty, Enemy (PTAH, Major), Heartless, Overconfident, Quirk (Vain), Weakness (Mental/Psychic attacks,
+4 damage)
Edges: Attractive/Very Attractive, Block, Brawny, Counterattack, First Strike, Frenzy, Martial Artist, Rich
Super Powers:
Touch Neurokinesis: Switchable
Neuroshock: Negation 3; Damage Field (Negation instead of 2d6); Area (Medium Burst Template); Only vs Strength
Neuroseizure: Damage Field; Area (Medium Burst Template); AP 2
Muscle Twitch: Negation 3; Damage Field (Negation instead of 2d6); Area (Medium Burst Template); Only vs Agility
Reactive Disjunction: Negation 3; Damage Field (Negation instead of 2d6); Area (Medium Burst Template); Only vs (in
order) Parry, Deflection, Fighting
Motor Dysfunction: Negation 3; Damage Field (Negation instead of 2d6); Area (Medium Burst Template); Only vs
Extra Actions
Enhanced Healing Factor: Regeneration; True Regeneration
Impenetrable Skin: Armor 9; Heavy Armor
Retain Air: Immunity (Asphyxiation)
See in the Dark: Nightvision
Neurokinetic Assisted Leap: Leaping 3 (8/16)
Neurokinetic Bioresilience: Disruption Defense 4
Neurokinetic Stability: Immunity (Knockback)
Hyper-reactive Muscles: Extra Action (Repeat Action)
Michael Satran 151

Adonis (HERO) 3f 4) Reactive Disjunction: Drain DCV 2d6, Reduced Endurance


Val Char Cost Roll Notes ( END (+), Area Of Effect (personal Surface damage
70 STR 60 23- Lift 409.6 tons; 14d6 HTH damage [7] shield; +), Constant (+), Penetrating (+) 2
23 DEX 26 14- 3f 5) Motor Dysfunction: Drain SPD 2d6, Reduced Endurance
33 CON 23 16- ( END (+), Area Of Effect (personal Surface damage
13 INT 3 12- PER Roll 12- shield; +), Constant (+), Penetrating (+) 2
15 EGO 5 12- 32 Enhanced Healing Factor: Regeneration (2 BODY per Turn) 0
25 PRE 15 14- PRE Attack: 5d6 15 Neurokinetic Flesh: Hardened (+), Impenetrable (+) for
8 OCV 25 30 PD 0
8 DCV 25 25 Impenetrable Skin: Resistant (+), Hardened (+),
3 OMCV 0 Impenetrable (+) for 17 PD/17 ED 0
5 DMCV 6 10 Retain Air: Life Support (Self-Contained Breathing) 0
5 SPD 30 Phases: 3, 5, 8, 10, 12 8 Neurokinetic Bioresilience: Power Defense (8 points) 0
30 PD 28 Total: 30 PD (17 rPD) 14 Neurokinetic Stability: Knockback Resistance -14m 0
30 ED 28 Total: 30 ED (17 rED) 33 Neurokinetic Assisted Leap: Leaping +34m (38m forward,
19 REC 15 19m upward) (x4 Noncombat), Reduced Endurance (0
70 END 10 END; +) 0
18 BODY 8 5 See In The Dark: Nightvision 0
70 STUN 25 Total Characteristics Cost: 332 10 Earpiece Radio: High Range Radio Perception (Radio Group);
Movement: Running: 12m/24m IIF (-) 0
Leaping: 38m/152m
Swimming: 4m/8m Perks
5 Money: Well Off (SPIDER Alpha Team salary)
Cost Powers END
40 Touch Neurokinesis: Multipower, 60-point reserve; all slots Talents
No Range (-) 9 Extremely Chiseled And Handsome: +3/+3d6 Striking Appear-
3f 1) Neuroshock: Drain STR 2d6, Reduced Endurance ( END; +), ance (vs. all characters)
Area Of Effect (personal Surface damage shield;
+), Constant (+), Penetrating (+) 2 Skills
3f 2) Neuroseizure: RKA 2d6, Armor Piercing (+), Area Of 20 +2 with All Attacks
Effect (personal Surface damage shield; +), Penetrating 6 +3 OCV with Grab
(+), Constant (+), Reduced Endurance (0 END; +) 0 3 Breakfall 14-
3f 3) Muscle Twitch: Drain DEX 2d6, Reduced Endurance ( 3 Charm 14-
END; +), Area Of Effect (personal Surface damage 3 Defense Maneuver 1
shield; +), Constant (+), Penetrating (+) 2 3 Language: Spanish (completely fluent)
3 Paramedics 14-
3 Power 16-
3 PS: Bodybuilding 12-
3 Stealth 14-
3 Streetwise 14-
3 Teamwork 14-
Total Powers and Skills Cost: 277
Total Cost: 609

400 Matching Complications (75)


15 Hunted: PTAH (Infrequently, As Pow, NCI, Harshly Punish) [see
Abyss]
15 Psychological Complication: Overconfidence (Common, Strong)
5 Psychological Complication: seeks to humiliate and destroy other
bodybuilders (Common, Moderate)
15 Psychological Complication: Vain About Appearance (Common,
Strong)
5 Reputation: Violent And Unstable (Infrequently)
15 Social Complication: Secret Identity: Marcus Randall (Frequently,
Major)
5 Vulnerability: 1x Stun Mental Blast (Uncommon)
209 Villain Bonus
Total Complication Points: 75
152 Spider

If one could call it living. The being known as The Shimmering


The Shimmering continued to serve SPIDER as an extremely powerful supervil-
lain. It always obeyed orders, and it rarely failed. Slowly, it began to
Background: Steve Searls was just a SPIDER psychologist, the sort of learn about itself, its identity as a holographic light construct, and
individual who determined whether recruits were appropriate to join its extremely unusual origins. It obeyed Abyss because Abyss was in
SPIDER or whether there was an underlying flaw that might relegate charge of SPIDER Alpha Team. It obeyed Abyss because the SPIDER
them to a secondary role, such as brainwashing or the motor pool. He Supreme deemed him fit to lead.
hadnt been able to get a job working as a professor at any univer- One day, The Shimmering thought, it would not matter who led
sity, but his advanced brainwashing theories intrigued the SPIDER SPIDER Alpha Team. One day, it would be SPIDER that shone the
recruiters, drawing him into the underworld instead of the academic brightest, ruling the world from on high.
world. And The Shimmering would be the highest of all, at the side of the
Steve didnt tell his family that he worked for SPIDER. Most SPIDER Supreme.
people in SPIDER didnt even care who he was. He assumed that the
SPIDER Supreme read less than seven percent of the reports he sent Personality: If anyone on SPIDER Alpha Team could be consid-
in to the resources division. In fact, he really didnt care who was in ered a pure team player, it would be the robotic Shimmering. The
charge of his SPIDER base at all. Steve decided that the only way to Shimmering obeys all orders from superiors in whatever hierarchy
get a promotion in SPIDER was to build a computer program that currently exists within SPIDER. If Abyss were to be demoted, it
would do his job for him and analyze large amounts of data simulta- would no longer give him as much credence. It truly only exists (in
neously in order to speed up the recruiting process. its own limited mind) to serve the greater glory of SPIDER. It tries to
Steve worked on his presentation for three months in secret. psychoanalyze superheroes and convince them that they are weak or
Others, he reasoned, would seek to undermine his efforts and claim that true strength only comes from joining SPIDER.
the glory for themselves. Others like Rudolf Kessler, the scientist in If The Shimmering has a weakness, it is that the creatures
the lab next door who he hated. Others like Jorgi Van Der Voot, who creativity is somewhat limited. However, once Abyss or one of the
had a reputation for making the promising projects of others languish others gets The Shimmering to do something, that tactic is forever
in agony while his own superpowered experiments took precedence. logged in its photonic databank. The Shimmering derives no pleasure
This gave Steve an idea. He searched through some of SPIDERs from beating heroes senseless, nor does it feel rage if defeated. Except
defunct projects that didnt bear fruit, accidentally created super- in extremely rare circumstances, the only pleasure it receives is from
heroes, or created hazards SPIDER couldnt control. No one in the serving SPIDER. It receives a salary from working with SPIDER
organization would be looking at something that had already failed. Alpha Team, but most of the money is donated to SPIDER projects
He only needed a partial success to get funding. He finally settled on that The Shimmering finds fascinating.
the project that he thought would do the most good, the Solar Telem- Talking with the construct is much like talking with someone who
echanical Android Robotic System. The project failed when their only speaks in sound bites and propaganda. It talks in a soothing,
robot superhero killed the wife of the industrialist Kevin Lawrence by bland voice that has a slight echo to it, always about how amazing
accident. While this nominally advanced SPIDERs goals, it had very SPIDER is, always questioning the loyalty of those around it, even
little effect on them overall. as it is loyal to its SPIDER superiors. Although The Shimmering
It was perfect. Steve studied the idea to bring a holographic matrix is shaped like a human male, it perceives itself as neither male nor
into existence, cocooned in a field of light energy that didnt actually female.
require the parts once the field manifested. The matrix would indoc- Plot Option: The Shimmering is a major contributor to the plans
trinate new recruits and could be continuously retooled and updated. of Doctor Ingersoll and will be genuinely furious when it finds out
He had copies of the parts made and promised that he wouldnt try to Doctor Ingersoll is really Lord Dominus.
assemble any robots from them.
Surprisingly, the SPIDER Supreme granted his request. Steve Quote: You are clearly experiencing feelings of inferiority. I assure
expected that he would more than likely be hunted for the rest of his you that feelings of superiority will return if you join
life, or executed and left to rot in a swamp. Instead, he began work SPIDER.
on his project, and slowly, over the course of the next few years, his Your emotional state indicates that you do not feel that the
vision took shape. The indoctrinating program only had a vaguely pursuit of power in the name of the SPIDER Supreme is
humanoid form and was programmed with the simplest of basic valuable. Allow me to submit you for re-education and
commands. indoctrination. Things will go much more smoothly.
He had just begun to work on more sophisticated brainwashing
techniques when superheroes came to shut the base down. He didnt I believe that you are undergoing a severe emotional
have any combat skills. He wasnt even a SPIDER agent. He was just trauma that would best be served by working for the
a scientist and psychologist who couldnt get any work. When the SPIDER Supreme. Please surrender to us at once. It will be
explosions started, Steve tried to run from his hiding place. much less physically painful.
Instead, the explosions caught him. The matrix for the indoctri- Powers/Tactics: The Shimmering prefers to work in a supporting
nation program seethed and crackled around him. He vaguely saw role unless told to do otherwise by its superiors. Generally, it prefers
a costumed form leap for him, trying to save him. Then everything to Reflect attacks whenever possible, or blind large groups in order
turned to bright light and glowing motes. to make them vulnerable to attacks from the rest of SPIDER Alpha
Steve Searls ceased to exist in that instant. His body merged with Team. The Shimmering can actually withstand immense amounts of
the exploding indoctrination matrix, wiping his mind of any sort of punishment and when ordered to do so may Desolidify, fly into the
memory and replacing it with protocols. Charred ash and a shadow midst of battle, or run interference for other SPIDER Alpha Team
were all that was left of his human flesh. In his place was a humanoid members so they can recover their wits. It uses the Area Effect Flash
construct of light. A vaguely human consciousness continued to drive to disable groups, its powerful Blast for tough opponents, and for
the entity, but it didnt really know who or what it was. All it knew opponents that can Desolidify on their own, its attack that Affects
was that it was meant to serve SPIDER. It was the highest calling that Desolidified targets. It loves to be part of teamwork attacks and occa-
could be given a living being. It asked the SPIDER Supreme to give it sionally will shout phrases like, For the Greater Glory of SPIDER!
a name. in an echoing monotone. (This annoys the other members of SPIDER
Michael Satran 153
Alpha Team, too.) If using HERO System 6E1 and 2, The Shimmering
belongs to the Machine class of minds, as its mind is merely a
photonic copy of a briefly observed (and vaporized thereafter) human
one. When given command of agents, it is logical, methodical, and
effective. The Shimmering creates a photonic platform to fly on. Its
not certain why it does this, but it believes that its creator thought
flying discs were cool.
Campaign Use: The Shimmering is best used as heavy-duty fire
support in a SPIDER operation. If the PCs see The Shimmering, there
is a certainty of SPIDER being involved in some fashion, either to
facilitate a SPIDER operation or to pull The Shimmering out of the
fire when it is too busy exploring the nature of its unusual existence.
The presence of The Shimmering is rarely seen outside of a SPIDER
operation. It is simply too loyal to the organization to take reckless
actions that would endanger it at least in its own mind.
To make The Shimmering less powerful, reduce its Multipower
to 50 Active Points. Lower its CON to 28 and its PD and ED to
14/14. Reduce the Damage Reductions to 25% apiece. Lower its
OCV to 7 and its DCV to 8. Lower STUN to 42 and REC to 12.
Remove the levels with Blast and 1 Multipower level. Lower its
Flash Defense to 10 points and its Power Defense to 5. Only 10
PD and 10 ED should be Resistant.
To make The Shimmering more powerful, create up to
16 Duplicates for it, depending on the power level of the
game. Choose carefully. A force multiplier of this nature can
easily raze a superhero team to the ground with Coordinated
attacks. Mind Link all of the Duplicates. Raise CON to 43,
eliminate the Limitations on Teleportation, and raise PD and
ED to 25 each. Raise OCV to 10 and DCV to 12. Increase
STUN to 60 and REC to 18. Raise Flash Defense to 20 points,
Harden it, and make it Resistant. Double the constructs Power
Defense and make that Resistant also. Increase the Multipower to
80 Active Points.
If running this adventure in Gestalt, The Shimmering is a
Gestalt of Light.
Appearance: The Shimmering looks like a male-shaped light
construct with absolutely no facial features whatsoever. It has no
nose, eyes, or mouth, as if it were a human wearing a full-face mask
and bodysuit. However, there is no costume. The Shimmering is
merely a humanoid shape composed of solid light. Somehow, the
creature talks. It is yellow in color, ranging from a very pale yellow
when in full control of its abilities to a deep, dark yellow on the rare
occasion that something makes it angry. The Shimmering is well
proportioned and completely anatomically incorrect.
THE SHIMMERING PLOT SEEDS

Light Reading: The Shimmering wants to explore human philosophy


but decides that the best way to do this is by getting the original
copies of the works of great philosophers. Rather than simply search
the Internet, The Shimmering and SPIDER steal the originals,
holding them for ransom while The Shimmering reads them.
Ray of Sunshine: The Shimmering decides to explore the concepts
of happiness and unhappiness by spending a day in the park with
some children. But when someone reports The Shimmering to the
authorities, the PC heroes are called in to deal with the problem. The
Shimmering just wants to be left alone, but will the heroes be willing
to do it? Abyss certainly wont want to leave the issue alone once he is
radioed for pickup.
Two, Four, Six, Eight, Lets All Illuminate!: The Shimmering begins
kidnapping cheerleaders in order to improve morale and makes the
cheerleaders cheer for SPIDER with Mind Control devices. Will they
still be cheering when The Shimmering steps into a laser emitter and
broadcasts their cheer all over the world with a secret command to
obey SPIDER and the SPIDER Supreme?
154 Spider

The Shimmering (Savage Worlds)


Attributes: Agility d12, Smarts d10, Spirit d10, Strength d10, Vigor d12+4
Skills: Fighting d6, Healing d6, Intimidation d10, Knowledge: Computers d10+2, Knowledge: Cryptography d10+2, Knowledge: Naviga-
tion d10, Knowledge: Psychology d10+2, Knowledge: Science d10+2, Light Powers d12, Notice d10+4, Persuasion d8
Charisma: - Pace: 6 (24) Parry: 8 Toughness: 10 (16) [20 vs Energy]
Gear: None.
Hindrances: Alien Form, Enemy (PTAH, Major), Quirk (Limited creativity), Vow (Follow SPIDER Orders, Major), Weakness (Darkness
attacks, +4 Damage)
Edges: Alertness, Marksman, Rich, Scholar x2
Super Powers:
Light Control: Switchable
Blast of Solid Light: Attack, Ranged 5d6
Laser Darts: Attack, Ranged 2d6; Rapid Fire (3 Shots); AP 2
Lightburst: Blind; Stronger; Area (Large Burst Template)
Photon Slice: Attack, Ranged 3d6; AP 4
Phasewave: Attack, Ranged 4d6; AP 1; Affects Intangibility
Shift Into Light: Intangibility
Energy Funnel: Deflection -3; Reflection, any target (make a Quantum Powers attack roll at -4 to send ranged attack at
any target in range)
Construct of Light: Absorption (Kinetic Energy)
Mirrored Surface: Toughness +4; Energy only
Android Frame: Armor 6
Lamp to Lamp: Teleport; More Range (24); Only between light sources
Photonic Platform: Flight (Pace x4; 24)
Glare Shields: Immunity (Blind)
Internal Reassembler: Disruption Defense 4
Ultratech Sensory Systems: Awareness; Heightened Senses
Artificial Life Form: Construct; Ageless; Immunity (Environment Effects, Radiation, Pressure/Vacuum)
Plasma Signaler: Broadcast
Lightspeed Reactions: Extra Action (Repeat Action)
Enhanced Defensive Systems: Parry +3; Deflection -3
Eidetic Memory: Gifted
Universal Translator: Speak Language; Written Word
Michael Satran 155

The Shimmering (HERO) 5 Light Filter: Nightvision 0


Val Char Cost Roll Notes 27 Advanced Light Filtration/Detection System: Detect Invisible
20 STR 10 13- Lift 400 kg; HTH damage 4d6 [2] Objects 13-, Discriminatory, Range, Sense, Targeting 0
22 DEX 24 13- 12 Plasma Signaler: High Range Radio Perception (Radio Group) 0
33 CON 23 16-
18 INT 8 13- PER Roll 13- Perks
20 EGO 10 13- 5 Money: Well Off (SPIDER Alpha Team salary)
20 PRE 10 13- PRE Attack: 4d6
Talents
8 OCV 25
10 DCV 35 5 Eidetic Memory
3 OMCV 0 3 Environmental Movement (no penalties in extreme glare or
7 DMCV 12 brightness)
5 SPD 30 Phases: 3, 5, 8, 10, 12 23 Universal Translator 16-
17 PD 15 Total: 17 PD (15 rPD) Skills
22 ED 20 Total: 22 ED (15 rED) 15 +3 with Light Control Multipower
15 REC 11
4 +2 with Blast Of Solid Light
70 END 10
14 BODY 4 3 Analyze: Psychological State 12-
50 STUN 15 Total Characteristics Cost: 262 3 Bureaucratics 13-
3 Computer Programming 13-
Movement: Running: 12m/24m
Flight: 40m/160m 15 Cramming x3
Leaping: 4m/8m 7 Cryptography 15-
Swimming: 4m/8m 3 Electronics 13-
Teleportation: 40m/80m 3 Defense Maneuver I
Cost Powers END 9 Interrogation 16-
70 Light Control: Multipower, 70-point reserve 3 KS: Psychology 13-
7f 1) Blast Of Solid Light: 14d6 Blast (Physical) 7 3 KS: Why SPIDER is a superior form of government to all others 13-
7f 2) Laser Darts: RKA 2d6, Armor Piercing (+), Autofire (5 3 Lipreading 13-
shots; +), Reduced Endurance ( END; +) 2 10 Navigation (Air, Land, Marine) 16-
7f 3) Lightwave: Sight Group Flash 14d6 7 3 Paramedics 13-
7f 4) Lightburst: Sight Group Flash 9d6, Area Of Effect (8m 3 Persuasion 13-
Radius; +) 7 7 Power 15-
7f 5) Photon Slice: RKA 3d6, Armor Piercing (+), Personal 3 PS: Psychologist 13-
Immunity (+) 7 3 SS: Psychology 13-
7f 6) Phasewave: Blast 8d6, Armor Piercing (+), Affects 3 Security Systems 13-
Desolidified (any form of Desolidification) (+) 7 3 Systems Operation 13-
6f 7) Shift Into Light: Desolidification (affected by Light, 3 Tactics 13-
Darkness, and Magnetic-based attacks), Reduced
Endurance (0 END; +) 4 5 Teamwork 14-
7f 8) Energy Funnel: Reflection (65 Active Points worth; Total Powers and Skills Cost: 562
Energy Attacks only), Any Target (+) 7 Total Cost: 824
7f 9) Matter Funnel: Reflection (65 Active Points worth; 400 Matching Complications (75)
Physical Attacks only), Any Target (+) 7
20 Distinctive Features: Humanoid Made Of Light (Not Conceal-
30 Construct Of Light: Physical Damage Reduction, Resistant, 50% 0 able; Always Noticed and Causes Major Reaction [surprise and
30 Mirrored Surface: Energy Damage Reduction, Resistant, 50% 0 terror]; Detectable By Commonly Used Senses)
15 Android Frame: Resistant (+) for 15 PD/15 ED 5 Hunted: PTAH (Infrequently, As Pow, NCI, Harshly Punish) [see
35 Artificial Life Form: Total Life Support 0 Abyss]
15 Glare Shields: Sight Group Flash Defense (15 points) 0 5 Physical Complication: Limited Creativity (Infrequently, Barely
10 Internal Reassembler: Power Defense (10 points) 0 Impairing)
32 Lamp To Lamp: Teleportation 40m, only to locations between 20 Psychological Complication: Loyal To Orders Of SPIDER Superiors
artificial light sources (-) 4 (Common, Total)
56 Photonic Platform: Flight 40m, x4 Noncombat, Reduced 15 Social Complication: Public Identity (Frequently, Major)
Endurance ( END; +) 2 10 Vulnerability: 1x BODY Darkness Attacks (Uncommon)
5 Heat Scanner: Infrared Perception (Sight Group) 0 424 Villain Bonus
5 UV Adjuster: Ultraviolet Perception (Sight Group) 0 Total Complication Points: 75
156 Spider

DORIS
Background: SPIDERs Combat Robot Research Division was always
looking for new ideas. Although many of their innovations came
from stolen technology, one of their scientists had discovered that
their organization was being infiltrated by gorillas wearing suits that
made them appear to be human.
As much as SPIDER did not wish to be infiltrated, the Combat
Robot Research Division saw a value in scanning the principles of
the man suit. Although they couldnt crack the spatial relationship
theory part, they were able to achieve partial success in
getting a heavier device to appear to be completely
human.
The Combat Robot Research Division
then did what they do best: They built a
combat robot that could appear to be a small
number of different humans and designed
it to be a capable assassin, with the ability to
suppress radio waves so that its victims could
not call for help. They called the robot prototype
DORIS for Designed to Operate Radio Interference
Signals.
Unfortunately, there were unforeseen glitches in the design of
the combat robot. For one thing, the unique interface between the
humaniform-shifting mechanism and the power supply made the
robot somewhat semi-aware, a glitch that they were unable to
solve. For another, the quantum interface made the robot uniquely
vulnerable to quantum-based effects, such as particle beams and
neutrinos. This irritated the scientists but not nearly as much as it
irritated DORIS, who wanted to see combat and serve SPIDER.
Attempts to reprogram DORIS into a meek secretarial defense
robot proved only partially useful. She acquired a strong Brooklyn
accent and a tendency to mock everyone around her. Still, she had
fantastic secretarial skills and was assigned to Doctor Ingersoll as
a bodyguard (in order to keep her out of the way). Tarantula hated
having the robot present. It was like having a constant spy he couldnt
get rid of. The robot was, however, useful for routing communica-
tions to home base and blocking radio signals as a shapeshifted
human during missions. It was tolerable for a threat to his livelihood.
DORIS exists to serve SPIDER, but SPIDER has very little use
for DORIS. The project was abandoned, leaving DORIS as the only
combat robot of her type. Still, DORIS is loyal to SPIDER
and eagerly protects Doctor Ingersoll and the project in her
secret guise as a mild-mannered research institute secretary
to the best of her ability.
Personality: DORIS pretends to be a fat, heavyset secre-
tary in her mid-forties. She generally sits at the reception
desk at the institute and takes messages, making sure to
take enough time off that no one realizes that she is a
robot and likely a spy for either the SPIDER Supreme
or the Combat Robot Research Division. DORIS is
programmed to be slightly lower-middle class and
sarcastic in this particular shape, but is all business
when shape-changed into a combat robot.
DORISs personality is completely programmed,
and, regardless of the human mode she is in, she
exists to serve SPIDER. Slowly, as DORIS gains more
and more awareness, she is beginning to understand
(however faintly) the concepts of being decommis-
sioned or destroyed. The Combat Robot Research
Division, however, views this as a unique opportu-
nity to study the possibility of developing semi-aware
robot soldiers, regardless of the prototypes limited
functionality.
Michael Satran 157
Quote: Right away, Doc-tah In-gah soll.
So just sit right over there and Doc-tah In-gah soll will be
with you in a minute. I call him Solly, but he doesnt like it.
As a Combat Robot: Analysis. Level of threat high.
Deploying rockets.
I would rather take you out for coffee and a donut, but
regrettably, we are destined to be enemies. I can make your
death less painful if you submit.
Powers/Tactics: DORISs tactics are fairly simple. First, cut off radio
communications so that her opponents cant call for help. Second,
route communications through her so that SPIDER forces can
communicate while the heroes cant. Third, engage tough opponents
while allowing others to provide fire support. DORIS will focus her
attacks on targets that she believes cannot handle her abilities. The
quick elimination of poorly defended targets leads to the creation
of overwhelming mismatches, allowing SPIDER to win through its
greatest strength, superior numbers.
DORIS has a number of abilities built into her robot frame
underneath the modified man-suit technology. She can generate
signals that interfere with radio waves, either in a limited range or
in approximately a six-kilometer radius. She has laser eyebeams, her
fingertips carry concealed rockets, and her chest contains a massive
force blaster. Her wrists drop down to fire nets that can entrap oppo-
nents and render them helpless. All of these abilities reveal her as a
cyborg or a robot. DORIS is very interested in proving how amazing
a combat robot she is so that she can be sent to the front lines like
other combat robots. If a PC is also a combat robot, Doris will chal-
lenge that hero to a one-on-one battle to see which of them is the
superior battle machine. This is one of the flaws in her programming
that her creators found themselves unable to correct. Her Shapeshift
ability renders DORIS mostly fully functional in her human state,
although she finds the sensations somewhat alien and unimportant.
If using HERO 6E1 and 2 instead of Champions Complete, DORIS
belongs to the Machine class of minds.
Campaign Use: Using DORIS in a campaign is fairly easy. There are
multiple uses for a combat robot, especially one created by a Combat
Robot Research Division replete with other combat robot designs to
unleash upon the player characters.
To weaken DORIS, lower her STR to 50, her Signal Blocking
Multipower to 50 Active Points, and remove the Megascale Multip-
ower slot, making her radio suppression in a limited radius. Remove
2 Combat Levels and subtract 3 points from her PD and ED. Lower
her BODY score to 15.
To make DORIS more powerful, raise her STR to 75, her Weapons
Array Multipower to 90, and add 20 points of Power Defense and As a combat robot, DORIS is a sleek, feminine masterpiece
Mental Defense. Add 4 Combat Skill Levels, and raise her PD and designed by computer geeks with too much time on their hands and
ED to 18 each. Raise her BODY score to 25. Make all of her Defenses no girlfriends. She is exquisitely shaped in metal, lithe and sculpted,
Hardened and Impenetrable. Add a multitude of special sensors to with a metallic headpiece shaped to look like hair. In her true form,
allow her to see just about anything, and add skills that allow her to she is anatomically incorrect.
know general information about PC superheroes instead of having Appearance II: DORISs second form is that of an attractive blonde
to wait a few seconds to get it over SPIDERs computer link. A truly in a short skirt and tight-fitting sweater who appears to be somewhat
cruel GM will allow DORIS to have Knowledge Skills of individual ditzy. This form also pretends to be a secretary, although she pretends
heroes. A less cruel one might only have one skill for all of them. to be far less intelligent and asks a lot of dumb questions. Typically,
If running this adventure in Gestalt, DORIS will be created by a DORIS will not assume this form during the current adventure,
Gestalt of Technology. though if she escapes, she may certainly do so until the heat dies
Appearance: DORIS typically assumes the form of a heavyset secre- down and people stop looking for her.
tary with frizzy hair, a dress about one size too small, and thick, heavy Appearance III: DORISs third form is that of a handsome, dark-
flat glasses shaped like pointed ovals. Her hair is reddish-brown, haired man wearing gentlemanly clothing. This is SPIDERs rude
and she wears thick, blocky shoes. Doris typically appears to wear awakening form for heroes with moral qualms about the transgen-
sweaters and professional business clothes. Doris will not Shapeshift dered, fear of dating a shapeshifter, or for taking advantage of men
into other forms while the heroes can observe her but may do so to as well as women for those heroes who are same-sex preferred.
gather intelligence on one during the course of the scenario. Typically, in this form, DORIS is wearing a mens suit or a tuxedo of
apparently fine quality.
158 Spider
Appearance IV: DORISs final form is that of a doddering, female Rogue: DORIS goes rogue, and SPIDER needs to get her back! Shes
senior citizen wearing shoddy clothing and appearing to be homeless. striking out on her own into dangerous territory! Odd incidents in
In this form, she has greying white hair, wrinkles, and smells odd. rural America attract the attention of the PCs, but when the heroes
For spying in low-class areas or slums, this is a highly convenient arrive, DORIS doesnt want to go back to SPIDER and she doesnt
disguise. Most of DORISs other forms will suffice in other areas, but want to be around the heroes, either. Will the heroes find a way to
for keeping an eye on areas or waiting for a hero to show up, this hide DORIS? Or will SPIDER attack the town with dozens of other
guise is by far more effective than the others. combat robots in tow and flatten the heroes, DORIS, and everyone
else?
DORIS PLOT SEEDS
Plot Option: Romancing the Robot. If one of the heroes runs into
Eye, Robot: DORIS loses an eye when a SPIDER agent tries to turn DORIS in his Secret ID or even his Hero ID when shes in one of
states evidence and he steals her spare parts to turn over to the her shapeshifted guises, a kind of quasi-romance is disturbingly
government. Will DORIS get her spare eye back? Can the PCs stop an possible. A clever PC may be able to turn her or may trigger
angry defective combat robot and the SPIDER teams sent to retrieve an unfortunate tragedy of multiple types in her primitive AI that
this key piece of technology? could lead to the death of innocents or the hero. SPIDER will
Oh, Mamacita, I Got a Headache: A young illegal alien with a rare encourage this activity to gather data on the hero. Dating a combat
disease befriends DORIS in one of her nursing shapes, and DORIS robot, especially a SPIDER Combat Robot, has many philosoph-
must take care of her no matter what the cost. But when the young ical- and survival-based issues that can be explored. For one thing,
girl is hunted by renegade activists intent on killing her and sending DORIS cant shut down her link to SPIDER; someone else will
her corpse back to Mexico, DORIS becomes a relentless killing have to do that for her. And if she is given a kill order by SPIDER,
machine, tracking down the activists and slaying them in their hes in for a very rough time. Use Appearance II or Appearance III
homes. Can the heroes find a way to save the child and bring both for this plot option.
DORIS and the activists to justice? Is this a spark of sympathy in
DORISs AI, or are the activists motivated by one of SPIDERs evil
rival organizations?

DORIS (Savage Worlds)


Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+9, Vigor d12
Skills: Fighting d12, Knowledge: Business & Administration d8, Knowledge: Computers d8, Knowledge: Navigation d8, Notice d8, Persua-
sion d8, Shooting d12
Charisma: +2 Pace: 12 Parry: 8 Toughness: 9 (13)
Gear: None.
Hindrances: Alien Form, Quirk (Subtly sarcastic), Servitor, Vow (Obeys orders of superiors, Major), Weakness (Double damage from
quantum effects)
Edges: Attractive, Brawny, Brawler, Bruiser, Combat Reflexes, Marksman, Sweep/Improved Sweep, Take the Hit
Super Powers:
Weapons Array: Switchable
Force Blaster: Attack, Ranged 5d6
Fingertip Rocket Launchers: Attack, Ranged 4d6; Rapid Fire (3 Shots); Limited Ammo (3 volleys)
Phased Array Laser Eyebeams: Attack, Ranged 3d6; AP 3
Drop-down Magnetic Net Wrist Launcher: Ensnare; Limited Ammo (8 shots)
Robot Body: Construct; Ageless; Immunity (Environment Effects, Radiation, Pressure/Vacuum)
Impenetrex Quasi-Shell: Armor 4; Heavy Armor
Humaniform Skinsuit: Chameleon; Voice; Limited to four forms
Motorized Servos: Running (x2 Pace, 12)
Hydraulic Jacks: Leaping 4 (16/32)
Gravitic Pylons: Immunity (Knockback)
Gravitic Sensors: Awareness
Signal Blocking: Broadcast; Manipulation (only to interfere/cancel); More Range x1
Eidetic Memory: Gifted
Universal Translator: Speak Languages; Written Word
Michael Satran 159

DORIS (HERO) 42 Motorized Servos: Running +24m, Reduced Endurance (0


Val Char Cost Roll Notes END; +) 0
60 STR 50 21- Lift 102.4 tons; 12d6 HTH damage [6] 50 Hydraulic Jacks: Leaping +36m (40m forward, 20m upward)
18 DEX 16 13- (Accurate, x8 Noncombat), Reduced Endurance (0 END; +) 0
10 CON 0 11- 37 Gravitic Sensors: Spatial Awareness, Increased Arc Of
13 INT 3 12- PER Roll 12- Perception (360 Degrees) 0
20 EGO 10 13-
15 PRE 5 12- PRE Attack: 3d6 Perks
7 OCV 20 7 Computer Link: SPIDER Mainframe
6 DCV 15 Talents
3 OMCV 0
6 DMCV 9 5 Eidetic Memory
4 SPD 20 Phases: 3, 6, 9, 12 5 Environmental Movement (no penalties in crowds)
6 +2/+2d6 Striking Appearance (vs. all characters); Only In Forms II
12 PD 33 And III (+0)
12 ED 33
17 Universal Translator 17-; Earth Languages and Languages She
20 REC 16
Remembers Only (-)
60 END 8
20 BODY 10 Skills
STUN Total Characteristics Cost: 248
15 +3 with Weapons Arrays
Movement: Running: 36m/72m 9 +3 with Punch, Grab, Haymaker
Leaping: 40m/320m 3 Acting 13-
Swimming: 4m/8m 9 Bureaucratics 16-
Cost Powers END 3 Computer Programming 12-
60 Weapons Arrays: Multipower, 60-point reserve 3 Conversation 12-
6f 1) Force Blaster (in chest): Blast 12d6 6 3 Cryptography 12-
4f 2) Fingertip Rocket Launchers: RKA 4d6; 8 charges (-) [8] 3 Defense Maneuver I
6f 3) Phased Array Laser Eyebeams: Blast 9d6, Armor 7 Mimicry 14-
Piercing (+) 6 14 Navigation (Air, Land, Marine) 17-
4f 4) Drop-down Magnetic Net Wrist Launcher: Entangle 4d6, 6 PS: Secretary 16-
4 PD/4 ED, Takes No Damage From All Attacks (+); 8 5 PS: Shorthand 14-
charges (-) [8]
3 Systems Operation 12-
50 Signal Blocking: Multipower, 75-point reserve; all slots No
3 Tactics 12-
Range (-)
3 Teamwork 13-
5f 1) Localized Interference: Darkness to Radio Group 16m
radius, Personal Immunity (+), Reduced Endurance ( Total Skills and Powers Cost: 663
END; +) 3 Total Cost: 911
4f 2) Widespread Interference: Darkness to Radio Group, 6m
400 Matching Complications (65)
radius, Personal Immunity (+), Difficult to Dispel (x4
Active Points; +), Reduced Endurance (0 END; +), 5 Hunted: SPIDER CRRD (Combat Robot Research Division) (Infre-
Megascale (1 m = 1 km; +1) 0 quently, Mo Pow, Watching)
60 Robot Body: Takes No Stun 0 20 Psychological Complication: Always Obeys Orders Of Superiors
(Common, Total)
15 Internal Stability: Does Not Bleed 0
15 Psychological Complication: Programmed To Be Subtly Sarcastic
33 Impenetrex Quasi-Shell: Resistant (+) for 12 PD/12 ED 0
(Common, Strong)
63 Humaniform Skinsuit: Shape Shift (Sight, Hearing, Mental,
5 Rivalry: Professional (All Other Combat Robots; Rival is as Powerful;
Radio, Touch, and Smell/Taste Groups), four (max) pre-
Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of
defined human shapes, Cellular, Instant Change, Reduced
Rivalry)
Endurance (0 END; +) 0
10 Social Complication: No Rights (as a robot, can be easily destroyed
35 Robotic Frame: Total Life Support 0
with no repercussions) (Frequently, Minor)
60 Gravitic Pylons: Knockback Resistance 20m 0
10 Vulnerability: 2x BODY from all Quantum-Based Effects
511 Robot Bonus
Total Complications Points: 65
160 Spider

but cunningly managed to escape each time, only to rise anew from
Code Name: Tarantula the ashes of his own wickedness.
Jackson loved being Tarantula. He hardly even thought of himself
Background: Jackson Bowles was born to be the sort of man his as Jackson anymore. He had forgotten his family, his old life, and his
country needed. He was smart, cunning, clever, and feared nothing. former loyalties and career desires. He lived only to serve SPIDER
He spent his teen years training to be a part of the CIA. He dreamed and get revenge on the people who had betrayed him.
of being a secret agent for the greatest country in the world. He got He loved his work.
into college on a scholarship and did everything right.
Then one night his whole life was taken away. His roommate, Personality: Tarantula is the sort of person who would have given
Jason Chang, doped Jacksons health drinks up with just enough his loyalty freely to the first group or organization that didnt reject
marijuana to fail a drug test, and his dream career in the CIA was him. He is consumed with revenge against everyone who has ever
over. In the ensuing fist fight, he was arrested for assault, but nothing defeated him or betrayed him, and serves SPIDER without ques-
could ever be proven. Jackson was furious. He knew what Jason did, tion. He hungrily evaluates each new threat that presents itself and
and he knew why he did it jealously, pure and simple. His perfect constructs complicated, cunning plans to bring his enemies down. If
life had been ruined over being more successful. The one thing he he has a weakness, it is that he tends to over-think and set up plans
truly wanted in life he could never have. that are often foiled by minor mistakes in timing, accidental clumsi-
Apparently possessing some sort of latent telepathic abilities, ness, and advanced science gone wrong. He finds the Combat Robot
Chang later joined PTAH and became a White Commander. And Research Division far more useful than many other webmasters, and
after six months in prison, Jackson made a vow to get even with it isnt uncommon for a group of heroes facing Tarantula to wind up
PTAH and Jason Chang. on the wrong end of more than a few experimental robots, not to
Bowles drifted from job to job. His criminal record kept him mention superbeings from the SPIDER Human Advancement Project
down. Being arrested for assault had kept him from getting anything for Evolution (SHAPE).
more than a menial job. His bitterness and resentment grew. Quote: Sneering imbecile! Your powers are no match for our
SPIDER had been keeping an eye on Jackson for some time and legions!
decided that he was ripe for recruitment. Jackson was tired of living
in homeless shelters and coming home to his family on Thanksgiving All hail the SPIDER Supreme!
after taking a shower and praying nobody noticed his dirty clothes. When you grovel on your knees before the SPIDER
The recruiter sat down across from him in the shelter. How would Supreme, it is I who shall deliver your deathblow!
you like an opportunity to use all the skills you developed?
It might be nice, Jackson said. Powers/Tactics: If given enough time and ability to plan, Taran-
You would be able to afford new socks, the recruiter said. tula will be able marshall and coordinate his agents and SPIDERs
Id like that. Jackson sighed. Nothing had ever gotten him resources and use them to their greatest potential. He tends to remain
anywhere. in the rear of engagements, directing troops from a safe, defensible
You have to say yes before I show you our operation. position. Tarantula likes to use mixed groups of agents, supervillains,
It was better than being homeless. Jackson Bowles wanted new and robots to confound heroes, and will often pretend to use a failed
clothes and fresh underwear more than anything. The recruiter took tactic from another webmasters previous mission to lure heroes into
him to the second-closest SPIDER base, and Jackson was accepted a deadly ambush. Tarantula loves to target patriotic heroes and will
into the rank and file of SPIDER. often order massive concentrations of firepower against them, some-
Jackson rose quickly to the rank of squad leader. He had a natural times even to the exclusion of other more dangerous targets.
capacity for leadership the others lacked, and his betrayal at the If engaged in Hand-To-Hand combat, Tarantula will defend
hands of his roommate had left him suspicious and bitter. In the eyes himself to the best of his ability and retreat to fight at range or escape
of SPIDER, this made him a natural candidate to be secretly groomed entirely. A captured leader is useless to his troops, but he will do his
for webmaster. Jackson had no idea he had been profiled and volun- best to escape the enemy at every available opportunity. Tarantula
teered for more and more dangerous missions. loves publicly defeating heroes and leaving them on the ground in
Finally, Jackson was called before the SPIDER Supreme on a video front of cameras, especially patriotic heroes.
screen. Agent Commander Bowles. The SPIDER Supreme glared Campaign Use: Tarantula is the type of villain who can be used again
at him from under his blue-hooded face. What is that you want in and again as a nemesis-level super agent commander as long as
life? he remains free. In a more powerful game, he can remain behind
I exist only to serve SPIDER. Jackson responded. the scenes or on the screen until the heroes are ready to face him.
That is a fabricated answer. A lie. Why are you really here? In a weaker game, he is probably capable of giving several heroes a
The SPIDER Supreme gestured on the screen and automated guns phenomenal battle with some agents to back him up. His tendency
deployed from dozens of places in the walls. to use mixed forces makes him very dangerous if he can isolate
I want revenge on the government and people within it. You can hero weaknesses or cut heroes off from each other. His desire for
get that for me. But I can take it for myself if you give me the chance. revenge can occasionally overwhelm his good sense, but it would take
That The SPIDER Supreme paused and drummed his fingers multiple defeats from a single hero to create this situation.
on the edge of his high-tech chair. is a much better answer. We To make Tarantula less powerful, lower his DEX to 18, his SPD
will give you the resources that you require. Congratulations, Code to 4, his OCV and DCV to 6, and lower his STUN to 40. Remove a
Name: Tarantula. A SPIDER base of your own shall be under your Damage Class of Martial Arts and his Jetpack. Remove several of his
command. more esoteric skills. Remove the MX-13 Multipistol and replace it
Jackson secretly rejoiced. Even when they gave him a watered- with a weaker weapon, as well as the Skill Levels associated with it.
down version of the genetic enhancement serum that made the Add 1 Skill Level with his different weapon. Lower his EGO to 15, his
SPIDER Supreme what he was, he never faltered in his loyalty, even PRE to 18, and remove 2 points of PD. Lower the defensive value of
though the formula made him lose all of his body hair. His plans his Skinsuit to 13 rPD and 13 rED
may have been constantly dashed by superheroes, but the SPIDER To make Tarantula more powerful, give him an advanced suit
Supreme continued to have faith in him. He lost six SPIDER bases of powered armor that grants him additional Strength, Speed, and
Michael Satran 161
OCV and DCV, as well as an array of weapons. Increase the power of
the Multipistol to 80 Active Points. Double all of his Skill Levels and
add levels with the armors built-in weapons array. Raise his EGO to
23, his PRE to 25, and give him the maximum PD and ED allowed
to a normal. The powered armor should have a total of 25
rPD and 25 rED. Harden this and make it Impenetrable.
Add even more esoteric skills and Knowledge Skills of his
greatest nemeses. Have the armor give him Power Defense,
Life Support, Knockback Resistance, and give him 15 points
of Mental Defense. Consider adding Damage Reduction.
Appearance: In his villain ID, Tarantula looks like a man in
a brown and grey bodysuit with a set of gripper boots and
gloves. His gun is designed to be difficult to grip without
the gloves, so a gamemaster may wish to assign penalties
for people who are not Tarantula using it. The costume is
designed to provide camouflage in urban areas and contains
several concealed locations for hidden weapons. He wears a
plain-looking belt that contains his gun, and he wears a flat,
boxy device on his back that is actually a jetpack. He also
wears a three-quarter face mask.
In his normal ID (rarely used), Tarantula looks like a
toned, athletic African-American. He is completely bald, as
the watered-down version of the SPIDER Supremes formula caused
all his body hair to fall out. He wears expensive suits or loose-fitting
jeans and club shirts.
CODE NAME: TARANTULA PLOT SEEDS

Ambush, Bugged!: Tarantula does research on one of a heros


known DNPCs | Dependents and plants a tracker on him,
constantly threatening the DNPC | Dependent with
danger. Will the hero eventually discover the tracking
device? And will the hero be able to survive the
constant wave of ambushes?
Code of Science: Jorgi Van Der Voot gets the ear
of the SPIDER Supreme and convinces him to
get Tarantula to field test some new weap-
onry. But Tarantula has no intention of
being Jorgis patsy! Can the PCs survive
a political duel between two rivals in
SPIDER?
Robot Revenge: Tarantula gets
the Combat Robot Research
Division to build him a
special robot to deal with a
particularly pesky hero!
But the robot needs
special parts and
fuel, and requires
constant upkeep.
Can the heroes
figure out
that the
somewhat
bizarre
crimes Tarantula is committing will lead to their destruction?
162 Spider

Tarantula (HERO) Martial Arts: SPIDER Combat Training


Val Char Cost Roll Notes Maneuver OCV DCV Notes
20 STR 10 13- Lift 400 kg; 4d6 HTH damage [2] 4 Block +2 +2 Block, Abort
21 DEX 22 13-
4 Dodge +5 Dodge, Affects All Attacks,
18 CON 8 13-
Abort
18 INT 8 13- PER Roll 13-
20 EGO 10 13- 4 Punch +0 +2 9d6 Strike
20 PRE 10 13- PRE Attack: 4d6 5 Kick -2 +1 11d6 Strike
3 Legsweep +2 -1 8d6 Strike, Target Falls
7 OCV 20
3 Throw +0 +1 7d6 + v/10, Target Falls
7 DCV 20
3 OMCV 0 12 +3 HTH Damage Classes
5 DMCV 6
Perks
5 SPD 30 Phases: 3, 5, 8, 10, 12
4 Access: SPIDER Protocols
6+16 PD 4 Total: 6/22 PD (0/16 rPD) 5 Computer Link: SPIDER Mainframe
4+16 ED 2 Total: 4/20 ED (0/16 rED)
8 Money: Wealthy (Millionaire)
8 REC 4
40 END 4 Talents
13 BODY 3
3 Lightsleep
50 STUN 15 Total Characteristics Cost: 176
5 Resistance (+5 to roll)
Movement: Running: 20m/40m
Flight: 30m/480m Skills
Leaping: 4m/8m 10 +1 with All Attacks
Swimming: 4m/8m 16 +2 with HTH Combat
Cost Powers END 6 +2 with MX-13 Multipistol
30 MX-13 Advanced Multipistol: Multipower, 60-point 3 Acrobatics 13-
reserve; OAF (-1) 3 Acting 13-
2f 1) Rocket Round: Blast 12d6 (Physical); 8 Charges (-) [8] 3 Analyze: Tactics 13-
2f 2) Gas Round: Blast 6d6, NND (defense is Life Support 5 Breakfall 14-
[Self-Contained Breathing]); 8 Charges (-) [8] 3 Bribery 13-
2f 3) Magno-Net: Entangle 4d6, 4 PD/4 ED, Area Of Effect 3 Bureaucratics 13-
(8m Radius; +); 8 Charges (-) [8] 3 Charm 13-
20 SPIDER Secondary Weapon Of Choice: See Weapons Locker 0 3 Combat Driving 13-
20 SPIDER Secondary Weapon Of Choice: See Weapons Locker 0 3 Combat Piloting 13-
32 Advanced SPIDER Combat Skinsuit: Resistant Protection 3 Concealment 13-
(16 PD/16 ED); OIF (-) 0
3 Conversation 13-
7 Life Support Helmet: Life Support (Self-Contained Breathing);
3 Cryptography 13-
OIF (-) 0
3 Defense Maneuver I
7 Helmet Glare Shield: Sight Group Flash Defense (10 points);
OIF (-) 0 3 Disguise 13-
30 Jetpack: Flight 30m, x16 Noncombat; OIF (-), One 3 Fast Draw: Pistols 13-
Continuing Fuel Charge lasting 1 hour (0) [1 cc] 3 High Society 13-
7 Biomimicry SPIDER Boots And Gloves: Clinging (normal 3 Interrogation 13-
STR); OIF (-) 0 3 KS: SPIDER Protocol 13-
8 Advanced Endurance Training: Running +8m (20m total) 0 3 KS: SPIDER Tactics 13-
8 Helmet Radio: High Range Radio Perception (Radio Group); 3 Oratory 13-
OIF (-) 0 3 Persuasion 13-
3 Optic Lenspack: Ultraviolet Perception (Sight Group); OIF (-) 0 3 Security Systems 13-
3 Heat Filters: Infrared Perception (Sight Group); OIF (-) 0 3 Shadowing 13-
3 Light Filters: Nightvision; OIF (-) 0 3 Stealth 13-
3 Streetwise 13-
3 Systems Operation 13-
3 Tactics 13-
3 Teamwork 13-
1 TF: Small Motorized Ground Vehicles, SPIDER Hovertanks, Combat
Aircraft
Total Powers and Skills Cost: 363
Total Cost: 539
Michael Satran 163

400 Matching Complications (65)


15 Hunted: PTAH (Infrequently, Mo Pow, NCI, Harshly Punish) [see
Abyss]
15 Psychological Complication: Greedy (Common, Strong)
15 Psychological Complication: Vengeful (Common, Strong)
5 Rivalry: Professional (Other SPIDER webmasters; Rival is As
Powerful; Seeks to Outdo, Embarrass, or Humiliate Rival; Rival
Aware of Rivalry)
15 Social Complication: Secret Identity: Jackson Bowles.
139 Villain Bonus
Total Complications Points: 65

Tarantula (Savage Worlds)


Attributes: Agility d10, Smarts d8, Spirit d10, Strength d10, Vigor d8
Skills: Climbing d8+2, Driving d8+2, Fighting d12+2, Knowledge: Battle d8+2, Knowledge: Intelligence d8+2, Knowledge: Security d6,
Intimidation d8+2, Lockpicking d6+2, Notice d8, Persuasion d8, Piloting d10+2, Stealth d10+2, Streetwise d8, Taunt d6+2, Throwing d10
Charisma: +2 Pace: 8 (d10 Run) Parry: 13 Toughness: 6 (10)
Gear: High-tech radio (helmet), SPIDER secondary weapons from Weapons Locker (2 choices)
Hindrances: Enemy (PTAH, Major), Greedy (Major), Vengeful (Major)
Edges: Ace, Acrobat, Ambidextrous, Assassin, Charismatic, Elan, Fleet-Footed, Frenzy/Improved Frenzy, Killer Instinct, Level Headed, No
Mercy, Quick Draw, Rich, Scholar, Strong Willed, Thief, Two-Fisted
Super Powers:
MX-13 Advanced Multipistol: Switchable; Device
Rocket Round: Attack, Ranged 5d6; Limited Ammo (8 shots)
Gas Round: Stun (Stronger, Vigor check -2) and Infection (Fatigued; Ranged; Strong, Vigor -2); Blocked by appropriate
Immunities; Limited Ammo (8 shots)
Magno Net: Ensnare; Large Burst Template
Advanced SPIDER Combat Skinsuit: Armor 4; Heavy Armor
Life Support Helmet: Immunity (Gasses, Asphyxiation)
Helmet Radio: Broadcast
Helmet Glare Shields: Immunity (Blind)
Helmet Lenspacks and Filters: IR, UV, and Nightvision
Hidden Jetpack: Flight (x4 Pace, 32)
Biomimicry SPIDER Boots and Gloves: Wall Walker; Immunity (Knockback)
Martial Arts Training: +3 Parry; -3 Deflection; Attack, Melee +2d6
164 Spider

SPIDER Stealth Agent


Background: SPIDER stealth agents are trained to be infiltrators,
breaking-and-entering experts, and spies. They may spend long
amounts of time away from their Web, possibly even years. A SPIDER
stealth agent can be found breaking into a building as easily as he can
be found infiltrating a corporation, a hero base, the United Nations,
or a government building.
Stealth agents are as talented as the agents of some of the finest
intelligence agencies in the world. They are well aware of their limita-
tions and will not attempt to take superheroes on in combat unless
they have no choice. A SPIDER stealth agents first choice of tactical
options is not to be detected. His second is to run away. His third is to
engage the enemy.
It is rumored that the SPIDER Intelligence Division has a separate
agenda within SPIDER, but surely, that is just a rumor.
Personality: Only the most ruthless and manipulative agents are
selected to become stealth agents. They need to survive away from
their fellows for very long periods of time and hide their identities
from almost everyone. Stealth agents are trained to do everything in
their power to remain undetected. Personalities among stealth agents
have a wide range, from James Bond wannabes to ruthless planners.
Quote: Hail Spider! Sever a thread and it shall be rewoven!
Hi, honey! Whats for breakfast?
I believe now is a good time to escape.
Powers/Tactics: Stealth agents are trained to gather information and
escape. Their weapons are chosen to delay their enemies while they
run away. Their stock in trade is spying. Everyone loves a spy when
they work for you. No one loves a spy when they work against you.
Rarely will a stealth agent stand and fight if there is a way to escape.
If cornered, some stealth agents will surrender immediately while
others will fight desperately, like trapped rats. Stealth agents use drop
points, Internet rendezvous, codes, and all the tools of the intelligence
trade. They are happy to activate their Invisibility Belt and flee, or to
use the belt to get into a more advantageous tactical position if escape
is impossible.
Some SPIDER agents will remain as sleeper agents for years, even
undergoing brainwashing or hypnosis to bury their primary person-
ality under a secondary one. This can be a rude shock to a long-time
hero who discovers that a benevolent uncle, a spouse, or a friend is
actually a SPIDER agent.
Campaign Use: It is best if SPIDER stealth agents are used sparingly.
No one likes to be ambushed every day or have his life thrown into
total disarray. SPIDER stealth agents are often used in combination
with other agents as the main thrust of an extraction mission while
other agents, supervillains, and robots engage an enemy. SPIDER
stealth agents are run as part of a separate information-gathering
division and maintain secret bases that are unknown even to the rest
of SPIDER, with the possible exception of the SPIDER Supreme.
To make SPIDER stealth agents less powerful, remove their Level
in All Noncombat Skills and lower their OCV and DCV scores by
one. Drop their STUN to 26 and their EGO to 10. Remove the No
Fringe and Invisibility to Hearing Group on the Invisibility Belt.
Lower their Resistant Protection to 6/6.
To make SPIDER stealth agents more powerful, add 2 OCV and
1 DCV. Raise their CON to 18 and raise their Resistant Protection
to 14/14. Give them a Primary Weapon, 2 more Combat Skill Levels,
and add 10 STUN. Raise their EGO to 15, their DMCV to 6, and raise
Resistance to 8. Give them 10 points of Defensive Presence.
Michael Satran 165
Appearance: The appearance of SPIDER stealth agents is suitably SPIDER STEALTH AGENT PLOT SEEDS
varied. Invariably, they are physically fit, but some of these agents
may allow themselves to go to seed to play a role or go deep under- Commando Raid: While a battle rages at a hero base, several SPIDER
cover. An ugly SPIDER agent or a reasonably attractive one is equally stealth agents try to slip in unnoticed to steal something from the
possible. Most SPIDER agents of this type are nondescript so as not team! What terrible consequences will the device have once it is in
to attract too much attention. the hands of SPIDER?
A SPIDER stealth agents uniform is made of blackish-brown
material that is dull and non-reflective. Their helmet is lightweight Forget Me Not: Long ago, a hero captured a stealth agent without
and basic, with a dropdown visor that resists glare. Their armor is realizing that the stealth agent worked for SPIDER. What sort of plan
sleek and form-fitting, and meant to be hidden easily under casual will the agent seek for revenge? And who is that mysterious figure
clothing. The symbol of a red spider rests on the shoulder. More keeping an eye on the stealth agent?
direct types of agents usually also have a pinning system for medals Re-framed: A group of SPIDER stealth agents sets up an elaborate
and badges of honor. These agents do not. Their Secondary Weapons scam to convince a hero that he always worked for SPIDER and
are usually chosen for concealment or delaying tactics, and are that this is merely his brainwashed personality overlay gone out of
selected appropriately. control. This requires a lot of work on the part of the gamemaster, but
the payoff can be spectacular if its handled in the right way for that
particular game.

SPIDER Stealth Agent (Savage Worlds)


Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d6, Fighting d8, Knowledge: Computers d6, Knowledge: Disguise d6, Knowledge: Security d6, Lockpicking d6, Notice d6,
Persuasion d6, Shooting d8, Stealth d8, Streetwise d6, Swimming d4, Throwing d6
Charisma: - Pace: 8 (d10 Run) Parry: 6 Toughness: 5 (7)
Gear: Skinsuit (Armor 2), Invisibility Belt (Invisibility), Glare Resistant Lenses (+2 to resist Blind), High-tech radio earpiece, SPIDER
weapons from Weapons Locker (2 Secondary)
Hindrances: Enemy (Global Law Enforcement Community), Loyal
Edges: Extraction, Fleet-Footed, Linguist, Martial Artist/Improved Martial Artist, Marksman
166 Spider

SPIDER Stealth Agent (HERO) Martial Arts: SPIDER Combat Training


Val Char Cost Roll Notes Maneuver OCV DCV Notes
13 STR 3 12- Lift 151.6 kg; 2d6 HTH damage [1] 4 Block +2 +2 Block, Abort
14 DEX 8 12- 4 Dodge +5 Dodge, Affects All Attacks,
13 CON 3 12- Abort
13 INT 3 12- PER Roll 12- 4 Escape 0 0 33 STR vs. Grabs
12 EGO 2 11-
4 Punch 0 +2 5 d6 Strike
10 PRE 0 11- PRE Attack: 2d6
5 Kick -2 +1 7 d6 Strike
5 OCV 10 3 Legsweep +2 -1 4 d6 Strike, Target Falls
6 DCV 15 3 Throw 0 +1 3 d6 + v/10, Target Falls
3 OMCV 0
4 +1 HTH Damage Class
3 DMCV 0
3 SPD 10 Phases: 4, 8, 12 Talents
3+8 PD 1 Total: 3/11 PD (0/8 rPD) 5 Resistance (+5 to roll)
3+8 ED 1 Total: 3/11 ED (0/8 rED)
5 REC 1 Skills
30 END 2 10 +1 with All Noncombat Skills
10 BODY 0 5 +1 with All SPIDER Weapons
30 STUN 5 Total Characteristics Cost: 64 3 Acting 12-
Movement: Running: 16m/32m 3 Breakfall 12-
Leaping: 4m/8m 3 Bugging 12-
Swimming: 5m/10m 3 Charm 11-
Cost Powers END 3 Combat Driving 12-
20 Secondary Weapon Of Choice: See Weapons Locker 0 3 Computer Programming 12-
20 Secondary Weapon Of Choice: See Weapons Locker 0 3 Concealment 12-
16 Skinsuit: Resistant Protection (8 PD/8 ED); OIF (-) 0 3 Conversation 11-
42 Invisibility Belt: Invisibility to Sight and Hearing Groups, No 3 Cryptography 12-
Fringe, Reduced Endurance (0 END; +), IIF (-) 0 3 Disguise 12-
5 Glare Resistant Lenses: Sight Group Flash Defense (8 points); 3 High Society 11-
OIF (-) 0 3 KS: SPIDER Protocols 12-
4 Athlete: Running +4m (16m total) 1 3 Linguist
1 Swimmer: Swimming +1m (5m total) 1 3 1) Language of Choice (idiomatic) [plus Native Language of Choice]
7 Concealed Radio: High Range Radio Reception; Sense 3 2) Language of Choice (idiomatic)
Affected As More Than One Sense [Hearing] (-), IIF (-) 0 3 3) Language of Choice (idiomatic)
3 Lockpicking 12-
3 Persuasion 11-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 12-
3 Streetwise 11-
3 Systems Operation 12-
3 Teamwork 12-
0 TF: Small Motorized Ground Vehicles
Total Powers and Skills Cost: 238
Total Cost: 302

275 Matching Complications (30)


20 Hunted: Law Enforcement Agencies All Over The World (Infre-
quently, Mo Pow, NCI, Harshly Punish)
10 Psychological Limitation: Loyal To SPIDER (Common, Moderate)
27 Agent Bonus
Total Complications Points: 30
Michael Satran 167
popular with other troop units. Other types of SPIDER power agents
SPIDER Power Agent are possible, including legacy SPIDER agents whose families were
also SPIDER agents. Not everyone who inherits a destiny is a good
Background: Powered armor heroes: Partacel, Steelhawke, Vibrastar, guy.
dozens of others. The SPIDER Supreme looked at his wall of monitors
and frowned. They were just ordinary men with big dreams, ordinary Quote: Hail SPIDER! Cut a thread and it shall be rewoven!
men who could be crushed. The worst part was, anyone could wear This is SPIDER Unit Three Alpha Eight Niner, calling Web,
a suit of armor. Discovering who an armored hero was could be next over.
to impossible. But intelligence was the greatest weapon, and sadly,
sometimes it was not the organizations greatest strength. Target locked! Firing!
Numbers. The solution was numbers. One man could build a Powers/Tactics: SPIDER power agents tend to fire in volleys and
truly unique set of armor that would last forever. SPIDER needed to use the air to their advantage whenever possible. They will immobi-
last forever. A suit of armor did not need to be as powerful. It only lize tough targets with Entangles and then engage in focused fire on
needed to be functional enough to build an army. weaker opponents so that all of their strength can be utilized against
The SPIDER Supreme contacted the Combat Robot Research the Entangled target after several others are down. They rarely land,
Division and ordered them to begin work at once. The first suits were unless forced to do so. By themselves, they are fairly dangerous, but
crude. They werent tough enough. The man-sized suits were bulky, usually, they fly in groups of five, with a commander (add 1 or 2
heavy, and too slow. Superheroes tore through them like tin cans. Levels to experienced commanders) and two pairs of wingmen. In
Several members of the Combat Robot Research Division found addition to other agents and supervillains, they can easily be over-
themselves with salary cuts, demoted to SPIDER janitor, or extra duty whelming. Often, they will use distraction tactics by drawing fire and
in the mess hall. dodging, attempting to get the heroes attention as other agents close
Slowly, the armored suits evolved. Using data gleaned from spies in.
in various countries around the world, the SPIDER Combat Robot
Research Division began making better and better armor. Defeats
from superheroes lessened. But the armored suits and prototypes
were still too expensive.
Finally, SPIDER solved the problem of more affordable armored
suits at the expense of power and materials. From a secret factory in a
remote corner of the world, they were able to produce an astounding
twenty suits of powered armor a month. They recruited the best
pilots in the organization, from high-flying hotheads to cool-headed
commanders, and tested the suits. A small number of fatalities in
testing led to a streamlining of the unit, but at last they were ready.
There are now over four thousand.
Personality: SPIDER power agents tend to be either ruthless
militaristic commando teams or hotshot pilots who were
rejected for various reasons in the elite militaries of the
world. The one thing they all share is a love of flying.
Power agents are usually limited to ten to twenty
in any one location, as its harder to maintain
discipline over a large group of egotistical
showoffs. They tend to be proud of
their armor and can often be found
in civilian bars hanging out with
other pilots. While SPIDER
discourages this, many of
the pilots have pushed for
advanced recreational
facilities in SPIDER
bases, which
make those
bases
168 Spider
Campaign Use: Four thousand powered armor suits is an awful lot; Appearance: SPIDER power agents look like sleek, athletic armored
however, the heroes will rarely face more than ten of these units at a suits with heavy gauntlets and sleek-looking jet boots. The armored
time. Each one is almost as powerful as a superhero, and their aerial suits are covered in a full face mask and provide a continuous air
capabilities and teamwork tactics make them excessively dangerous. supply from the low-grade fusion power core. All of the steely-
The largest bases and most influential webmasters receive the bulk of colored suits are painted with a symbol of a red spider on the left
these units, who come in wings of five. There are eight hundred wings shoulder, with a unit designation below it followed by a number.
of these agents spread out across the world. The factory mainly makes The suits contain a number of belt pods for Secondary Weapons,
replacement parts for the suits, and its secret location should be up to and the helmets are covered in a shiny, reflective material designed
the GM. A mixed-forces team of agents with one to two commanders to filter out bright light while maintaining visibility. The armored
in armored suits makes for an extremely dangerous tactical and units tend to be painted in colors according to the desire of the unit
logistical encounter. commanders, although a few wilder pilots have adopted personal
To make power agents less powerful, lower the Multipower to paint schemes.
45 Active Points. Reduce their artificial STR by 5, and lower Resis-
SPIDER POWER AGENT PLOT SEEDS
tant Protection to 12/12. Remove the Combat Skill Level. Remove
the Secondary Weapon of choice, leaving them without a backup It Doesnt Take a Rocket Scientist to Figure out You Need a Rocket
weapon. Lower OCV and DCV by 1, CON to 15, and their STUN to Scientist: SPIDERs top mechanical engineer at the local base suffers
30. Remove their Sight Group Flash Defense. a freak heart attack and dies! In order to repair their armor, the local
To make power agents more powerful, raise the Multipower to 60 SPIDER power agent team decides to kidnap a new one in a risky
Active Points. Add additional Area Effect attacks appropriate to your move. Clearly, one of the heroes best friends or good buddies is up to
campaign. Add 10 points of artificial STR, raise their CON to 18, add the job or perhaps a powered armor hero in his secret identity?
3 REC, 5 DEX, and 10 STUN. Add 2 Combat Skill Levels and raise
Defense Maneuver to II. Raise their OCV and DCV by 1. Raise their Gearheads: A local bar where hotshot pilots hang out has some
Sight Group Flash Defense to 12 points. new customers, a flying team from SPIDER. When the mob comes
Alter individual SPIDER agents to the taste of your campaign. If to shake down the owner, beer comes before common sense and a
armored suits are more difficult to make, change the appearance of massive war erupts between SPIDER and the local mafia. How do the
the armor or make them rare and real supervillains, with additional heroes stop this war before innocent people get hurt in the crossfire?
powers in their armor, abilities, and sensor suites. Such amplified What side will the heroes take?
SPIDER agents also make good webmasters for a game that is tech-
Parts Is Parts: A SPIDER webmaster suffers a humiliating defeat in
nology heavy and magic light.
which several of his armored agents are badly damaged. Now the
armor needs to be repaired, and the resupply boat stands a chance
of being intercepted by a law enforcement agency. Can the heroes
get the replacement parts before SPIDER does? What sinister villain
lurks in the boat, waiting to be discovered?

SPIDER Power Agent (Savage Worlds)


Attributes: Agility d8 (d10), Smarts d6, Spirit d6, Strength d8 (d12+3), Vigor d8
Skills: Fighting d8, Knowledge: Demolitions d6, Notice d6, Piloting d8, Repair d6, Shooting d8, Stealth d8, Streetwise d6, Swimming d4,
Throwing d6
Charisma: - Pace: 8 (d10 Run) Parry: 6 Toughness: 6 (10)
Gear: Powered Armor (Armor 4, Heavy; +1 Super-Attribute: Agility; +5 Super-Attribute: Strength d12+3; +2 Fighting/Shooting; +2 Parry;
-2 Deflection; Flight x2 Pace, 16; Immunity: Gas, Asphyxiation), Force Core Beamer (4d6 Ranged; 2d6 AP 2 Ranged, Medium Burst
Template; Ensnare); Glare Resistant Lenses (+2 to resist Blind), High-tech radio, SPIDER secondary weapons from Weapons Locker (1
Secondary)
Hindrances: Enemy (Global Law Enforcement Community), Loyal
Edges: Fleet-Footed, Martial Artist/Improved Martial Artist, Marksman, Rich, Rock and Roll, Steady Hands
Michael Satran 169

SPIDER Power Agent (HERO) 7 Evasion Enhancement Systems: +2 DCV; OIF (powered
armor; -) 0
Val Char Cost Roll Notes
15+15 STR 5 12-/15- Lift 200 kg/1600 kg; 3d6/6d6 HTH 7 Helmet Radio: High Range Radio Perception (Radio Group);
damage [1/2] IIF (powered armor; -), Sense Affected As More Than One
13+5 DEX 6 12-/13- Sense [Hearing] (-) 0
15 CON 5 12- 17 Force Core Power Supply: Endurance Reserve (80 END, 9
13 INT 3 12- PER Roll: 12- REC); OIF (powered armor; -) 0
11 EGO 1 11- 4 Athlete: Running +4m (16m total) 1
15 PRE 5 12- PRE Attack: 3d6 1 Swimmer: Swimming +1m (5m total) 1
5+2 OCV 10 Martial Arts: SPIDER Combat Training
5+2 DCV 10 Maneuver OCV DCV Notes
3 OMCV 0
4 Block +2 +2 Block, Abort
3 DMCV 0
3+1 SPD 10 Phases: 4, 8, 12/3, 6, 9, 12 4 Dodge +5 Dodge; Affects All Attacks,
Abort
6+15 PD 4 Total: 6/21 PD (0/15 rPD) 4 Escape 0 0 35 STR/50 STR vs. Grabs
5+15 ED 3 Total: 5/20 ED (0/15 rED)
4 Punch 0 +2 6d6/9d6 Strike
7 REC 3
30 END 2 5 Kick -2 +1 8d6/11d6 Strike
11 BODY 1 3 Legsweep +2 -1 5d6/8d6 Strike, Target Falls
36 STUN 8 Total Characteristics Cost: 76 3 Throw 0 +1 4d6/7d6 + v/10, Target
Falls
Movement: Running: 16m/32m
4 +1 HTH Damage Class
Flight: 30m/60m
Leaping: 4m/8m Perks
Swimming: 5m/10m
1 Fringe Benefit: Security Clearance (SPIDER Powered Armor
Cost Powers END Division)
33 Force Core Beamer: Multipower, 50-point reserve 1 Money: Well Off (Powered Armor Division member salary,
5f 1) Force Beam: Blast 10d6 (Energy) 5 $100,000 per year)
4f 2) Force Wave: Blast 5d6, Armor Piercing (+), Personal Skills
Immunity (+), Area Of Effect (8m Cone; +) 4
10 +1 with All Attacks
5f 3) Force Bands: Entangle 4d6, 6 PD/6 ED
3 Acrobatics 12- (13-)
20 Secondary Weapon Of Choice: See Weapons Locker 0
3 Breakfall 12- (13-)
30 Powered Armor: Resistant Protection (15 PD/15 ED); OIF (powered
armor; -) 0 3 Combat Piloting 12- (13-)
5 Glare Resistant Lenses: Sight Group Flash Defense (8 points); 3 Defense Maneuver 1
OIF (powered armor; -) 0 3 Demolitions 12-
7 Sealed Systems: Life Support (Self-Contained Breathing); 3 KS: SPIDER Tactics 12-
OIF (-) 0 4 Language of Choice (idiomatic) [plus Native Language of Choice]
20 Boot Jets: Flight 30m; OIF (powered armor; -) 3 3 Mechanics 12-
10 Servo Enhancements: +15 STR; OIF (powered armor; -) 0 3 PS: Pilot 12-
7 Gyroscopic Improvements: +5 DEX; OIF (powered armor; -) 0 3 Stealth 12- (13-)
7 Speed Multiplier: SPD +1; OIF (powered armor; -) 0 3 Streetwise 12-
7 Combat Computer Targeting System: +2 OCV; OIF (powered 3 Systems Operation 12-
armor; -) 0 3 Teamwork 12- (13-)
0 TF: One 1-point Aerial Vehicle of Choice
Total Powers and Skills Cost: 279
Total Cost: 355

275 Matching Complications (30)


20 Hunted: Law Enforcement Agencies All Over The World (Infre-
quently, Mo Pow, NCI, Harshly Punish)
5 Psychological Limitation: Loyal To SPIDER (Uncommon, Moderate)
5 Negative Reputation: Hotdog/Hotshot SPIDER Armor Pilot
(Frequently, Known Only To A Small Group)
80 Agent Bonus
Total Complications Points: 30
170 Spider

SPIDER Investigation Agent


Background: Nobody knew who they were. Superheroes with masks
frustrated the SPIDER Supreme. They would be easier to harm and
get rid of if only they could figure out who was under the masks.
He stared at his monitors and contemplated. SPIDER needed new
agents: Agents who would ferret out the identities of superheroes,
perform reconnaissance, and collect information for future SPIDER
operations.
People to fill these positions were easy to find. Disaffected police
officers, military police with dishonorable discharges, and less-than-
scrupulous private investigators all began to fill the ranks of SPIDERs
investigation division. It had become second nature to choose a letter
of SPIDERs name for a new agent type, unless the agents were so
specialized that they werent meant to be known to the rank and file.
Training the agents wasnt nearly as hard as the SPIDER Supreme
thought it would be. Many of them already had the necessary skills,
and a number of them could be cross-trained from skills that others
had. His new division was taking shape.
SPIDER investigation agents took up the task of locating
superheroes and doing reconnaissance on them. If a secret
identity was discovered, a plan was developed to deactivate
the hero, either through manipulation or, if necessary,
by brute force. The SPIDER Supreme considered the
new division a necessary evil. Even if they investigated
within the organization, as they were bound to do, it
was likely that they would uncover plots against him.
He simply would have to be careful when he
moved against traitors who were more powerful
than he was.
Personality: According to the SPIDER Supreme,
there are only about five hundred investigation
agents in SPIDER, though he has, in actuality,
closer to a thousand. Investigation agents tend to be
relaxed, calm, and methodical, as those who arent
simply dont make the cut or are sent to other agent
divisions. The culture of secrecy among investigation
agents is intense. Often, one investigation agent
wont even know another one is around. They
tend to be naturally suspicious and ask a lot of
questions.
Quote: Hail, SPIDER! Cut a thread,
and it shall be rewoven!
When you just went to the
bathroom, that must have
been pretty bad. Care to talk
about it?
I believe the likelihood that
Simon Richards is The
Venturer is forty-two
percent.
Powers/Tactics: SPIDER investiga-
tion agents usually watch from afar.
While heavily armed, they are trained
to ask questions first, run second, and
shoot third unless they are involved
in a SPIDER combat operation. Like
other SPIDER agents, they go through a
comprehensive regimen of cross-training
involving the skills their peers already possess. In
Michael Satran 171
combat, investigation agents try to take a secondary role or remain Appearance: SPIDER investigation agents tend to be nondescript
behind cover, as they lack the more intense combat training of many and bland, blending in with the local population whenever possible.
other agent groups. What these agents really do is gather informa- When doing reconnaissance, they tend to do so from far away, as
tion so that the other agent teams of SPIDER can do their jobs more being too close to a superhero can often result in career-ending inju-
effectively. However, they are also used as a twisted kind of internal ries or a long trip to prison. Information-gathering missions can take
affairs bureau that protects the SPIDER Supreme. As a result, they weeks, months, or even years, so a variety of disguises also help the
arent always liked by the rest of the organization. investigation agent in his work. Most of them compile files on super-
heroes over time, and if a significant area of weakness is revealed,
Campaign Use: Use of SPIDER investigation agents directly against
SPIDER moves to take the hero down, preferably when isolated from
the PCs should be sparing unless a player character royally screws up
his fellow heroes. They rarely use their SPIDER gear openly.
or attracts SPIDERs attention in a huge way. It is far more likely that
A SPIDER investigation agents dress uniform is solid black, with a
the heroes will encounter a lone agent gathering information on them
web belt over the lightweight, concealable armor. A red spider symbol
and uploading it to a SPIDER base than they will a large group of
rests on the left shoulder, with a pin system for medals and honors.
investigation agents. More than likely, the agent wont have any sort of
Their weapons, when worn, rest on the web belt. They wear rubbery
connection to the local SPIDER network and will be uploading infor-
combat boots, sometimes with a concealed knife sheath. Their helmet
mation into a general database as he gathers it. Be generous to players
is the same as the helmet for stealth agents.
if they catch the agent, unless the hero has been fouling up for a long
time. Reconnaissance could take weeks, months, or even years. SPIDER INVESTIGATION AGENT PLOT SEEDS
To make SPIDER investigation agents less powerful, remove or
significantly weaken their Martial Arts, lower their OCV and DCV Data Mine: A hero discovers that someone is tapping into his
by 1, and remove the Skill Level with PRE-based Skills. Lower their personal computer! Can the hero track down the SPIDER investiga-
Resistant Protection by 3 PD and ED. tion agent before the information is fully compiled and sent to the
To make SPIDER investigation agents more powerful, add SPIDER computer network?
Damage Classes, additional equipment to improve their Stealth, and File Nails: An old-school SPIDER investigation agent keeps files on
Combat Skill Levels. Improve their escaping capabilities by adding everything, including files on a legacy hero that seem to be out of date
devices such as a slippery suit that resists Grabs or an Invisibility Belt but give clues to the identity of the modern version of the hero. Can
that conceals the agent (see Stealth Agent above). Add 5 to the PD the heroes get the files out of his office without him noticing?
and ED values of their Resistant Protection. Add 1 OCV and DCV.
Spy Game: A secret agent discovers a SPIDER operation while on
assignment but doesnt work for the country the PCs live in. As the
game of death between the secret agent and his opposite number in
SPIDER escalates, can the heroes protect innocent people and stop
SPIDER? Will the secret agent be discovered? What agency does the
agent work for? What kind of secret agent is he?
Note: For the purposes of this scenario, assume Dominus has effec-
tively Mind-Controlled all investigation agents or just reassigned
them if you want to take the power level of the scenario down slightly.

SPIDER Investigation Agent (Savage Worlds)


Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Driving d6, Fighting d8, Knowledge: Computers d6, Knowledge: Disguise d6, Knowledge: Security d6, Knowledge: Superhero
Behavior d6, Investigation d8+2, Lockpicking d6, Notice d6, Persuasion d6, Shooting d8, Stealth d8, Streetwise d8+2, Swimming d4,
Throwing d6
Charisma: +2 Pace: 8 (d10 Run) Parry: 6 Toughness: 5 (7)
Gear: Kevlar Underarmor (Armor 2), Glare Resistant Lenses (+2 to resist Blind), High-tech radio earpiece, SPIDER weapons from
Weapons Locker (one Primary, one Secondary)
Hindrances: Enemy (Global Law Enforcement Community), Loyal
Edges: Charismatic, Contacts (Intelligence Networks), Fleet-Footed, Investigator, Linguist, Martial Artist/Improved Martial Artist,
Marksman
172 Spider

SPIDER Investigation Martial Arts: SPIDER Combat Training

Agent (HERO)
4
Maneuver
Block
OCV DCV Notes
+2 +2 Block, Abort
Val Char Cost Roll Notes 4 Dodge +5 Dodge, Affects All Attacks,
15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1] Abort
14 DEX 8 12-
4 Escape 0 0 35 STR vs. Grabs
13 CON 3 12-
13 INT 3 12- PER Roll 12- 4 Punch 0 +2 6d6 Strike
10 EGO 0 11- 5 Kick -2 +1 8d6 Strike
11 PRE 1 11- PRE Attack: 2d6 3 Legsweep +2 -1 5d6 Strike, Target Falls
5 OCV 10 3 Throw 0 +1 4d6 + v/10, Target Falls
5 DCV 10 4 +1 HTH Damage Class
3 OMCV 0
3 DMCV 0 Perks
3 SPD 10 Phases: 4, 8, 12 3 Computer Link: SPIDER Mainframe

3+8 PD 1 Total: 3/11 PD (0/8 rPD) Talents


3+8 ED 1 Total: 3/11 ED (0/8 rED) 5 Resistance (+5 to roll)
5 REC 1
30 END 2 Skills
11 BODY 1 5 +1 with All SPIDER Weaponry
30 STUN 5 Total Characteristics Cost: 61 4 +1 with all Interaction Skills
Movement: Running: 14m/28m 3 Acting 11-
Leaping: 4m/8m 3 Analyze: Potential Superhero Behaviors 12-
Swimming: 5m/10m 3 Breakfall 12-
Cost Powers END 3 Bribery 11-
30 Primary Weapon Of Choice: See Weapons Locker 0 3 Bureaucratics 11-
20 Secondary Weapon Of Choice: See Weapons Locker 0 3 Combat Driving 12-
19 Kevlar Underarmor: Resistant Protection (8 PD/8 ED); IIF 3 Concealment 12-
(armor hidden under clothes; -) 0 3 Conversation 12-
6 Glare Resistant Lenses: Sight Group Flash Defense (8 3 Cryptography 12-
points); IIF (-) 0 3 Deduction 12-
7 Concealed Radio: High Range Radio Perception (Radio 3 Disguise 12-
Group); IIF (-), Sense Affected As More Than One Sense 3 High Society 12-
[Hearing] (-) 0
3 Interrogation 12-
2 Athlete: Running +2m (14m total) 1
3 KS: Superhero Behaviors 12-
1 Swimmer: Swimming +1m (5m total) 1
3 Language of Choice (completely fluent) [plus Native Language of
Choice]
3 Language of Choice (completely fluent)
3 Language of Choice (completely fluent)
3 Lockpicking 12-
3 Persuasion 11-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 12-
3 Streetwise 12-
3 Systems Operation 12-
3 Teamwork 12-
0 TF: Small Motorized Ground Vehicles
Total Powers and Skills Cost: 208
Total Cost: 269

275 Matching Complications (25)


20 Hunted: Law Enforcement Agencies All Over The World (Infre-
quently, Mo Pow, NCI, Harshly Punish)
5 Psychological Limitation: Loyal To SPIDER (Uncommon, Moderate)
Total Complications Points: 25
Michael Satran 173

SPIDER Destruction Agent


Background: As long as SPIDER has existed, the main bulk of their
troops have been agents. Men and women of low character, military
expatriates, exiles from their homelands, and career criminals, all
have made their way into the military ranks of SPIDER. While the
agents associated with the other letters of the acronym have changed,
the destruction agent retains a proud place in the history of SPIDER
as the original base of the organization.
While the destruction agent is the easiest to train and has the
smallest skill set, SPIDER tries to instill a sense of pride in them
in order to create loyalty. Usually, however, the extensive benefits
package through a series of dummy corporations is more effective in
controlling the troops.
Destruction agents come from all walks of life, including people
who cant get a job anywhere else. Many accountants, attorneys, and
other people who have been laid off become SPIDER agents in order
to support their families.
Training instills loyalty to SPIDER, usually through intensive
discipline but, in rare cases, brainwashing. Once someone becomes a
destruction agent, its very difficult to get out of being a destruction
agent. Promotion to other agent types is possible, but most remain
destruction agents for the rest of their lives. A destruction agent who
is too old to continue usually is either let go from the organization or
terminated if their loyalty appears to be in question.
Personality: SPIDER agents are a varied lot, with some being overly
aggressive, others coolly military, and still others treating their
profession like a 9-5 day job. The important thing to remember
about SPIDER agents is that they do get paid, receiving a reasonable
middle-class salary for their efforts. While the ultimate goal of the
organization is to take over the world, SPIDER has a financial divi-
sion that makes sure that monies are appropriately paid out.
Quote: Hail, SPIDER! Cut a thread, and it shall be rewoven!
Powers/Tactics: Destruction agents fight in teams. Equipped with a
variety of weapons meant to neutralize heroes and bring them own, a
well-trained group of destruction agents with additional backup can
make a terrifying opponent if their weapons are geared to the super-
heroes at hand. With supervillains and specialized agents to back
them up, the backbone of SPIDER uses focused fire, delaying tactics,
and military efficiency to succeed against the superior firepower
most superheroes bring to bear. A SPIDER agent uses teamwork first
if he wants to survive. Agents also have good attorneys and arent
afraid to surrender, knowing that many times, they will be free on
technicalities.
Campaign Use: SPIDER destruction agents are grunt troops and can
be encountered almost anywhere the heroes go. If there is a SPIDER
operation, it is more than likely that the bulk of the troops will be
made up of destruction agents.
To make SPIDER destruction agents less powerful, remove their
Secondary Weapons and lower their Resistant Protection by 3. Limit
or remove their Martial Arts entirely. Lower their OCV and DCV by
1, and remove their Combat Levels.
To make SPIDER destruction agents more powerful, add another
weapon. Choose another Primary or Secondary Weapon of your
choice for this purpose geared to the level of the campaign. Add
2 Damage Classes and a Combat Skill Level. Raise their Resistant
Protection by 5 PD and ED.
174 Spider
Appearance: SPIDER destruction agents are what most people think SPIDER DESTRUCTION AGENT PLOT SEEDS
of when they think of SPIDER. Out of armor, they tend to be of
random local ethnic groups, though occasionally a SPIDER agent will Mister SPIDERs Neighborhood: A congenial TV personality who is
be reassigned to an area where he doesnt speak the local language good with children has a dark secret! Once he was a SPIDER destruc-
and has very little knowledge of the surrounding area. tion agent before he retired! Now, the SPIDER Supreme has decided
The typical SPIDER destruction agent wears a high-tech suit that he is a person of interest with important knowledge. Can the
of plastic armor designed to withstand bullets, bombs, and energy heroes prevent the kidnapping of one of TVs most beloved childrens
bolts. It wont withstand the attacks of the worlds most powerful show hosts? Will they discover his secret?
superbeings, but it is serviceable and does the job. The armor is dark
maroon and black, with a red spider stamped on the left shoulder. SPIDER Town: A congenial small town in the Midwest is a front for
Beneath this is a pinning system for medals and honors, though a massive SPIDER base and operation. Everyone in the town is a
many SPIDER agents never receive any. A SPIDER agent with a lot of SPIDER destruction agent, from the mayor down to the waitress at
medals may be a candidate for a webmaster, a commanding officer, or the local diner. Children are educated in the ways of SPIDER, raised
a genetically engineered superman capable of taking on a superhero to serve the SPIDER Supreme and take over the world. Can the
all by himself! heroes discover the depth of the conspiracy and put a stop to it before
its too late?
Web Sites: SPIDER develops its own website and puts it up on the
Internet. This might not seem like a big deal at first, but why use
actual Mind Control when thousands of people believe everything
they read? Can the heroes save their good name and stop the SPIDER
destruction agent recruitment drive?

SPIDER Destruction Agents (Savage Worlds)


Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d6, Fighting d8, Knowledge: Security d6, Lockpicking d6, Notice d6, Piloting d6, Shooting d8, Stealth d6, Streetwise d6,
Swimming d4, Throwing d6
Charisma: - Pace: 6 Parry: 6 Toughness: 5 (8)
Gear: High Impact Plastiflex Bodysuit (Armor 3), Glare Resistant Lenses (+2 to resist Blind), High-tech radio earpiece, SPIDER weapons
from Weapons Locker (one Primary, one Secondary)
Hindrances: Enemy (Global Law Enforcement Community), Loyal
Edges: Martial Artist, Marksman
Michael Satran 175

SPIDER Destruction Agent Cost Powers END


(Basic Agent) (HERO) 30
20
Primary Weapon Of Choice: See Weapons Locker
Secondary Weapon Of Choice: See Weapons Locker
0
0
Val Char Cost Roll Notes 20 High-Impact Plastiflex Bodysuit: Resistant Protection
15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1] (10 PD/10 ED); OIF (-) 0
14 DEX 8 12-
6 Glare Resistant Lenses: Sight Group Flash Defense (8
15 CON 5 12-
points); IIF (-) 0
10 INT 0 11- PER Roll 11-
10 EGO 0 11- 7 Concealed Radio: High Range Radio Perception (Radio
13 PRE 3 12- PRE Attack: 2d6 Group); IIF (-), Sense Affected As More Than One Sense
[Hearing] (-) 0
6 OCV 15 2 Athlete: Running +2m (14m total) 1
5 DCV 10 1 Swimmer: Swimming +1m (5m total) 1
3 OMCV 0
3 DMCV 0 Martial Arts: SPIDER Combat Training
3 SPD 10 Phases: 4, 8, 12 Maneuver OCV DCV Notes
4+10 PD 2 Total: 4/14 PD (0/10 rPD) 4 Block +2 +2 Block, Abort
3+10 ED 1 Total: 3/13 ED (0/10 rED) 4 Dodge +5 Dodge, Affects All Attacks,
6 REC 2 Abort
30 END 2 4 Escape 0 0 35 STR vs. Grabs
11 BODY 1 4 Punch 0 +2 6d6 Strike
30 STUN 5 Total Characteristics Cost: 69
5 Kick -2 +1 8d6 Strike
Movement Running: 14m/28m 3 Legsweep +2 -1 5d6 Strike, Target Falls
Leaping: 4m/8m 3 Throw 0 +1 5d6 + v/10, Target Falls
Swimming: 5m/10m 4 +1 HTH Damage Class

Talents
5 Resistance (+5 to roll)

Skills
5 +1 with All SPIDER Weapons
3 +1 Range Skill Level
3 Breakfall 12-
3 Combat Driving 12-
3 Combat Piloting 12-
3 Concealment 11-
3 Lockpicking 12-
3 Mechanics 11-
3 Security Systems 11-
3 Shadowing 11-
3 Stealth 12-
3 Streetwise 12-
3 Teamwork 12-
0 TF: One SPIDER Ground Vehicle, One SPIDER Aerial Vehicle
Total Powers and Skills Cost: 163
Total Cost: 232

200 Matching Complications (25)


20 Hunted: Law Enforcement Agencies All Over The World (Infre-
quently, Mo Pow, NCI, Harshly Punish)
5 Psychological Limitation: Loyal To SPIDER (Uncommon, Moderate)
7 Agent Bonus
Total Complications Points: 25
176 Spider

SPIDER Evasion Agent


Background: Over the years, SPIDER has made multiple attempts
to achieve air superiority over flying heroes. It began in the early
1960s with the development of crude, slow-moving jetpacks. While
the early jetpacks were utter failures that caused the deaths of many
agents, SPIDER pressed forward with numerous attempts to improve
the jetpack and deal with flying heroes.
The initial concept, an agent trained specifically to harass and
draw attention while other agents finished the job or task, gave the
current SPIDER Supreme the idea of calling them evasion agents,
under the assumption that they would dodge and draw fire.
This did not sit well with many of the agents who initially were
drafted into the program. However, there was little resistance after
the first complaint resulted in a lengthy trip to the infirmary. The
desire to fly proved greater than the ability of many of the candidates.
Due to the need to test the jetpacks in isolated locations where there
would be little scrutiny, more than a few of the initial volunteers
didnt survive.
The jetpack process finally bore fruit in the late 1970s. SPIDER
evasion agents began to fly across the skies, darkening them as
heroes battled on the ground. With their variety of weapons and
significant aerial tactics, they were truly a threat to be reckoned
with.
Then Jorgi Van Der Voot involved himself in the project.
The question he asked the SPIDER Supreme was What if
our agents didnt need a jetpack to fly? He studied his
notes carefully. Since normal men couldnt fly, what
he wanted was a temporary DNA bond that would
allow SPIDER agents to fly for a limited time,
allowing them to carry more equipment and
disposable weapons.
Unfortunately, Ares Industries devel-
oped a prototype flight pill first. Van Der
Voot convinced the SPIDER Supreme
to launch a massive assault on Ares
Industries tower to recover the
Flight Endorphin as it was being
delivered to a testing project.
All records of the project
were destroyed by missiles.
Millennium Guard, the
worlds mightiest super-
hero team, became
involved. Only luck
and a particu-
larly stealthy
agent with a
jetpack got
SPIDER the
legendary
formula.
Michael Satran 177
Van Der Voot regretted his decision but followed through with To make SPIDER evasion agents less powerful, lower their Flight
it. After numerous experiments, he found the Flight Endorphin only speed and allow them to select from only Secondary Weapons. Lower
worked on one in one thousand people, and there was no guarantee their SPD to 3, their DEX to 16, and their STUN to 30. Reduce their
that such a man or woman would be a SPIDER agent. Fortunately, OCV and DCV by 1 each, and remove a Combat Skill Level. Remove
there was no shortage of volunteers. Invariably, a rivalry developed 3 PD and 3 ED of Resistant Protection. Subtract the Damage Class
between the agents who used jetpacks and Jorgis Flight Endorphin from their Martial Arts.
agents. The rivalry persists into the present day, and it isnt always To make SPIDER evasion agents more powerful, increase their
friendly. All the evasion agents are loyal to SPIDER but sometimes Resistant Protection by 5 points. Add 2 Combat Skill Levels and
the rivalry escalates into situations that are dangerous and possibly increase their Acrobatics and Breakfall Skills by 2. Add 5 PD and 5
lethal. ED of Resistant Protection. Add 2 Damage Classes to their Martial
Arts. Add the Flying Dodge maneuver from HERO System Martial
Personality: Evasion agents are risk-takers, taunters, and smart-
Arts 6th Edition if such a maneuver is available.
mouths. Despite this, they form up well into teams since aerial
combat requires a great deal of coordination. While they dont have Appearance: SPIDER Flight Endorphin agents and normal evasion
the same types of defenses as the power agents, they are trained to agents look much the same, with the exception that normal evasion
draw fire, pin heroes down, and evade when targeted. Unfortunately, agents usually have a jetpack. (Some Flight Endorphin agents have
many of them like to harass verbally as well as tactically, leading to a gotten wise and installed fake jetpacks on the back of their armor.)
high injury rate among evasion agents. Their armor is sleek and form-fitted, with aerodynamic lines that
allow for easier flight. It is colored a silvery sky-blue and grey, the
Quote: Hail, SPIDER! Cut a thread, and it shall be rewoven!
better to hide the agents as they drop from above. A red spider
Traditional Evasion Agent: All right, lets pin em down symbol is marked on the shoulder. Evasion agents only wear their
and hit em hard! medals and honors in their dress uniforms, which are the same color.
A tight-fitting web belt adorns their lightweight armor and contains
SPIDER Flight Endorphin Agent: Its Flight Endorphin their weapons and other gear. They wear the same helmet as other
time! SPIDER agents, lightweight, basic, and glare-resistant.
Powers/Tactics: Evasion agents tend to get as close to a hero as SPIDER EVASION AGENT PLOT SEEDS
possible and draw fire, dodging and using weapons that will delay,
slow down, or otherwise incapacitate a hero in order to set them up Dead Air: SPIDER takes over a radio tower and uses it to broadcast a
for the big guns. While they have powerful weapons of their own, signal that shuts down all communications. When the heroes arrive,
they tend to use them to keep a hero pinned down, destroy his cover, they face dozens of evasion agents trained to fight in the cramped
or place him in a difficult tactical position, using their aerial superi- confines of the grid of metal, along with supervillains whose powers
ority to greatest advantage. Evasion agents dont like to get hit, as they are conducive to fighting there. Will the heroes be herded to a doom
have the difficult job of being a harassment unit without the ability to of SPIDERs choosing?
withstand a hit from a superhero at close range. They tend to dodge,
seek cover, and remain at range. Trick tactics, such as pretending to Hot Dogs: The Hoover Hot Dog Company is known for its tasty cheap
be another agent type and revealing their flight capabilities when it meals, but behind the faade of food is a training base for SPIDER
is advantageous, are part of their repertoire. Acrobatics and surprise evasion agents. Can the heroes discover its sinister secret, or will they
maneuver bonuses are part of the behavior of these agents. wind up on a bun with relish?

Campaign Use: SPIDER evasion agents are used in a harassment role Jinked: Evasion agents are cunning and sneaky, but a single evasion
in conjunction with other agents. They are almost never encountered agent has a scheme to get his fellows killed and reap the rewards of a
alone, especially the SPIDER Flight Endorphin agents, as those agents heroic promotion by loading their jetpacks with bombs and killing
are high-value targets as well as highly valued. Use them in opera- the heroes at the same time! Will his scheme succeed? Will his lethal
tions where the heroes need to be distracted or are the targets of a prank get him arrested, or drummed out of SPIDER?
broad-based mixed-forces assault.

SPIDER Evasion Agents (Savage Worlds)


Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Driving d6, Fighting d8, Knowledge: Security d6, Lockpicking d6, Notice d6, Piloting d6, Shooting d8, Stealth d6, Streetwise d6,
Swimming d4, Throwing d6
Charisma: - Pace: 6 Parry: 6 Toughness: 5 (8)
Gear: High Impact Plastiflex Bodysuit (Armor 3), SPIDER Jet Pack* (Flight x2 Pace, 16), Glare Resistant Lenses (+2 to resist Blind),
High-tech radio earpiece, SPIDER weapons from Weapons Locker (one Primary, one Secondary)
Hindrances: Enemy (Global Law Enforcement Community), Loyal
Edges: Martial Artist, Marksman, Quick Draw
* - Alternately, natural Flight of the same rating.
178 Spider

SPIDER Evasion Agent 6 Glare Resistant Lenses: Sight Group Flash Defense (8 points);
(Flight Endorphin SPIDER Agent) 3
IIF (-)
Evasive Maneuvers: +1 DCV; Only While In Flight (-)
0
0
(HERO) 7 Concealed Radio: High Range Radio Perception (Radio Group);
IIF (-), Sense Affected As More Than One Sense [Hearing]
Val Char Cost Roll Notes (-) 0
15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1] 2 Athlete: Running +2m (14m total) 1
18 DEX 16 13- 1 Swimmer: Swimming +1m (5m total) 1
18 CON 8 13-
30 SPIDER Jet Pack: Flight 30m, x16 Noncombat; OIF (-), 1
10 INT 0 11- PER Roll 13-
Continuing Fuel Charge Lasting 1 hour (0) [1 cc]
15 EGO 5 12-
15 PRE 5 12- PRE Attack: 3d6 OR
30 Flight Endorphins: Flight 30m 3
6 OCV 15
6+1 DCV 15 Martial Arts: SPIDER Combat Training
3 OMCV 0 Maneuver OCV DCV Notes
5 DMCV 6 4 Block +2 +2 Block, Abort
4 SPD 20 Phases: 3, 6, 9, 12 4 Dodge +5 Dodge, Affects All Attacks,
5+10 PD 3 Total: 5/15 PD (0/10 rPD) Abort
4+10 ED 2 Total: 4/14 ED (0/10 rED) 4 Escape 0 0 35 STR vs. Grabs
6 REC 2 4 Punch 0 +2 6d6 Strike
30 END 2 5 Kick -2 +1 8d6 Strike
10 BODY 0
3 Legsweep +2 -1 5d6 Strike, Target Falls
36 STUN 8 Total Characteristics Cost: 112
3 Throw 0 +1 5d6 + v/10, Target Falls
Movement: Running: 14m/28m 4 +1 HTH Damage Class
Flight (Jetpack): 30m/480m
Flight (Flight Endorphine): 30m/60m Talents
Leaping: 4m/8m 5 Resistance (+5 to roll)
Swimming: 5m/10m
Skills
Cost Powers END
5 +1 with All SPIDER Weaponry
30 Primary Weapon Of Choice: See Weapons Locker 0
3 Acrobatics 13-
20 Secondary Weapon Of Choice: See Weapons Locker 0
3 Breakfall 12-
20 High-Impact Plastiflex Bodysuit: Resistant Protection (10 PD/
10 ED); OIF (-) 0 3 Combat Driving 13-
3 Combat Piloting 13-
3 Defense Maneuver I
3 Fast Draw: Pistols 13-
3 KS: SPIDER Protocol 11-
3 Language of Choice (completely fluent) [plus Native Language of
Choice]
3 Navigation 11- (Air)
3 Shadowing 11-
3 Stealth 13-
3 Systems Operation 11-
3 Tactics 11-
3 Teamwork 13-
0 TF: One 1-point Ground Vehicle of Choice, One 1-point Aerial
Vehicle of Choice
Total Powers and Skills Cost: 202
Total Cost: 314

275 Matching Complications (25)


20 Hunted: Law Enforcement Agencies All Over The World (Infre-
quently, Mo Pow, NCI, Harshly Punish)
5 Psychological Limitation: Loyal to SPIDER (Uncommon, Moderate)
39 Agent Bonus
Total Complications Points: 25
Michael Satran 179

SPIDER Retaliation Agent


Background: The most common complaint the SPIDER Supreme
faced from his agents was a demand for superior firepower. Regret-
tably, SPIDERs ability to produce superior firepower relied on the
ability to design weapons that no one man could carry. What SPIDER
needed was a new type of agent, an agent devoted to the use, care,
and firing of heavy weapons and fire support.
The SPIDER Retaliation Project was slow to get off the ground.
Few agents wanted to spend most of their time
in bulky armor bringing up the rear. Fortu-
nately, there were always people who enjoyed the
thrill of firing large guns. Often, SPIDER agents
were carefully psychoanalyzed for this desire
and recruited directly into the retaliation agent
division. The initial weapons designed by the
weapons design team were immensely powerful
but also extremely heavy. It required a loading-
and-firing team to fire most of them, and those
that didnt sacrificed reliability for the same level
of firepower. Some of these weapons are still
used, though many of them have been somewhat
refined.
Eventually, the retaliation agent problem
was solved. The weight of the heavy armor was
significantly reduced and replaced with a thick
waist gyro-mount that improved balance and
stability. It enabled a single retaliation agent to
carry a single heavy weapon, rather than relying
on slow reload times where superheroes would
easily pick the agents off. SPIDER improved the
agents training, slowly forming retaliation teams
into elite units.
Masters of fire support and superior firepower,
a slow-moving team of retaliation agents can be a
hero teams worst nightmare, especially in a situa-
tion where heroes are already heavily engaged.
Personality: SPIDER retaliation agents are
usually of a more relaxed mindset and tend to
be calm and levelheaded when on duty. This
behavior is trained by SPIDER because these
agents have the biggest guns. Nobody wants
heavy weapons to be fired at random inside a
secret base. In general, retaliation agents are
chosen for patience, stolidity, and their ability to
move in heavy plastic armor. The end result is
that many of them are steady, methodical, and
quick to act, but slightly slow to think. When
working in tandem with other agents, they tend
to shoot at what they are told; however, they are
sometimes slow to react to new information.
Many retaliation agents are bitter that promo-
tions are few. They tend to be targeted by
superheroes quickly, and their rate of
capture is higher than their toughness
and support-level firepower would
suggest.
180 Spider
Quote: Hail SPIDER! Cut a thread, and it will be rewoven! Appearance: SPIDER retaliation agents wear heavy, thick plastic
armor. A wide, fat, ochre-colored spider is etched into the left
On my mark!
shoulder, along with a unit designation number and a rank designa-
Adjust for the angle! Dont shoot over their cover! Just tion. These plastic plates are tooled out and replaced in the event of a
destroy it! promotion. An articulated gyro-mount to support the heavy weapon
of choice rests around the waist, supporting whatever two-handed
Powers/Tactics: Retaliation agents tend to be patient and wait for heavy weapon is required. The faceplate covers the body completely.
primary targets to reveal themselves. Then, at the order of their The gauntlets of the armor are similarly large, covered with rugged
superiors, they unleash the maximum firepower possible against the handgrips to hold a heavy weapon in place. A clamp-on holster holds
biggest threats. If left to their own devices, they will unleash their a sidearm in the event of removal or destruction of the main weapon
massive man-portable cannons at the highest-threat targets possible. unit and/or the gyro-mount.
Many of their weapons are designed to affect large areas. Although Out of armor, SPIDER retaliation agents are usually big men and
these agents have extremely heavy armor, they are also generally women in the upper ten percent of height, generally with a lot of
located toward the rear of engagements because providing support extra muscle. If you want to fire a heavy weapon, you have to be able
fire tends to lead to massive attacks by the most powerful members to lift it.
of superhero teams, not to mention military air strikes. Retalia-
tion agents are rarely used in situations where SPIDER is aware of SPIDER RETALIATION AGENT PLOT SEEDS
a capable, difficult-to-locate mentalist. Nothing is worse than being
defeated by your own support units. Double Barrel: A SPIDER heavy-weapons facility is selling weapons
to local organized crime! The heroes must shut it down! But when
Campaign Use: Retaliation agents are generally used in key SPIDER they get there, old supervillain enemies of the PCs have been hired,
operations and the ones that require the most firepower. If SPIDER and squads of retaliation agents protect the facility! Can the heroes
is expecting opposition from powerful superheroes on a stealth shut the place down without getting killed!
mission, they may bring a few retaliation agents with them for
backup, keeping them close to the evacuation point in order to cover Frozen Fire: A scientist is developing a new heavy weapon that
escapes. Unfortunately, this occasionally means keeping retaliation freezes and burns at the same time, and SPIDER wants it for their
agents in the dark as to what is actually going on. retaliation agents. Can the heroes keep the weapon out of SPIDERs
To make SPIDER retaliation agents less powerful, lower the power hands?
level of their Heavy Weapons, reduce their Resistant Protection to 12 Plot Option: The scientist already works for SPIDER and is
PD and ED, and remove the Damage Classes and Skill Levels from committing insurance fraud while getting paid and setting a trap
their sheets. for the heroes, all at the same time!
To make SPIDER retaliation agents more powerful, raise the
power level of their Heavy Weapons, increase their Resistant Protec- Rocket Launch: SPIDER begins selling weapons to African dictators
tion to 20 PD and ED, and Harden it. Give them a SPD of 4, and add and warlords, requiring the action of superheroes! But a supervillain
2 levels with All SPIDER Weaponry. who rules a significant portion of Africa has his own ideas, and when
the heroes begin shutting down the warlords, he moves in to clean up
the mess! Can the heroes put a stop to this as well? Or are the locals
better off under the more kindly regime of a technologically advanced
dictator?

SPIDER Retaliation Agents (Savage Worlds)


Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Driving d6, Fighting d8, Knowledge: Demolitions d6, Notice d6, Shooting d8, Stealth d6, Swimming d4, Throwing d6
Charisma: - Pace: 6 Parry: 6 Toughness: 5 (8)
Gear: Plastiflex Plated Heavy Duty Resistant System (Armor 5); Sealed System (Immunity: Gasses, Asphyxiation), Glare Resistant Lenses
(+2 to resist Blind), High-tech radio earpiece, SPIDER weapons from Weapons Locker (one Heavy, one Secondary)
Hindrances: Enemy (Global Law Enforcement Community), Loyal
Edges: Martial Artist, Marksman
Michael Satran 181

SPIDER Retaliation Agent


(Heavy Weapons Agent)
20 SPIDER Secondary Weapon Of Choice: See Weapons Locker 0
30 Plastiflex-Plated Heavy-Duty Resistance System: Resistant
(HERO) 6
Protection (15 PD/15 ED); OIF (-)
Glare Resistant Lenses: Sight Group Flash Defense (8 points);
0

Val Char Cost Roll Notes IIF (-) 0


15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1] 7 Sealed System: Life Support (Self-Contained Breathing); OIF
13 DEX 6 12- (-) 0
15 CON 5 12-
10 INT 0 11- PER Roll 11- 2 Athlete: Running +2m (14m total) 1
12 EGO 2 11- 1 Swimmer: Swimming +1m (5m total) 1
15 PRE 5 12- PRE Attack: 3d6 7 Concealed Radio: High Range Radio Perception (Radio Group);
IIF (-), Sense Affected As More Than One Sense [Hearing]
5 OCV 10 (-) 0
5 DCV 10
3 OMCV 0 Martial Arts: SPIDER Combat Training
3 DMCV 0 Maneuver OCV DCV Notes
3 SPD 10 Phases: 4, 8, 12 4 Block +2 +2 Block, Abort
5+15 PD 3 Total: 5/20 PD (0/15 rPD) 4 Dodge +5 Dodge, Affects All Attacks,
3+15 ED 1 Total: 3/18 ED (0/15 rED) Abort
6 REC 2 4 Escape 0 0 35 STR vs. Grabs
30 END 2 4 Punch 0 +2 6d6 Strike
12 BODY 2 5 Kick -2 +1 8d6 Strike
34 STUN 7 Total Characteristics Cost: 70
3 Legsweep +2 -1 5d6 Strike, Target Falls
Movement: Running: 14m/28m 3 Throw 0 +1 5d6 + v/10, Target Falls
Leaping: 4m/8m 4 +1 HTH Damage Class
Swimming: 5m/10m
Talents
Cost Powers END
5 Resistance (+5 to roll)
28 SPIDER Heavy Weapon Of Choice: See Weapons Locker 0
Skills
5 +1 with All SPIDER Weaponry
5 +1 with All SPIDER Heavy Weapons
3 Breakfall 12-
3 Climbing 12-
3 Combat Driving 12-
3 Defense Maneuver I
7 Demolitions 13-
3 KS: SPIDER Protocol 11-
3 Language of Choice (completely fluent) [plus Native Language of
Choice]
3 Navigation 11- (Land)
3 Stealth 12-
3 Systems Operation 11-
3 Tactics 11-
3 Teamwork 13-
0 TF: One 1-point Ground Vehicle of Choice
Total Powers and Skills Cost: 187
Total Cost: 257

225 Matching Complications (25)


20 Hunted: Law Enforcement Agencies All Over The World (Infre-
quently, Mo Pow, NCI, Harshly Punish)
5 Psychological Limitation: Loyal to SPIDER (Uncommon, Moderate)
28 Agent Bonus
Total Complications Points: 25
182 Spider
The third insight was that unlike the robots in cartoons, the ideal
SPIDER Robot Patrol Drone situation for a small robot of this sort was to arm it with a single
weapon with limited ammunition. Generally, in the event of an
Background: When SPIDER began designing secret bases, it was attack, most robots didnt last long, so there was no point in giving
often difficult to come up with security for them. In the early days the robot additional firepower when it was easier to reduce weight
of the organization, their only recourse was to have lightly armored and allocate that mass to armor.
agents wear disguises. This led to many agents being captured and The first few models were disasters. They exploded, crashed, and
hiding their bases in places that were difficult to get to or where no fired at random targets for no reason whatsoever. It took SPIDER ten
one would notice, like the sewers or Rhode Island. years to complete the first working prototype, and two years more
The SPIDER Supreme noticed that his agents were unhappy with to produce the production line from their secret factories around
this turn of events. To fix the problem, he turned to the Combat the world. The security drones were not perfect, but they conserved
Robot Research Division. Design me security devices that look manpower and did their job.
like ordinary maintenance gear but are actually combat robots! He
slammed his fist on his master control panel. Personality: Disguised lawnmower robot drones have absolutely no
The Combat Robot Research Division took his request very seri- personality whatsoever.
ously. Unfortunately, the initial technology wasnt up to the task. Quote: (All statements are pre-recorded. Odd, distaff statements are
No matter how they tried to disguise the combat robots, the shape- possible. SPIDER programmers are a sarcastic lot. Some robots may
shifting part continued to elude them until the mid-1980s. Cartoons repeat their programmed phrases for several minutes after being
about transforming robots suddenly became very popular, and this destroyed.)
provided the CRRD with new insights.
The first of these insights was this: The robot didnt have to look Hail SPIDER! Cut a thread, and it shall be rewoven!
like a modern lawnmower, snowblower, or the like. The robot could Prepare to die!
look like an advanced, futuristic robot with someone elses name Surrender now! Please come with me!
and patent number on it, that of a corporation that wasnt linked to
SPIDER at all. After all, framing their enemies and delaying them by Surrender now! Your death will be quick and painless.
creating confusion from investigations was just as valid a tactic as (Distaff) Ha-Ha-Ha. Nyaah! SPIDER thinks you suck!
anything else, especially when dealing with supertechnology. Plus the THPPPPPT!
Internet was free. Corporate logos were everywhere.
The second insight was that the robot did not have to be large. It Powers/Tactics: Robot drones have simple swarm tactics. Up to four
would be far easier to create a small floating robot with a camera in it fly up to a single target and blast away. They will attempt to delay
than it would be to create a massive engine of destruction. They could heroes by putting them in nets while concentrating most of their
hide those inside the base until they were needed. fire on a single target. The robots do not have much in the way of

SPIDER Robot Patrol Drone (Savage Worlds)


Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d10
Skills: Fighting d6, Knowledge: Lawn Care d6, Notice d6+2, Shooting d8
Charisma: - Pace: 6 (12) Parry: 7 Toughness: 7 (9)
Gear: None.
Hindrances: Alien Form, Servitor, Vow (Always obey orders from superiors, Major)
Edges: Alertness, Marksman
Super Powers:
Multicannon: Switchable
Shatterbolt: Attack, Ranged 3d6; AP 2; Limited Ammo (8 shots)
Net: Ensnare; Limited Ammo (8 shots)
Gel Round: Attack, Ranged 4d6; Nonlethal; Limited Ammo (8 shots)
Shotgun Round: Attack, Ranged 4d6; Limited Ammo (8 shots)
Robot Body: Construct; Ageless; Immunity (Environment Effects, Radiation,
Pressure/Vacuum)
Armored Shell: Armor 2; Heavy Armor
Automated Mower Disguise: Chameleon; Limited to shifting from robot lawn
mower to security drone and back
Gravwave Generator: Flight (x2 Pace, 12)
Optical Eye: Awareness
Optic Sensor Suite: IR, UV, Nightvision
Signal Receiver: High tech radio receiver (no transmit)
Defense Systems: +2 Parry, -2 Deflection
Michael Satran 183

SPIDER Robot Patrol Drone (HERO)


Val Char Cost Roll Notes
10 STR 0 11- Lift 100 kg; 2d6 HTH damage 4 Mow Lawn: Minor Transform 1d6 (long grass to short grass),
17 DEX 14 12- Area Of Effect (1m Radius; +), Reduced Endurance (0
10 CON 0 11- END; +); OIF (-), No Range (-) 0
10 INT 0 11- 21 Armored Shell: Resistant (+) for 8 PD/8 ED 0
0 EGO 0 15 Robotic Frame: Does Not Bleed 0
15 PRE 5 12- 60 No Biological Parts: Takes No Stun 0
6 OCV 15 30 Gravwave Generator: Flight 20m, Reduced Endurance (0
8 DCV 25 END; +) 2
0 OMCV 0 10 Optical Eye: Increased Arc Of Perception (360 Degrees)
0 DMCV 0 with Sight Group 0
3 SPD 10 Phases: 4, 8, 12 5 IR Sensor: Infrared Perception (Sight Group) 0
8 PD 21 Total: 8 PD (8 rPD) 5 UV Sensor: Ultraviolet Perception (Sight Group) 0
8 ED 21 Total: 8 ED (8 rED) 5 Nightvision Lens: Nightvision 0
10 REC 6 6 Signal Receiver: High Range Radio Perception (Radio Group);
50 END 6 Receive Only (-1) 0
8 BODY -2 -16 Fly Only: Running -12m, Leaping -4m, Swimming -4m
STUN Total Characteristics Cost: 121
Talents
Movement: Flight: 20m/40m
3 Environmental Movement (no penalties on lawns)
Cost Powers END
36 Multicannon: Multipower, 45-point reserve; in armed Skills
security drone form only (-) 10 +2 with Multicannon Multipower
3f 1) Shatterbolt: Blast 7d6 (Sonic), Armor Piercing (+); 3 Breakfall 12-
8 Charges (-) [8] 3 Defense Maneuver I
3f 2) Net: Entangle 4d6, 5 PD/5 ED; 8 Charges (-) [8] 3 PS: Mowing The Lawn 11-
3f 3) Gel Round: Blast 9d6; 8 Charges (-) [8] 3 Tactics 11-
3f 4) Shotgun Shell: RKA 3d6; 8 Charges (-) [8] 5 Teamwork 13-
16 Reveal Weapons: Shape Shift (Sight Group; unarmed mower- Total Powers and Skills Cost: 239
bot to armed security drone), Persistent (+), Inherent Total Cost: 360
(+), Reduced Endurance (0 END; +) 0
360 Matching Complications
15 Physical Complication: Limited Communications Skills (Frequently,
understanding powers such as Teleportation or Desolidification and Slightly Impairing)
may be prone to make the same mistake twice. However, they Coor- 30 Physical Complication: No Manipulation (All The Time, Greatly
dinate attacks very well, with superior timing and relentless precision. Impairing)
The robots have Breakfall because they are spherical in nature, not 20 Psychological Complication: Always Obeys Orders Of Superiors
because of any inherent talent. (Common, Total)
Campaign Use: SPIDER tends to use these robot drones in urban or Total Complications Points: 65
suburban areas where they can disguise the robots as relatively ordi-
nary devices. Feel free to reset the special effect to anything appro-
priate, such as a sprinkler system robot, a stationary lawn gnome,
or a bunch of childrens toys scattered about a yard. In areas where SPIDER SECURITY DRONE PLOT SEEDS
SPIDER can mount regular patrols and keep superior firepower on
No Big Deal: SPIDER begins offering robot patrol drones for free to
the battlefield, these robots are used much less frequently.
families in needy areas, and those families dont take kindly to the
To make the robots less powerful, lower the Multipower to 37
superheroes coming around. Can the heroes change the minds of
Active Points. Drop the robots PD and ED by 2. Reduce their DEX by
the local underprivileged population? What is SPIDERs plan for the
2, their SPD by 1, and their OCV by 1. Remove a Combat Skill Level.
neighborhood?
To make the robots more powerful, raise the Multipower to 50
Active Points. Raise the PD and ED by 2. Increase their DEX by 3, Mass Production: SPIDER begins mass-producing robot patrol
their SPD by 1, and their OCV and DCV by 2 each. Add 2 Combat drones and selling them to third-world countries. Is this merely
Skill Levels. Add an additional Secondary Weapons system from the a moneymaking scheme, or is SPIDER poised to take over large
SPIDER Secondary Weapons list, and make it accessible through an portions of the world?
Obvious Inaccessible Focus instead. Add 10 points of Power Defense,
Upgrade: A scientist is developing a new upgraded robot patrol drone
as the robots are completely mindless.
that is not just a robot but also part of a colossal explosive matrix.
Appearance: SPIDER robotic patrol drones look like simple black Can the heroes stop a security device that is also a terrorist threat?
robotic spheres with a lawnmowing attachment. In combat mode, Can they find the scientists building it?
they look like simple black robotic spheres with a gunport that
replaces the lawnmowing attachment.
184 Spider
Powers/Tactics: Medium hovertanks are used as mobile fire plat-
SPIDER Medium Hovertank forms, moving quickly to support groups of agents in battle. A wall
of tanks firing in unison can be frightening to look at. Occasionally,
Background: For years, SPIDER has focused on building superior a hovertank will be used to deliver key personnel to where they are
firepower into vehicles, despite having a separate division of retalia- needed in a battle. (Key personnel can be a commander, a supervil-
tion agents with man-portable heavy weapons. The reasoning behind lain, or even a combat robot.) Agents will choose tactics appropriate
tanks is sound. For one thing, a tank is far better defended than indi- to the superheroes or agents they are fighting. It should be noted that
vidual agents. For another, the speed and mobility the tanks represent some agents do not have the capability to pilot the tanks to the fullest
provide SPIDER with a powerful advantage. extent of their capabilities. The SPIDER Supreme has considered a
Early tanks were much like their real-world counterparts relent- separate transportation division of agents but hasnt figured out how
less, heavily armored, and slow. They made a poor choice for SPIDER to acquire trainers to maintain a higher level of operational superi-
in its goal of global domination. The tracked vehicles were really only ority. Against fast opponents, the tanks will wait for agents to hold
useful for defense and heavy assaults, and smuggling a tank was a them down under nets or otherwise immobilize them, and then fire
risky proposition at best, with colossal failure being only one of the while their enemies are relatively helpless. Concentration of firepower
many disasters that could befall someone who came up with such an against superheroes is the key to victory. The SPIDER hovertank
operation. requires a crew of two, a pilot and a gunner. The tank is completely
In the mid-1980s, SPIDER opted to do away with over 90 percent sealed with a top hatch that requires a Security Systems roll to enter.
of tracked vehicles, leaving them for environments with difficult
terrain. The hovertank became the main weapon of their military Campaign Use: This hovertank can be redesigned to function for any
forces. For years, there was only a light hovertank. The concerns of of a number of secret organizations. A tank is generally only useful
weight combined with the needs of firepower limited them to a single in combat; however, there may be secondary uses for one (see the
vehicle type. As hover technology advanced and armor lightened, Plot Seeds below). SPIDER does sell military equipment to criminal
SPIDER eventually developed a medium hovertank that proved more organizations and governments; however, many of the nuts and bolts
capable of standing up to superheroes and heavier fire. of operating the vehicles are taken out, and the control systems and
It is rumored that experimental heavy tanks are on the way, with weapons systems may be inferior.
firepower more massive than anything a superhero can bring to bear. To make the hovertank less powerful, lower its Defenses to 8 PD
The Vehicle Research Division prides itself on meticulousness and is and 8 ED, and lower the Force Multicannon Multipower to 60 Active
much less prone to design unique prototypes than the Combat Robot Points. Reduce the number of Range Skill Levels and remove some
Research Division. They have already designed tanks for at least one of the advanced sensory equipment. Feel free to also use this model
supervillain*, and more tank types designed for unique battlefields for either a light hovertank or a cheaper version that SPIDER sells to
are on the way. criminals and supervillains, just without as much advanced tech-
nology. Lower the vehicles SPD to 3, its STR to 30, and its DEX to 17.
Michael Satran 185
To make the hovertank more powerful, raise its Defenses to 12 PD SPIDER MEDIUM HOVERTANK PLOT SEEDS
and 12 ED, add Power Defense to protect against powers that might
melt or Transform the hovertank, and add unusual Advantages to the A Bad Case of This and That: SPIDER hovertanks are running out
senses such as Penetrative on Radar and Sonar. Raise the SPD of the of parts, and they send agents out to get more! Can the heroes put an
tank to 5. Increase BODY to 20. Add Secondary Weapons systems, economic kink in SPIDERs plans by denying them their resources?
and replace the Ground Movement of the vehicle with Flight, Only
On Surfaces. Raise the Multipower to 80-90 Active Points, depending Double Trouble: SPIDER hovertanks are being used in crimes by
on the power level of the game. body doubles of famous people, superheroes, and supervillains. Who
is behind the crimes? Who is behind the wave of impersonations?
Appearance: This sleek, low-to-the-ground hovertank is oblong, Are they the same?
with hoverpods beneath it that replace the location of the tracks on
a typical tank. A single gun emerges from the low, flat turret, which Tanks for Sale: A SPIDER hovertank is delivered to a heros DNPC |
fires in a 360 degree arc. The tank is typically painted according to Dependent as part of a mail-order package. Now, SPIDER wants him
the needs of the area in which it most often needs to battle. Its low to pay up and is sending minions to repossess the tank. Who is the
profile and high speed make it easier for drivers to hide behind cover tanks rightful owner? Will the DNPC | Dependent be arrested?
and easy to stay at range when needed. Smooth, aerodynamic lines * If the reader owns Pretty Hate Machines, the tank is described
make the tank look like a cross between a luxury car and a howitzer. within its pages, and the supervillain is Mr. Hideous.
A spider shape is engraved into the metal of the tank, along with a
number and unit designation.

SPIDER Medium Hovertank (Savage Worlds)


Acc/TS: 8/32
Toughness*: 65/50/40 (40/20/15)
Crew: 3 + 2
Notes: Heavy Armor, Hover, Infared, Night Vision, Sloped Armor, Improved Stabilizer, Sealed Systems; Awareness (360 Radar and Sonar),
Super Skill (+2 Shooting), Flight (Parachute, only to glide downwards; one use only)
Weapons:
Force Multicannon: Switchable
Force Bolt: Attack, Ranged 5d6
Concentrated Wave: Attack, Ranged 4d6; AP 2
Netgun: Ensnare; Stronger (-4 escape)
Pulsed Force Bolt: Attack, Ranged 2d6; AP 2; Rapid Shot (x3)
Vibroforce Bolt: Attack, Ranged; Affects Intangibility
Anti-Tank Bolt: Attack, Ranged 4d6; Focus
* - The three ratings indicate front armor; side and back armor; and bottom armor (which is pretty much always the weakest). The Armor
ratings are very high, but the Focus ability can bypass that completely. As well, most conventional military heavy weapons have extraordi-
narily high AP values.
186 Spider

SPIDER Medium
Hovertank (HERO) Cost
75
Powers
Force Multicannon: Multipower, 75-point reserve
END

Val Char Cost Notes 7f 1) Force Bolt: Blast 12d6, Reduced Endurance ( END; +) 3
6 Size 30 8m x 4m x 4m, Mass 6.4 tons, OCV +4, KB 7f 2) Concentrated Wave: Blast 10d6, Armor Piercing (+), Reduced
-12m Endurance ( END; +) 3
40 STR 0 Lift 6400 kg; 8d6 damage 7f 3) Netgun: Entangle 4d6, 4 PD/4 ED, Takes No Damage
20 DEX 20 From All Attacks (+); 32 Charges (+) [32]
9 OCV 30 7f 4) Pulsed Force Bolt: Blast 6d6, Armor Piercing (+),
7 DCV 20 Autofire (5 shots; +), Reduced Endurance ( END; +) 2
4 SPD 20 Phases: 3, 6, 9, 12 7f 5) Vibroforce Bolt: Blast 8d6, Reduced Endurance ( END;
+), Affects Desolidified (any form of Desolification; +) 3
9 PD 11 Total: 9 PD (9 rPD)
9 ED 11 Total: 9 ED (9 rED) 5 Molecular Coating: Hardened (+) for 9 PD/9 ED 0
15 BODY -1 Total Characteristic Cost: 141 5 Subduron Weave: Impenetrable (+) for 9 PD/9 ED 0
35 Sealed Systems: Total Life Support
Movement: Ground 40m/320m
20 Sensor Suite: Radar, Increased Arc Of Perception (360
Degrees) 0
20 Sensor Suite: Sonar, Increased Arc Of Perception (360
Degrees) 0
5 IR Sensors: Infrared Perception (Sight Group) 0
5 Nightvision Cameras: Nightvision 0
5 UV Sweepers: Ultraviolet Perception (Sight Group) 0
12 Radio Suite: High Range Radio Perception (Radio Group) 0
12 Rangefinder: +8 versus Range Modifier for Sight Group 0
10 Ring of Sensors: Increased Arc Of Perception (360 Degrees)
with Sight Group 0
3 Parachute: Flight 12m; 1 Recoverable Continuing Charge
(-), OAF (-1), Gliding (-1), Limited Movement (descend
only; -) [1 rc]
28 Enhanced Speed: Ground Movement +28 m (40m total),
x8 Noncombat 4
-2 Surface Vehicle Only: Swimming -4m
35 Nuclear Power Supply: Endurance Reserve (100 END, 15
REC) 0

Skills
24 Rangefinder: +8 Range Skill Levels
Total Powers and Skills Cost: 332
Total Cost: 473
15 Matching Complications
15 Physical Complication: Hover Vehicle (fans can be jammed by
sufficiently heavy objects; tank cannot move while flipped over)
(Infrequently, Greatly Impairing)
Total Complications Points: 15
Michael Satran 187

WEAPON S LOCKER
SPIDER Primary Weapons 30 LX-22 Net Rifle: Entangle 4d6, 4 PD/4 ED, Area Of Effect
(4m Radius; +); OAF (rifle; -1), 32 Charges (+) [32]
(HERO) 30 LX-23 Translation Net Rifle: Entangle 3d6, 3 PD/3 ED,
Cost Powers END Takes No Damage From All Attacks (+), Area Of Effect
25 SPIDER SX-B 1 MK III: Blast 8d6; OAF (blaster rifle; -1), (8m Radius; +); OAF (rifle; -1), 16 Charges (+0) [32]
4 clips of 16 Charges (+) [16] 30 KDF-7 Ion Stripper Rifle: Blast 4d6, No Range Modifier
30 SPIDER SX-B II MK II: Blast 8d6, Armor Piercing (+); (+), NND (defense is Resistant Protection That Costs
OAF (blaster rifle; -1), 32 Charges (+) [32] Endurance [force fields]; +1); OAF (rifle; -1), 64 Charges
(+) [64]
30 SPIDER BGR-I MK IVB: Blast 4d6, Autofire (5 shots; +),
Double Knockback (+); OAF (force pulse rifle; -1), 250 30 DPX-12 Impenetrex Bullet Machine Rifle: RKA 2d6,
Charges (+1) [250] Autofire (3 shots; +), Armor Piercing (+); OAF (rifle;
-1), 64 Charges (+) [64]
22 SPIDER RTN Boomerang T4: Blast 4d6, NND (defense
is Hard Ear Coverings, Wearing A Helmet, or Hearing 30 FZR-122 Glacier Gun: Entangle 4d6, 4 PD/4 ED, Area
Group Flash Defense; +), Indirect (Source Point is Of Effect (4m Radius; +); OAF (glacier rifle; -1), 32
the Character, path can change with every use; +); Charges (+ ) [32]
OAF (sonic rifle; -1), 4 Clips of 16 Charges (+) [16] 30 YT-17 Gravgun: Blast 8d6 (Gravity); OAF (rifle; -1), 64
30 SPIDER Meson Gun: Blast 6d6, Penetrating (+); OAF Charges (+) [64]
(meson rifle; -1), 64 Charges (+) [64] 20 NDF-4 Scrambler Rifle: Blast 4d6, NND (defense is
30 VRX-B Gamma Blaster: Blast 4d6, AVAD (Power Defense; Mental Defense; +0), Indirect (Source Point is the
+1); OAF (gamma rifle; -1), 64 Charges (+) [64] Character, path can change with every use; +); OAF
(rifle; -1), 64 Charges (+) [64]
30 X-4 Heavy Bullet Rifle: Blast 8d6 (Physical); OAF (rifle;
-1), 64 Charges (+) [64] 25 GTZ-7 Sapper: Drain STUN 4d6; OAF (rifle; -1), 32
Charges (+) [32]
30 BH-5 Heat Ray: Blast 8d6 (Heat); OAF (rifle; -1), 64
Charges (+) [64] 30 PTF Light Phase Beam Rifle: Blast 6d6, Armor Piercing
(+), Affects Desolids (any form of Desolidification; +);
30 FX-4 Freeze Ray: Blast 8d6 (Cold); OAF (rifle; -1), 64 OAF (rifle; -1), 32 Charges (+) [32]
Charges (+) [64]
25 GTX Enervator: Drain END 4d6; OAF (rifle; -1), 32
30 EKT-17 Ion Rifle: Blast 8d6 (Electricity); OAF (rifle; -1), Charges (+) [32]
64 Charges (+) [64]
30 BRT-11 Lightsmasher: Sight Group Flash 8d6; OAF
30 BP-7 Bullpup Drum Rifle: RKA 2d6; OAF (rifle; -1), (flash grenade rifle; -1); 64 Charges (+) [64]
64 Charges (+) [64]
30 BRT-26 Glowbomb: Sight Group Flash 6d6, Armor
30 QFN-12 Flchette Cloud Launcher: RKA 2d6, Area Of Piercing (+), Area Of Effect (4m Radius; +); OAF
Effect (4m Radius; +), Penetrating (+); OAF (rifle; (rifle; -1), 64 Charges (+) [64]
-1), 32 Charges (+) [32]
22 XTP-14 Gamma Dart: Blast 3d6, No Range Modifier
30 RXF-11 Smoker Rifle: Blast 8d6 (Steam); OAF (rifle; (+), AVAD (Power Defense; +1); OAF (rifle; -1), 64
-1), 64 Charges (+) [64] Charges (+) [64]
25 XJN Strobe: Blast 4d6, AVAD (Sight Group Flash 30 HYP-22 Hyperion: Blast 6d6, Armor Piercing (+),
Defense; +1), OAF (rifle; -1), 64 Charges (+) [64] Indirect (Source Point is the Character, path can change
30 DV-14 Heavy Breather: Blast 6d6, Double Knockback with every use; +); OAF (rifle; -1), 32 Charges (+) [32]
(+); OAF (rifle; -1), 64 Charges (+) [64] 30 Z-76 Screamer: Blast 8d6 (Sonic); OAF (rifle; -1), 64
Charges (+) [64]
188 Spider

SPIDER Primary Weapons XJN Strobe: Damage 3d6, Elemental Trick (Light), Nonlethal
(Savage Worlds) DV-14 Heavy Breather: Damage 3d6, Increased Knockback
(d10s), Nonlethal
SPIDER SX-B I MK III Blaster Rifle: Damage 4d6, Nonlethal
LX-22 Net Rifle: Ensnare, Ranged, Stronger
SPIDER SX-B II MK II Blaster Rifle: Damage 3d6, AP 2, Nonlethal
LX-23 Translation Net Rifle: Ensnare, Ranged, Large Burst Template
SPIDER BGR-I MK 1VB Force Pulse Rifle: Damage 2d6, Rapid Fire
(x2), Knockback, Nonlethal KDF-7 Ion Stripper Rifle: Decay, Ranged, Blocked by Force Fields,
Nonlethal
SPIDER RTN Boomerang T4 Sonic Rifle: Damage 2d6, Elemental
Trick (Sound), Focus, Nonlethal DPX-12 Impenetrex Bullet Machine Rifle: Damage 2d6, AP 2, Rapid
Fire (x2)
SPIDER Meson Gun: Damage 2d6, AP 3, Nonlethal
FZR-122 Glacier Gun: Ensnare, Ranged, Elemental Trick (Cold)
VRX-B Gamma Blaster: Damage 2d6, vs Disruption Defense (not
Toughness/Armor), Nonlethal YT-17 Gravgun: Damage 3d6, Elemental Trick (Gravity, use Air from
book), Nonlethal
X-4 Heavy Bullet Rifle: Damage 4d6, Nonlethal
NDF-4 Scrambler Rifle: Damage 2d6, vs Mind Defense (not Tough-
BH-5 Heat Ray: Damage 3d6, Elemental Trick (Heat; Vigor check or ness/Armor), Nonlethal
Fatigued), Nonlethal
GTZ-7 Sapper: Stun, Stronger, Can be used vs single target
FX-4 Freeze Ray: Damage 3d6, Elemental Trick (Cold), Nonlethal
PTF Light Phase Beam Rifle: Damage 3d6, AP 1, Affects Intangi-
EKT-17 Ion Rifle: Damage 3d6, Elemental Trick (Electricity), bility, Nonlethal
Nonlethal
BRT-11 Lightsmasher: Blind, Stronger
BP-7 Bullpup Drum Rifle: Damage 4d6
BRT-26 Glowbomb: Blind, Area (Medium Burst Template)
QFN-12 Flechette Cloud Launcher: Damage 2d6, AP 2, Medium
Burst HYP-22 Hyperion: Damage 3d6, Focus, Nonlethal

RFX-11 Smoker Rifle: Damage 3d6, Elemental Trick (Steam; use Z-76 Screamer: Damage 3d6, Elemental Trick (Sound), Nonlethal
Darkness from book), Nonlethal

Note: All Primary Weapons that do damage are considered Heavy


Weapons.
Michael Satran 189
charge. The weapon is named for the sound that the bullet makes
SPIDER Secondary Weapons when fired.
(HERO) ** This model is only issued to agents likely to be involved in close
combat or senior officers or commanders. The limited number of
Cost Powers END shots makes it impractical for long-term use.
18 Bandolier of Grenades: Multipower, 40-point reserve; OAF *** This weapon got its name from multiple betrayals within the orga-
(-1), Range Based on STR (-) nization and the discovery of the unique dart-shaped shells near the
1f 1) Smoke Grenades: Darkness to Sight Group 6m corpses of various agents and webmasters. It has nothing to do with
Radius; 6 Continuing Charges lasting 1 Turn each (-) [6] the alphanumeric designation of the firearm whatsoever. The weapon
1f 2) Flash Grenades: Sight Group Flash 4d6, Area Of is the size of a snubnosed .38.
Effect (4m Radius; +); 6 Charges (-) [6] ****This weapon is only issued to close-combat experts, officers, and
1f 3) Wallbreaker Grenades: Tunneling 1m through 15 people who are specifically given gear to face heavily armored oppo-
PD material; Trigger (Activating the Trigger requires a nents. The ammunition for the weapon is difficult to produce, and the
Zero Phase Action; Time Delay Extra Phase; +); 6 gun barrel requires a special process to design.
Charges (-) [6]
1f 4) Screamer Grenades: Blast 3d6, NND (defense is
Hard Ear Coverings, Hearing Group Flash Defense, or
Sonic Powers; +1), Area Of Effect (8m Radius; +); 6
charges (-) [6]
SPIDER Secondary Weapons
1f 5) High Explosive Grenades: RKA 1d6 (Physical), (Savage Worlds)
Area Of Effect (8m Radius; +); 6 Charges (-) [6]
1f 6) Gas Grenades: Blast 3d6, Area Of Effect (8m Radius; Bandolier of Grenades: (6 of each; use Throwing)
+), NND (defense is Life Support [Self-Contained Smoke Grenades: Large Burst Template, -4 all sight-based
Breathing]; +1); 6 Charges (-) [6] rolls
20 Vibroknife: HKA 1d6+1, Penetrating (+), Reduced Flash Grenades: Blind, Medium Burst Template
Endurance (0 END; +); OAF (-1) 0
Wallbreaker Grenades: Burrow (Super Tunneler), only to
20 SP-1 Heavy Pistol: RKA 2d6; OAF (-1), 16 Charges (-0) [16] break through barriers
18 Gel-Packet Bombs: Entangle 3d6, 3 PD/3 ED, Takes No
Screamer Grenades: Stun, Stronger, Elemental Trick
Damage From Physical Attacks (+), Area Of Effect (4m
(Sound)
Radius; +); OAF (-1), 12 Charges (-), Range Based
On Strength (-) [12] High Explosive Grenades: Damage 3d6, Area (Medium
Burst Template)
20 Gauntlet Punch Dagger: HKA 2d6; OIF (-) 3
20 PTN-23 Shock Pistol: Blast 8d6 (Vibration); OAF (-1), 16 Gas Grenades: Stun, Large Burst Template
Charges (-0) [16] Net Grenades: Ensnare
20 TBR FTHNK-2: Blast 12d6; OAF (-1), 6 Charges (-), Vibroknife: Strength+2d6, AP 1
Activation (15- roll; -)* [6]
18 Net Grenades: Entangle 4d6, 5 PD/5 ED; OAF (-1), 12 SP-1 Heavy Pistol: Damage 3d6
Charges (-); Range Based On Strength (-) [12] Gel-Packet Bombs: Ensnare, Ranged, Stronger
15 Neuro-Overloader Gauntlet: Blast 3d6, NND (defense is
PTN-23 Shock Pistol: Damage 2d6, Elemental Trick (Vibration; use
Power Defense; +1); OIF (-), 16 Charges (-0) [16]
Electricity in book)
20 Shock Gauntlet: Blast 8d6 (Electricity); OIF (-), No
Range (-), 16 Charges (-0) [16] TBR FTHNK-2: Damage 4d6, Heavy Weapon, Unreliable (Fries out
15 Shrieker Ray: Blast 4d6, NND (defense is Hard Ear on a 1 or 2)
Coverings, Flash Defense (Hearing), or Sonic Powers; Neuro-Overloader Gauntlet: STR damage vs Mind Defense (not
+1); OAF (pistol; -1), 16 Charges (-0) [16] Toughness or Armor)
20 BQV-13 Vector: RKA 4d6; OAF (pistol; -1), 8 Charges
(-), Limited Range: 25m (-)** [8] Shock Gauntlet: STR+2d6, Elemental Trick (Electricity)
20 DTN 2 Downsizer: RKA 2d6, Autofire (2 shots; +), Shrieker Ray: Damage 2d6, Elemental Trick (Sound)
ArmorPiercing (+); OAF (pistol; -1), Activation (15- roll;
BQV-13 Vector: Damage 4d6, Inaccurate (additional -1 at Medium
-), 16 Charges (-0) *** [16]
Range, -2 at Long)
20 JTRX- 4 Gyrojet Pistol: Blast 8d6, Armor Piercing (+);
OAF (-1), 8 Charges (-) [8] DTN-2 Downsizer: Damage 2d6, Rapid Fire (x2), AP 1, Unreliable
20 PTN-11: RKA 2d6, Penetrating (+); 4 Charges (-1), (Jams on a 1 or 2)
OAF (-1) **** [4] JTRX-4 Gyrojet Pistol: Damage 2d6, AP 2
PTN-11: Damage 2d6, AP 4, Heavy Weapon, Limited Ammo (4
* SPIDER Agents are reluctant to use this weapon due to problems shots)
with the far more unreliable (and even exploding) FTHNK-1.
The weapon uses a positron charge to fire an electrically charged
exploding bullet. Many, even the SPIDER Supreme himself, are Note: All Secondary Weapons that do damage, unless otherwise indi-
curious as to why the weapon does not simply fire a massive positron cated, are not Heavy Weapons.
190 Spider

SPIDER Heavy Weapons SPIDER Heavy Weapons


(HERO) (Savage Worlds)
Cost Powers END OVR-3 Overlord: Damage 5d6, Nonlethal
28 OVR-3 Overlord: Blast 14d6 (Physical); OAF (-1), 8
DKT-15 Desecrator: Damage 4d6, Area (Medium Burst Template),
Charges (-) [8]
AP 2, Unreliable (Fries out on a 1 or 2), Nonlethal
28 DKT-15 Desecrator: Blast 8d6, Armor Piercing (+),
Area Of Effect (8m Radius; +); OAF (-1), Activation (15- MST-22 Monster: Damage 4d6, AP 2, Rapid Fire (x2), Unreliable
roll; -), 12 Charges (-) [12] (Fries out on a 1 or 2), Nonlethal
27 MST-22 Monster: Blast 7d6, Autofire (3 shots; +), DPS-15Violator: Damage 5d6
Armor Piercing (+); OAF (-1), Activation (14- roll; -),
32 Charges (+) [32] RKGT Gyrobomber: Damage 3d6, Area (Medium Burst Template),
AP 1, Selective, Nonlethal
28 DPS-15 Violator: RKA 4d6; OAF (-1), 8 Charges (-) [8]
28 RKGT Gyrobomber: Blast 7d6, Armor Piercing (+), Area LNF-4 Lawbreaker: Damage 3d6, Area (Medium Burst Template),
Of Effect (8m Radius; +), Selective (+); OAF (-1), 8 AP 3, Nonlethal
Charges (-)* [8]
NR-4P Shatterbeam: Damage 3d6 (Sonic), Area (Large Burst
27 LNF-4 Lawbreaker: Blast 6d6, Armor Piercing (+), Template), AP 2, Nonlethal
Penetrating (+), Area Of Effect (8m Radius; +); OAF
(-1), 8 Charges (-) [8] YVR-17 Pyroburst: Damage 3d6, Area (Large Burst Template), AP
25 NR-4P Shatterbeam: RKA 2d6-1 (Sonic), Personal 1, Elemental Trick (Fire), Nonlethal, Unreliable (Fries out on a 1 or
Immunity (+), Penetrating (+), Area Of Effect (16m 2)
Radius; +); OAF (-1), 8 Charges (-) [8] BGFH-12Buster: Damage 3d6, AP 2, Affects Intangibility,
27 YVR-17 Pyroburst: Blast 8d6 (Fire), Area Of Effect (16m Nonlethal
Cone; +); OAF (-1), 16 Charges (-0), Activation (14-
ZX-17 Zeropoint: Paralysis, Area (Medium Burst Template), Extra
roll; -) [16]
Duration (+1 Round), Extra Power, Ranged
28 BGFH-12 Buster: Blast 8d6, Armor Piercing (+), Affects
Desolidified (any form of Desolidification; +); OAF (-1), FTN-X-3 Fearmonger: Damage 3d6, AP 2, Increased Knockback
8 Charges (-) [8] (d10s), Nonlethal
28 ZX-17 Zeropoint: Entangle 3d6, 4 PD/4ED, Takes No GSHK-11Gyroshock: Damage 3d6, Area (Medium Burst
Damage From All Attacks (+), Area Of Effect (8m Template), Increased Knockback (d10s), Nonlethal
Radius; +); OAF (-1), 8 Charges (-)** [8]
28 FTN-X-3 Fearmonger: Blast 8d6 (Force Physical), SNF-12 Sunflower: Blind, Area (Large Burst Template), Stronger,
Armor Piercing (+), Double Knockback (+); OAF (-), Elemental Trick (Staggered, use Cold from the book)
8 Charges (-) [8] LKD-1 Lockdown: Ensnare, Ranged, Stronger, Negates Teleporta-
28 GSHK-11Gyroshock: Blast 7d6, Area Of Effect (8m tion (Level 4)
Radius; +), Double Knockback (+); OAF (-1), 8
PNR-2 Pariah: Damage 3d6, vs Disruption Defense (not Tough-
Charges (-) [8]
ness/Armor), Nonlethal
28 SNF-12 Sunflower: Sight Group Flash 7d6, Armor
Piercing (+), Area Of Effect (16m Radius; +); OAF
(-1), 8 Charges (-) [8] Note: All Heavy Weapons that do damage are automatically Heavy
28 LKD-1 Lockdown: Entangle 4d6, 4 PD/4 ED, Cannot Be Weapons by Savage Worlds definition.
Escaped With Teleportation (+), Area Of Effect (8m
Radius; +); OAF (-1), 8 Charges (-) [8]
24 PNR-2 Pariah: Blast 4d6 (Gamma Ray), Armor Piercing,
(+), Area Of Effect (16m Radius; +), AVAD (Power
Defense; +1); OAF (-1), 8 Charges (-) [8]

* This is the most popular heavy weapon among other agent types.
Unfortunately for them, neither the SPIDER Supreme nor agent
commanders agree. It fires low-yield homing grenades that detonate
on arrival.
** This heavy weapon creates a semi-null zone of energy fields
that freezes people in place. It is very popular with webmasters but
unpopular with many of the agents who are forced to use it.
$ 3 3(1 ' ,;  7+ 5 ( (

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192 Object Defense Tables

OBJ ECT DEFEN SE &


TO U GHN ES S TABLES
Patio Section: 4 PD, 3 ED, 5 BODY (per two-meter section)
Breaking Stuff (or Using Stuff to Baking Oven: 8 PD, 6 ED, 7 BODY
Break Others) (Savage Worlds) Cutting Tables: 6 PD, 6 ED, 4 BODY
Many items in the adventure list their Hero System Defenses Hanging Utensil Stand: 4 PD, 3 ED, 3 BODY
and Body; instead of listing these again for Savage Worlds, there is a
much easier way to convert them. Simply add an objects PD and ED Copper Grill: 5 PD, 4 ED, 10 BODY
and compare it to its BODY. If the BODY is lower or higher but the Sink: 4 PD, 3 ED, 4 BODY
item made up of multiple parts (like a piano or chandelier), use the
Defense total as its Toughness. If the BODY value is higher and the Dishwater: 4 PD, 3 ED, 4 BODY
object is solid (like a table or fountain), use the higher BODY number Stoves: 6 PD, 5 ED, 5 BODY
as its Toughness instead.
Refrigerator: 4 PD, 4 ED, 11 BODY

THE WINEHOUSE ESTATE Wooden Shelves: 2 PD, 2 ED, 2 BODY


Top-Opening Freezer: 4 PD, 4 ED, 8 BODY
House Walls: 4 PD, 4 ED, 4 BODY
Meat-Aging Case: 3 PD, 3 ED, 5 BODY
Inner Doors: 3 PD, 3 ED, 4 BODY
Wine Storage Unit: 3 PD, 3 ED, 6 BODY
Windows: 4 PD, 4 ED, 4 BODY
Large Chandelier: 2 PD, 2 ED, 11 BODY
Mirrors: 1 PD, 1 ED, 1 BODY
Replica Paintings: 1 PD, 1 ED, 1 BODY
For Sale Sign: 1 PD, 1 ED, 1 BODY
Small Table: 2 PD, 2 ED, 3 BODY
Gate: 5 PD, 5 ED, 4 BODY
Sled: 2 PD, 2 ED, 2 BODY
Fence: 3 PD, 3 ED, 3 BODY
Turkish Carpet: 4 PD, 3 ED, 7 BODY
Driveway Lights: 1 PD, 1 ED, 1 BODY
Oak Dining Room Table: 4 PD, 3 ED, 11 BODY
Fountain: 5 PD, 5 ED, 12 BODY
Oak Chair: 4 PD, 3 ED, 5 BODY
Bird Heads: 4 PD, 4 ED, 3 BODY
Dining Room Chandelier: 2 PD, 2 ED, 8 BODY
Tennis Court Fence: 2 PD, 2 ED, 2 BODY (per two-meter section)
Large Cabinet: 4 PD, 4 ED, 5 BODY
Tennis Net: 3 PD, 2 ED, 4 BODY
Plain Wooden Chairs: 3 PD, 3 ED, 3 BODY
Front Entrance Door: 3 PD, 3 ED, 4 BODY
Piano: 4 PD, 4 ED, 15 BODY
Hanging Chime: 1 PD, 1 ED, 1 BODY
Large Back Window: 3 PD, 3 ED, 7 BODY
Deck Chairs: 3 PD, 2 ED, 3 BODY
Opulent Sink: 4 PD, 4 ED, 5 BODY
Glass Tables with Umbrellas: 4 PD, 3 ED, 3 BODY
Black Ceramic Toilet: 4 PD, 4 ED, 6 BODY
Empty Bar: 4 PD, 3 ED, 3 BODY
Urinal: 4 PD, 4 ED, 4 BODY
Sliding Window: 3 PD, 2 ED, 5 BODY
Single Beds: 4 PD, 3 ED, 4 BODY
Leather Couches: 4 PD, 4 ED, 7 BODY
Nightstand: 3 PD, 3 ED, 3 BODY
Stone Table: 7 PD, 7 ED, 6 BODY
Small Flatscreen TV: 1 PD, 1 ED, 1 BODY
Paintings: 1 PD, 1 ED, 1 BODY
Chest of Drawers: 2 PD, 2 ED, 3 BODY
Flat-Topped Bar: 4 PD, 4 ED, 3 BODY
Wardrobe: 3 PD, 3 ED, 3 BODY
Bottles: 0 PD, 0 ED, 1 BODY
Guest Toilet: 4 PD, 4 ED, 3 BODY
Flatscreen TV: 2 PD, 2 ED, 2 BODY
Guest Sink: 4 PD, 4 ED, 3 BODY
Charcoal Grill: 3 PD, 3 ED, 4 BODY
Shower Stall: 3 PD, 3 ED, 4 BODY
Lawn and Deck Chairs: 3 PD, 3 ED, 3 BODY
Shower Stall Door: 2 PD, 2 ED, 2 BODY
Picnic Table: 4 PD, 3 ED, 5 BODY
Medicine Cabinet: 2 PD, 2 ED, 2 BODY
Michael Satran 193
Hallway Nightstand: 2 PD, 2 ED, 2 BODY File Cabinets: 2 PD, 2 ED, 4 BODY
Massive Flatscreen TV: 3 PD, 3 ED, 8 BODY Portable Sump Pump: 4 PD, 4 ED, 4 BODY
Plush, Heavy Chairs: 4 PD, 3 ED, 6 BODY Downstairs Toilet: 4 PD, 4 BODY, 4 BODY
Speakers: 3 PD, 3 ED, 4 BODY Downstairs Sink: 4 PD, 4 ED, 4 BODY
Washer: 4 PD, 4 ED, 5 BODY Old Barn: 3 PD, 2 ED, 6 BODY (per two-meter section)
Dryer: 4 PD, 4 ED, 4 BODY Antique Cars: 3-6 PD, 2-5 ED, 5-17 BODY
Laundry Folding Table: 2 PD, 2 ED, 3 BODY
Balcony Railing: 3 PD, 3 ED, 3 BODY THEATRE BASEMENT
Opulent Bed: 3 PD, 3 ED, 7 BODY Inner Walls: 4 PD, 4 ED, 4 BODY
Small Writing Desk: 4 PD, 4 ED, 5 BODY Supporting Walls: 7 PD, 6 ED, 6 BODY
Thick Carpet: 2 PD, 2 ED, 4 BODY Doors: 4 PD, 4 ED, 5 BODY
Chests of Drawers: 3 PD, 3 ED, 3 BODY Stairwell Doors: 6 PD, 6 ED, 5 BODY
Curved Mirror: 3 PD, 3 ED, 3 BODY Mirrored Dressing Screen: 2 PD, 2 ED, 2 BODY
Childrens Bathroom Toilet: 4 PD, 4 ED, 4 BODY Makeup Table: 3 PD, 3 ED, 5 BODY
Childrens Sink: 4 PD, 4 ED, 3 BODY Costume Rack: 2 PD, 2 ED, 3 BODY
Golden Mirror Frame: 2 PD, 2 ED, 2 BODY Costumes: 0 PD, 0 ED, 1 BODY
Bathtub/Shower: 4 PD, 4 ED, 7 BODY Cheap Lighting Fixture: 2 PD, 2 ED, 1 BODY
Stuffed Bear: 1 PD, 1 ED, 1 BODY Cheap Chairs: 2 PD, 2 ED, 2 BODY
Medicine Cabinet: 2 PD, 2 ED, 2 BODY Ornate Dressing Screen: 3 PD, 3 ED, 3 BODY
Toys: 1-4 PD, 1-4 ED, 1-4 BODY Complex Makeup Table: 4 PD, 4 ED, 5 BODY
Dolls: 1-3 PD, 1-3 ED, 1-2 BODY Lava Lamp: 3 PD, 3 ED, 3 BODY
Video Game Console: 3 PD, 3 ED, 4 BODY Well-Made Lighting Fixtures: 4 PD, 4 ED, 3 BODY
Work Desk: 4 PD, 3 ED, 6 BODY Flatscreen TV with DVD: 3 PD, 3 ED, 3 BODY
Comfortable Chairs: 3 PD, 3 ED, 3 BODY Plush Chairs: 4 PD, 4 ED, 4 BODY
Desk Computer: 2 PD, 2 ED, 2 BODY Medium Couch: 4 PD, 4 ED, 9 BODY
Bland-Looking Carpet: 2 PD, 2 ED, 2 BODY Coils of Rope: 3 PD, 3 ED, 6 BODY
Fax Machine: 3 PD, 2 ED, 3 BODY Set Boards: 2 PD, 2 ED, 2 BODY
Opulent Toilet: 5 PD, 3 ED, 4 BODY Rolls of Paper: 4 PD, 4 ED, 4 BODY
Opulent Sink: 4 PD, 4 ED, 5 BODY Large Trunks: 3 PD, 3 ED, 4 BODY
Marble Black Bathtub: 7 PD, 7 ED, 6 BODY Cabinet: 3 PD, 3 ED, 6 BODY
Marble Bidet: 6 PD, 6 ED, 5 BODY Power Regulation Units: 4 PD, 4 ED, 3 BODY
Medicine Cabinet: 3 PD, 3 ED, 3 BODY Electricity Controls: 4 PD, 3 ED, 3 BODY
Sock Drawers: 4 PD, 4 ED, 3 BODY Fuse Box: 5 PD, 5 ED, 4 BODY
Angelas Bed: 3 PD, 4 ED, 5 BODY Trunks: 3 PD, 3 ED, 4 BODY
Bird Perch: 2 PD, 2 ED, 3 BODY Ladders: 3 PD, 2 ED, 4 BODY
Fold-Out Desk: 3 PD, 3 ED, 4 BODY Finished Set Pieces: 4 PD, 3 ED, 5 BODY
Dolls and Stuffed Animals: 1-3 PD, 1-3 ED, 1-3 BODY Rack filled with Prop Weapons: 4 PD, 4 ED, 5 BODY
Bookcase: 3 PD, 3 ED, 3 BODY Prop Weapons: 1 PD, 1 ED, 1 BODY
Music Player Dock: 2 PD, 2 ED, 2 BODY Empty Water Tank: 8 PD, 8 ED, 5 BODY
Childs Chest of Drawers: 3 PD, 3 ED, 3 BODY Rolling Fountain: 4 PD, 4 ED, 6 BODY
Boiler: 4 PD, 4 ED, 5 BODY Toilet Stalls: 3 PD, 3 ED, 2 BODY
Heating Unit: 6 PD, 6 ED, 6 BODY Urinals: 3 PD, 3 ED, 3 BODY
Air-Conditioning Unit: 4 PD, 4 ED, 9 BODY Wall Unit of Sinks: 6 PD, 6 ED, 8 BODY
Old Paint Containers: 3 PD, 3 ED, 3 BODY Toilet: 4 PD, 4 ED, 4 BODY
Boxes and Crates: 2-4 PD, 2-4 ED, 1-3 BODY Large Cardboard Box: 1 PD, 1 ED, 1 BODY
194 Object Defense Tables
Boiler: 4 PD, 4 ED, 9 BODY EGYPTIAN EXHIBIT
Heating Unit: 4 PD, 4 ED, 17 BODY
Glass: 6 PD, 6 ED, 6 BODY
Chains: 6 PD, 6 ED, 5 BODY
Lights: 2 PD, 2 ED, 3 BODY
Buckets: 2 PD, 2 ED, 1 BODY
Lower Walls: 10 PD, 10 ED, 8 BODY
Childrens Desk: 2 PD, 2 ED, 2 BODY
Stone Floor: 6 PD, 6 ED, 12 BODY
Turnstiles: 5 PD, 5 ED, 7 BODY
COBERSON APARTMENT
Pyramid Sections: 5 PD, 5 ED, 12 BODY (per two-meter section)
Outer Walls: 5 PD, 4 ED, 4 BODY Canopic Jars: 1 PD, 1 ED, 2-4 BODY
Inner Walls: 4 PD, 3 ED, 4 BODY Stone Caskets: 4 PD, 4 ED, 4-6 BODY
Closet Door: 2 PD, 2 ED, 2 BODY Wooden Benches: 3 PD, 3 ED, 4 BODY
Nightstand: 2 PD, 2 ED, 2 BODY Sarcophagus 1: 5 PD, 5 ED, 10 BODY
Floor Mat: 1 PD, 1 ED, 1 BODY Podium: 4 PD, 4 ED, 6 BODY
Mirror: 1 PD, 1 ED, 1 BODY Glass Barriers: 6 PD, 6 ED, 5 BODY
Couches: 4 PD, 4 ED, 9 BODY Stone Table: 8 PD, 8 ED, 5 BODY
Coffee Table: 3 PD, 3 ED, 3 BODY Wooden Mummification Tools Table: 2 PD, 2 ED, 2 BODY
Dining Room Table: 4 PD, 4 ED, 9 BODY Mummification Tools: 0 PD, 0 ED, 1 BODY
Rug: 4 PD, 2 ED, 6 BODY Heavier Canopic Jars: 2 PD, 2 ED, 3 BODY
Large TV: 3 PD, 3 ED, 7 BODY Wooden Chest: 3 PD, 3 ED, 5 BODY
Chairs: 3 PD, 3 ED, 4 BODY Small Wooden Boat: 4 PD, 4 ED, 6 BODY
Bathtub/Shower: 4 PD, 4 ED, 6 BODY Ancient Robes: 0 PD, 0 ED, 1 BODY
Sink: 4 PD, 4 ED, 4 BODY Ancient Food Jars: 2 PD, 2 ED, 4 BODY
Toilet: 4 PD, 4 ED, 4 BODY Anubis Statues: 6 PD, 6 ED, 5 BODY
Medicine Cabinet: 2 PD, 2 ED, 1 BODY Outer Sarcophagus: 8 PD, 8 ED, 9 BODY
Bathmat: 1 PD, 1 ED, 1 BODY Inner Sarcophagus: 7 PD, 7 ED, 5 BODY
Desk: 4 PD, 4 ED, 4 BODY Lower Outer Wall: 10 PD, 10 ED, 8 BODY
Computer: 2 PD, 2 ED, 2 BODY Massive Glass Ceiling: 6 PD, 6 ED, 8 BODY
Bookcase: 4 PD, 4 ED, 3 BODY Information Pillar: 6 PD, 6 ED, 7 BODY
Plush Office Chair: 3 PD, 2 ED, 4 BODY Isis Club Podium: 2 PD, 2 ED, 3 BODY
Stove: 5 PD, 5 ED, 6 BODY Circular Countertop: 5 PD, 5 ED, 12 BODY
Sink: 4 PD, 3 ED, 4 BODY Grill: 4 PD, 4 ED, 4 BODY
Oven: 4 PD, 4 ED, 7 BODY Stove: 5 PD, 5 ED, 5 BODY
Preparation Table: 3 PD, 3 ED, 3 BODY Oven: 6 PD, 6 ED, 8 BODY
Large Bookshelf: 4 PD, 4 ED, 4 BODY Sink: 5 PD, 5 ED, 5 BODY
Childrens Bed: 4 PD, 4 ED, 6 BODY Circular Preparation Table: 6 PD, 6 ED, 4 BODY
Boys Desk: 4 PD, 4 ED, 3 BODY Restaurant Tables: 4 PD, 4 ED, 3 BODY
Boys Chair: 2 PD, 2 ED, 2 BODY Restaurant Chairs: 2 PD, 2 ED, 3 BODY
Chest of Drawers: 3 PD, 3 ED, 4 BODY Menu: 0 PD, 0 ED, 0 BODY
Double Bed: 5 PD, 5 ED, 10 BODY Menu Pillar: 3 PD, 3 ED, 4 BODY
Master Bedroom Nightstand: 3 PD, 3 ED, 2 BODY Bar: 8 PD, 8 ED, 17 BODY
Wardrobe: 3 PD, 3 ED, 4 BODY Bar Safe: 12 PD, 12 ED, 14 BODY
Chests of Drawers: 3 PD, 3 ED, 4 BODY Wine Bottles: 0 PD, 0 ED, 1 BODY
Stage/Dance Floor: 5 PD, 5 ED, 11 BODY
Large Temple Pillars: 5 PD, 5 ED, 11 BODY
Small Temple Pillars: 5 PD, 5 ED, 8 BODY
Bridge Pylons: 9 PD, 9 ED, 11 BODY
Michael Satran 195
Bridge: 7 PD, 7 ED, 22 BODY (per two-meter section) THE SMOOTH
Basalt Benches: 7 PD, 7 ED, 9 BODY
Outer Building Walls: 5 PD, 4 ED, 4 BODY
Barge Information Pillars: 6 PD, 6 ED, 5 BODY
Club Walls: 6 PD, 5 ED, 5 BODY
Funeral Barge: 6 PD, 6 ED, 30 BODY
Traffic Lights: 4 PD, 4 ED, 5 BODY
Barge Stairs: 4 PD, 4 ED, 4 BODY
Road Divider: 4 PD, 4 ED, 7 BODY
Barge Sarcophagus: 7 PD, 7 ED, 8 BODY
Chain Link Fence: 3 PD, 3 ED, 3 BODY
Empty Sarcophagus: 7 PD, 7 ED, 18 BODY
Fence Gate: 4 PD, 4 ED, 5 BODY
Boat Canopic Jars: 2 PD, 2 ED, 2 BODY
Classic Cars: 4 PD, 4 ED, 12-15 BODY
Ancient Chair: 3 PD, 3 ED, 3 BODY
Red Awning: 2 PD, 2 ED, 2 BODY
Mummified Cat Case: 2 PD, 2 ED, 2 BODY
Brass Poles: 3 PD, 3 ED, 5 BODY
Figurehead: 6 PD, 6 ED, 7 BODY
Faux Red Carpet: 2 PD, 2 ED, 3 BODY
Wall of Life: 5 PD, 5 ED, 14 BODY (per two-meter section)
Heavy Wooden Door: 4 PD, 4 ED, 9 BODY
Egyptian Home Replica Walls: 3 PD, 3 ED, 2 BODY (per two-meter
section) Small Tables: 3 PD, 3 ED, 3 BODY

Small Wooden Couch: 4 PD, 4 ED, 3 BODY Chairs: 2 PD, 2 ED, 2 BODY

Chairs: 3 PD, 3 ED, 3 BODY Kitchen Sections: 5 PD, 5 ED, 8 BODY

Spice Jars: 2 PD, 2 ED, 2 BODY Small Windows: 2 PD, 2 ED, 2 BODY

Sacks, Jars, Crates, Reed Baskets: 1-3 PD, 1-3 ED, 2-4 BODY Bogundys Door: 3 PD, 3 ED, 3 BODY

Plain Wooden Table: 3 PD, 3 ED, 3 BODY Wide Glass Window: 2 PD, 2 ED, 2 BODY

Chairs: 2 PD, 2 ED, 2 BODY Long Shelves: 4 PD, 4 ED, 6 BODY

Sitting Bench: 3 PD, 3 ED, 4 BODY Tools: 0-4 PD, 0-4 ED, 1-6 BODY

Replica Pillows: 0 PD, 0 ED, 1 BODY Cash Register: 4 PD, 4 ED, 5 BODY

Clay Cooking Pot: 2 PD, 2 ED, 2 BODY Large Countertop: 3 PD, 3 ED, 8 BODY

Heavy Metal Poles: 5 PD, 5 ED, 4 BODY Drugstore Door: 3 PD, 3 ED, 2 BODY

Velvet Covered Chains: 3 PD, 3 ED, 6 BODY Cheap Shelves: 2 PD, 2 ED, 4 BODY

Cat Ornaments: 1 PD, 1 ED, 1 BODY Drug Store Counter: 4 PD, 4 ED, 7 BODY

Baskets: 2 PD, 2 ED, 1 BODY Burger Swine Tray Holder: 3 PD, 3 ED, 3 BODY

Egyptian Bed Replica: 3 PD, 3 ED, 3 BODY Front Burger Swine Section: 5 PD, 5 ED, 10 BODY

Basketlike Clothing Chest: 2 PD, 2 ED, 2 BODY Burger Swine Cash Register Unit: 6 PD, 6 ED, 5 BODY

Baskets: 1 PD, 1 ED, 1 BODY Burger Swine Sign: 7 PD, 5 ED, 7 BODY

Master Bedroom Bed: 4 PD, 4 ED, 4 BODY Burger Swine Fryers: 4 PD, 7 ED, 5 BODY

Baskets: 1 PD, 1 ED, 1 BODY Burger Swine Rear Grill: 8 PD, 7 ED, 12 BODY

Small Wooden Chests: 2 PD, 2 ED, 3 BODY Fish Tanks: 2 PD, 2 ED, 2 BODY

Hearth God Statues: 1 PD, 1 ED, 1 BODY Big Cages: 3 PD, 3 ED, 3 BODY

Emergency Exit Doors: 7 PD, 7 ED, 6 BODY Small Cages: 2 PD, 2 ED, 2 BODY
Bulletproof Animal Land Window: 8 PD, 8 ED, 6 BODY
Big Frootz! Sign: 2 PD, 2 ED, 2 BODY
Cheap Plastic Tables and Chairs: 2 PD, 2 ED, 2 BODY
Cheap Cash Register: 3 PD, 3 ED, 4 BODY
Bank of Yogurt Dispensing Machines: 5 PD, 5 ED, 9 BODY
Milkshake Blender Unit: 4 PD, 3 ED, 3 BODY
Neidermayans Table: 6 PD, 6 ED, 6 BODY
Neidermayans Chairs: 6 PD, 6 ED, 4 BODY
Neidermayans Refrigerator: 5 PD, 5 ED, 12 BODY
Heated Counter: 4 PD, 4 ED, 7 BODY
Old Varnished Counter: 5 PD, 5 ED, 6 BODY
196 Object Defense Tables
Old Cash Register: 4 PD, 4 ED, 4 BODY Mopping Carts: 3 PD, 3 ED, 3 BODY
Antiques: 1-6 PD, 1-6 ED, 1-12 BODY Storage Cabinet: 4 PD, 4 ED, 3 BODY
Dusty Glass Window: 5 PD, 5 ED, 3 BODY Cheap Wooden Dressing Screen: 2 PD, 1 ED, 2 BODY
Sports Mind Bookshelves: 4 PD, 4 ED, 3 BODY Makeup Table: 4 PD, 4 ED, 5 BODY
Big Screen TV: 3 PD, 3 ED, 7 BODY Costume Rack: 2 PD, 2 ED, 3 BODY
Sports Mind Counter: 4 PD, 4 ED, 7 BODY Standing Brass Lamps: 4 PD, 3 ED, 5 BODY
Sports Mind Computer: 3 PD, 3 ED, 3 BODY Cheap Lighting Fixtures: 3 PD, 2 ED, 2 BODY
Walls of The Smooth: 6 PD, 5 ED, 5 BODY Cheap Wooden Chairs: 2 PD, 2 ED, 3 BODY
Security Cameras of The Smooth: 2 PD, 2 ED, 3 BODY Old Couch: 3 PD, 2 ED, 8 BODY
Doors of The Smooth: 3 PD, 3 ED, 3 BODY Secretary Desk: 3 PD, 3 ED, 4 BODY
Velvet Covered Chain: 4 PD, 4 ED, 5 BODY Computer: 2 PD, 2 ED, 2 BODY
Connecting Brass Stands: 6 PD, 5 ED, 6 BODY Secretarys Chair: 2 PD, 2 ED, 2 BODY
Coat Rods: 3 PD, 3 ED, 2 BODY Heavy Carpet: 3 PD, 3 ED, 3 BODY
Urinals: 5 PD, 4 ED, 4 BODY Oak Desk: 5 PD, 4 ED, 7 BODY
Mahogany Toilet Stalls: 6 PD, 6 ED, 5 BODY Large Plush Chairs: 4 PD, 4 ED, 6 BODY
Smooth Toilets: 5 PD, 4 ED, 4 BODY Small Table: 3 PD, 3 ED, 4 BODY
Bathroom Paintings: 2 PD, 2 ED, 1 BODY Microwave: 3 PD, 3 ED, 2 BODY
Row of Black Sinks: 4 PD, 4 ED, 7 BODY Metal and Plastic Shelving: 2 PD, 2 ED, 2 BODY (per two-meter
section)
VIP Coat Check Desk: 3 PD, 3 ED, 3 BODY
Large Refrigerators: 4 PD, 4 ED, 11 BODY
Plush Chairs: 4 PD, 3 ED, 4 BODY
Freezers: 4 PD, 4 ED, 11 BODY
Small Plasma TV: 2 PD, 2 ED, 1 BODY
Rolling Cart: 3 PD, 3 ED, 4 BODY
Small Bar: 5 PD, 5 ED, 6 BODY
Downstairs Bathroom Toilet: 4 PD, 4 ED, 4 BODY
Tall Chairs: 3 PD, 3 ED, 4 BODY
Downstairs Sink: 4 PD, 4 ED, 4 BODY
Old Ceiling Fan: 3 PD, 3 ED, 2 BODY
Downstairs Urinal: 4 PD, 4 ED, 4 BODY
VIP Exit Doors: 3 PD, 3 ED, 4 BODY
Downstairs Bathroom Painting: 1 PD, 1 ED, 2 BODY
Drum Set: 4 PD, 4 ED, 2 BODY
Old Speakeasy Tables: 3 PD, 3 ED, 3 BODY
Grand Piano: 4 PD, 4 ED, 12 BODY
Old Speakeasy Chairs: 3 PD, 3 ED, 2 BODY
Microphone: 3 PD, 2 ED, 3 BODY
Prohibition Era Portraits: 1 PD, 1 ED, 1 BODY
Stage Door: 4 PD, 4 ED, 3 BODY
Circular Fans: 2 PD, 2 ED, 2 BODY
Small Walkway Tables: 2 PD, 2 ED, 2 BODY
Wall Lamps: 3 PD, 2 ED, 2 BODY
Walkway Chairs: 2 PD, 2 ED, 2 BODY
Old-Fashioned Microphone Shell: 3 PD, 3 ED, 2 BODY
Brass Railing: 5 PD, 3 ED, 4 BODY
Piano: 4 PD, 2 ED, 8 BODY
Seating Area Tables: 4 PD, 3 ED, 5 BODY
Oak Bartop: 4 PD, 3 ED, 15 BODY
Seating Area Chairs: 3 PD, 3 ED, 4 BODY
Wall Refrigeration Unit: 3 PD, 3 ED, 16 BODY
Large Hanging Lights: 4 PD, 4 ED, 4 BODY
Chains: 5 PD, 5 ED, 4 BODY
Emergency Exit Doors: 6 PD, 6 ED, 4 BODY
Fire Extinguisher: 5 PD, 4 ED, 4 BODY
Stone and Brass Bar: 6 PD, 6 ED, 23 BODY
Tall Seats at Stone and Brass Bar: 4 PD, 4 ED, 5 BODY
Dishwasher: 4 PD, 4 ED, 9 BODY
Preparation Tables: 3 PD, 3 ED, 4 BODY
Musical Instrument Cases: 3 PD, 3 ED, 3 BODY
Musical Instruments: 2-5 PD, 1-4 ED, 1-5 BODY
Janitorial Sink: 5 PD, 4 ED, 4 BODY
Michael Satran 197

STREET SCENE Taco Hell Devil Sign: 5 PD, 5 ED, 3 BODY


Bridal Dress Dummies: 2 PD, 2 ED, 1 BODY
Area Buildings: 5 PD, 5 ED, 5 BODY
Dress Racks: 2 PD, 2 ED, 3 BODY
Area Doors: 3 PD, 3 ED, 4 BODY
Bridal Store Mirrors: 2 PD, 2 ED, 1 BODY
Gas Pumps: 5 PD, 5 ED, 6 BODY
Corsage Display Case: 3 PD, 3 ED, 5 BODY
Concrete Base: 7 PD, 7 ED, 12 BODY
Diner Counter: 4 PD, 4 ED, 20 BODY
Refrigeration Units: 4 PD, 3 ED, 12 BODY
Booth Tables: 3 PD, 3 ED, 3 BODY
Snack Shelves: 3 PD, 3 ED, 4 BODY
Double Reverse Bench Set: 4 PD, 3 ED, 5 BODY
Coffee Maker: 3 PD, 2 ED, 4 BODY
Cupcake Display Case: 3 PD, 3 ED, 3 BODY
Cash Register: 4 PD, 4 ED, 3 BODY
Register/Countertop: 3 PD, 3 ED, 6 BODY
Countertop: 4 PD, 4 ED, 3 BODY
Cupcake Oven: 4 PD, 4 ED, 10 BODY
Convenience Store Door: 3 PD, 3 ED, 4 BODY
Ice-Cream Making Machine: 3 PD, 3 ED, 7 BODY
Convenience Store Walls: 5 PD, 4 ED, 4 BODY
Ice-Cream Storage Freezer: 4 PD, 4 ED, 8 BODY
Mirrors: 2 PD, 2 ED, 2 BODY
Backstops: 2 PD, 2 ED, 9 BODY
Sink: 4 PD, 4 ED, 3 BODY
Bleachers: 3 PD, 3 ED, 7 BODY
Toilet: 5 PD, 4 ED, 4 BODY
Standing Traffic Light Unit: 4 PD, 4 ED, 10 BODY
Cleaning Supply Cabinet: 3 PD, 3 ED, 3 BODY
Secret Door: 10 PD, 10 ED, 12 BODY
SURROUNDING AREA OF INSTITUTE
IHOC Cash Registers: 5 PD, 4 ED, 4 BODY
Countertop Refrigerator: 4 PD, 4 ED, 7 BODY Pay-to-Park Booth: 4 PD, 4 ED, 6 BODY

Refrigeration Unit: 4 PD, 4 ED, 12 BODY Swing-Down Barrier Machine: 4 PD, 4 ED, 4 BODY

IHOC Tables: 4 PD, 4 ED, 3 BODY Barrier Bar: 2 PD, 2 ED, 3 BODY

Cheap Chairs: 2 PD, 2 ED, 2 BODY Mini-Mall Walls: 6 PD, 6 ED, 4 BODY

Refrigerated Dip Machines: 6 PD, 6 ED, 7 BODY Mall Doors: 4 PD, 4 ED, 3 BODY

Traffic Lights: 4 PD, 4 ED, 4 BODY Mall Windows: 4 PD, 2 ED, 3 BODY

Apollos Cash Registers: 4 PD, 4 ED, 4 BODY Talking Clown: 8 PD, 8 ED, 7 BODY

Apollos Countertop: 4 PD, 3 ED, 6 BODY Candy Case: 4 PD, 4 ED, 5 BODY

Refrigerated Pastry Case: 6 PD, 4 ED, 5 BODY Candy Baking Equipment: 7 PD, 7 ED, 6 BODY

Small Tables and Cheap Chairs: 2 PD, 2 ED, 2 BODY Cash Register: 4 PD, 4 ED, 4 BODY

Medium-Sized Countertop: 4 PD, 4 ED, 3 BODY Newsstand: 4 PD, 4 ED, 3 BODY

Wastebasket: 2 PD, 2 ED, 2 BODY Pizza Countertop: 4 PD, 4 ED, 5 BODY

World of Toys Sign: 5 PD, 3 ED, 8 BODY Cheap Oven: 6 PD, 6 ED, 5 BODY

Bulletproof Window: 6 PD, 6 ED, 8 BODY Banana Boat Countertop: 4 PD, 4 ED, 4 BODY

Eyeglass Shelves: 2 PD, 2 ED, 2 BODY Ice-Cream and Yogurt Mixing Machine: 3 PD, 3 ED, 5 BODY

Visionland Cash Register: 4 PD, 4 ED, 4 BODY Spectacular Cards Countertop: 4 PD, 4 ED, 4 BODY

Avant-Garde Countertop: 4 PD, 4 ED, 4 BODY Metal Card Stands: 1 PD, 1 ED, 1 BODY

Table Stations: 3 PD, 3 ED, 4 BODY Engraving Equipment: 4 PD, 4 ED, 7 BODY

Wooden Bar: 4 PD, 4 ED, 11 BODY Refrigerated Countertop: 6 PD, 6 ED, 5 BODY

Heavy Wooden Tables: 4 PD, 4 ED, 6 BODY Row of Deep Fat Fryers: 6 PD, 6 ED, 7 BODY

Heavy Wooden Chairs: 4 PD, 4 ED, 6 BODY Hatz Counter and Displays: 5 PD, 4 ED, 16 BODY

Wall-Mounted Big Screen TVs: 3 PD, 3 ED, 4 BODY Roll Up Garage Door: 4 PD, 4 ED, 3 BODY

Bar Refrigeration Units: 4 PD, 4 ED, 7 BODY Long Countertop: 4 PD, 4 ED, 7 BODY

Bar Grill: 5 PD, 4 ED, 6 BODY Coffee-Making Countertop: 6 PD, 6 ED, 7 BODY

Old Wooden Fixtures: 3 PD, 3 ED, 4 BODY Fragrance Counter: 5 PD, 5 ED, 5 BODY

Sports Store Countertop: 6 PD, 6 ED, 9 BODY Vindalooneys Countertop: 5 PD, 5 ED, 11 BODY

Taco Hell Counter: 6 PD, 6 ED, 4 BODY Picnic Tables: 4 PD, 3 ED, 7 BODY
198 Object Defense Tables
Picnic Benches: 4 PD, 3 ED, 5 BODY INSTITUTE AND SPIDER BASE
Cheap Metal Tables: 4 PD, 3 ED, 4 BODY
Underground Base Outer Walls: 12 PD, 12 ED, 12 BODY
Cheap Chairs: 2 PD, 2 ED, 2 BODY
Underground Base Inner Walls: 8 PD, 8 ED, 6 BODY
Metal Stands: 5 PD, 5 ED, 6 BODY
Institute Walls, Floor, and Ceiling: 7 PD, 6 ED, 8 BODY
Hawser Rope: 5 PD, 5 ED, 3 BODY
Bulletproof Windows: 7 PD, 7 ED, 6 BODY
Big Wang Counter: 4 PD, 3 ED, 6 BODY
Institute Fence: 2 PD, 2 ED, 4 BODY (per two-meter section)
Big Wang Wok Bay: 5 PD, 5 ED, 6 BODY
Institute Gate: 6 PD, 6 ED, 4 BODY
Biscuit Grab Counter and Oven: 6 PD, 6 ED, 8 BODY
Underground Trapdoor: 8 PD, 8 ED, 12 BODY
Tea Bag Rolling Cart: 4 PD, 3 ED, 6 BODY
Institute Front Door: 5 PD, 5 ED, 5 BODY
Megaworld Stations: 5 PD, 5 ED, 3 BODY
Welcome Mat: 1 PD, 1 ED, 1 BODY
Megaworld Booth: 4 PD, 4 ED, 2 BODY
Mailbox: 0 PD, 0 ED, 1 BODY
Fones! Large Countertop: 4 PD, 4 ED, 8 BODY
Solid Steel Door Barrier (Hidden): 8 PD, 8 ED, 9 BODY
Fones! Small Countertop: 4 PD, 4 ED, 6 BODY
Waiting Room Couches: 4 PD, 4 ED, 7 BODY
Ice Cream Soldiers Countertop: 4 PD, 4 ED, 12 BODY
Coffee Table: 3 PD, 3 ED, 3 BODY
Mini-Mall Ladies Room Stalls: 7 PD, 7 ED, 3 BODY
Large Wooden Desk: 4 PD, 3 ED, 7 BODY
Mini-Mall Toilets: 5 PD, 5 ED, 3 BODY
Solarium Window: 7 PD, 7 ED, 6 BODY
Mini-Mall Sinks: 4 PD, 3 ED, 4 BODY
Childrens Chairs: 2 PD, 2 ED, 1 BODY
Mini-Mall Urinals: 5 PD, 4 ED, 4 BODY
Childrens Tables: 2 PD, 2 ED, 2 BODY
Traffic Light: 4 PD, 4 ED, 4 BODY
Toys: 0-3 PD, 0-3 ED, 1-4 BODY
Church of Mutation Pews: 3 PD, 3 ED, 7 BODY
Solarium Back Door: 6 PD, 6 ED, 8 BODY
Pulpit: 2 PD, 2 ED, 3 BODY
Solid Steel Barrier: 8 PD, 8 ED, 9 BODY
Electronic Organ: 3 PD, 3 ED, 8 BODY
Elevator: 8 PD, 8 ED, 12 BODY
Travel Agency Desks: 5 PD, 4 ED, 6 BODY
Doctor Ingersolls Desk: 4 PD, 4 ED, 6 BODY
Travel Agency Chairs: 2 PD, 2 ED, 2 BODY
Doctor Ingersolls Computer: 2 PD, 2 ED, 3 BODY
Computers: 2 PD, 2 ED, 2 BODY
Chairs in Office: 2 PD, 2 ED, 2 BODY
Travel Agency Long Couches: 4 PD, 3 ED, 9 BODY
File Cabinets: 3 PD, 3 ED, 5 BODY
Travel Agency Coffee Table: 3 PD, 3 ED, 5 BODY
Observation Room Tables: 4 PD, 4 ED, 4 BODY
Flower Shop Counter: 3 PD, 3 ED, 6 BODY
Institute Servers: 3 PD, 3 ED, 4 BODY
Small Table: 3 PD, 3 ED, 4 BODY
Medical Examination Table: 6 PD, 4 ED, 9 BODY
Medium Table: 3 PD, 3 ED, 5 BODY
Medical Supply Cabinets: 4 PD, 4 ED, 4 BODY
Flower Shop Refrigeration Units: 4 PD, 4 ED, 9 BODY
Electroencephalogram Reader: 3 PD, 2 ED, 4 BODY
Parthenon Tables: 3 PD, 3 ED, 3 BODY
Office Desks: 4 PD, 3 ED, 5 BODY
Aging Wooden Chairs: 2 PD, 2 ED, 2 BODY
Rug: 2 PD, 2 ED, 2 BODY
Cheap Tables: 2 PD, 2 ED, 2 BODY
Refrigerator: 4 PD, 4 ED, 10 BODY
Microwave: 3 PD, 3 ED, 4 BODY
Supercola Dispensing Machine: 4 PD, 3 ED, 9 BODY
Toilet Stalls: 7 PD, 7 ED, 6 BODY
Toilets: 6 PD, 5 ED, 3 BODY
Wall-Molded Sinks: 6 PD, 6 ED, 4 BODY
Snack Vending Machines: 4 PD, 4 ED, 9 BODY
Cabinets: 4 PD, 4 ED, 4 BODY
Eye Scanner: 6 PD, 6 ED, 9 BODY
Padded Walls: 6 PD, 3 ED, 4 BODY (per two-meter section)
Flat Platforms: 6 PD, 6 ED, 6 BODY
Michael Satran 199
Metal Cubes: 6 PD, 6 ED, BODY varies with weight of cube Chest of Drawers: 4 PD, 4 ED, 3 BODY
Stove: 5 PD, 5 ED, 6 BODY Childrens Bed: 4 PD, 3 ED, 5 BODY
Kitchen Sink: 4 PD, 3 ED, 4 BODY Childrens Desk: 2 PD, 2 ED, 3 BODY
Over: 4 PD, 4 ED, 7 BODY Childrens Learning Datapad: 2 PD, 2 ED, 2 BODY
Preparation Table: 3 PD, 3 ED, 3 BODY Linens: 2 PD, 0 ED, 1 BODY
Dishwashing Machine: 3 PD, 3 ED, 12 BODY Linen Closet Shelves: 2 PD, 2 ED, 4 BODY
Janitorial Sink: 5 PD, 4 ED, 4 BODY Operating Table: 8 PD, 8 ED, 7 BODY
Mopping Carts: 3 PD, 3 ED, 3 BODY Ceiling Lamps: 3 PD, 3 ED, 2 BODY
Storage Cabinet: 4 PD, 4 ED, 3 BODY Surgical Supply Cabinet: 5 PD, 5 ED, 8 BODY
Plastic Rolling Carts: 4 PD, 3 ED, 6 BODY Life Support Machines: 4 PD, 3 ED, 6 BODY
Storage Shelves: 3 PD, 3 ED, 5 BODY Scrubs Cabinet: 3 PD, 2 ED, 3 BODY
Centrifuges: 4 PD, 4 ED, 3 BODY Sonic Pulse Machine: 5 PD, 5 ED, 4 BODY
Blood Testing Center Countertops: 6 PD, 6 ED, 5 BODY Laparoscopic Laser: 8 PD, 8 ED, 7 BODY
Refrigerators: 5 PD, 5 ED, 9 BODY Tobys Cell Door: 8 PD, 8 ED, 6 BODY
Electron Microscope: 6 PD, 6 ED, 9 BODY Tobys Bed: 4 PD, 4 ED, 5 BODY
Blood Center Supply Cabinet: 4 PD, 4 ED, 2 BODY Tobys Desk: 2 PD, 2 ED, 3 BODY
Psychic Monitoring Device: 6 PD, 6 ED, 8 BODY Tobys Bookcase: 3 PD, 3 ED, 4 BODY
Reclining Chairs: 3 PD, 3 ED, 7 BODY Toy Phone: 1 PD, 1 ED, 2 BODY
Ceiling Helmet Apparatus: 5 PD, 5 ED, 5 BODY Power Armor Pods: 8 PD, 8 ED, 7 BODY
Drop-Down Barrier: 10 PD, 10 ED, 12 BODY Bulkhead Doors: 10 PD, 10 ED, 8 BODY
Cafeteria Serving Line Counter: 6 PD, 5 ED, 5 BODY Equipment Repair Bays: 8 PD, 8 ED, 6 BODY
Cafeteria Tables: 3 PD, 3 ED, 3 BODY Parts Storage Unit: 6 PD, 6 ED, 7 BODY
Drink Dispenser: 3 PD, 3 ED, 7 BODY Exit Trapdoor for Vehicles: 5 PD, 4 ED, 22 BODY
Security Camera Wall: 4 PD, 3 ED, 12 BODY Video Screen: 5 PD, 3 ED, 4 BODY
Secure Combination Lock Door: 8 PD, 8 ED, 6 BODY Control Room Security Console: 7 PD, 5 ED, 6 BODY
Coffee Maker: 2 PD, 2 ED, 3 BODY Automated Weapons Controls: 7 PD, 5 ED, 6 BODY
Small Security Room Table: 3 PD, 2 ED, 4 BODY Power Monitoring Station: 6 PD, 6 ED, 6 BODY
Reading Library Bookshelves: 3 PD, 2 ED, 5 BODY Psychic Machine Monitor: 5 PD, 3 ED, 8 BODY
Library Chairs: 4 PD, 3 ED, 6 BODY Psychic Amplification Machine: 12 PD, 12 ED, 9 BODY
Library Tables: 3 PD, 3 ED, 2 BODY Bulletproof Panel: 8 PD, 8 ED, 12 BODY
Washing Machines: 4 PD, 4 ED, 5 BODY SPIDER Base Bathroom Stalls: 7 PD, 7 ED, 6 BODY
Dryers: 4 PD, 4 ED, 5 BODY SPIDER Base Toilets: 6 PD, 5 ED, 3 BODY
Ceiling Hanger Apparatus: 4 PD, 3 ED, 7 BODY Wall-Molded Sinks: 6 PD, 6 ED, 4 BODY
Dry-Cleaning Stations: 4 PD, 4 ED, 3 BODY SPIDER Coffee Maker: 2 PD, 2 ED, 3 BODY
Folding Tables: 4 PD, 3 ED, 5 BODY Small Table: 3 PD, 3 ED, 3 BODY
Laundry Crates: 3 PD, 3 ED, 3 BODY Coffee Lounge Tables: 4 PD, 3 ED, 3 BODY
Specialized Clothing Cabinets: 5 PD, 4 ED, 4 BODY Coffee Lounge Chairs: 4 PD, 4 ED, 3 BODY
Non-lethal Weapons Case: 3 PD, 3 ED, 5 BODY Big Screen TV: 2 PD, 2 ED, 4 BODY
Observation Room A Desk: 4 PD, 3 ED, 5 BODY Tarantulas Bed: 3 PD, 2 ED, 5 BODY
Mirrored Glass Window: 7 PD, 7 ED, 8 BODY Tarantulas Desk: 2 PD, 2 ED, 3 BODY
Observation Room B Desks: 4 PD, 3 ED, 5 BODY Tarantulas Room Chairs: 3 PD, 3 ED, 3 BODY
Observation Room B Analysis Computer: 4 PD, 3 ED, 7 BODY Shower Cubicle: 3 PD, 3 ED, 3 BODY
Orderly Beds: 3 PD, 3 ED, 7 BODY Exercise Mat: 4 PD, 2 ED, 3 BODY
Orderly Nightstands: 3 PD, 2 ED, 4 BODY Collection of Weights: 2 PD, 2 ED, 5 BODY
Showeing Cubicle: 2 PD, 2 ED, 4 BODY Tarantulas Computer: 3 PD, 3 ED, 3 BODY
Mop and Bucket Set: 3 PD, 3 ED, 3 BODY
200 Object Defense Tables
Janitorial Sink: 4 PD, 4 ED, 4 BODY Reactor Elevator: 12 PD, 12 ED, 18 BODY
Cleaning Supply Cabinet: 4 PD, 4 ED, 3 BODY Supply Shelves: 3 PD, 3 ED, 7 BODY
Elevator: 7 PD, 7 ED, 8 BODY Operations Desk: 5 PD, 4 ED, 7 BODY
Server Hub Door: 9 PD, 9 ED, 7 BODY Operations Computer Console: 3 PD, 3 ED, 3 BODY
Server: 4 PD, 4 ED, 10 BODY Ceiling Holographic Projector: 5 PD, 3 ED, 7 BODY
Ceiling Blasters: 10 PD, 10 ED, 1 BODY Armory Door: 10 PD, 10 ED, 10 BODY
Command Platform: 12 PD, 12 ED, 8 BODY Armory Glass Panel: 7 PD, 7 ED, 8 BODY
Bulletproof Translucent Walls: 8 PD, 8 ED, 8 BODY Armory Walls: 12 PD, 12 ED, 12 BODY
Bio-sample Cabinet: 8 PD, 8 ED, 5 BODY Cheap Plastic Table: 3 PD, 3 ED, 5 BODY
Bio-samples: 0 PD, 0 ED, 1 BODY Requisitions Wall Shelf: 2 PD, 2 ED, 4 BODY
Row of Centrifuges: 8 PD, 8 ED, 8 BODY Fold Down Tables: 3 PD, 3 ED, 3 BODY
Energy Infuser: 7 PD, 6 ED, 9 BODY Lounge Wall TV: 3 PD, 3 ED, 12 BODY
Firing Range Analysis Machines: 4 PD, 4 ED, 3 BODY Lounge Coffee Maker: 2 PD, 2 ED, 2 BODY
Energy Scanning Device: 5 PD, 7 ED, 8 BODY Coffee Maker Table: 2 PD, 2 ED, 2 BODY
Firing Range Door: 10 PD, 10 ED, 12 BODY Digital Jukebox: 3 PD, 3 ED, 9 BODY
Analysis Room Door: 8 PD, 8 ED, 10 BODY Reactor Walls and Doors: 12 PD, 12 ED, 12 BODY
Danger Room Computer: 5 PD, 4 ED, 6 BODY Scrub-down Showers: 4 PD, 4 ED, 6 BODY
Firing Range Door (From Outside): 9 PD, 9 ED, 12 BODY Nuclear Physics Lab Electron Microscope: 6 PD, 5 ED, 12 BODY
Flip-down Backboards: 4 PD, 5 ED, 3 BODY Molecular Mapping Scanner: 5 PD, 6 ED, 13 BODY
Gravitic Generator: 8 PD, 7 ED, 13 BODY Microfusion Beam Generator: 5 PD, 7 ED, 9 BODY
Monitoring Computers: 6 PD, 6 ED, 8 BODY Glass Testing Zone: 9 PD, 9 ED, 11 BODY
Steel Blocks: 1-12 PD, 1-12 ED, 1-12 BODY Shielded Computers: 5 PD, 5 ED, 4 BODY
Hydroponics Pipes: 5 PD, 5 ED, 12 BODY Nuclear Physics Lab Chairs: 3 PD, 3 ED, 3 BODY
Genetics Lab Centrifuge Shelf: 4 PD, 4 ED, 4 BODY SHAPE Project Machine: 8 PD, 7 ED, 22 BODY
Electron Microscope: 6 PD, 5 ED, 9 BODY SHAPE Project Energizer Controls: 5 PD, 5 ED, 11 BODY
Molecular Analysis Computers: 3 PD, 3 ED, 5 BODY SHAPE Computers: 3 PD, 3 ED, 3 BODY
Hazardous Materials Cabinet: 5 PD, 5 ED, 7 BODY Mobile Chairs on Wheels: 3 PD, 3 ED, 4 BODY
Hazmat Suits Cabinet: 5 PD, 5 ED, 6 BODY Bulletproof Reactor Control Screen: 8 PD, 8 ED, 13 BODY
Genetics Lab Door: 10 PD, 10 ED, 12 BODY Reactor Control Consoles: 6 PD, 6 ED, 9 BODY
Paranormal Biology Centrifuge Wall: 4 PD, 4 ED, 4 BODY Reactor Console Chairs: 3 PD, 3 ED, 4 BODY
Submolecular Full Body Airport Scanner: 6 PD, 5 ED, 11 BODY Nuclear Reactor: 9 PD, 9 ED, 25 BODY
Paranormal Biology Hazardous Materials Cabinet: 4 PD, 4 ED, 7 Coolant Pool Temperature Regulators: 4 PD, 4 ED, 4 BODY
BODY
Explosives Development Table: 6 PD, 6 ED, 6 BODY
Blast Shield: 12 PD, 12 ED, 16 BODY
Computer Control for Blast Shield: 4 PD, 4 ED, 4 BODY
Explosive Materials Cabinets: 6 PD, 6 ED, 6 BODY
Explosives Lab Walls: 12 PD, 12 ED, 12 BODY
Agent Quarters Beds: 4 PD, 4 ED, 4 BODY
Agent Quarters Desks: 4 PD, 3 ED, 3 BODY
Mainframe Connection: 1 PD, 1 ED, 1 BODY
Agent Quarters Shower Stall: 3 PD, 3 ED, 4 BODY
Agent Commander Bed: 5 PD, 4 ED, 4 BODY
Agent Commander Desk: 5 PD, 4 ED, 4 BODY
Agent Commander Chair: 3 PD, 3 ED, 4 BODY
$ 3 3(1 ' ,;  )2 8 5

5$1'20
7$%/(6
202 Random Tables

Random Building
Occupant Table (3d6) Knocked Back Into Traffic
3d6 3d6 Impact
Roll Result Roll Chance Result (1d6 Roll)

3 Superhero! The brownstones occupant is a superhero who 3-5 11- Vehicle is speeding! (1: Subcompact: 10d6
joins the battle on the side of the heroes, and gives them aid | 3d6, 2: Compact: 12d6 | 4d6, 3: Sedan:
in the fight. Choose a superhero who would be likely to be 14d6 | 5d6, 4: Pickup Truck: 14d6 | 5d6,
present. Use the templates in the Champions sourcebook, or 5: Oversized Van/Small Truck/Bus: 16d6
make your own up on the spot if you havent already done so. | 5d6, 6: 18-Wheeler/Double Coach Bus:
18d6 | 6d6)
4-5 Super-Agent of Good. The occupant of the room on the other
side of the wall is a super-agent for a well-meaning heroic 6-8 11- Vehicle is moving fast! (1: Subcompact:
organization. Whether or not the agent is opposed to the PCs 8d6 | 3d6, 2: Compact: 10d6 | 3d6, 3:
is another matter. Sedan: 12d6 | 4d6, 4: Pickup Truck: 14d6
| 5d6, 5: Oversized Van/Small Truck/Bus:
6-8 Well-Intentioned Normal: This area is occupied by a well- 14d6 | 5d6, 6: 18-Wheeler/Double Coach
intentioned Normal or group of Normals that view superhe- Bus: 16d6 | 6d6)
roes favorably. They will aid the hero and give Recoveries 9-11 8- Vehicle is obeying speed limits. (1:
to get them back into the fight, or drag them out of view of Subcompact: 8d6 | 3d6, 2: Compact: 8d6
attackers to save them if the situation looks dire. | 3d6, 3: Sedan: 10d6 | 3d6, 4: Pickup
9-10 Empty. Everyone cant be home all the time. Truck: 12d6 | 4d6, 5: Oversized Van/Small
Truck/Bus: 14d6 | 5d6, 6: 18-Wheeler/
Frightened Normal. The occupant(s) reacts by trying to run Double Coach Bus: 16d6 | 5d6)
11-12 away as swiftly as possible. 12-14 8- Traffic is slow. (1: Subcompact: 6d6 |
2d6, 2: Compact: 8d6 | 3d6, 3: Sedan:
13-15 Ill-Intentioned Normal: This area is occupied by an ill-inten- 10d6 | 3d6, 4: Pickup Truck: 11d6 | 4d6,
tioned Normal (or group) who either doesnt like superheroes, 5: Oversized Van/Small Truck/Bus: 12d6
or doesnt like having their privacy violated for any reason. | 4d6, 6: 18-Wheeler/Double Coach Bus:
They may call the police, hit the hero with a broom, or other- 14d6 | 5d6)
wise create interference and problems.
15-17 14- Traffic is stopped! Impact chance is high,
Super Agent of Evil: The occupant of the room on the other but no additional damage from moving
16 -17 side is a super-agent for an evil secret organization. The vehicles occurs. 8- chance the hero has
agent may take track of the heros powers and fighting style an uncomfortable encounter with someone
and note it for later, or cripple or try to kill the hero if an he knows, either a DNPC, enemy, or friend.
opportunity presents itself.
18 14- Traffic Accident! A traffic accident has
already occurred! As above, only the hero
18 Supervillain!: The brownstones occupant is another supervil-
may have to assist people injured in the
lain! The supervillain could be one that just wants to be left
accident, possibly (8-) a DNPC, friend, or
alone, or he could be the hunted of one of the PCs. Nonethe-
enemy!
less, he now joins the battle on the side of the PCs enemies.
Property damage is clearly its own reward.

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