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Fin@part of an introduction to Superhero rolega

by Simon Burley
With the current increase in the popularity of Superhero role- estback-up mate-
playing games,with many being r e v i d and updated, put into pare. Even if you
boxes and expanded, some Superhero Adventure 'modules' needn't worry to
and scenarios arebeginning to appear. However, theofferings in the scenarios.
in this field arestill more limited than those devofed to other ive information
types of game. A referee looking around for new ~deasw ~ l l ag the numerical
need to find new sources of inspiration. a passage orsec-
Luckily, with a bit of thought and conversion, many of the rats; AC5; HDM;
scenarios available for other games can be used in conjunc- Dam:l-3 plus disease; HTK 3,3,3,4,5' and insert '5 giant rats. . .'
tion with a superhero campaign; mainly because of the nature and the details of how they wduld fit into your chosen game
of the comics themselves. In qrder to produce so many titles system. Once you've converteda few rooms or encounters,
each month the major companies have to draw ideas from a the rest will come ea'sily, however incompatible the two
wide variety of sources to use as story material. Apart from systems may seem at first.
cribbing as many ideas as possible from Science Fiction What you will need, though, is s m e i d e a of how to select
novels and series, most comics feature a Time Travel story suitable scenarios from the many available and how to fit
sooner or later, sending their main characters into the past, them in with the storyline of your particular campaign. This
future or even into an alternative dimension. article contains some suggestions on how to select the most
There isn't space in an article such as this to give you applicable modules and howto get your heroesinto them, out
detailed systems for converting from the major Fantasy and of them and how to make them relevant to the heroes.
Science Fiction systems to the major superhero games. If you Forthe purposes of discussion 1'11 assume that most games fit
already have Superworldthis conversion isvirtually done for into one of four main categories: Fantasv (Dungeons &
Dragons, RuneQuest, Chivalry and Sorcery, Drigonquest,
etc). Science Fiction (Traveller, Star Frontiers. Universe. Soace
opera etc), post-holocaust (~ftermath, am ma world; he
Morrow Projectetc), and Contemporary (TopSecret, Espionage,
Gangbusters, Daredevils etc), Of course these four categories
don't cover every available game (the piracy ones, for
instance, are excluded) but should be detailed enough for our
purposes.

CONTEMPORARY SCENARDS
Practicallv s~eakinathese scenarios are the s i m ~ l e sto
t use.
They do not'require any involvement with time travel or
spaceships and tend to feature ordinary people of the sort
common in Superhero games. Even a Gangbuster scenario
can be updated t o the modwn day; organised crime hasn't
changed that much in six decades, at least in the mmics.
Unfortunately, the same superhero system would be a bit
boring forthe heroes to fightail thetime:.Al Capone would be
no match for Iron Man, for instance. Also, superheroes are not
noted for their desire to sneak around cautiously,lik6 spies, or
follow long trails of clues, like detectives. They prefer to take
the bull by the horns, which is not suited to many contemporary
scenarios.
Should you want to use a scenario for a game set i n thiscen-
fury I would suggest you try to find one which has a clear
objective (eg recoveri2g stolen plans) which can be ashieved
by direct means (a head-on attack for instance) and involves
little detective work or subtlety. It would be more suited to
'low-level' heroes (Daredevil, Captain America, Batman) than
the more powerful types (Thor, Hulk, SupeThan).
WORLDS OF HIGH FANTASY
At first, these types of scenarios may seem unsuitable for
superheroes. Readers of Cerebus the Aardvark, particularly,
might find the idea of superheroes and wizards side by side
Iudkrous. However, not only arefantasy themesoften used in
the comics (in Iron Man 150, for instance, between Moraan le
Fay's army of ~ n d e a d a n d
Arthur's Knights) but more -
scenarios are available in this field than in any other. Though
many will be unusable, there will be some adventures which
will suit the superheroes.
As with the contemporary scenarios the best adventures
will feature a set obiective which can be achieved in a direct
way, perhaps a magic amulet, stolen by the trolls, which has
to be recovered. Adventures which feature a large number of
monsters or last a long time are not as suited tosuperheroes.
Similarlv. mat>-makina is not Dart of the su~er-herorote-~lav-
in9 gam&s' s'tyle. ~ h & expect to be suppl'ied with a setting '
already mapped out, so 'dungeon' style adventures are best
avoided wherever possible. High level magicians, demons,
giants, dragons and other legendary monstem make good
opponents, hordes ot goblins and kobolds do not.
DAYS OF FUTURE PAST

Try to select adventures which have set objectives, feature


a lot of short @mountersrather than one big 'dungeon', hang
together logically and contain a few powerful or legendary
monsters and characters rather than lots of weak ones.
There are many reasons why a group of heroes might be in
the past, or in an alternative dimension where magic works.
one ever-popular lead-in is capture by a mega-villain (usuaNy
Doc Doom) who needs someone to fetch a mystic item for
them. As long as the heroes are trapped in another time with
only thevillain's time machine to get them home, they have to
do as hesays.The refereecan sugarthe pill, however, by mak-
ing the opponents they are forced to fight villainous in their
own right.'
Another lead-in is to have the heroes summoned by a w~zard
using a magical spell, in order to do a quest for him.
Superheroes could come to hate the D&Dgate spell.
If you have a hero or heroine whose powers are mystic in
origin you will have a wealth of lead-insto fantastic adventure.
Divine heroes are also useful, (Put the TSR G and D modules
in Asaard. chanae Lolth to Loki and vou've aot a readv-made
adventure for ~hYorand/or the warriors ~ h r e e ! ) freak accidents, scientific experiments gone wrong, are all
If all else fails there's the ubiquitous spacial and temporal good excuses for adventure in the future. The main problem
warp caused when the heroes are caught in a nuclear explo- with post-holocaust adventures is that the future-shock tends
sion or accidentallv travel faster than the seeed of light. to affect the heroes. In the fight for survival they start using
As long as you don't overdo the fantasy and donl<expect blastweaponsand give up their bright costumes. If such muta-
superheroes to act or react like D&Dcharacters, there's a lot of tions do occur in the characters, simply have them come back
fun to be had from fantasy scenarios. in timetoa point beforethey went intothefuturetostopthem-
selves going, so that they went into the future and never
STAR-SPANNING changed. Most importantly, don't worry about the paradoxes,
Most planet hopping SF games are set in the future. However, they don't exist unless you wantthem to. Ashort hop into the
you won't need to time travel to use space adventures in your future can be a chastening and thought-provoking, supplying
superhero games. Simply assume thatthe Earth is a backward a lot of adventure and excitement.
planet in a highly developed galaxy where other races have ,,
already established empires, and the scenarios of Traveller FUTURE ISSUES
and Space Opera are only a star-jump away. If you've played your first game and enjoyed it, you shouldn't
As before, suitable scenarios should be short with a set need much helpto go and design scenarios of your own. How-
objective. The heroes don't want to get bogged down on a ever, bear the following points in mind:
trading flight across the Milky Way. Scenarios involving com- 1. Try to form the Heroes into a team. Teams are easier to
mando raids (mercenary tickets), rescuing people, defeating design and plan forand it isvery convenient, all round, if they
alien tyranny, etc, are all good. Bear in mind that the hero must operate from a common head-quarters. Let them pick their
have a good reason for being in space as most will want to get own headquarters, organise their own duty rosters, however.
back to Earth as soon as they can. The world is yours, the heroes belong to the players.
Invading aliens are a good way to get heroes into sapce. 2. Design scenarios around the heroes. Don't plan games
Supplied with a short-range shuttle by NASA they board the which would suit any heroes. Comics are written around their
flagship of the invasion force and defeat its commander. stars, the challenges they meet are those that they could
Before the battle is over, however, they find themselves in reasonably be expected to defeat and those that the readers
'deep space with'no way home. Perhaps the heroes could be expect. Daredevil wouldn't expect to find Galactus in his
captured by alien slavers, as the Thing once was, to take part comic, for instance, just asThorwouldnlt be seen fighting the
in interstellar gladiatorial games. Maybe they were called in to Frightful Four. Every hero should have something to do in each
test a new space ship and things went wrong. game you play. If you don't consider everyone when you are
A superhero whose origin /s in space would be very useful designing your games you are doing the players a disservice.
as they would supply a lot of lead-ins to Science Fiction 3. Don't feel restricted to drawing ideas from comics. You
scenarios. The Teen Titans' excuse for planet-hopping, for can draw ideasfrom literally anywhere, comics, TV, SF novels,
example, is Starfire, their cesident alien fugitive. films, even from other games. I've heard of, and seen,
The Star Wars style interplanetary adventure is the nearest superheroes tearing apart the monsters in Dungeons &
thing to Superhero adventure in any other genre. Keep the Dragons modules. When stuck for an idea for a game one
stories high on action and low on thought and planning and weekend I bought the Gamma World Legion o f Gold module
you'll find plenty of things to keep theEarthls mightiest heroes and put my heroes in a nuclear blastwhkh warped them into
just a short hop across the galaxy. an alternative future from which thev had to escaDe
' to s t o the
~
nudear war which caused it from occurring.
BRAVE NEW WORLD
Many of the futures shown in comics are depressing views of IN CONCLUSION
a world either in decay, under alien tyranny or after some kind Scenarios from other games can be very useful to pad-out a
of holocaust. The writerscan showthhfuture likethis because superhero campaign if carefully selected and used only upon
there are many possible futures of which the bleak ones are occasions with a degree of caution. Read through the intro-
only a few. duction to a scenario in the shop before buying it or read the
These ruined worlds have supplied abackdrop to some of review of it in White Dwarffirst. Choose short simple adven-
the best comics ever produced. The tit14 of this article comes tures with clearly defined objectives. Remember that
from an issue of the X-Men which featu ed them as freedom superheroes have a unique approach to problems so you may
fighters in an alternative futures againsdan invincible robot not get as much value out of the scenario as you would if you
tyranny. Eventually one of them was ba k in time to change had bought it for the game for which it was intended.
the future.

i
If you want to use Gamma World, A rmath or Morrow
Project scenarios for your heroes you ould, again, bear in
mind that superheroes don't travel w I across ruined land-
stapes. Adventures should be short With clearly-defined and
directly obtainable objectives. A very-useful objective is to
havethe heroes locate a time-travel device which will let them
It will aid the insertion into the game of such material if at
least one hero or haroine in the campaign has a mystic of
divine background, and at least one is alien.
A well,designed and enthusiastically played campaign
based upon a good superhero role-playing game system can
give you more pleasure than any other; equally outlandish,
activity. However, should your players ever feel outmatched,,
go back in time to change the future so that it does not occur. down at heel, out-manoeuvred, defeated, remember the
Getting the heroes into the future in ine first place can be words of Captain America:
done by similar means to getting them into the past. Capture 'As long as brave free men live the eternal torch of Liberty
by malevolent villains requiring the weapons of the future, and Justice shall never die.'
Magic in Superhero Games,
that's all part of the style of the comics,
and equally important is the way that
most of these results are given 'pseudo-
scientific' justifications. A technically
trained reader may be reduced to gig-
gles by the ideas offered by the writers,
but in the comics'universes a suffi-
ciently trained scientist can usually
understand what's going on, and proba-
bly do somethng with or about it. Magi-
cal powers are different. They may be
linked to 'scientific' ideas, but in general
it takes a specialist in magic to under-
stand them.
This, along with magic's tendency for
extradimensional origins, distinguishes
magic from 'psionics' in Superhero
stories. Many stories and characters use
'mental' powers that somewhat resem-
ble magic, such astelepathy, telekinesis,
and teleportation, and many 'magical'
characters use similar abilities, but the
two are usually viewed as quite distinct.
A generalisation that can be drawn,
although it often breaks down, is that
Introduction could always disprove any suggestion magical powers come from training,
Magic sometimes seems to occupy a of magic. However, this approach began psionic powers come from birth or
rather uneasy place in the worlds of to look dubious when the scientist- 'laboratory accidents'. It is sometimes
Superhero comics, alternately being heroes began to encounter others who said that magical powers draw energy
viewed asa ludicrous implausibility and either had blatantly magical powers from outside the user, yet psionics come
one of the great forces of the universe. (such as Thor), or who were actual, out- from the user's own 'energy reserves',
The reason for this lies in the history of and-out sorcerers (such as Dr Strange). but this approach also fails at times.
the comics, and the great variety of Very soon exotic characters began to Although some characters with 'mental
sources from which they are borrowed. appearwho brought a hint of magic into training' can blur the distinction, magi-
On the one side, comic writers have titles with more 'rationalistic' cal and psionic powers should be viewed
drawn on the traditions of 'pulp' SF, and approaches; the Fantastic Four, for separately.
on such 'scientific', rationalistic example, fought Dr Doom, who was 'A The extra-dimensional aspect of magic
archetypes as Doc Savage, and Conan Master of both science and sorcery'. is important, if not actually crucial. Apart
Doyle's Lost World stories. On the other, Today, a few characters have non-magical from allowing the writers to scrap such
they have borrowed much from super- powers butthoroughly magical associa- trivia as the law of conservation of
natural, Gothic types of story, using tions, such as the New Mutant Magik energy (which comics tend to forget
ideas from horror films, writers such as (Illyana Rasputin), who can teleport to anyway), it justifies spells of summon-
H P Lovecraft and Bram Stoker, and and from a magical dimension where ing with fewer paradoxes, and brings in
ancient legends. In fact, these fields she rules as a witch-queen. Thus magic colourful tourist spots such as Limbo
aren't as far apart as they appear - has become an important part of the and assorted Hells, many with resident
there's a very important link between 'Superhero set-up', while remaining a beings who possess major superpowers
science fiction and the Gothictradition- slightlv
- . odd and uncertain factor. plus the malice and ingenuity to act as
but the clash between rationalism and interesting supervillains. (Heroes pre-
mvsticism can lead to ~ r o b l e m s f owrit-
r The Nature of Maaic sented with demonic opposition can feel
ers, and also for sup&hero games. At this point, we really ought to try and very morally satisfied in their victories;
Consider the very common 'Scientist define 'magic' as it appears in the com- it's gaining the victories that's the hard
Hero', who either builds himself special ics. Essentially, it is a mysterious force, part.) Referenceto other dimensionscan
tools (Iron Man), combines superpowers often extra-dimensional in origin, which also be made when magic achieves
with scientific skill and gadgetry (Mr can achieve effects inexplicable by sci- results 'inexplicable by science'.
Fantastic), or uses mostly 'innate' pow- ence, and which can be manipulated by This is the most amusing aspect of
ers but has considerable scientific certain non-human creatures, and by Superheroic magic. A rationalistic
expertise to back them up (Spiderman). humans with the right knowledge, inher- character may be able to cope with
At one stage in comics history, charac- ited ability, or devices. someone throwing energy bolts, read-
ters such as these could be found fight- To begin with, considerthe term 'mys- ing minds, levitating, and so on, but
ing opponents who appearedto have terious'. In context, this means more when a real magician shows off by, for
supernatural talents; they would even- than 'amazing' or 'rare'. Superhero example, turning a pumpkin into a
tually be found to usetechnological tric- stories are full of amazing events; prob- stagecoach, the poor super-scientist
kery or hypnosis, or their powers would ably the majority of heroes have powers may well tend to despair. This is not to
have some 'scientific' justification, how- that are actually impossible in the real say that magic doesn't have 'laws' of a
everthin and implausible. Thiswasall in universe, and stories are full of scientists sort; sometimes, quite a complex and
the great tradition of detective stories achieving results that would change the internally consistent set of principles
and science fiction, where a logical hero whole of science if they were real. But may be deduced. What it does mean is
cations attached (ask Frodo Baggins), scenarios may be of many different
and comics' plots often take up the idea. levels of power. At the lowest level are
Magical items tend to be very old, with those who possess no special power of
complicated histories and associations their own, but become associated with
with powerful beings, and sometimes beings who do have powers. These tend
family associations, while even the most to appear most often on the side of evil,
capable trained sorcerer or demon may as good spell casters will be too worried
use such for reinforcement of power, so about the danger to the weak and
the character possibilities and plot com- unknowing to let many 'normals'
plications are immense. Examples well become involved. Magical villains, on
worth considering in the comics are Dr the other hand, will be only too happy to
Strange's 'Eye of Agamotto' and the employ thugs and cultists as cannon-
Black Knight's sword. fodder, which can be a problem for
by Phil Masters The last, but perhaps the best way to opponents who don't like damaging
gain magical power as a comic plot weaker beings- however misguided -
thatthose laws of magic have little to do character is sheer hard work. Tradition- overmuch; the few 'normals' found
with such scientific laws that Superhero ally, magical training is a long, difficult around heroic magic-wielders - depen-
stories resDect. process, requiring much dedication and dent NPCs and suchlike- haveto be pro-
The beings who use magic are a mixed talent, and usually a teacher of immense tected, whereas their enemies are fre-
and peculiar crowd. The different kinds power and personal eccentricity. Study quently totally ruthless with 'lesser mor-
of character or creature which may be of old books or suchlike may suffice, but tals'. Particularly tricky are cultists and
encountered in a magic-oriented story this is a dangerously limited approach, fanatic followers of evil supernatural
are discussed further below, but the dif- tending to produce flawed characters beings, who tend to be highly moti-
ferent ways in which they may obtain (such as Silver Dagger in Dr Strange); vated, appallingly ruthless, and very
their magical abilities are worth looking tinkering with magic one only partially hard to frighten off; fanaticism justifies
at. To begin with, some beings-usually understands can be very foolish. Even giving such characters more physical
non-human, frequently extra-dimensional the best self-taught character may need and mental toughness and fighting abil-
-are naturally magical, and wield their 'finishing' (remember Luke Skywalker in ity than appearances would imply.
powers with little mental effort. Such The Empire Strikes Back; The Force may Next toughest are the lowest grade of
creatures need not be particularly intelli- not be magical, but it is treated simi- magically-powered being. This category
gent; indeed, they include many demons, larly), and the location of - and relation- covers very low-grade demons and
monsters, and so on that are downright ships with-teachers can be entertaining other supernatural beings, zombies and
moronic (usually displaying immense plot topics. Teachers can be very pecul- thugs or cultists who have been equip-
magically-powered strength). However, iar beings, and may not be entirely ped with minor artifacts or granted
some inherently 'magical' beings are human (Shaman of Alpha Flight received limited powers by their very powerful
very intelligent indeed; those that com- instruction from the spirit of his dead leaders. Normal humans who have,
bine large reserves of 'innate' magical grandfather) or entirely benevolent (II- accidentally or by study, gained some
power with intelligence and skill in its lyana Rasputin was a disciple of the small measure of magical power should
application are among the most formid- demonic Belasco for some years). also be included here. (Perhaps their
able of spell-users. powers are restricted by circumsta~ce,
Those Who Know.. . reliability or general applicability.) This
Secondly, and related to the first Characters who appear in magic-oriented is an under-used category, and one that
category, there are human beings who
inherit magical ability. Although comic
writers generally distinguish magical
and mutant powers, they (like many
storytellers before them) often seem to
view magical ability as genetically deter-
mined. Acharacterwhose ancestors, let
alone parents, possessed sorcerous
powers will usually have at least latent
talent, and some (such as Talisman of
Alpha Flight) may actually beableto use
raw magical power without conscious
effort. However, if magic is to retain its
air of history, such 'instinctive magic-
users' should be rare.
A variant form of magic-wielding
character, often closely related to the 'in-
herited talent', is the 'accident victim'.
This is in the great tradition of comic
plots; if radioactive spider-bite victims,
or space travellers can gain strange
powers by accident, why not those who
brush with the occult? The accident or
other'incident' may involve a tie-up with
an inherently magical being (as in the
case of the inactive Ghost Rider, who
was subject to intermittently controlla-
ble demonic ~ossession). a brush with
raw power (p'erhaps tied'up with some
kind of family tradition), contact with an
artifact (further discussed below - an
example might be Dr Fate), oreven sim-
ple death (as with Deadman); more
complicated death leads to such
oddities as vampirism or the Living
Mummy syndrome.
If you can't pick up personal power,
you can always pick up magical devices.
Fantasy fiction has a long tradition of
magical artifacts, often with plot compli-
SPELLBOUND

can repay thought. Beings of this kind ex machina'. As always with powerful games, a certain amount may be deter-
should be constructed to match thevery NPCs, these characters should be used mined by the attitudes of the players and
best agents employed by high-tech sparingly; unbeatable villains are a the types of characters they choose to
criminal groups, but with very different threat to the players' self-esteem if over- generate, but the GM still has some deci-
powers. In Champions terms, think of used, while friendly NPCs who outclass sions to make. The usual pattern is a
around 75-125 points including disad- the player-characters may leave the small number of player character magic-
vantages; in Golden Heroes, a thug with heroes wondering why they bother - wielders, perhaps appearing as a rather
good characteristics and one or two although they can be useful in some enigmatic bunch to the other heroes,
minor superpowers, or one spell or plotlines. ~ a r t i c i ~ a t i nmostlv
a in conflicts with
psionic talent, would be appropriate. Last to consider are the real ultimates; superriaturd monsters, evil magicians
Next up are beings at about the same the beings, almost invariably extradimen- and suchlike, against which they tend to
power level as the average player charac- sional, who could flatten every hero in act as a 'spearhead' or as advising
ter hero or mercenary villain. This cov- the world simultaneously if they really experts. However, it is worth noting that
ers good but relatively inexperienced wanted to. These are the godsof legend, alternatives exist.
wizards, characters drawing all their the demon princes, elemental lords and No Such Thing. It would be possible to
power from some device or a single arch-devils. It is probably a mistake to run a campaign in which magicsimply did
powerful spell, lesser vampires, were- even write down statistics for such not exist. This would demand some
wolves, lesser independent demons and beings; although they tend to have dis- small limits on the rules-no Champions
other extradimensional entities, and tinct personalities, these are not so much 111 magic pools, a changed powers table
beings granted power as the favoured characters as forces of nature, and if in Golden Heroes- but it could work. Of
friend or pawn of some incredibly pow- they have to take direct action, the GM course, magic comics' fans among the
erful entity. Origins aside, these arevery should simply rule at the time what players would need persuading, but a
similar to other superbeings in many occurs. (An exception to this would be in technophile GM might consider the
ways, and for this reason need least dis- high power campaigns based on the effort worthwhile. Such campaigns
cussion here. most flamboyant styles of the comics- might include apparently magical
Beyond these are the really powerful such as Thor.) By tradition, such beings events, of course, but rationalistic
sorcerers (such as Dr Strange), the older are unable to intervene directly in the heroes could amuse themselves expos-
vampires, some extradimenGonal beings, world dueto the nature of their home uni- ing such trickery. An amusing variant
and a few others. (An interestina variant verses, unwilling to because of threats would be to say that a campaign had no
is the human sorcerer receivini rein- from equally powerful peers, or simply magic, then slowly reveal to the heroes
forcement from some ultra-powerful disinterested; thusthey may befound to that some things are beyond their
master. such as Baron Mordo. Belasco. use super-beingsas pawns or emissaries. understanding, and they must pit their
of the Coven in'^^ 70.) '
or ~ a x i m i l i a n These are interesting plot devices, but powers againstforcesfrom Hell itself.. . .
This isthe magical version of the classic any GM should consider the nature of Something Else. In the best traditions
'Mastermind' or 'Megavillain'. The evil his or her campaign universe carefully of H P Lovecraft and pulp SF, this is a
type is an incredibly dangerous foe, who before even hinting at their existence. campaign setting in which magic is sim-
may be faced (and perhaps temporarily ply the use of warped science dreamed
bested) at the end of a long and tricky Sorcery in Action by utterly inhuman minds. Alternatively,
campaign. The better-natured version Any GM deciding to run a Superhero magiccould be aform of psionics, using
should be a non-player character of far campaign must make some decision strange mental disciplines - expressed
greater powerthan the best player hero, about the place of magic within his or as 'spells' - to release the powers of the
and may appear occasionally as a 'deus herworld. As with other aspects of such human subconscious. Or perhaps a GM
could mix the two ideas. In such cam-
paigns, 'magic' would seem much as in
other games, but certain hints to the
contrary might eventually emerge. Adif-
ficult but enjoyable trick would be to
conceal the true nature of manic at first,
even from magic wielding heroes.
Nothing But. Lastly, consider a possi-
blecampaign in which nearly every inci-
dent had a supernatural element. The
GM would haveto requireall the players
to come up with suitable characters, but
that should not be impossible; apart
from 'straight' magicians, there are
psionics ('wizards of the mind'), martial
artists ('students of physical disciplines'
-probably trained in the Mysterious
Orient), and any number of openingsfor
accident victims and amulet-wielders.
Again, player co-operation would be
necessary, but a campaign with a cohe-
sive theme should be interesting in
some ways (if limiting in others), and the
heroes would have an excellent reason
for uniting asa team-the Last Wielders
of Ancient Lore, Guarding An Unknow-
ing World from Dark Forces from
Beyond The Limits of Science.. . .
Lastly, at some risk of stating the obvi-
ous, it may be necessary to re-state two
principles of role-playing games. For
one, the object of the exercise is enjoy-
ment; the players and the GM should
agree what adds to a campaign, and
what confuses it overmuch. Forthe other,
only one thing should determine what
fits in a campaign and what doesn't; the
answer, carefully considered, to the
question Does It Feel Like It Belongs?
Happy Spellcasting!
HEROES & VILLAINS

Heroes & Villains is a bi-monthly rarely in the comics. In an RPG it would need are the mundane ones. The attack
column for Superhero RPGs, become a standard tactic. Thus, super- will obviously be WC2 and take an action
powers whose use in the game would be to use. The range should be lessthan an
edited by Simon Burley and at variance with their use in the comics Energy Attack, approximately 10m.
Peter Haines. either have to be omitted or handled Obviously we could give the lines a
extremely cautiously. slightly longer range, so he does not
This said, however, we can use the need to hit with the lines, even at

A WEB IN Golden Heroes rules to simulate all


superpowers found in the comics and
you can expect to see new powers
appearing from time to time.
extreme range of 20m.
Finally, we have a problem in that the
web-fluid is not self-regenerating, unlike
the comicbook energy attacks to which

THE DARK Web-Slinging


Since there is only one character using
such devices, we'll list what he can do.
we have equated it. The character in the
comics only rarely seems to run out. So
we'll give him two web-shooters each
containing 15 pointsof fluid, butthecar-
by Simon Burley He uses his webs as linesto swing on, as tridges will take,a full round each to
trampolines to catch him when he falls, replace. He never replaces them during
as parachutes, to bind people, to parry battles in comics. Some players might
attacks, to seal doors shut and to fire as arguethat30 points offluid is insufficient.
'web-balls' to knock-out thugs etc. Now In comics, it takes an entire day's usage
we lookatthe GH rules to decide if there and a degree of forgetfulness to empty
are any numbersor ruleswhich will help them. However, bear in mind thatwhilst
us rate the device. Here we find the parry- a comicbook hero may forgetto refill his
ing rules, the binding rules and the fact cartridges, a role-player never does.
that Energy Attacks/Magic/PSI are
handled in groups of 15 points per Black Outs
5frames. Thus we can give the character Another power missing from the Golden
15 points worth of 'Web Fluid'. Heroestables is Darkness Control. This
is because it is possessed by only one
Allocation of Cost of Abilities main character in the comics and he is
Lines: Afairly minor use, simulating a rarely seen due to the anti-social and
Line Slinger which any character can anti-comic nature of his power. If he
have for no cost. Minimal cost, ie 1 pt per makes it dark not only can his associates
line formed. not see what's happening but neither
Parries: In the comic, the character can the reader. Black panels with speech
spins a circle of web which catches the balloons can be very boring.
attacks. This is an Autoparry. It seemsto In much thesame way, Darkness Con-
be very effective, so we'll say 1d6 per trol can be boring in game terms. The
point of fluid used. However, the web- effect of darkness is to make it harder to
bing is not so good against energy so hit your opponent. One thing we are
One of the problems with choosing to we'll say that Energy does double dam- happy with in GH is the ease with which
give a list of superpowers from which age to the Parry. a hero can hit his opponents. Anyone
players can choose by rolling dice or Web-balls: These are only used rarely who has ever experienced the frustra-
some other means, is that it is difficult to and so can't be very effective, certainly tion of trying to get their first level D&D
come up with an exhaustive list. Sooner not as good as an EnergyAttack. So they fighter to hit an AC2 opponent will
or later, someone is going to want a should cost more, 2 pts per die damage appreciate how important it isto be able
power which is not given in the rules. It which must be predominantly HTC. So to strike easily in an RPG. Darkness
seems likely that new powersforthe var- to do 3d6 HTC (and 1d6 HTK)would cost tends to make misses more common

I ious Superhero game systems are going 8 pts. Naturally, the damage must be
to be designed and ~ublishedfrom time split between the HTC and HTK like
to time inmuch the same way that new Energy Attacks but the Web-balls have
and, hence, slow the qame down.
~rom the-comicsthedarkness appears
to be an area effect which hits evervone I
magic items or spells are produced for no effect on damage dividers. inside it. In GH a similar effect is the
FRPs. Since the publication of Golden Binding: Looking at the comics we Windstorm in Weather Control. So at
Heroes, we have received letters com- find that the web can hold most people Grade 1 Darkness Field is equivalent to
menting on the absence of certain pow- but a certain green-skinned behemoth that; ie, it takes 1 action to create and a
ers from the Superpower Generation snaps it every time. Looking up his Frame per round thereafter to maintain.
Table in the game. Obviously we would strength we find that he can inflict 50-60 Anyone in it strikes at -2 and moves at
like to hear from as many people as pos- HTKon the binding (in his passive state, half speed. If they move at full speed,
sible wit'h regard to things like this, par- of course). Thus the webs can inflict a they risktripping over. Each time they do
ticularly as it is in our best interests to binding of up to 6OHTK. Conveniently so, they must roll a d20 and get equal to
make the game as complete as possible. the maximum for 10d6. If we use the or less than their DEX oi.fall over losing
However, there was a rationale behind Energy Attack rule of saying no more a Frame and spending anotherto get up.
our choice of powers for GH and there than 10 points can be used in any one Higher grades of Darkness Field cannot
are specific reasons why certain powers shot, we find thatthe Web inflicts a bind- reduce the strike chances, so at Grade 2
which some players might think essen- ing damageof I d 6 per point of web fluid it will stay until dispelled without need-
tial were omitted. The most common used. ing to be maintained.
powers from comics had the highest All of the other effects listed above can The character's other powers can be
chance of appearing. Certain powers be simulated by extrapolation of the simulated directly from ordinary GH
appeared so rarely that they were omit- above rulings during play. For example, superpowers. For example, he can form
ted. For example: only one character in let us suppose our web-slinger is falling shapesout of darkness. We should make
comics (of which we are aware) has from a great height and usesthewebsto that equivalent to Cybernetics (holo-
'Web-shooters'. We consider them to be make a mattress to soften his fall. This gram projector) except that the shapes
unique items to be possessed by one will absorb I d 6 per point put into the formed can be any shape he desires but
character, not by lots of characters. mattress from the damage he would are always totally black. He can form black
Additionally, certain comicbook super- otherwise incur. Alternatively, he could areas over a person's eyes but must roll
powers have a potential far beyond their use the web to form a parachute which to strike as WC2 to do so otherwise it
use in the stories. Whilst a writer can will slow hisfall.TheSSshould calculate would be too effective an attack form.
gloss over or ignore such powers in their the damage he would take if he hit the
story, the typically inventive role-player ground at his current rate of fall and
will always seek to get the most out of state the number of dice required to
Finally, rememberthat if you believed
what some heroes' thouaht bubbles
said, you'd end upwith ir%possiblypow-
I
his superpowers. A hero with the ability negate this. erful characterswhich would be nothing
to blind an opponent will only do so Having set the main details, all we like the heroes really are!
HEROES &VILLAINS
I
often have to be protected or restrained,
Heroes & Villains is a bimonthly column for players of Superhero but their skills make it worthwhile; after
game, edited by Simon Burley and Peter Haines. all, where would the James Bond films
be without Q and his criminal counter-
parts?
Finally, there is the Hireling-scientist,

SCIENT FIC METHOD a category that shades into both the


Sidekick area and the simple employee-
technician. These are simply fairly 'nor-
mal' characters who possess some use-
by Phil Masters ful technical or scientific skills, and who
act as small but useful parts of large
One of the most important elements in a are simply skilled scientists with the organisations. Superpowered charac-
Superheroic universe is 'SuperScience', resources, individuality, or eccentricity ters may not notice them as much more
the weird and wonderful form of intel- to choose to work independently of than white-coated figures running for
lectual endeavour which creates power other characters or oraanisations, fre- cover when heroes raid villain bases or
armour, secret formulae, earth-shatter- quently living off pateit payments or villains break into research labs,
ing weapons and such trivia. It's a rovalties from their lesser inventions although they may sometimes, when
strange line of work, and somehow most while seeking some great but elusive seeking advice or information, find
of the experts in the field seem to be scientific objective. This is the 'dotty pro- themselves having to listen to rambling
rather strange people - eccentric, if not fessor in the basement lab' syndrome, but crucial lectures from 'expert' NPCs,
downright mad. In fact, the mad scientist familiar in other areas besides the but these hirelings are important. They
is an important figure in the super-uni- Superhero genre. Mostly, such scien- are the basis of the power of such bodies
verse, and yet such people rarely receive tists are harmless, but a few have illegal as the Champions Viper and the Marvel
the respect and attention they deserve. desires or extreme ambitions, and use AIM, and any heroic scientist character
A case in point is Baron Frankenstein their skills to create or outfit high-grade might do well toconsider hiring afewfor
in the scenario Strikeback in WD58. A thugs or even supervillains; certainly, mundane tasks - quite how Reed
man who has succeeded in mastering their laboratories are cluttered and cha- Richards survives without them is a
scientific disciplines years ahead of his otic enough to suffer a lot of accidents, mystery to me.
time, including the creation of artificial which can produce super-powered The 'mad' scientist can be used in a
life, and who is required to deal with PC beings. Some with a mercenary bent act wide variety of plots to help or hinder
heroes in one way or another, is not as outfitters to underworld characters player Superheroes; GMs might like to
even given the courtesy of a set of per- who can afford theirfees; others, on the dwell on the following plotline and
sonal statistics. It could, of course, be side of good, may be useful, if aggravat- experiment on their players.. . .
araued that he is, aenius aside, unre- ing,friends to heroes, or may have to be
markable, but thisseems a little over- saved from violent characters wishing to Help Wanted; The heroes are somehow
simplified. Mad scientists - and their misappropriate their secrets. Most such alerted that one of the chief supervillain
merely eccentric colleagues - deserve Freelances can be treated as normals in groups in your campaign have broken
respect and attention (it's certainly risky most ways but some will have a few into the laboratory of Professor Lyall
to annoy them), and this article seeks to gadgets to hand which duplicate super- Ivansson, the genius inventor, and have
bridae the aaD. Dowers - 'iust for safetv'. every intention of forcing him to create
super-sc~etitistscan be divided, very gadgets that enhance their powers.
approximately, into four categories. In There is no time to lose; lvansson must
descending order of personal power, be saved and villains foiled, else with the
these are Superpowered, Freelance, Professor's brilliance on their side they
Sidekick, and Hireling. The first, the could gain power unlimited. . . .
Superpowered, will not be discussed GM's Notes: lvansson is a freelance,
much here, not because such characters and the danger is - up to a point - real;
are unimportant-they are majorfigures he's quite capable of cooking up some-
by anystandards- but because they are thing that could aid thevillains. Unfortu-
the most complex and individualised of nately, things will prove a little compli-
all. These are the scientifically talented cated when the heroes reach his lab. Not
superheroes and supervillains, the ones expecting help, lvansson has- while
with the Scientist skill in Champions or pretending to work on gadgets for the
the Brilliant Scientist Advantageous villains - been applying his genius for
Background in Golden Heroes, as well as robotics, cybernetics, and computers to
a heap of other superpowers. Usually, the problem of saving himself. Just as
such individuals derive their powers the heroes enter, he will press a master
from devices they build themselves, switch, and a room full of automatic sys-
such as'powerarmour', although many tems programmed to defend the scien-
suffer accidents in the course of their tist and flatten anything else that moves
work which have beneficial side-effects. The Sidekick super-scientist is very will spring into life. There is no off-
NPCs of this type are very dangerous as much like the Freelance, but either switch; the systems will run for about an
enemies, as they combine the power to works with an individual superbeing or hour, until their batteries die. This is
defeat most heroes, the intelligence to holds an important position in a major going to be a three-way fight to the
hunt down opponents and attack at the anent group or organisation. Both finish.
I right time, and the ingenuity and skill to
build or devise wavs of circumventina
their victims' own strengths. ~ortunaF-
STdekicks in Golden Heroesand Compe-
tent De~endent NPCs in Charnoionscan
sometimes fall into this category,
A Final Note
All of this discussion has been limited to
ely, most of them have their weaknes- although one is an asset and the other is the physical sciences. However, it is
ses; in particular, they tend to want their a liabilitv: otherexamwles include senior worth noting that minor sorcerers in
foes to appreciate their cleverness (un- researcherswith organisations who pro- supernaturally-inclined campaigns have
derstandably), and so they are amongst vide the scientific element in a cam- a lot in common with scientists (the eccen-
the worst gloaters of the villain world. paign, such as METE (Champions tricities and obsessions, the hard train-
On the side of good, a super-scientist Organisations Book I ) , and the Marvel ing), and magical analogies exist for
makes a useful and versatile ally (PC or character Forge (although that mutant many aspects of super-science (there
NPC), although role-playing a genius with sorcerous training must almost rate are many 'branches' of both; minor
can be a challenge for any player or as a Superhero). These are majorfigures spells equate to gadgets, and so on).
referee. in a universe or campaign, but ones who Thus, much of what is said above can be
The Freelance, or minor-superpow- are tied to some other group or body, applied to sorcery; after all, the comics'
ered scientist is something of a neg- and who lack the power to work solo (at presentation of both is about equally
lected creature, undeservedly so. These least outside their laboratories). They realistic.
of defeating the heroes; amusins
occasional stand-up, knock-down
per-battle can be there IS a whole
riev
m

~ r t hthe
; problems frequently involve world need not be very different from
reats to whole cities, if not planets. our own. The difference that does exist
All of this makes matters sound is that everything is a little bit larger
' "'
than
delightfully uncomplicated, which could life-and that ( mean tt
be dangerous, because simple games
e frequently boring and unins ng.
are nastier (or - r,mins
)rtupatnl\t thic nand nnt hn thd
e lif a
.- J
.prayer
1W'u ,ly
ayer character
-. --- -xist,then so, logically,
non-player 'goodies' (otherwise the
>L W I I I G U . players may feel they are fi hting a
ous if lonely and unbalanced wary Ennst .
s who can turn them interestingly, so can ambi
aracters, and this is ing, or confused suoer-be
iere the n ~ n - ~ l acharacter
~er comes
as the referee's tool to create situa-
Ins to worry and interest the players:
up~tan@~~~
begin vl
---
out-and-out crimir
Kose
Ite that there is much more i n v o l ~ es, the
an simply deploying supervillains

MAD, EbB ~ E R O V S T O
KNOW term aims, 4 --.-.- --a
iDie to ao so
Non-PlayerCharacters in
One ovei fication that I find useful without usinc ~gs;however,
u!F oking at super-villains is to
ide them into two categories; 'leaders'
and 'thugs'. The difference is largely a
most 'leac
emnlnv L.,,Jersare
tic
ve some agents in thei
not necessarily par
~owerfulindividuals; they do
Superhero RPG
by Phil Masters
matter of attitude, and the two groups r~ rtave to be, because they ge----"- -
often overlap, but the terms do d e s c r i b And to avoid fights. This is not I
two different and important ap they are all cowards, but becau:
leader is smart enough to know t is robots. Thes
fight could possibly
to possess ~ u p e ~ - - - ~=,. ~
m
a SO can and that being in i ~ ii I
commit bigger, rofitable, and long-term master
m o w enj crimes; a sub-group are cleverest leac'
fividuals who use their clues that cou
n pursuit of particular illegal ally to
,. c,h as revenge on hated tnndc
nemies, random slaughter, or theft of
spare parts for a damaged spacesb'-
Such individuals differ widely, but example of this supremely
re usually marked out by the fact tl
ley want anything important don
ley do it themselves. 1
Jionally hire underlings
jobs, and quite often tei
npromptu villa' , DUK uslng
ither the motiv example
)r major lor N ~ O
SO
r r i n c arc, dn .. -J to the
ants in the
a ~ ~ dsought
ly to
:n opposing the
10defend mutants
manity and normal
enegade mutants). In
,,, ,es, Magneto has been
led of his own humanity,
-Men have faced growing
t prejudice, and the result has
make Magneto a more interest-
-. .- ambiguous figure. In such cases
real heroes may have to think mo

6
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in
FIEND FAdTORY

Fiend Factory is a bimonthly


department for readers' new
monsters. This i sue, for Golden
Heroes, creatur4of the night
who stand for light; creatures
that call themselves. . .

THE
STARLIGHT
PACT
by Pete Haines and David Smith.
Presented here are the characters to be that sleeps within you.' and down the country. She was disap-
used in this year's official Golden Heroes The boy knew the truth in this, for he pointed, however, to find that most
competition at Games Day - potential could not deny the link he felt with his covens had no answer to her force bolts
entrants take note and study well. Each name nor the sorcerous knowledge he and mystic shield. She had become
one is based on one of the Citadel Gol- had suddenly gained. Dark passions quite blase by the time she encountered
den Heroes range of figures. rose in his mind - to which he almost the coven to Dis and for the first time,
surrendered, but he fought on until his she lost.
human side eventually gained sway. Her punishment was as simple as it
BALTHAZAEL (Joshua X) When he looked around his father had was grotesque. Calling on the power of
gone. Dis, the covenmaster mystically com-
EGO: 14 Move: 9m For ten more years he denied the bined Serina and her familiar into one
STR: 20 DC: 5 demonicsideof his nature,trying to live body, part cat, part woman. What else
DEX: 15 Dodge: 0 as a normal man. He had no official exis- might have happened is conjecture for
VIG: 16 tence and he couldn't bring himself to Balthazael burst in to confront the cult.
HTC: 63 Divider: 1 enter a holy place again. When he was In the fight that followed, Serina disco-
HTK: 55 Divider: 3 23 he heard rumours of a coven devoted vered she had lost her mental control of
to his father which he located and objects, but had gained the natural
Powers: Advantageous Background 5 fought. In the midst of battle Dis himself reflexes and abilities of a cat, only
(Training 4, Position o f Power - wor- tooka hand and Balthazaelwas forced to greatly enhanced. With her force bolts
shipped by a coven); Magic2 [23 points: draw on his magical powers. With the and shield she was suddenly a dynamic
Enhancement(CaI1ingforth the Hellgift), help of the coven's latest victim, he fighter.
Hypnosis (The Gaze of Blood), Conjuring defeated the covenmaster and banished Serina stayed with Balthazael, taking
(The Summoning), Divination]; Health Disfrom this plane. In doing so he learnt the name of Grimalkin and togetherthey
1(Regeneration ). that using his powers for good formed the Starlight Pact.
Notes: Divination is a spell allowing weakened the demonic side of his per- Grimalkin is still quite young: she is
limited prediction of'major events: it sonality. inexperienced, na'ive and idealistic. For
requires extensive preparation. Due to Balthazael is constantly troubled by the most part she is playful and vivacious,
his somewhat shaky position in the evil thoughts and knows that he must though she can become melancholy if
infernal hierarchy, only one Summon- never give way to them or he will be lost. she remembers her lost humanity.
ing is actually safe for Balthazael: a Hell- The remnants of the broken coven,
hound, 10 pts, hits 4d10, claws, fangs, despite his protests, have turned their
individual 10, DC6. worship to him. MOONBLADE (Vel'Rathis)
Figure: Balthazael is based on the -
strongman figure in the Heroesset. EGO: 11 Move: 6m
GRIMALKIN {Serina Hernshaw) STR: 12 DC: 6
Late one dark and stormy night, a DEX: 13 Dodge:. 1
woman, exhausted, heavy with child 9 Move: 6m VIG: 12
and obviously terrified, staggered into 9 DC: 6 HTC: 49 Divider: -
nunnery. She went into labour shortly 16 Dodge: 6 HTK: 47 Divider: -
after, but died in the rigours of
childbirth. The gentle nuns fought on t Divider: - Powers: Advantageous Background I
save the child and at the stroke of mid- Divider: - (Immortal); Weapon Skill I(sword);
night he struggled into the world. He Special Weapon; Spacial Projection;
was as black as sin, with hair like flame rowers: ~ g ~ l rz; r yMartial Arts 2; Health 2 (No need to Breathe, Regenera-
and eyes the colour of warm blood. (Oriental); Reactions; Personal Force tion); EnergyAttack3(ForceFan, 16 dice,
Any feelings of evil about him were Shield (9 hits); Energy Attack 1(Force area blasts (iv) and (v)).
soon forgotten as the boy seemed to be Bolts); Heightened Senses 2 (Radar, Notes: The Special Weapon may be
a strong, healthy, normal child. In time, Anim-1',or ,. used as a 2-H penetrative or concussive
even his unusual looks did not seem so Figure: Grinialkin is based on the cat- weapon. It parriesenergy as a shield and
strange. The nuns named him Joshua, girl f~gure in thle Golden Heroes blister adds 15 damage to parry values. Spacial
but some accident always prevented the pack5>. Projection is a special teleport power. It
registration of his birth. has a 10m maximum range and cannot
On the night of histhirteenth birthda)r, Ever Islnce she was a small girl Serina work through solid matter, but it costs
a man who he had neverseen, but somt2- knew she would be a witch. It came as no no HTC.
how knew, approached his bed. He wa s supri'se to her, therefore, when she Figure: Moonblade is based on the
black as deepest ebon and when he founc1 herself able to move things on ninja figure in the GH blister packs.
spoke, it was with the sweetn ess of mental command on reaching her mid- Shuriken were removed from the figure.
death. teens,.At once she went out and bought
'I am Dis,' he said. 'I am yo1Ir father, ,a herse!If a cat and she was delighted to In the daysof old, before the ice age, was
demon of the highest rank. Yc)U are find t hat she could read its simple another era. A time when the men of
.,
Balthazael. You have followea rne
0

tnoughts. Leaving home as soon as she Albion struggled valiantly against the
human side of your heritage long could, she began a career as a white evils of the sorcerer-scientists from
enough. Now I shall awaken the demon witch, finding and breaking covens up ancient Mu.
Great among the heroesof Albion was cyborg figure in the Heroes set. tion: only Roley Day has criminal
Vel'Rathis, wielder of the Moonblade. contacts).
And great was the hatred of Mu for Neil Baldwin was a happily married man Figure: Paragon is based on the caped
Val'Rathis, though their rage was impo- with two children and a job at the local hero leaping into flight in the Heroesset.
tent for they had prophesied that chemical works. Everything changed,
Vel'Rathis would not die whilst Mu lived. however, on the day he fell into the vat Roley Day didn't think of himself as a
So they caught Vel'Rathis using of liquid oxygen. He died instantly, fro- down and out; he was just unlucky and
treacheryand made him immortal; thus zen solid. This unusual death made him had been all his life. Like everyone else
therewould be no limit on their darkcity. thetargetfor an unusual crime: his body he had bad dreams, but in his case they
They also imprisoned him within his was stolen whilst it was still frozen. came true. He took to drink and to this
sword, never to see release until the full Carla Lundquist was a cybernetics day he'sgrateful for it. It cost him his job,
moon's light struckthe blade. Then they genius - the field was her undying pas- his home and a large slice of self-
took the blade and hurled it into the sion. Her greatest problem, as always, respect, but at least when he slept he
deepest ocean. was lack of funding. Super-powered didn't have dreams.
Time passed and Mu and Albion met criminals, however, tend to be more free Living rough wasn't an ideal life but
their respective destinies. The sword with their moneythan medical organisa- Roley was past caring. At times he took
remained hidden until the day Baltha- tions and she decided to create a sample to thinking that life wasn't that kind. He
zael unearthed it beneath the full moon. product to demonstrate her skill. Her worried about the young and those
The enchantment broken, Vel'Rathis aim was to entice a master criminal, worse off than himself and decided it
stood sword in hand, confronted by a Warlord, into contracting her to build wasn't right. Someone ought to stand
demon. Despite Balthazael's protesta- him a unit of cyborgs. She needed a up for them.
tions, Vel'Rathis attacked, quickly gain- body, fresh and preferably dead. Her He was in a mission hall the day a
ing the upper hand. Standing victorious, agents brought her Neil Baldwin. minister said that the whole point about
blade poised over his opponent, he was Baldwin was perfect for the job. Work- faith wasthat it gave you something bet-
struck down from behind. ing through the night she completed her ter to look to, a paragon to model your-
When he awoke, two monsters stood work and then, thoroughly exhausted, self on. Roley asked what he meant by
over him; the demon and another, part went to bed. paragon. He was pleased with the ans-
woman, part cat. It took him several Neil Baldwin woke up. This came as a wer - it matched up with his idea. He
moments to realise that they wanted to surprise since his last thought had been mulled the idea over and that night he
help him. So it was that Moonblade that he was going to die. He felt terrible: forgot to get drunk and had a dream.
joined the Starlight Pact. he didn'tfeel any better knowing that he In his dream he saw what he meant.
The Moonblade is a strange and mag- was now linked to a highly complex All the details he hadn't thought about
ical weapon. A force field surrounds its biocomputer, the memory banks of were filled in and he was dressed like a
edge so it can never be damaged. Its which obligingly filled in all the missing hero. The hero explained that Roley
greatest power is to send forth waves of details. wasn't limited like other people- he
force at a flourish of the blade. Vel'Rathis Carla ~ u n d ~ u iawoke
st to have her could do things with his mind to change
is now a projection from the sword and hopes dashed by two disturbing facts: or even create things, the only limit was
cannot truly be separated from it. firstly, Warlord had been captured and his imagination. Roley laughed, but this
Vel'Rathis has no scruples about kil- secondly her newly created cyborg had Paragon kept coming back in his
ling an enemy. He is a man of honour gone, leaving holes blasted everywhere. dreams, speaking about the world and
who lives by his own code. Unfortu- What do you do if you are a corpse all that was wrong with it. Roley was
nately he does not understand the work- kept alive by machines, with no one you soon agreeing with him and wished
ings of the modern world. can turn to for help? If you then meet there was a real person like this. Paragon
demons and witches and they give you asked him to dream of himself as this
purpose, is there any reason why you person and, taken by Paragon's serious
EX-MAN (Neil Baldwin). should not join the Starlight Pact? tone, Roley agreed. Next morning he
woke up and found himself wearing a
EGO: 9 Move: 5m black jumpsuit and purple cloak- just
STR: 9(23) DC: 6 PARAGON (Roley Day) like the Paragon. He could fly, he was
DEX: 8 Dodge: 1 strong and maybe he could set an exam-
VIG: 12 EGO: 14 Move: 4ml20m ple. He concentrated and once more he
HTC: 41 Divider: - STR: 7 DC: 3 was Roley Day.
HTK: 42 Divider: - DEX: 7 Dodge: - His life changed; he didn't sleep any
VIG: 8 more and he daydreamed so many
Powers: Cybernetics 2 (Bionic right arm HTC: 32 Divider: 4 things. As Roley Day he shows people
- STR:23, Computer Brain); Stunner HTK: 34 Divider: 5 how to laugh at life and at themselves;
(Type 2 in left hand); EnergyAttack4 as Paragon he opposes those who abuse
(Atomic, 24 Dice, Reduced Dividers, Powers: Advantageous Background 1 life. In his latest daydream he met four
Quick Blast from right hand); Heightened (Contacts - Criminal); Intuition; Flight 2; very unusual people. In came as no sur-
Senses 1 (IR Vision); Health 2 (Immune Strength 2; Tough Skin 2; Health I(En- prise therefore when he met them that
to Toxins, Functions at low oxygen vironment Survival -Airless); night: he was surprised when the dawn
levels). Shapechange ( Freeform- only the Para- came and he was a member of the
Figure: Ex-man is based on the gon form has powers other than Intui- Starlight Pact.
HEROES &VILLAINS

Heroes & Villains is a bimonthly the Coven themselves may be forced to Notes: All have Fast Healability and the twins
column about Superhero gaming, act - which will probably be very un- have Flight 1 in Raven form. All
healthy for the heroes. 10 point powers are not speciality powers and
edited by Simon Burley and Pete so have full point cost when used.
The Coven are usually involved in
Haines. crimes (albeit indirectly) in which some-
"Denotes a speciality.
thing magical features, a bookor similar

THE COVEN artifact being ideal and woe betide all The Stone-Bond
When three or more of the Coven link
those characters who get their powers hands the enhanced energy field (both
by means of a magical item! magical and physical) enables them to
Characteristics and Powers carry out the following:
Villainous Golden Heroes Cain: EGO:14; STR:37; DEX:13;VIG:17;
HTK:85; HTC:80. 1. Manipulation of Electrical, Molecular
by Paul Ryder Strength 1 ; Pugilism 2 ; Magic [( 10) Energy and Temperature Fields (cold only).
Strike];Psi [ ( l o )Hallucinations]. 2. Create a 20HTK General Force Wall.
The Coven were formed in the late 1970s 3. Weather Control 3.
when the various groups of evil magi- Salorne: EGO:17; STR:10; DEX:16; VIG:14;
. . ... .- , .HTC:46.
HTK.46. . . - . .-. 4. Cast a conjuring of much greater power
cians were being thrown into panic by ,
Intuition; Shapeshift (to cat); Magic 1 [ ( I5 ) (eg a feature each and multiple levels).
the sudden and violent depredations of Hv~nosis*,Information, Restraint]; Psi [ ( l o ) 5. Increase Psi range by 5km per person
Wrath, the sorcerer slayer. In despera- ~ e i e m ~ a t h yAdvantageous
]; Background 1 and enhance effects (GM's discretion).
tion, five of the most evil adepts (Brilliant Chemist). 6. Add 1 to attackingtdefending EGO per
appealed to an entity whose name was
only uttered in whispers - N e c r o m o n ! -
person for Psiand Maaic(added -
to hiah-
est Ego).
Beyond theveil of time and space, the 7. Attack with a Grade 3 Energy Attack
Dread One heard their prayer and (20pt).
responded. Thus, as the five adepts
stood in the gore of their multiple sac- MAXlMlLlAN
rifice they heard a storm howl about The leader of the Coven gained his
their refuge and inside, with chilling power and lost his humanity in the 1890s.
slowness, the darkness grew and then when, as one of the Victorian era's
faded, leaving before them a man, tall, greatest mages, he summoned Necro-
pale and malevolent. The stranger then mon. The result was inevitable: Maximi-
told them that they, Gemma Salome, lian lost. For almost a century he served
well-known biochemist; Otto Cain, the Dread One, slowly gaining power
world class weightlifter, boxer and and becoming twisted and evil until his
psychotic; Jerome Mordred, millionaire master called on him to go and aid the
industrialist and Curtis and Christine Coven. He leapt at the chance of return-
D'Ableau, scions of the nobility, had ing to earth and becoming its master!
proved themselves worthy of special
interest and, if they swore to obey him, EGO: 18 Movement: 7115m
Maximilian, and thus Necromon, then STR: 25 Damage Bonus: + I 0
he would make them powerful beyond DEX: 15 DC: 6
mortal reckoning. They accepted. VIG: 16 FramesIRound: 4
Each member of the group was pre- HTC: 70 HTK: 75
sented with a skull-stone, a carved gem
imbued with their lord's essence. Even Attacks W C Damage
as they held them, the gems vanished, Energy Strike 3 Id612 magic points
absorbed irlto their bodies and souls, Psi Blast - 2d612 psi points
warping and corrupting them. Some FistIFoot 2 2d6HTC 1 I d6-6HTK
became more powerful magically,
others psionically, while Cain became Strength 1; Psi 2 [(20)Control, Psi-Blast, Hal-
lucinations, Telepathy];Magic 2 [(20)Energy
superhumanly strong. Indeed, all were Strike, Information, Hypnosis, Magic Wall];
enhanced both physically and mentally. Flight 1 (Levitation); Fast Heal and Toxin
It was while they were experimenting Immunity; Advantageous Background (Rich
with their new power that they disco- Immortal).
vered an awesome secret; the skull-
stones called to each other and when Maximilian appears as a tall, pale,
joined (by linking hands) their magical bearded and dark haired man of about
power mingled, strengthened and 40. He isverycultured, sardonic, charm-
expanded. This vastly enhanced aura ing and arrogant. He is incredibly clever.
could increase and improve the range of His voice is melodic and smooth but
their psi talents, allow greater conjur- bears a touch of pride and ruthless
ings, deflect attacks, affect local fields of authority. He dresses in a similar man-
various kinds and cause a great disrup- ner to the rest of the male Coven mem-
tion in nature itself, a disruption thatthe Mordred: EGO:17; STR:15; DEX:13; VIG:16; bers. In combat he always fights to win,
Coven (for so they named themselves) HTK:60; HTC:62. usually trying to totally defeat and
could use to summon storms and other Sense Magic; Psi [ ( l o )Transmutation];Com- humiliatea foe ratherthan killing. He has
harmful effects. puter Skill; Magic 1 [ ( I5 ) Conjure*, Mystic a great liking for trying to do this to a
The Coven, wishing to emulate their Wall, Enhance]; Advantageous Background 2
(Rich Industrialist, Brilliant Mechanical hero in very public places. . .
fell lord, do not like to become directly Scientist).
involved with crime or combat and so Description
they usually choose to manipulate other Moloch (Curtis D'Ableau): EGO:16; STR:16; All of the Coven are tall, attractive, pale
supervillains, using the 'Stone-Bond' to DEX:15; VIG:15; HTK:65; HTC:70. and dark haired. The men all dress in
improve their influence and range. Shapeshift (Raven 1; Psi 1 [( 15) Psi Blast, Hal- elegant clothes, usually of a lateVictorian
Naturally, asthey are under psioniccon- lucinations, Telepathyl; Magic [( 10) Energy cut, such as a long coat, waistcoat, nar-
trol, the villains have less frames than Strike];Advantageous Background 1 (Inherited rowtrousers, boots and a cravat, the lat-
normal, possibly leading a poor Wealth). ter bearing a diamond or ruby pin. The
superhero to thinkthat they are not very women wear black, fashionable clothes
Morgana (Christine D'Ableau): EGO:17;
good. This errorwill become apparent if STR:10; DEX:15;VIG:15; HTK:68; HTC:62. of a very elegant nature, usually wearing
the hero and villain should meet later, VocalSkill; Shapeshift (Raven);Psi [ ( l o )Tele- a wide hat with a veil. Only Cain is
when the villain has all his frames. . . kinesis];Magic 1 [( 1 5 )Astral Projection *, Hal- bearded but all appearto be between 25
If, however, a hero or a team should lucinations, Magic Wall];Advantageous and 30 with the exception of Mordred who
consistently foil the Coven's plans then Background (Inherited Wealth ). is about 38 and greying at the temples.
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18 Permission granted to photocopy as needed for personal use


interesting is Kang, thecook, who
A Champions and Golden Heroes
Scenario for 3-6 Characters become slightly interested if stran in, s
YP

by Phil Masters daughter, Kang Se. He may well


certainly attack anyone harming
cook's cleaver [ l d 6 killin attack
.+,
INTRODUCTION (GH; 2-hand
Peking Duck is a mini-scenario for a small group of moderately able A. Restaurant Front. The buildin
characters. All organisations and groups mentioned can be changed dow, but there is a full, opaque cu
as appropriate for your campaign, and different supervillains can be small, discreet menu card is on dis
deployed if desired. Agroup of three superheroes ('The Outside Line') through a small porch with two set
is given to save time forthosewho do not wish to use their own crea- glass window panels.
tions, but self-designed characterscan certainly be used. A number of B. Reception Area. On the right a alne
supervillains are also detailed; the full list should only be used if the wooden reception counter, with tteni
superhero group is exceptionally strong. takestelephone calls and looks afte ~ats,coats, et
curtained alcove. This area is lit by central ceilir
BACKGROUND(PLAYERS AND GM) number of small wall units.
Our heroes have recently established a contact-a 'normal'with shady C. Bar. This is not a full pub-type s
connections who has provided them with a certain amount of useful and glasses are kept, and from which
~nformation,partly for payoffs and partly, he claims, out of hatred for pensed. The stock is on wooden she
the evil effects of certain categories of crime. Now he has come D. Stairs. These are constructed
through to them with an urgent tip-off. His story runs as follows. design; any person on them can be
Certain of the Tongs operating in London's Soho have a 'business of both floors.
centre', through which a fair amount of dubious merchandise passes. E. Lower Dining Area. Note,the u

I
This is an eminently respectable high-class Chinese restaurapt, the Fo corner.
Yen Wok. Normally, this 'drop' is used with such care and discretion F. Waiters' Cubicle. A small area
thata raid would find nothing, buttonight, a largequantitiy of refined orders passed to the kitchens via th
heroin will be on the premisesfor some hours. There is only one prob- tableware also move UD and down
lem; the Tongs have boughtthemselves a contact in the Metropolitan accommodate a normal-sized pers
Police Drugs Squad-identity unknown-and any tip-offs reaching the four seconds to move the lift betwe
authorities will almost certainly cause this individual to warn his G. Fire Escape. Theseare discreet
paymasters to cancel the operation . . . push-bar mechanism and leading o
The Fo Yen Wok is easily located; it is sited on a street not far from clearly labelled as an emergency en
Soho Square. It is a high-class establishment, specialising in Peking the outside (as opposed to being br
takeawavs. Reconnaissance will also a 'fine work' roll), Security Systems
cuisine. and it does not ~ r o v i d e
discover its opening h o i r s (6pm to midnight), the fact that it haseating the mechanism by picking itsauxilia
areas on twofloors,and the factthat it backs on to a narrow alleyway; be firmly bolted when the restaurar

1
fire exits from both Woors lead outthat way, via an openwrought iron H. Upper Landing. A discreet not
staircase in the case of the upper floor. the presence of the toilets beyond.
I. Upper Dining Area. The only wi
GM'S NOTES immovable frosted glass planes. E
!i
The players know littlewhen they begin this scenario; whatthey have only a character with at least one I
!
to discover is thatmost of what they do know is lies. The truth is even hope to squeeze through.
complicated. J. Outer Office. This is where m
The Fo Yen Wok is a perfectly respectable establishment, notewor- kept, in one large and ill-organisec
thy only in that the owner pays his protection money tardily if at all. for suspiciousdocuments, and will
Because of this, theTongs have decided to use the restaurant in a devi- a number of minutes equal to 45
ous plan. The heroes' 'contact' is a Tong double agent, set up to dis- minutes.)
tract the superheroes; he will be found to have vanished when the K. Inner Office. Business negot
characters next seek him out. While hesets upthe heroes, his bosses usually conducted in here. There i
have quietly informed Antonio (Tony) Rigatoni, a Mafia boss with of it in various dialects of Chinesc
whom they are having difficult negotiations, thatthey wish to discuss form of this language will conclu
Ilk. business over a meal, and they have named the Fo Yen Wok as the after (25-INT) minutes. (GH: 10+
place. The idea is to getthe restaurant smashed up in a fight, Rigatoni L. Kitchen. The unquestioned c
scared and perhaps arrested, and the heroes humiliated - all with no and somewhat crazy cook. All is i
risk to Tong agents. standards -totally disorganised.
Two things have gone wrong with this elegant plan. Firstly, and tri- cupboards are packed with foods^
vially,Tony Rigatoni isa suspicious man, and always has a bodyguard wonderful Chinese oddities.
in tow. Secondlv. the Northinahouse Cor~oration.an outwardlv M. Upper Fire Exit. This emerg
respectable muidnational co6bine with some dubious sidelines, has the eating area - has a similar ope
Tong headquarters bugged. They also want to talk toTony Rigatoni - (see G). It leads out to a wrought
rather more seriously-and they have decided thatthe only Gay to get
hold of him is to send a team of supervillains into the confusion and THE SUPERVILLAINS
grab him. Whatthey don't know-their bug being rather badly placed The Notthinghouse Corporation:
-is that the Tongs have now decided to make sure of the heroes' American-based multinational co
4; humiliation by tipping off Scotland Yard thata bunch of criminals are electronics, computer hardware,
demanding protection money in various areas of London, and are much is all that the world - includir
about to smash up the Fo Yen Wok as an example. The police are employees - knows. If anyone ad&
naturally careful about anonymous information, but have a couple of house executives add to companh
men watching the place, just in case. exploiting the Corporation's huge r
Once the action starts, the GM will have to role-play all the various dis~ersionin ~ u r s u iof t dealinas in
factions involved, with proper regard for their objectives. Just jecis to disrupt 'unco-operative' go!
remember that, to a normal person, costumed superheroes are very the company's friends, and in granc
hard to tell apart. tion, then the result would be a libel
the additional statements untrue.
THE FO YEN WOK The key to Northinghouse's illicit
The layout of the Fo Yen Wok is shown in Fig 1;the properties of some unit' - AKA the dirty tricks departm
ofthefixtures and fittings are given on Table 1. Thegeneral style ofthe well-armed mercenaries is paid anc
decor is austerely elegant, with much use of pine, bamboo, and indi- number of supervillain types are en
rect lighting. Note that bamboo curtains provide no obstacleto move- 'contracts '. For this scenario, a smz
ment, orto attacks, butthat characters must make a perception roll to will be sent in to grabTony Rigaton
notice events happening beyond them. The thin wooden 'fixed superheroes, and get out fast.
screens' can be broken free (for freedom of movement, use of mis- The supervillains available t o t
siles, etc) by an attack that is declared to be for that specific purpose the fullgroup should only employe
that exceeds their DEF by 2 or better. (Golden Heroes: Tear Off.) ful indeed; in general, it is recom
The restaurant staff and customers are detailed in Table2. These are total about 100 less than the hero p
essentially normals (apart from the Mafiosi), butthey havea variety of enough confusing factors to make u
skills and talents. All will becurious about supercharacters and averse generally involve Torpedo and Ven
to combat, although most will fight back if hacked. The proprietor mental powers are desired; MR Sk
I (Mr Chong)will beveryunhappy if people start smashing his restaurant hero group is particularly strong.
t
The Shadow Dancer (Champions) 13 15"Telepot-t;canconcen- 3(12)
Value CHA Cost tratefor up to 2 phases to
8 STR -2 get4x ranget
23 DEX 39 13 Radarsense**+
23 CON 26 6 +4Sight Perception, -
10 BODY - - 1,6fr**~
14 INT 4 7 Stealth, 150r less -
20 EGO 20 5 +I Skillwith Multipower -
15 PRE 5
16 COM 3 Disadvantages Value
8 PD 6 Hunted by extradimensional'demons',
7 ED 2 8 or less 30
6 SPD 27 Hunted by Interpol, 11 or less 25
125 REC 7 Nauseated by sunlight 15
38 END -4 Fear of 'demons' 10
26 STUN - Hatred of daylight (irrational actions)-
LU
Total 133 3d6 Stun from Flash Attacks 15
+ Powers Cost 122 ld6 Stun from fire and heat 10
255 2x All damage from lasers 20
11/zx Stun from blasters 10
OCV=8
DCV=8 Total 155
ECV=7
Powers *Do not work in strong light (+I%)
Pts Power End **Must be shadows around (+'%),
ElementalControl- Humanoidformsonly produced (+M)
NegativeEnergy ***Must be strong shadows in area
20 1. 2" Radius Darkness, 6 surveyed (+l/2)
blocks UVand IR* *Must be strong shadows near both
10 2. Force Field-20ED 1 characters
atlhEND* tBoth points must be linked by deep
10 3. 4d6ENDDrain. Usableat 6 shadows(+2)
Range* Becomes7 In strong light
Psionic Multipower
20 30 Point Reserve- All slotsat
% Limit (orworse).
2 3Opt Ultra: 3d6 Ego Attack* 6
1 30pt Ultra: 6d6 Mental 6
Illusions**
2 30pt Ultra: 6d6 Mind 6
ScanningX**
2 3Opt Ultra: 6d6TelepathyS 6
Other Powers
11 EgoDefence(-14) -
History: Natasha Mallory was a low-power mutant telepath with no
great interest i n using her powersfor good or evil, but an immense
streak of nosiness. This did her no harm whatsoever until the day she
realised t o her horror that the innocuous passer-by she was probing
was actually a malevolent extra-dimensional being of phenomenal
strength whowas not only aware of the intrusion, but resented it. The
demon'attacked and captured Natasha, and had dragged her halfway
t o itsown dark plane beforeshesomehow found thestrength to break
free. She almost made it home- but not quite; she was not recap-
tured, but a part of her body and much of her mind remains in a
shadowy realm of 'negative energy'. This is not a total disadvantage,
however; Natasha now finds that she can tap strange forces, eitherto
reinforce her mental abilities or for use 'raw' i n a variety of ways. This
power is available t o her as long as she avoids strong light (daylight
or powerful searchlights can almost cripple her), but she also seems
t o have been infected with a little of the amorality of the 'shadow
realm', and now Natasha Mallory is the Shadow Dancer, ready t o sell
her powers t o the highest bidder.
TheShadow Dancerwearsa simplecream-colouredcostume anda
short black cape; the observant may also notice that much of her
body, and especially her face, appears to be in deeper shadow than
can be explained by the ambient illumination.
Note: In thisscenario, both the restaurant andthestreet outside can
be considered t o have shadows present, but deep shadow will only
become available if most of the restaurant lights are smashed or
switched off. Later i n the evening,the level of illumination outsidethe
restaurant may fall enough t o generate the same effects outside.
The Pirate (Champions) 7 Swinging (7") -
Value CHA Cost 10 Blast Pistol: 8d6 Energy -
20 STR 10 Blast. 1 Use. OAF
24 DEX 42 4 4"swimming 1
18 CON 16 4 Throwing Knife: ld6 Ranged -
18 BODY 16 Killing Attack, 1 Use, OAF
7 INT -3 20 Cutlass: 2d6H-t-HKilling 6(9)
1: E,$P 8
- Attack, (+1d6+ 1 for STR),
OIF
14 COM 2 7 Missile deflection with -
8 PD 4 cutlass; thrown objectsonly,
7 ED 3 14or less, 01F
4 SPD 16 10 Two levels with cutlass -
8 REC - (combatand missile
36 END -
deflection)
41 STUN 4
Disadvantages Value
Total 118 Berserks if mocked about anachronism
+ Powers Cost 67 (8 or less, recovers on 11 or less) 10
185 Hunted by CIA, 8 or less 20
brother,and his refor revenge- revenge that was Only one eye 5
ained when Ma umed the black and grey body OCV=8 Overconfidence 20
. Annihilating dozens of his DCV=8 Hatred of authority figures 10
g i n personal combat; it also ECV=5 Unlucky (ld6) 5
FBI investigator. Now Vendetta Powers 11/2x Stun from Energy Attacks 15
, never breaking his word, and pts Power End
5 Climbing (l30r less)
- Total 85
History: Like Northinghouse, the United States Standard Oil Corpora- Mandala (Champions)
tion (USSO Corp) maintains a clandestine special projects depart- Value CHA cost
ment, which often exploits the workof USSO's medical products divi- 13 STR 3
24 DEX 42
sion. One project developed from the ideas of a company 20 CON 20
psychologist who suggested that many supposedly 'super-powered' 14 BODY 8
individuals merely had the self-confidence and drive to exploita wide- 15 INT 5
spread latent human potential. His employers challenged the 21 EGO 22
researcher to prove this, and found an experimental volunteer one 14 PRE 4 201%Reserve
Larry Van Halen, an embittered ex-US navy man who had been 14 COM '-2 20bt Eao Defence (-23). -
invalided out after an accident cost him one eye. The result of an inten- 10 PD
10 ED
sive course of hypnosis, chemically-induced psychosis and brain- 5 SPD 16
washing was moderately successfuI; Van Halen's personality has now 13 REC 12
been warped into line with hisfavourite imageof a hero-derivedfrom 30 END -5
theold Hollywood pirate movies. USSO have fitted him outwith three 31 STUN -
appropriate weapons; a lightweight, one-shot hand blaster (disguised
as a flintlock), a titanium alloy throwing dagger, and a superbly Total 142
balanced titaniumisteel cutlass, which Van Halen carries attached to + Powers Cost 93
235 Disadvantaoes
" Value
his wrist by a near-unbreakable metal cable. The Pirate now serves
USSO when they need him, and the highest bidder at other times. OCV=8
DCV=8
MR SMASH (Champions) ECV=7
Value CHA Cost 10 Armour (included in PDIED)
28 STR 3 13 4" Climbing on 17 or less Powers
15 DEX 15 12 Ego Defence (-13) Pts Power End
33 CON 16 15 ParabolicHearing(x5 range 10 Acrobatics, I 4 or less -
20 BODY 14 effect) 5 Luck(ld6) -
5 INT -5 5 Infra-red vision
17 50pt (5d6.5Def) Entangle- 19 MartialArts (5d6Punch. (3) l l h x Stun from poison, chemical,
18 EGO 16 6%d6 Kick) and anaesthetic druo attacks 10
7 PRE -3 One Use 5 Stealth, 140r less -
4 COM -3 15 15pt Life Support 12 Passivesonar-works on 1I - Total 135
15 PD - 5 5pt Flash Defence
15 ED -1 20 Increased Running-Net History: Back in 1967, a very large ndmber of hippi t, look-
4 SPD 15 Effect is 8" Move ing for gurus t o tell them the meaning of life. And was as
18 REC 22
36 END - Disadvantaoes Value naive as any, but he was lucky; his guru was really unusual. In addi-
Berserks if h;'t by electrical or magnetic tion, Mellish had the determination and commitment to last out a
attack (8 or less, recover 8 or less) 15 rigorous and comprehensive course-of training for mind and body.
Total 90 Hunted by Green Dragon, 8 or less 20 Andrew might have spent the rest of his life i n a tiny monastery in
+ Powers Cost 185 Hunted by the CIA, 8 or less 20 the foothills of the Himalayas, but after
275 Colour Blind 10 him from an old schoolfrlend who need
No Smellrraste senses 10 Andrew was shocked to find how the o l
No concept of discretion 15
Singleminded pursuitof programmed and died; the worst symptom he enco
objective 15 property company that was seeking t o
Public Identity 10 town. His old friend had stumbled acro
Powers ld6Stunfrom sub-zerotemperatures 5 figthing that plan, including a complex
Pts Power End 2d6 Stun from Sonics & Vibration 10 VIPER. Taking on these entrenched p o w
12 One level of Shrinking, - Unusual Looks (14or less) 15 powers took Andrew outside the law, even when he eventually won;
alwayson + 2x Stun from Electrical and Magnetic the strength of his opponents led him to believe tl-rat.hesho~ll&con-
41 Three levelsof Densitv - attacks 20
Increase, always on 2x Stun from Sonics 10 tinue this kind of work in other areas preferably with assistance. hl&p,,
(Mostof the effects of these as Mandala. Andrew Mellish leads the Outside Llne
two powersare already Total 175 Mandala wears shoulder-length hair,
included in thecharacteris- He also wears a saffron-yellow cape, g
ticsandcombat values. dals, but always goes bare-chested t o
Othersare: -2on others' dala' design tattooed on his chest in a
Sight PER, % normal size, other'ornamentation'is a pair of hardened steel bracelets, with whldh
normal mass). he can deflect bulletsand other missiles. In general, his training makes
20 Two Extra Limbs
(OCV increase included) him fast, agile, and dextrous, although itwas far from completewhen
he left India; it also gives him more exotic powers. He can attempt t o
History: Northinghouse has a robotics division, which once 'read' his surroundings from tiny variations in patterns of sound, and
embarked on a project, part funded by the CIA, to produce a Mobile his mental training gives him abiliti
Remote Self-Motivated AutomaticSpecialist Hunter-MR SMASHfor of 'disbelieving'the power of non-physi
short. The result was not considered a success, being clumsy, inflexi- addition, an ascetic, monastical style of
ble, and vulnerable t o various attack modes, and the CIA cancelled robust and healthy.
their funding. The Special Projects Unit, however, willingly 'approp-
riated'the prototype, and sent it on a series of missions. In the first, it Skylight
inflicted a humilitating defeat on the mercenary martial artist known Value CHA cost
as Green Dragon; in the second, it was photographed i n action by a 10 STR -
newspaperman, which obliged Northinghouse to tell the CIA that the 30 DEX 60
13 CON 6 Flash 6 u s ~ s
machine had been stolen.. . 10 BODY
MR SMASH is a three-foot tall robot, very heavily built, with four 15 INT
arms fitted with fairly sensitive triple claws and a variety of special 13 EGO
sensor devices in its head unit. Its experimental robotic brain is 10 PRE
mounted within the chest space. 14 COM
6 PD
The Villains: Final Notes 6 ED
8 SPD
These, or any other appropriate super-baddies may be used i n this 5 REC
scenario; if othersare used, bear in mind that much ofthecombatwill 24 END 3 1 Level in Flight
be indoors, so avoid powers that only work i n large open space. For 22 STUN
simplicity, Hunters should notgenerally appear i n the scenario; obvi-
ously, the heroes should receive the same privilege. Total
The Northinghouse Corporation was originated by Tony Green. The + Powers Cost
Shadow Dancer is based on an idea by Steve Gilham. To both these
two, m y thanks. ~ l w a y breaks
s under torture 15
Will always accept challenges to aerial
THE OUTSIDE LINE combat ( A '17) 5
The Outside Line is an informal association of superheroes, gathered Secret Identity 15
together by Mandala to deal with opponents stronger than its indi- Powers
vidual members canhandle alone. If the group has a particular charac- Pts Power
ter, it is anarchic, unconventional, and anti-establishment; t w o of its 12 Acrobatics, 16 or less
6 MagneticGrips, IIF; Cling- 2
members are hunted by the authorities. However, the three individu- lng, 20STR, only works on
als get on well together, and make a useful fighting team.
This group is about the smallest in size that can be used effectively History: When UNTIL decid
i n this scenario; if it alone is to be used by the players, the villains of their first recruits was an
deployed should be Vendetta, Torpedo, and either Pirate or, if the nast named Janice Lucenzi
players are fairly capable, Shadow Dancer. unanimous on two things;
o, however, Janice
wing her experimental Note: All Torpedo's powers derive from the armour he wears, which
articularl~ complicated also incorporatesa radio receiver. It is powered by a super-compactbat-
terroristical bunch of ten/with a rather short life (Torpedo may lose his super strength after a
few attacks, at the SS's discretion). Weapon S k i l l applies to 4 suit-
e mounted 'mini-missiles'; these act as Light Projectiles (ld6+3 HTC,
2d6+3 HTK), but are explosive and can attack up to 4 opponents within

HTC: 64 .
Defence Class: 5
Costume: Padded
Movement: 6m
Powers
Intuition 1, Martial Arts (Pugilism 2 plus
Judo Throw),Skills 1 (Hide~nShadows),
Vigour 1.

Note: All Vendetta's powers derive from long experience and hard train-
th ing, plus fanatical drive.
The Shadow Dancer
(alias Natasha Mallory) HTK: 37
Weight: l l l l b HTC: 41
Height: 5'4" Defence Class: 6
End Handedness:Left Movement: 6m
50 Multipower, 50pt reserve - Strength: 4 Powers
(Mudiflock Powers) Ego: 14 Energy lmmunity 3 (coldlice, nuclear,
5 -50pt Fixed Slot; 4 Levels, 4 Dexterity: 14 cosmic), Heightened Senses 1 (radar),
Density Increase at %END. Vigour: 12 Psi Powers 1 (Hallucinations, Psi Blast,
(Rock Hardness) Damage Bonus: -2 Telepathy),Skills (Hide in Shadows),
1 -20pt Fixed Slot; Darkness, 6 Dodge Bonus: + I Stunner 1, Teleport 1.
2" radius, partially obscures,
11hxENDcost. (Mud Spray)
Note: Shadow Dancer's powers are a mixture of natural psionic talents
enhanced by her mystical experience, and mystical power of 'negative
energy' and shadow. Energy I m m u n i t y requires her to be conscious in
2 deliberately deflecting damaging energies, her 'radar' is awareness of

15 she loses her powers in strong illumination.

Movement: 7 m
Powers
Advantageous Background 2,
(Training already included in STR and
DEX), Weapon Skill2 (Lightweight
Sword, either 1H or 2H penetrat~ve),
Special2 (Psychoconditioning and
minor weapons).

Defence Class: 4
Movement: 4 m
Powers
Advantageous Background 2 (Special
x 2 ; four-armed, three foot tall robot),
Cybernetics 1 (computer brain), Health 3
(diseaselradiation immunity, environ-
mental survival anywhere a sealed
machine can function, toxin immunity),
Heightened Senses 2 (Enhanced hear-
ing, infra-red vision), Strength 1,
Tough Skin 1.
the normal physica1,weakn
tpreVents him using
rm is also strikingly quick, Note: This robot's small sire and multiple well-co-ordinated limbs
give itthe Dodge and Strike modifiersabove, and allow itto climb very
easily. Since it is only a simple-minded machine it has some severe
sensory limitations (colour blindness, no chemosensors); if it suffers
a Scramble Powers hit, it will run amok.
ifferwidely, the statistics given

Defence Class: 6
Movement: 6 m
Powers
Advantageous Background2 (Previous
Training x 2 ; increases already .
included in DEX and EGO), Agrlrty 1,
Energy lmmunity I (heatiflame), Mar-
tial Arts 1 (Oriental Grade 1 plus Judo
Throw), PSI Powers (Telernpathy as
Speciality, Telekinesis, Telepathy),
Skills 1 (Hide in Shadows).

22
N o t e : All Mandala's powers derive from his physical and mystical N o t e : Shale can only use his Strength and Tough Skin powers when
training. His immunity to fire is achieved by reminding himself of the his Mass Variation isactive, and hecan only use the latterto increase
illusory natureof such ephemeral forces-an act of will precluding the his mass; furthermore, he can onlv use his S ~ e e d a n d Stretch Dowers
simultaneous use of his psionic talents. when not usina his increased mass. When t w o n re aive
above, the f i r ~ y r e ~ r e s e nthe
t s character with Speed and ~ t r e ' i c h i n ~
nzi)
Skylight (alias Janice Luce~ active, the second, Shale's Strength and Tough Skin functional.
Weight: 1151b Powers
Height: 5'1" Advantageous background 1(Previous R U N N I N G THE SCENARIO
Handedness: Right Training; increases included i n DEX), Peking Duck is quite easy to set u
Strength: 5 Cybernetics2 (2 Specials: Force
Ego: 7 Deflector and Flash Grenades - see staff and customers in appropriat
Dexterity: 18 Notes), Flight 1; Reactions 1, Skills 1 (with roughly equal numbers upst
Vigour: 7 (Gymnastics), Wallcrawling 1, the Mafiosi upstairs), and then askt
Damage Bonus: -1 Weapons Skill 1 (Laser). t o go about their invesigation. Fro
Strike Bonus: +3 tially reacting to events, although
Dodge Bonus: +3 this. The villains have the the buil
HTK: 28 will strike the moment that the
HTC: 17
Defence Class: 6 within oneturn and making stra
Movement: 5m have the restaurant watched, a
violence starts, but unfortunately f
ing the building. These are a junior
N o t e : Skylight's natural dexterity and gymnastic skill are pheno- and t w o constables who work bv t
menal. Her Force Deflector (a small gadget worn beneath the sleeve arrest anyone who seems to be breaking the law; being policeme
of her costume) generates a field effect that can be used against they have mixedfeelingsabout people ~ n f u n n costumesclaiming
y
ranged attacks only as if the wielder had Weapon Skill: Shield (used fight crime.
defensively), while her Flash Grenades (6 carried) 'detonate' with a If the players choose to be s
dazzling flash - anyone within 4m may be blinded unless their eyes action, things will start happen
are protected; a character may attempt t o protect his eyes (requires will decide that his contacts are
successful Dodge vs Weapon Class 3) otherwise blinded for I d 6 The villains will therefore be f o
Frames. Skylight also uses a short-range flying belt, a set of magnetic action will shift outsidethe nice.clu
'grippers' providing Wallcrawling ability on metal surfaces, and an will i n turn force some responsefr
eight-shot laser (as rules, but used with Weapon Skill). She is quick, Afinal note; hunters, dep
clever, and a useful ally, but rathertoo excitable and unused to real pain. either side in this scenario,
catedfight scenes. Of course,
who have a particular hatred
Shale (alias James Vernon) whole thing, and any who ar
Weight: 1331b HTC: 56 t o Inspector Dalhousie and h
Height: 6'0" Defence Class: 514 and Physical Limitations, and
Handedness: Right Movement: 10-1515m (in Golden Heroes terms - co
Strength: 4+17=21 Powers
Ego: 6 Mass Variation 1, Self 1, Solidify 1, Ratings).
Dexterity: 13 Speed I , Strength I , Stretch 1, Tough If the players are using their o
Viaour: 15 Skin 1. t o have the Outside Line appear
~ h a g Bonus:
e -2/+16 their own leads on Tong plans and
Dodge Bonus: +310 known heroesforvillains. In any ca
HTK: 53 wish the players luck!

Table One: Objects and Fittings


Champions GoldenHeroes

Item Weight (kg) DEF BODY SIZE HTK


Tumbler 0.25 1 1 0 1
Plate 0.4 1 2 0 1
Bottle 0.6 1 1 0 1
Cutlery 0.2
Telephone* 1
Stool 10
Chair 14 4 4 2 4
Table or Desk 50 4 6 3 6
Wooden Partition 20-50 4 2 3 2
Counter 30-100 5 5 3 5
CurtainX* 1 1 1 1 1
Bamboo Curtain nla -obstructsvision only-
Padded Wall Bench 60 6 4 3 6
Door - Interior 25 2 5 2 4
Exterior 30 4 5 3 5
Washbasin 15 5 3 2 4
Toilet 25 5 4 2 4
Light FittingX** nla 1 1 1 1
FridgeIFreezerl 120 5 6 4 8
Cooker***
Brick Wall nla
*If damaged, remains 'live' on 5+ on ld6; inflicts %d6 killing damage on
contact.
**Only damaged by killing attacks (GH: Penetrative attacks).

Table 2a 'Normals' Appearing w CI 0


(Champions) E % E r f g g p f i k ;
NolNamelRole
1. M i (Receptionist) 6 12 9 11 10 12 20 1 2 3 5
2. Waiter 1 11 10 10 10 10 8 9 2 ,2 2 4
3. Waiter2 10 9 12 11 11 10 10 2 2 2 5
4. M r Chong (Owner)
5. Kang (Cook)
6. Kang Se (Cook's daughter)
1:
1:
514 811 7 616
21212.7
179'8-9,- 1 5 6
2 2
3 6
1 2
2
3
3
3
7
3
7. Fred (Customer) 11 10 10 10 10 10 10 2 2 2 4
8. Bill (Customer) 10 10 10 10 10 10 10 2 2 2 4
9. Jane (Customer) 10 12 10 10 10 10 10 2 2 2 4
10. Stewart (Customer) 10 10 10 5 12 11 10 3 3 3 4
11. Myra (Customer) 9 10 10 10 16 10 8 3 3 2 4
1 2 . ~ o n ~ ~ i ~ a t o n i ( ~ u s t & ~ a12 s i )12 14 14 15 10
f i o12 3 3 3 4
13. MarcoVenecci(Bodyguard) 15 14 15 8 8 15 6 5 5 4 6
14.lnspKennethDalhousie(Police) 10 10 10 12 12 16 10 3 4 4 4
15. Con Plodd (Policeman) 1015 9 9 9 9 1 5 3 3 3 6
16. Con Parkins (Policeman) 13 10 12 8 14 11 10 3 2 2 7
Reunion is a Superhero adventure following directly on from will attempt to free himself from the shard's power if pre-
Crossfire, the scenario given in the Golden Heroes Super- sented with someone from his past (a Corporal from his regi-
visor's Book, although it can be played using any Superhero ment, his estranged wife, etc) who questions his actions. Such
rules provided the statistics of the characters and items characterswill not appear by accident, however, they must be
involved are changed. To aid conversion, many of the statis- located by the heroes researching into his background.
tics have been kept to the end of the adventure. When in battle, Fetherington is a typical military comman-
der making good of his rather unusual forces. He will give his
BACKGROUND name and rank negotiating with the heroes (for their surren-
In Crossfire, the Princess M'krell of High lllana was ambushed der, etc).
in earth's solar system. Her yacht was destroyed and she was
hurled to earth in her royal space armour, to meet the inhabi- Witchdoctor
tants of that planet and have series of adventures there. One of the tribesmen brought along by Fetherington, this
Fragments of her ship were also drawn into the earth's mud-and-grass-bedaubed rattle-shaking apparition has had
gravitational field. Most burnt up in the atmosphere but four his natural abilities boosted by G'ru. Hecan now actually con-
of the largest and most important fragments reached the trol the weather to small degree and has minor magical pow-
ground in one piece. These have been scattered throughout ers. He will cease to use his powers if his tribal totem is torn
the globe. from his grasp, though he could probably manage without it.
lllanian shipsare not built according to any technology that He can make a new totem between fights.
earthmen would understand. They are grown in vast seas of
semi-sentient fluids. They are crystalline, indescribably Blowpipe
beautiful and alive.The energy matrices laced throughoutthe The tribe's finest exponent ofthis weapon has been advanced
ships act as independent minds which are sensitive to the so that he is a crack shot by any standards. He uses several
desires of the ship's controllers. types of dart coated with poisons distilled from the venom of
The four shards of M'krell's yacht are no longer beautiful, hav- rain-forest creatures. The most basic of these are Sleep,
ing been worn to smooth stones by their passage to earth. Paralysis and Poison.
They are, however, still alive and seekto use the natives ofthis
planet to reunite them, rescue M'krell and rebuild the ship so Bow
that it can return to Illana. Though not quite as accurate as the tribe's blowpipe expert,
The ship's defence mechanism was found by a head-hunting this tribesman tends to do a bit more damage when he hits. He
tribe in South America. Drawn by its inner glow, they took it uses the same sort of venoms as his fellow tribesman.
back to their village and placed it in their sacred spring. The
witchdoctor and the tribe's three champions drank of the Champion
spring and absorbed some of the substance of the shard and The best fighter of the tribe is a massively muscled creature.
fell under its influence. Through their minds, the shard per- He is about as strong and tough as a human can possibly be,
ceived itself as G'ru, sister to the mountains. It began to plan but that is the only advantage he has.
its return to space, but for this it needed its brothers and they
were too far away for the primitive tribesmen to acquire.
Then, one day, the head-hunters managed to capture a rare Note: All of the tribesmen are wearing their native grass-skirt
delicacy - a British explorer and gentleman of fortune by the clothing and have their teeth filed to a point. None can speak
name of Wesley Fetherington. He was dragged to the sacred English but G'ru enables Fetherington to comniunicate with
spring and forced to drink. Seeing the stone in its depths, he them in their native tongue.
grabbed it and used it to lay about the natives, killing several
before G'ru's influence finally put him in thrall. Using his Thugs
knowledge as an explorer and ex-soldier, Fetherington hasset As well as the tribesman, Fetherington has been able to
out with G'ru and the tribe's champions to recover the other acquire the help of about twenty low-grade thugs. They can
three shards and reunite them. keep whatever they want from the 'jobs' he intends to pull
Several months have,passed since the events detailed in except for the shards themselves. Though he will keep a few
Crossfire. back from each raid as a reserve, Fetherinaton will sacrifice
those he does use in order to ensure the escape of himself or
THE PROTAGONISTS his tribesmen. The thugs know nothing of the powers of the
The characters should be a small group of experienced heroes, shards but do knowwhere he is to strike next and can detail the
preferably having adventured in the Crossfire scenario. Since tribesmen's abilities.
the adventure can continue to its climax whether the heroes
succeed or not, the exact power level of the team is not critical THE SHARDS
but 'streets' level heroes would be more suitable than cosmic The shards represent four major.functions of M'krell's yacht;
mega-stars. Heroes with the ability to circumvent normal sci- its defensive, offensive, propellent and space-warp systems.
entific protection (through Psionics or Magic) could prove to Without the numerous back up crystals they require, each
be a problem initially. shard has buta fraction of itsoriginal power,though this isstill
more than sufficient on a backward world such as earth.
Wesley V Fetherington
Late of the Red Berets (he was a Major), Wesley Fetherington Defence: G'ru, Sister to the Mountains, grants total invul-
is a tough and wily soldier of fortune in his late forties. His nerability to ~tswielder.No torce can pierce ~ t protective
s shell,
army training makes him a formidable enough opponent and though it is possible to knock the wielder back or blastthe floor
possession of G'ru makes him nearly invincible. from under him etc.
Fetherington believes that he is following his own.plan to Offence: Named by G'ru as N'ra, Brother of Lightning, this
acquire the shards, but he is really under the control of G'ru. shard has the ability to fire powerful energy beams.
Such a plot is not consistentwith his usual personality and he Propellent: B'ri, Daughter of the Wind, gives the ability to
locating Fetherington's wife or researching his military Seizing B'ri
record). Fetherington will use a simple, direct plan due to the lack of
In addition to the settings, several options are given to allow security at the museum. Hewill use 5thugs.Therewill bethree
the supervisor to add additional twists to the plot should he/ vehicles, each containing a driver. One will contain the tribes-
she want it to be more confusing for the players! men, another Fetherington and 2 thugswhilstthe third will act
as an emergency reserve escape vehicle. Fetherington and 2
SETTINGS heavieswill enterthe museum, smash the case in the entrance
Each of the shards has endeavoured to come to Britain asthis hall and grab B'ri. Their escape will be covered by Bow and
is the place where M'krell's space armour landed. Each shard Blowpipe from the cover of nearby trees. They will use all
is in one of the three settings given below. three vehicles to escape, scattering in three separate direc-
tions. The thugs know little of the value of the contents of the
THE BANK (Map 1) museum and are likely to come away with handfuls of semi-
N'ra, Brother of Lightning, was found in the Middle East by the precious stones and fossils.
son of a rich oil sheik. Suspecting it to be valuable, he has
brought itto England to bevalued. It iscurrently residing in the THE PARK (Map 3)
vault of a local bank in a safety deposit box. The only section of the lllanian ship to fall to earth on Britain
The bank has a staff of six. There will be 1-6customers at any was K'ro, Father of the Abyss. It is buried deep in the earth
time and the streets outside will contain 2-12 civilians with a 1 under a local park. The park is a large one on the outskirts of
in 6chance of there being a constable nearby on his beat.The town and K'ro is buried in a rather secluded, neglected and
bank manager is not overly brave and will take villains down run-down corner. There is a 1 in 6 chance that a family of 1-3
to the vault if his life is threatened. people will be walking their dog nearby.

Key Key
1-5. General shops (camera shop, fast food bar, chemist, 1. Natural paths leading through the woodsand under-growth
shoe shop and supermarket respectively). All have plate in this part of the park.
glass frontages. 2. A moss-covered fountain splashes quitely in an idyllic
6. Small alleyway. clearing.
7. Bank's car park. 3. An overgrown mass of brambles and thorns were a rose-
8. Sidestreet (leading to car parks behind shops, etc). bed used to be. Movement through this is at half-speed.
9. Main road through town centre. 4. Trees.
10. Bank foyer. 5. The spot below which K'ro is buried.
11. Desks, etc, where most of the bank's business is con-
ducted; cashiers' counter. Seizing K'ro
12. Rear door and steps down to vault. The shard is embedded twenty feet down in the earth and will
13. Surface vault, containing documents, etc. take some time to uncover (sufficient time for any opposition
14. Manager's office. to appear).
15. Stationery room. Fetherington's plan is to have Witchdoctor summon up a
16. WC. light drizzle to keep people out of the park. Three thugs will
17. The vault, stairs up to the bank. wait in a variety of,vehicles outside the park whilst others will
18. Strongroom, entrance through barred doors. seal off the paths to the clearing. The tribesmen will keep
19. Safety deposit boxes.
20. Sewer. The hole marked is the one Fetheringkin will blast.
Seizing N'ra
To get N'ra, Fetherington will use ten thugs. Four will drive up
front and rear and attempt to rob the bank in the usual way.
Using the noise this creates as a diversion, he will blast into the
safety deposit room from the sewer where he, his tribesmen
and two further thugs will be waiting. The three-pronged
assault will be co-ordinated using walkie-talkies. Fetherington
and the tribesmen will escape down the sewers (he has a map)
with the two thugs covering their escape. The otherthugs will
escape in cars taking whatever they can lay their hands on.
THE MUSEUM (Map 2)
B'bri, daughter of the wind, fell in Africa where it was recovered
by a British expedition and brought backto be placed in a dis-
play case in the local museum.
.The museum isa small one run by a curator, 3 guards (only
one of whom will be in the entrance hall where the shard isdis-
played) and 2 ladies who sell postcards and cups of tea. There
is an attendant in the car park and the museum entrance hall
and grounds will contain 2-12 visitors.

Key
1. Thestreet outside is a quiet one in a backwater of the town's
business district.
2. The museum carpark (with the attendant's hut and an
elavating barrier to the entranceway).
3. Gravel paths leading from street and carpark through the
grounds to the museum. Signs on the grass request that
visitors keep to the paths.
4. Trees and bushes.
5. The main entrance hall. Signs point to the various sections
of the building. The hallways are lined by display cases.
6. A small counter at which it is possible to purchase
guidebooks, postcards, drinks, etc.
7. Acornbination storeroom, kitchen and rest-room for the staff.
8. Anteroom; each one is devoted to a particular subject (eg
phosphorescent rocks).
9. A glass case containing a selection of semi-precious stones
including B'ri.
watch from the trees and bramble patch (through which they the shardsforthemselves. Should their pathscrossduring the
can manoeuverat normal speed) and two thugswill dig up K'ro. adventure, they will disregard all else in their desire to fight
If more t han one (3ther shard is in the clearing above tkien t tieir racial enemy. (Imagine a four-way battle: Krai vs Bolus-
K'ro will bt sufficierltly roused to teleport t o the surface. Ci3n, and the heroes vs Fetherington in a battle to be first to
S(size the shards!)
PLOT DEV UT
Whatever speea tne events take place at, the following points B. The thugs are, infact, an independent gang run by one of
should be borne in mind. Fetherington's old Corporals. As such, they have a degree of
The shards should be recovered in the order which is most freedom of action to pursue their own ends and they may try
beneficial t o Fetherington. If all of the heroesfly,forexample, a double-cross by substituting duplicates for one or more of
then it would be extremely useful if Fetherington were t o the shards. Take care, if using this option, to keep track of just
acquire B'ri. where each shard and its duplicate are, otherwise things will
The ideal plot development is forthe heroes to be confused get extremely confusing!
when they first encounter Fetherington and the natives (the
bankencounter is most useful forthis) so that the baddies get C. If a furthertwist is required, then I recommend the introduc-
away with that particular shard. However, the next time they tion of the following villains from the Supervisors Book (in
meet, the heroes should have pulled their act together suffi- order of decreasing relevance) : Eldritch, Beacon, Outcast, and
ciently to be able to seize the next shard (at the museum). Blacksun. Each can be linked in with the shards in some way
Finally, both sidesshould arrive atthe resting point of thethird via their background, abilities or through an item they possess.
shard at more or less the same time, for a final climactic
encounter. (The park encounter is most useful for this dule to TIhe Shards
the time it takes to dig up K'ro.) TIhe shards convey a number of powers and effects on their
It does not matter who amasses the shards or, even, if they u!sers as detailed:
are obtained by different people, since they will prevail Upurl
their possessors to unite them. G'ru [Golden Heroes]: Non-standard invulnerability in the
form of an impervious Force Field. Physical attacks simply
PLOT TWISTS stop a couple of inches away from the holder (this includes
Devious referees will want t o graft futher complications onto EneryAttacksandthe like). Helshecannot begrabbed or lifted
the scenario outline. Here are a few suggestions: and has twice the usual pushback threshold (ie 40 in most
cases).
A. Since the lllanians are the only race possessing the crystal Psionic, Magical or Unusual Energy Attacks may penetrate
ships, it could help both the Emissariate of Bolusci and the Krai the force field once. Each time the attack is used thereafter,
to gain knowledge ofthem. Thus both empireswill dispatch an there is a 50% chance that G'ru will have analysed it and
expeditionary force to recoverthe remains of M'krell's cruiser. guarded against it. Once immune to a particular attack form,
Theseforces-a Krai Lieutenant and her dronesand a rather G'ru can never again be harmed by it. If an attacker insists on
quirky interstellar Boluscan archaeologist - should pop up continuing to assault G'ru's holder, the shard will eventually
whenever the going gets too straightforward to help, hinder, work out a way of reflecting the attack (mentallmystical feed-
inform or mislead the heroes as the plot dictates. However, back, etc).
both the Krai and the Boluscan archaeologist ultimately want Should the wielder of G'ru wish t o take an active part in com-
bat, they must release the shard. Protection can be recovered
by grasping it again. (Releasinglgrasping take one Frame
each.) [Champions: Grants total invulnerability, see also GH
specifics.]

N'ra [Golden Heroes] : EnergyAttack2 (Electrical, 20 dice over


5 rounds). [Champions: 3dRKA, NND (Armour) 140r less,4uses.]
B'ri [Golden Heroes]: Flight 3. [Champions: 15" Flight.]

K'ro [Golden Heroesl : Teleportation 2 (utilising the holder's


HTC). [Champions: Teleport 15", +I phase and get 2x distance.]

STATISTICS
- ~~-~~

Wesley V Fetherington (Golden Heroes)


EGO: 12 Powers
STR: 14 Advantageous Background(Previous Training,
DEX: 12 twice, STR and VIG); Martial Arts 1 (Pugilism).
VIG: 14
Movement: 7m Notes
Dodge: +I Fetherington is a skilled soldier and explorer.
Defence Class: 6
Frames/Round: 4
HTK: 57
HTC: 49
Wesley V Fetherington (Champions)
CHA: Str Dex Con Bdy Int Ego Pre Com Pd Ed Spd Rec End Stn
Val: 14 15 13 12 16 18 17 12 6 4 3 7 30 28
Cost:415 6 4 616 7 1 3 1 5 2 2 2
Total + Powers Cost = (74+37) = 111 OCV = 5 DCV = 5 ECV = 6
Powers
Pts Power End 100+ Disadvantages Value
4 Climbing (12) 0 Fear of snakes 11
5 Id6 Luck 0
3 Demolitions (I I) 0
3 Paramedic (12) 0
3 Adventuring (12) 0
7 Whip IdHKA (OAF) 3
2dHKA if STR 6
11 Smith and Wesson .45
Revolver, 2dRKA. OAF,
6 shots 0
*. 1
s
-.
.*'
and Planning Executive decided to over the computer banks. Letting the'+%
create a figurehead, someone who had rage her training had tried to deny build
total public trust, to sugar the pill and up in her, she screamed at it to turn and
make the government's more face her. When it did, the sceptre turned
I unsavoury escapades more palatable to her burning hate into a beam of pure
the people. Taking advantage of energy. The robot, built from the
America's fixation on Superheroes, they strongest materials known to man,
decided to createtheir own, afigure who melted like butter.
was exactly the typeof person the public She cried then, long and hard, for the
would trust and rely on yet who was friends she had lost. She called the
under complete federal control. authorities, but as she waited in the
Research was conducted into the mood burnt-out room for the mop-up crews to
of the populace and the results were arrive, she wondered about the mad-
moderated by the country's most man's lies. She reached for the compu- g
advanced computers. The hero should ter keyboard.. .
be a woman in her early twenties, When the Army taskforce arrived they
blonde-haired, blue-eyed with a trace of found a ruined building, several corp- .
an unidentifiable southern American ses, a heap of molten slag and the tat-
accent. Her optimum personality, tered remains of a star-spangled cos-
appearance and attitude were all tume. Of 'Miss America', there was no
charted. sign.
'This researchfacilitywas set up, con-
taining all known information about RUNAWAY
Superheroes and supervillains. The files Susan Martin, the would-be Miss America,
of all the federal agencies were merged has discovered that she was not created
into a massive database within these to be anything more than a figurehead.
four walls. All known artefacts currently This hurts. She has decided not to allow
in the possession of the government or herself to be used and has fled fromthe
any of its agencies, which have ever destiny mapped out for her by the
been used by a superpowered individual agents of her Government. Adopting the
were brought here for study. Psycholog- name Renegade, to reflect the role she
ical studies were held to find a woman of
the correct age and appearance whose
personality would be independent
has cast herself in, she operates outside,
the law. Gone is the Stars and Stripes ?$
costume, her long blonde hair, and 3
1 -+
enough to fulfil her role but tractable youthful charm. The bright, cheerful .
I -$
-
enough to manipulate. They found you,
girl.
heroine who was to bring America new 2;
glory has been replaced by a dark, dour
'You were trained, improved, brain- and cynical vigilante.
washed and manipulated until they had
their heroine. Tomorrow, they would
As Renegade, she uses a number of
items stolen from the research station.
'3.
A Golden Heroes Scenario by
I
L
:

C'-
.. -- n---lev have revealed you to the world. Miss
America, Saviour of the USA.
These have all been used, at one item or
another, by famous Superheroes of i:
'The fools. I offered them my services. American history. She has learnt to use :;t: '
I, Jackson Stone, world-renowned some of these items but others are a
REFEREE'S BACKGROUND expert on supernormal abilities and mystery to her.
'Well, girl? Do you know the meaning of powers. I could have built them a real Renegade is currently involved in a
power yet?' The voice of a distant mad- Superhero, one with the power to level desperate vendetta against Jackson
man boomed from a speaker set in the mountains and smash entire armies but Stone, a power-mad ex-NASA scientist
giant synthzoid's chest. The limp, they called me a madman and threw me who was responsible for the death of the
blonde-haired, rag-doll of a figure it out. I showed them. With one small men and women who trained her. She
grasped moaned in pain, twisted and robot I've smashed their most secret has convinced herself that this is simply
launched a kick at its midriff. She was installation and slain the so-called scien- a matter of revenge but, having disco-
weak and battered, yet it staggered back. tists they employedto replace me. Their vered the truth about herself, she feels
Then it smashed her against the 'Miss America', you girl, was as nothing deep down in her heart that they
omnium-steel walls of the laboratory to this one tiny creation of my genius. deserved their fate. The vendetta is
once, twiceand three times. Barely hold- You tried, I'll give you that, but you merely a way of occupying time so that
ing her grasp on consciousness, all she hadn't a prayer. she does not have to think about the
could do was listen. 'Now, with the artefacts assembled future.
The voice adopted a quieter tone. 'You here, with the information stored in Each time that Renegade encounters
still don't understand, do you, child? these computers, I will build an army of one of Stone's minions or creations, she
You still think you are a Superheroine, supervillains capable of conquering this uses her sceptre to get a bearing on his
plucked from the ranks of America's entire country. Now do you understand?' line of communication. Since Stone has
millions to be their great white hope, The robot shook the limp and broken a number of operational headquarters
saviour oftheAmerican Dream. Pah! Do girl in its hands before throwing her to and moves between them, it will be a
you think any Government, even a so- one side. She should have died then. long time beforeshe can locate even one
called democratic one like that in the She probably would have, but she hit of his lairs by this method. It is all she
USA, would be so selfless? You are a one of the many display cases in the has to work on, however, gnd to be hon-
fool, girl. Worse, you are a dupe and a room, smashing it. Her body landed on est, she doesn't really care how long it
pawn. Stil1,vou could be little else. Your its contents, a stranqe sceptre adorned takes.
psychological profile was perfect for the with the American Eagle. it began to
role. Thatiswhvvou werechosen forthe alow. Somehow. she was able t o fiaht PLOTLINE
project. ~ o r ~ihe
e tlies they told you Gffthe pain and force herself to her fleet. One of Jackson Stone's current projects
about your brave and noble spirit. You She had timeto glimpse a fraction of the isthecreation of a Super-army to spear-
are a puppet, nothing more. sign above the case (' . . .belonged to the head his assault on the USA. He hascon-
'In the modern world, there are many WWll hero American Eagle. Since his vinced the world famous StarTech Cor-
things a government is forced to do in death in Korea, no one has been able to poration to support his research and is
the public interest which are not popu- make the sceptre manifest its power. currently using one of their English
lar. Of late, America has been forced to One theory.. . ') before turning. researchfacilities. StarTech are aware of
do things for her own protection which The room was littered with broken Stone's reputation and the nature of his
have lost her friends both at home and bodies of.people who, minutes before, research. They do not, however, know
abroad. In the interests of good public had been the closest thing she had to a how far he has progressed or his plans
relations, the Senate Covert Operations family. The giant synthzoid was bent for his creations. Stone has found,
THEAMERICAN DREAM

trained or created a force of twenty 3. Front of shop, containing various from the massacre in P2, then any sensi-
superpowered operatives using the items of junk, the counter and the till. ble attempt to follow the convoy will
StarTech organisation. He now plans to 'X' indicates the position of succeed. Note that Stone's hirelings
remove all evidence of his work by Renegade and Henry Sharp. have the knowledge and equipment to
destroying the plant and shifting his 4. Shop storeroom, stairs up to living keep anyone unconscious for the dura-
Super-army to another location. area and hall to side entrance. tion of the journey regardless of their
Renegade is aware that Stone is superpowers or recovery rate.
somewhere in England and has gone P2: SHOT BY BOTH SIDES When they reach the installation, they
there to search for him. She does not During the first 3 rounds of the fight, a will be restrained in the interrogation
know that he has detected her presence number ofvehicleswill pull up in thevici- room marked on Map 2. Supervisors .
and plans to frame her for the destruc- nity of the shop. At the start of Round 4, should use their knowledge of the
tion ofthe StarTech base, giving his new the Super-army will disembark from heroes' powers to restrain them as they
creations a field trial in the process. these and move to capture Renegade see fit. Remember that Stone has made
He has set up a fencing operation for and the heroes as soon as possible. Dur- a study of superpowers and their
rare electronic goods in a small corner ing Round 4, Renegade will be con- abilities and can counter just about any-
junk-shop in the heroes' home town, vinced that it is a trap organised by the thing they can do (if he is aware of it).
and ensured that Renegade knows of its heroes and attacks them with renewed
existence by communicating with its vigour, actually doing them damage if KEY (Map 2)
proprietor, Henry Sharp, by the high- necessary. She will act on the villains' 1. Gate, usually manned by watchman.
frequency radio he knows Renegadecan initiative roll. However, by Round 5 (if 2. Car park.
detect. Having drawn her, he has sent a she is still standing), she will have 3. Admin building.
messageto the American Embassy warn- realised her mistake and will side with 4. Social amenities, cafe.
ing them that Renegade is in town. They the heroes, acting on their initiative. 5. Research blocks.
in turn have contacted all official agen- The supervisor should use all of the 6; Detention block.
cies and, hence, the heroes, asking for Super-army to ensure that the heroes 7. Interview room.
her to be detained for extradition. A few are captured quickly and easily. They 8. Guard's quarters, monitor room.
words to the more talkative elements of should be made to feel that they are 9. Cells.
the underworld should ensure the heroes' fighting against impossible odds. Con- 10. Main detention room, occupied by
presence along with that of Renegade. sequently, the supervisor should take heroes.
care to keep the relative weakness of 11. Equipment storage.
P I : SOUTHERN DISCOMFORT (MAP 1) many of the Super-army's members
This issue opens with a figure in a long secret by merely moving them and mak- When the heroes come around, they and
black leather coat watching shady ing their attacks but not counting out Renegadewill be chained up and guarded
figures going to and from a small junk their actions Frame by Frame. Everycos- by whichever members of the Super-
shop. Seeing one she recognises enter tume should be described and every army the supervisor deems suitable. It is
and, a few minutes afterwards, leave name should be given. They are power- atthis point that Renegadewill tell them
with a satisfied smile on his face, she ful and should throwEnergyAttacksand her origin and explain her objectives.
goes into the shop. Sunday Punches at their opponents When she is finished, Jackson Stone
The supervisor should arrange mat- (though the supervisor should take care will come in and gloat. He is holding
ters so that, when the heroes arrive, they that no one is actually killed). There Renegade's sceptre and will play idly
find a tall woman lifting the shop's should be plenty of opportunity for the with it as he explains how StarTech,
owner from the floor by his lapels. The heroes to gain Heroism points, and Renegade and the heroes are all pawns
counter and floor are covered with elec- some of them may actually manage to in his game. When he has covered the
tronic components which look out of defeat several of the Super-army's plot so far, his speech will finish:
place amongst the rest of the shop's members, but all in all their defeat ' . . . So you see, 'Miss America' - I'm
goods. As she lifts him, she questions should seem pre-ordained. sorry, you like to be called Renegade
him in a Southern American accent. By the beginning of their sixth round, now, do you not? - this plant will be
'Mr Sharp, don't, ah say don't play all the EnergyAttackers in the heroes' destroyed at your hands. A few minor
games with me. Ah don't play games team should either be unconscious or superheroes - the best that this pitiful
anymore. We both know what your job engaged in hand-to-hand combat by little island can muster - bravely try to
is and who these electronic gee-gaws ah one or more of the Super-army's braw- stop you but fail. I, and all my work, will
for. Now, either you tell me weah he is or lers. They should not be allowed to be destroyed in the explosion. Yes, and
ah do declare ah'm going to pull this recover their energy and use it. you will die a Renegade, despised by
shop down around your eahs.' Should thesupervisor be blessed with your country.
The heroes should now initiate com- heroes powerful enough to defeat the 'My brave band and I, meanwhile will
bat. They have been warned that entire Super-army, then the battle can be hard at work. I believe one of the
Renegade is extremely dangerous and be further weighted against them by USA's warships, an aircraft carrier called
wanted for questioning by the American having Overseer activate a Sonic Liberty, or some such stupid name, is
government. If they try to talk, Renegade Screamer. This device will knock2d6off visiting the Naval dockyard in
will merely say that her business is none Renegade's and the other heroes' HTC Portsmouth. Once she is ours, we can
of theirs and attempt to leave. Should scores each action (it is effectively a launch a small but effective nuclear
they prevent this or intimate that they cybernetic simulator of a Field Manipu- strike at Washington. I'm sure we'll find
are working with any official backing it is lation). The Super-army all wear filters, something useful to do in the chaosthat
s.he who will initiate combat. She will but, even if the heroes are able to follows.
ditch her coat, draw hersceptre, material- removethem, they do not have the time 'Doubtless your sceptre would be use-
ise her shield and attack. Her tactics will to fit them properly. ful to you now. Perhaps you want it
be to render as many heroes as possible back?Here, take it.. . ' (He holds it out to
hors de combat; by making them use up P3: THE PARTY'S OVER Renegade and then snatches it away) ' . . .
actions. knockina them down or out of Before the coup de grice is adminis- Vagabond.'
the way, bringinidown the roof on them tered to the last hero, the Observer will As the lumbering mutant advances to
or blasting the floor from under them. laugh with Jackson Stone's voice. take his prize, Renegade frowns and the
She does notwish to harm them, but she 'Well, well. So the highway's littered sceptre glows, momentarily, white-hot.
is determined to get away and will not let with broken heroes and a runaway Stone howls in pain and hurls it away
them stop her. American Dream. Well done, my Super- from him. He clutches his smoking hand
If possible, the supervisor should man- army. You have passed your first test until the pain subsides and then slaps
oeuvre the battle into the street within with flying colours. Overseer, bring Renegade viciously across the face,
the first couple of rounds of combat. them to me.' before regaining control of himself.
The heroes will be loaded into the 'Impressive. You seem to have rather
KEY (Map 1) trucks and carted off to Stone's StarTech more control than I'd expected. I'm
1. Nondescript shops. installation. Anyone who is playing pos- sorry, Vagabond, we can't risk giving
2. Alleyway used by Renegade to ob- sum will receive the coup de grbce on you such a dangerous toy. We'll have to
serve shop. the way. If any heroes managedto escape leave it here with the rest ofthe rubbish.'
THE AMERICAN DREAM

So saying, Jackson Stone and the heroes can try to develop new uses of their vigour), as they slowly suffocate.
Super-army leave. The heroes struggle powers on the spot (Supervisor's Book, If there isa hero who, through no fault
in their bonds. The scene cuts to an p57, Special Cases). Finally, if there does of their own, is unlikely to survive the
exterior shot of Jackson Stone holding a not seem to be any other way out, the explosion, the supervisor may elect to
detonator. 'Life iust won't be the same
~~ - supervisor may opt to have Renegade have Renegade blast a hole into the
without her', he muses. Then he destroys save the day. She can telepathically call ground beneath theirfeet. They will take
the plant and drives off, laughing. the sceptre to her hand and use it to cut 2d6 HTC from the fall but will take no
the chains binding one of the heroes. damage from the explosion or the col-
Note: It is possible that a hero who has This is a new power, however, and the lapsing building and will be able to
escaped from P2 may attempt a rescue strain it entails will cause her to pass out. breathe for 5 rounds beforetaking suffo-
during this element. If he or she leaves it Regardless of the way in which they cation damage (as noted above).
until afterthe Super-army have left, then escape, the heroes will still have insuffi- The supervisor should review all sur-
they can be introduced in P4. The details cient time to get out of the building vival attempts on their merits, remem-
on Map 2 are given in case they choose before it explodes. Once free, therefore, bering that any reasonable plan should
to make the attempt any earlier. they will have to use their powers in work. Also, this is a good time to take
The authorities, if alerted to the some way to avoid the damage the explo- note of players' actions with regard to
heroes' whereabouts, will not arrive sion causes. A Force Field is the classic their Conscience and Heroism scores.
until afterthe plant has gone up. method of getting out of such traps, but It is hardly surprising that Jackson
a tunnel cut into the floor with Energy Stone considersthe heroes to be finished.
P4: AFTER THE FALL Blasts is equally good. Characters who
The issue opens with a graphic account fly with Energy Blasts might be able to P5: SHIP TO SHORE
of the Super-army's assault upon the make it out through the ceiling. Alterna- If the heroes escape the destruction of
USS Liberty. As he takes his place on the tively, the heroes may be caught in the the base with any degree of alacrity,
bridge, Jackson Stone is seen musing explosion but seek to negate the effects then it may be that they will be able to
about his victory. However, as he thinks of the rubble falling all around them. ambush the Super-army on its way to
about the destruction of the StarTech The explosion itself will do 4d6 HTK Portsmouth. In this case, the supervisor
installation, the scene cuts back to the and HTC (divided as Energy) to everyone should handle the encounter as he or
heroes' last minutes inside the doomed inside the building. This damage may be she sees fit. The ambush will have to be
building. halved if the characters have thrown a very good one if the heroes are to
If they are to escape their fate, the themselves flat. The collapsing building defeat the Super-army in open conflict.
heroes have to get out quickly. If any will do 30 HTK and HTC (fully divided) to If they win, the scenario is over. If they
heroes escaped in P2 and arrive to anyone trapped. The collapsing masonry lose, they will be brought aboard the
rescue their friends now, then this is may be parried as a Weapon Class 0 USS Liberty and tied to the nuclear mis-
relatively straightforward. Alternatively, attack. Any HTK damage getting through siles aimed at Washington.
if any of the heroes have any powers should also be considered as hypotheti- If, as is more likely, the heroes take a
which have not been neutralised by cal binding damage as the rubble pins while to dig themselves out from the
Jackson Stone (because he is not aware the heroes to the ground. For each round ruins of the StarTech establishment,
of them due to them being new refine- that they are buried in the rubble, each they will have to find some way to get
ments or unpublicised) they can use hero takes 2d6 HTC (or 2d6 HTK if they aboard the USS Liberty and stop Jackson
these to get free. If they are desperate, have a negative HTC score greater than Stone before he can launch the missiles.
THE AMERICAN DREAM

Renegadewill use her sceptre to find out hardy or careless, the heroes should her explain her need for revenge and
the frequency which Stone used to jam be able to catch up with the Liberty how much she hates Stone. Hewill taunt
the Liberty's radarsystems. He had been somewhere in the Atlantic and land her, call her gutless and invite her to
idly playing with her sceptre whilst he on her flight deck almost before the 'finish the job properly'. After a deathly
was explaining his plans to his under- Super-army realise that they are there. pause (that could bring many heroes
lings and it has remembered his words. rushing to the bridge), she refuses and
She can send out a signal on this fre- P6: THEY DON'T MAKE VILLAINS reaches to grab him, promising that he
quency, to prevent their approach being LIKE THEY USED T O . . . will spend a long time in jail.
noticed. However, the heroes will have A pitched battle will now ensue on the 'Jackson Stone' laughs, says 'They
to supply some kind of air or sea trans- flight deck of the USS Liberty (Map 3). programmed you well, didn'tthey, Miss
port, whether through superpowers, Although the Super-army are all pre- America?' and explodes. Anyone on the
possession, connections or theft. sent, the heroes stand a far better bridge will take 3d6 HTK and HTC (fully
Renegade will explain that the heroes chance of victory this time around. The divided). Renegade will bear the brunt of
will have to stay together since she can supervisor should run this battle in the the explosion on her shield.
only keep one thing 'radar blind' at a way most suited to a close victory for
time. This should save the supervisor their player-characters, bearing the fol- P7: KEEP ON RUNNING
the trouble of handling four or five diffe- lowing factors in mind: Oncethe Super-army are defeated, have
rent groups' attacks at once! a. The heroes are not surprised or low fled or have surrendered and the crew of
Allow the heroes a chance to plan on on Energy or HTC. the USS Liberty have been released,
their way to the Liberty and actively b. The Super-army are surprised. Renegade will askthe heroestodrop her
encourage them to workout specifictac- c. The heroesshould have worked out off on theirway backto base. If they still
tics to use against the various members specific tactics versus some members of wantto take her backfor extradition, she
of the Super-army, pick opponents, and the Super-army. If they have come up will resist. If they ask her to join them or
prepare themselves for the fight of their with any really clever 'take-outs' then suggest that she return to America to be
lives. They are going up against impos- they should be allowed to try them out. the heroine her country needs, she will
sible odds, after all. Renegadewill take a d. Only a few members of the Super- demur. Jackson Stone is still around
full part in any discussion, though she army will be on the flight deck when the somewhere, and one day she will get her
will not initiate any team-tactic sugges- heroes land. The rest are busy elsewhere hands on the real one and not a booby-
tions. She will make it clear that she will and will arrive in waves, giving the trapped android. Until, that day, shewill
understand if anyone wants to drop out. heroes a chance to defeat some of them keep on running.
It isn't their country they're saving. She before the others arrive.
doesn't have any choice in the matter, e. Some of the Super-army have RATINGS
her'programming'seesto that. The only specific tasks which cannot be aban- The scenario has an overall practice rat-
thing she will ask isthatthe heroes leave doned (keeping an eye on the engineers ing of 7 with regard to Britain but 8 with
Jackson Stone to her. (The set of her jaw in the engine-room, guarding Jackson regard to the USA. It should be treated
might lead to one or two heroes check- Stone on the bridge, etc). as one scenario forthe purposes of Suc-
ing that she merely wishes to see him f. The battle should be a long one, giv- cess Rate due to the built-in loss situa-
put in prison. She will avoid replying to ing heroes ample opportunity to recover tion in P2.
such questions.) Energy, Magic Points, etc.
Unless anyone is needlessly fool- g. When the bulkofthesuper-army is CHARACTER NOTES
defeated and Jackson Stone is captured The more significant members of the
or has fled, the rest will surrender. Super-army are fully detailed and are
The supervisor should determine expected to play a major part in most
exactly which members of the Super- battles. The other characters are tabu-
army are on the flight-deck and in what lated, but sufficient information is given
order and over what time period the for the supervisor to build on if they
other members arrive. The battle should want to increase their part in the plot.
still be a tough one for the heroes, but Costumes, etc should be chosen to suit
they should have a chance of winning. avaihblefigures. Try to give the impres-
sion that all of the villains are full-
KEY (Map 3) powered, fully-detailed opponents to
1. Heroes' vehicle (plane, helicopter or heighten the 'against impossible odds'
whatever). atmosphere of the piece.
2. Strike-fighters, 'L' indicates lift to Care must be taken, in playing Rene-
lower decks. gade, that she does not overly dominate
3. Control tower; access to bridge and the piece. The scenario is constructed as
lower decks. a story in which the players are permit-
4. Stairs to bridge. ted to participate. It is essential that this
is offset by permitting them to take an
As soon as the battle starts and regard- active part in events, upstaging Renegade
less of any previously discussed battle- whenever possible. She is a newcomer
plan, Renegadewill cut herway through to the hero game, after all.
the first wave of opponents towards the
bridge. She will pause to engage Vaga- STATISTICS
bond (who must be in thefirst wave) and
retrieve her shield (which he has been RENEGADE
given in place of the sceptre). Heroes Alias: Susan MartinIMiss America
worried for her safety or for that of EGO: 8 Movement: 7m
Jackson Stone, may try to follow her. STR: 11 Damage: -
The supervisorshouId try to impede their DEX: 17 Dodge: 3 +
progress, but if they don't stop, the super- VIG: 13 Strike: +2
visor should run a battle usinn HTK: 47 Defence Class: 6
Renegade and any accompanying HTC: 45
heroes versus Jackson Stone's bodv-
guard .on the bridge. Powers: Advantageous Background 3
Toward the end of the battle, when (Previous Training, already figured in
most of the villains are defeated and STR, DEX, VIG); MartialArts (Oriental) 2;
Renegade (and any assisting hero) have Agility; Weapon Skill 2 (Shield, Defence
overcome the resistance on the bridge, and Missile); Cybernetics 4 (Power
she will advance on Jackson Stone. He Simulator, sceptre, Energy Attack2";
will 'accidentally' switch on the public Field Manipulation*; Sense Field Mani-
address system. The entire ship will hear pulation*; Computer Brain).
THE AMERICAN DREAM

Notes: Renegade's Martial Arts and identifythe RLS. Stone's hand is injured made her a belt which displays a holo-
Agility are the result of her extensive in P3 and he is forced t o bandage it: the gram of her original form, thus disguis-
training. Her Weapon Skillis the applica- RLS shows no sign of such an injury. ing her true form. In combat, Lolita
tion of this training to the use of a new appears as a beautiful young woman
weapon-specifica1ly;her strange, inde- OVERSEER who uses a Force Field to attack people.
structible shield of an unknown alloy. Alias: Jonathan Carlsen The illusion will be dispelled when HTK
The rest of her powers come from the EGO: 12 Movement: 4125m damage on the field causes herto bleed.
eagle-topped sceptre she uses. This STR: 8122 Damage: 7 +
allows her to manipulate and detect the DEX: 8 Dodge: - VIRUS
manipulation of any form of energy. VIG: 8 Strike: - Alias: Mark Hardcastle
Though she cannot use more than 20 HTK: 2815 DefenceClass: 3 EGO: 10 Movement: 6m
dice in five rounds, they can be used in HTC: 3014 STR: 9 Damage: -
any energy form (as can all her powers DEX: 12 Dodge: 1
-
+
indicated b y an asterisk). Similarly she Powers: Advantageous Background VIG: 16 Strike:
can manipulate energy fields which (Brilliant Mechanical Scientist): Skill2 HTK: 56 Defence Class: 6
allow her t o do up to 2d6 damage in (computer Programming, ~ s k h o l o ~ ~HTC:); 56
minor ways- by adjusting temperature Armour 2; Strength 1; Energy Attack 1
or electrical flow - or perform minor (Electrical); Flight 3; Cybernetics 1 (De- Powers: Replication (special); Stunner
effects - detecting and tracking radio fence Computer). (special).
waves, bending the light around her
shield to render it invisible and the like. Notes: Overseer is one of Stone's assis- Notes: Jackson Stone has given
She has,asa result, a numberof unique tants. Specialising in artificial intelli- Hardcastle the ability to reproduce like a
options which thesupervisor should use gence, Carlsen is also an expert in the virus. He can split into two separate
with imagination. In addition to these psychology of the supernormal. This beings, each with Virus' attributes and
powers, the sceptre 'records' the words makes him an ideal choice as field leader abilities but with half his HTKIHTC
spoken by its possessor in somestrange for the operation. Unfortunately, he scores. Each replica can then subdivide
way; these may be recalled at a later lacks combat experience, so he has built further, halving the totals again, and so
date by its master. the armourto compensate for his lack of on. The levels at which replicas are hos-
The sceptre may only have one master skill. In the armour he has 4 Frames per pitalised or stunned, etc, are standard,
at a time, and the link must be formed round; out of it, only 2 Frames. Also, regardless of the number of HTKIHTC
and broken asa result of some traumatic should a targetwhich the Defence Com- they start off with. Each timethat a Virus
experience. puter deems to be hostile come within grabs someone, it does damage as a
Renegade does not have complete con- IOm, the electrical Energy Attack will stunner. These points are then added t o
trol over her items. With training, she automatically discharge in Carlsen's its HTWHTC scores, divided equally be-
could well acquire long-range control next t w o Frames, doing 2 dice damage tween the two.
over the sceptre and develop its energy for every 20kg mass of the target. The
powers, gaining Energy Reflection and burst will be predominantly HTC for liv- ACETYLENE
more diceon the EnergyAttack. She also ing targets, HTK for non-living. Alias: Adam Colby
possesses, but is unable to use, the Psychology is the ability t o under- EGO: 11 Movement: 7m
boots and gloves of a cowboy hero of stand, interpret and, to a limited extent, STR: 14 Damage: -
the old west: Renegade needs the com- influence the attitudes and emotions of DEX: 12 Dodge: -
panion items of spurs and six-gun to others through observation or verbal VIG: 14 Strike: -
gain the Speedand WeaponSkill(hand- interaction. HTK: 4812 DefenceClass: 5
guns) that they confer. HTC: 50
THE OBSERVER
JACKSON STONE EGO: NIA Movement: 1Om Powers: Energy Immunity (Heat);
Defence Class: 12 Frames/Round: 2 or 4 STR: 50 'Damage: +35 Cybernetics 2; (Power Simulator -
DEX: 10 Dodge: - Energy Attack, Flamethrower, 20 dice);
Powers: Advantageous Background 4 VIG: NIA Strike: - Weapon Skill2 (Flamethrower, +5 dam-
(Brilliant Chemical and Mechanical Sci- HTK: 5013 DefenceClass: 5 age); Martial Arts 1 (Pugilism).
entist; Wealthy - Loot; Position of
Power - world-famous and respected Powers: Advantageous Background Notes: Colby is an ex-soldier who was
scientist). (Robot); Strength 2; Taller 1; Cyberne- nearly burnt to death in an arson attack
tics (Radio TransmitterIReceiver and on his house. Jackson Stone gave him a
Notes: Physically, Jackson Stone is a Public Address system). new skin which is nearly as good as the
normal human. He should be consi- original one except for the fact that it
dered to have HTKIHTC scores of 15 for Notes: The Observer is the same model cannot sense heat. Thus Acetylene takes
the purposes of determining damage. of robot as the one which destroyed the no HTC from fire damage and only 50%
Consequently, an attack doing 35 or project that gave birth to Renegade. It is of the HTK, after damage dividers. His
more HTKwill kill him outright. His phys- essentially a remote-controlled gun is only experimental and generates
ical attributes should be assumed to be humanoid bulldozer which also allows a lot of excess heat. Anyone apart from
5, his EGO to be 15. Stoneto observethe fruition of his plans Acetylenewill take3d6 HTC and I d 6 HTK
For movement and combat, etc, he from the safety of his base, and to gloat every time they use it.
has two Frames. In situations when he when the heroes are defeated.
uses his brain more than his body (eg DIADEM
under Mental Attack or operating a com- LOLITA Alias: Jackie Monroe
puter console) he has 4 Frames. Alias: Jennifer Berrie EGO: 11 Movement: 4m
Any hit by an attack of WC3 or higher EGO: 8 Movement: 5m STR: 5 Damage: -
or with a damage bonus will KO Stone. STR: 6/30 Dodge: +I DEX: 12 Dodge: +I
Any other t w o attacks will also KO him. DEX: 6 Strike: - VIG: 6 Strike: -
VlG: 6/25 Damage: +I5 HTK: 20 Defence Class: 6
JACKSON STONE (ANDROID) HTK: 88 Defence Class: 6 HTC: 20
Defence Class: 2 FramesIRound: 2 HTC: 90
Powers: Magic 2 (Hallucinations (spec),
Notes: This is a real life simulacrum Powers: Larger 1; Strength 1; Vigour 1; Hypnotism, Energy Strike, Information);
(RLS) designed to stand in for Stone. If it Cybernetics 1 (Holographic belt). Invisibility; Fiela Manipulation (Light);
takes more than 10 HTK or HTC in any Heightened Senses (Sight, X-ray, IR, UV
one blow, it will explode doing 3d6 HTK Notes: Lolita is the result of one of and microscopic vision; Sense Field
and HTC damage to everyone within 4m. Stone's super-soldier serums. She is a Manipulation; Light).
Needless t o say, it can also be detonated huge, bloated, misshapen figure. Natur-
by remote control. ally, she was not particularly pleased Notes: One of the few items at the
During the scenario it is possible to with her new appearance, so Stone research establishment that Renegade
DREAM

did not takr ronet takt?nfrom a1I SNAIKEFIST HTC: 33 Frames: 3


alien invad unsuited to sit on a Alias#:James I
human heaa, Drone has surgi tally --,I.. ccn
CUU
. 11
IVIUV~III~II~: 6m Powers: Energy Attack 1 (Cold).
implanted it in Diadem's fore head. The? STR : Damage: +1
alien jewel in the coronet givt?s her DEX: Dodae: +3 Notes: Rather nervy, mid-20s, ex-skier
power over light. She cannot use ., , her
-.-,
VIG: strice: - injured in accident.
offensive abilities whilst invislme. I ne HTK: - - Defence Class: 6
information spell only givesvisual infor- HTC: 35 DISCHARGE
mation, whilst energy strike is a rapidly Alias: Jeneve Scott
changing pattern of colours which over- Powers: Martial Arts 2 (Oriental); Judo EGO: 12 Movement: 5m
loads the target's vision centres. It can Throw; Leaping 1; Skill (Gymnast). STR: 8 Damage: -
only do HTC damage and can be foiled DEX: 9 Dodge: + 1
by visual defences. When using her Note8s: Chinesie Kung Fu expert. No VIG: 10 Strike: -
powers, Diadem croons to herself in a regalrd for we$;tern figh'ters. HTK: 35 DefenceClass: 6
strange alien tongue which even she HTC: 35 Frames: 3
--innot understand. V M U ABOND
FieldManipulation (Light) i s;the abilit y Alias : Nick Curtis Powers: Energy Attack 1 (Lightning).
I increaseidecreasethe illurriination i~ I EGO: 15 Movernent:
1 area for 2-12 rounds. A fla!jh can be
. .- r STR : 12/19 Dama!ge: Notes: Loud, noisy, tends to give orders
,:educed which will blind the rarger TO. DEX:-. 14 Dodge but 'folds' early on in a fight.
2d6 Frames, but this takes an action to VIG: Strike
use and will be foiled if they close their HTK: Defenc:e Class SQUALL
eyes in time (d20 under DEX) HTC: Alias: Molly West
EGO: 8 Movement: 4m
HAZARD Powers: Larger 1; Health (Immune to STR: 8 Damage: -
Alias: Micklael Willie disease, radiation, toxin!s; regenelration). DEX: 6 Dodge: + 1
EGO: 15 Mo VIG: 9 Strike: -
STR: 7 Dar Notes. Huge, lumberin(3 mutant (~utcast. HTK: 33 DefenceClass: 6
DEX: 8 le; ~ ~ a r a"-
is natural. Wears t a.&*---A idgs.
u HTC: 32 Frames: 3
VIG: 8 e:
HTK: 28 ice Claa NIGkITFIRE Powers: Weather Control 1.
HTC: 30
---.
EGO 7 --
Alias : ILogan 1'amlyn
movement: 4m Notes: Quiet and thoughtful.
Powers: Probability Manipul:,tion (Cor STR: 8 Damage: -
scious, Unconscious 30%); In tuition, DEX: 7 Dodge: + 1 BREEZE
Reactions. VIG: 10 Strike: - Alias: Candice Wells
HTK: 35 Defence Class: 6 EGO: 9 Movement: 3115m
Notes: Hazard was an unlucky person HTC: 37 Frames: 3 STR: 4 Damage: -2
until Stone helped him to harness his ill- DEX: 10 Dodge: + 1
fortune, master it and turn it against Powers: Skill (Hide in Shadows); VIG: 5 - Strike: -
people. Hazard is a focus for negative Energy Attack 1 (Heat). HTK: 18 DefenceClass: 6
probabilities and all his powers are HTC: 17 Frames: 3
based around bad luck. His probability Notes: Descendant of a demon. Barely
manipulations make unfortunate things looks human. Powers: Flight I(windrider).
happen to others rather than beneficial
things happen to himself. Similarly, his FIRELIGHT Notes: In early teens; reckless.
. Intuition is a warning of bad things Alias: Joan Makian
about to happen and his Reactions EGO: 11 Movement: 5m GARGANTUS
power reflects the bad luck his attackers STR: 11 Damage: - Alias: F'Kriss D'Rreyn
have in hitting him and the poor luck his DEX: 8 Dodge: + 1 EGO: 10 Movement: 8m
targets have in dodging his attacks. VIG: 8 Strike: - STR: 8/20 Damage: +5
HTK: 30 DefenceClass: 6 DEX: 12 Dodge: +1
STREETFIGHTER HTC: 28 Frames: 3 VlG: 11/18 Strike: -
Alias: Marco Kane HTK: 62 Defence Class: 6
EGO: 9 Movement: 5m Powers: Energy Attack 3 (Heat, 16 Dice, HTC: 64
STR: 10 Damage: - Manifestation, Light).
DEX: 9 Dodge: - Powers: Taller 1;Leaping 1;Skill (Vocal
VIG: 9 Strike: - Notes: Light blinds for I d 6 Frames Skills).
HTK: 3313 Defenceclass: 4 unless eyes closed (under DEX on d20).
HTC: 3212 Notes: Captured alien whom Stone has
LARIAT promised a spaceship. Carnivorous.
Powers: Martial Arts 2 (Pugilism); Alias: Del Stevens
Advantageous Background (Under- EGO: 10 Movement: 5m GNAT
world contacts); Tough Skin 1. STR: 11 Damage: - Alias: Karen Silk
DEX: 11 Dodge: +1 EGO: 8 Movement: 1115m
Notes: Underworld heavy with skin VIG: 9 Strike: - STR: 9 Damage: -
toughened by chemical injection. HTK: 32 Defence Class: 6 DEX: 12 Dodge: +1
HTC: 32 Frames: 3 VIG: 7 Strike: -
BRIGAND HTK: 25 DefenceClass: 6
Alias: Jed Hanson Powers: EnergyAttack 1 (Special: energy HTC: 24
EGO: 13 Movement: 6m lasso inflicts hypothetical damage).
STR: 11 Damage: - Powers: Shrink (always shrunk); Flight 1.
DEX: 11 Dodge: +1 Notes: Uses lariat to bind victims and
VIG: 12 Strike: - shoots them with a 6-shooter (WC2). Notes: Product of human DNA being
HTK: 42 DefenceClass: 6 added to insect clone. Dimwitted but sly.
HTC: 40 SNOWSTORM
Alias: Kelly Morgan Acknowledgements
Powers: Weapon Skill 2 (Quarterstaff, EGO: 11 Movement: 5m This adventure was inspired by American
Held, +5); Cybernetic Weapon (Staff ). STR: 11 Damage: - comics of the Golden and Silver Ages, a
DEX: 8 Dodge: +1 touch of Bruce Springsteen, and the
Notes: Worldly-wise adventurer search- VIG: '9 Strike: - artwork of Chris Achilleos. My thanks to
ing for excitement. Uses a line-slinger. HTK: 32 Defence Class: 6 Pete Tamlyn for StarTech.
A GOLDEN HEROES ADVENTURE
WWBQLBRcQA? population in South America. The two principal races are
his scenarib takes place in Bolivia.This is because it grew the Quechua and the Aymara; both have their own lang-
out of incidents in my own Golden Heroes campaign which guage, customs and religions although, like most pagans,
left the players owing the Bolivian Government a they are happy to worship any gods who might be helpful
considerable favour. When you come to run it you will not and thus have adopted Catholicism alongside their native
have the same lead in and you will need to devise some beliefs. I
excuse to get your players to the right place at the right I
time. Despite tde mix of cultures, there is a little racial
discrimingtion as we know it. Quechua and Aymara do not
There are all sorts of incidents that can be cooked up to fit intermarry and 'Indians' as a whole are very much the
the bill. Perhaps a fight with a super-villain could take place lower classes, though not exclusively so. The term 'indio' is
outside the Bolivian Embassy in London which causes applied to anyone who lives like an Indian, ie is poor.
such damage to the building that the Bolivian government Simply b+ getting richer a pure-blooded lndian can
gets very upset; Blacksun would be a good villain to use become accepted as 'mestizo' (mixed-race) or even
here as he tends to wreck things pretty effectively. The 'blanco' (white).
government could then justifably ask for a favour in
recompense. Alternatively you could have the players
chase a fugitive villain to Bolivia and have the government
b
Sexual d i crimination is another matter entirely. The
philosopl)y of Machismo is deeply ingrained in all South
ask them for help while they are there. America3 countries, and any female heroes in your group
can expect to have a difficult time. The Bolivians will
automati~allyassume the men are in charge and the
women do as they are told.
A good group of players will probably want to acquire
some information on Bolivia before they set off. In
addition, if they have government backing, the Foreign
Office will probably want to brief them to make sure they Assuming they arrive in Bolivia quite openly, the heroes
don't cause any international incidents. Whatever the will be asked to meet with Manuel Calvero, the President.
source, the heroes should be able to acquire the following He has a small problem which he hopes they may be able
information at least. to help with. One of the country's prestige engineering
projects is the construction of a hydro-electric power
Bolivia is one of the poorer countries in South America. It station on the Pilcomayo river which flows southeast from
sits on the eastern side of the Andes and the terrain is split the Andes, later forming the border between Paraguay and
between high, bare mountains and steamy Amazonian Argentina. The plant is designed to supply electricity to
jungle. The majority of the population is clustered around Sucre, the capital, and the nearby town of Potsoi. But this
Lake Titicaca on the Peruvian border, particularly in the development has been beset with problems: equipment
large city of La Paz. This area is also dotted with Inca ruins. has broken down, lndian workers have been frightened
The government is fairly moderate, and Britain and the away by 'evil spirits' and - worst of all -the weather has
USA would be happy to see it remain that way. been unusually bad in the area ever since the project
started. Prayers to the Virgin Mary having gone unheeded
Although officially Spanish-speaking and Roman Catholic, so far, the Bolivians haveturned to more earthly sources of
Bolivia has one of the highest percentages of native lndian aid.
President Calvero explains that before contacting the and he diverted his efforts to seize its treasure. El Dorado
heroes the Bolivian government first approached the was saved from the Spaniards because it was built in vast
American multi-national, StarTech, forthe services of their caverns underneath the Andes, the entrances to which
super-powered enforcer, Technon, as the company is were destroyed by a calamitous earthquake decades
supplying much of the equipment and know-how for the before the Conquistadors arrived. By a stroke of good
project. However, as the President says, "We are small fortune, the site of the city is not far from Mueller's secret
contract, yes? Not enough money in Bolivia for the base. All he had to dowas tunnel through until he found it.
Yankees t o bother. Perhaps we have more luck with you
Breetish, no?" The start of the hydro-electric project came as something
of a shock to Mueller. The plant is being built only a short
The Bolivians have little idea what could be causing their distance from his previously isolated hideout and there is
problems.There is a small lndiantribe local to the area,the no way he can move n o w without being observed. Either
Apacheta, who are not as integrated into Bolivian society the project had t o be stopped, or Calvero's regime had to
as the Quechua and Aymara, and may be responsible for be replaced by a military junta backed and controlled, in
the'evil spirit'stories,though they could not possibly have secret, by Mueller.
caused the other problems unless they practice real magic.
The Bolivians suspect that ultra-left or ultra-right terrorists Mueller used his contacts with the Apacheta to get at the
seeking to overthrow the government may be responsible Indian workers. Right-wing saboteurs have been planted in
forthe sabotage, but even with this theory they can offer no the workforce by organisations he controls, and his
explanation for what is wrong with the weather. Not being weather control machine has been making lifevery difficult
a scientific man, Calvero may offer some very odd ideas, for the engineers. He has also manipulated the media
such as changes in the environment caused by Star Wars through carefully controlled leaks into laying all the blame
research. These are complete red herrings-at least forthis at Calvero's door. Everything appears to be going
adventure. smoothly.

The President is a typical Bolivian 'blanco', comfortably However, unknown to Mueller, Israeli Nazi Hunters have
rich and arrogantly dismissive of lndians and women. found his trail at last. Diligent research work brought to
However, he is - for a South American -fairly democratic light quantities of high-tech equipment which had
in his outlook. His main worry over the hydro-electric apparently disappeared into the Bolivian jungles, and a
project is that the delays and resultant increased foreign small groupof Nazi Huntersweresentto maketheirwayto
debts may lead t o a military coup. Play him as something of Mueller's base. They were so horrified by what they saw
an engaging gangster with a soft spot for 'his' people. that they fled, hoping to bring back a more powerful team
t o combat Mueller's creations. None escaped.
Assuming the heroes agree t o help, the President will
provide transport to the project site and tell them t o call However, one man did escape backto civilisation. There he
him if they have trouble getting anything done. went straight to the only organisation he felt capable of
dealing with what he had seen, America's foremost
THE PLOT superhero team, the National Defence League. The
The truth of the matter is somewhat more complicated presence of Patriot in the current NDL line-up ensured that
than the Bolivians suspect. True, there are right-wing the Nazi Hunter's pleas did not fall o n deaf ears. In secret,
activists employed on the project who are sabotaging it in so as not t o alert their quarry, the team set off from their
the hope of bringing down President Calvero. True, the New York headquarters for Bolivia. As chance would have
Apacheta lndiansare unhappy aboutthe project and would it they will arrive at just about the same time as a certain
like it stopped. However, both of these factions are being other super-hero team ....
manipulated by a much more powerful and sinister force:
The Reichsmaster.

Wolfgang Muellerwas only 14when WWII started. Even at Doubtlessthe firstthing the players will wantto do isto get
that time, however, he was recognised as a genius. He was t o the project site and see what they can discover. There
accepted into Berlin University in 1941, completed a they will be met by three men, all of whom Calvero claims
degree in Mathematicsand Electronics in two yearsand by to have the utmost confidence in.
the end ofthe warwas one of Germany's leading weapons
researchers. He was also fanatically devoted to Hitler.
Francisco Perez is the senior Bolivian engineer at the site
In 1945 Mueller, along with a number of prominent Nazi and as such is in charge of operations. He is a very worried
leaders, fled to South America to escape the allied forces. man. To start with, he knows that ifthe projectfails his head
Unable to acquire complicated scientific equipment will be the first to roll. He also knows that right-wing
because of the risk of discovery, Muellerthrew himself into activists are involved in the sabotage, since they are trying
theoretical work, principally on cybernetics and robotics. to recruit him t o their cause; having so far failed to appeal
As time passed he also began to brood about the failure of t o his political prejudices, they are now threatening t o kill
theThird Reich. He felt deeply guilty about having escaped his family unless he cooperates.
while his beloved Fuhrer stayed behind t o die, but came to
rationalise his decision by blaming his fellow exiles, who Perez has no idea which way t o turn and, for want of
he imagined had betrayed Hitler. Slowly but surely, anything else to do, has taken to blaming the Apacheta for
Mueller began t o revenge himself on the 'betrayers', everything. He will try to convince the heroes the lndians
Borman, Mengele and others, by stealthy murder or by have magical powers and will dismiss any other theories
revealing their whereabouts to the Israelis, acquiring their out of hand. Anyone with telepathic powers and a
wealth for himself into the bargain. smattering of Spanish will find it easy t o get the true story
as Perez worries about it incessantly. However, he is so
With the passage of time Mueller built u p enough wealth terrified that he won't cooperate with the heroes even if
and underworld contacts to obtain scientific equipment they tell him what they have found out.
and build himself a base. This he did deep in the wilds of
Bolivia, and he set to work in earnest to turn his designsfor Jorge Luis Ordonez is an army Colonel loyal to President
robots and cybernetic equipment into reality. Calvero, and has been sent to the projectwith a contingent
of troops t o catch the saboteurs. Ordonez knows there are
By the time of this scenario Mueller's technical arsenal is factions in the Army plotting t o overthrow the President
formidable in capability but small in size. He has just (though he knows nothing of Mueller's role) and he
enough money t o build prototypes and a small force of suspects they may be responsible for the delays to the
robot guards, but not enough to embark on his most project. Unfortunately, his work has been hampered both
grandiose plans - t o use a robot army to re-establish the by the fact that some of his o w n have been subverted
Third Reich! However, he discovered from the Apacheta (something he dare not let become known) and by Perez's
lndians that the legendary city of El Dorado really existed, insistence that the Apacheta are the culprits.
Short of putting the entire project under martial law and
running it himself, there is not much he can do save stand
guard against attackfrom outside. Much as hewould like to While the heroes are talking to Ch'ojna, they will suddenly
take over, he knows that he can't do without the engineers be joined by Chucurata, the village wiseman. He and
-so he hasto humour Perez. Ordonez regards the arrival of Ch'ojna will spend a short time conversing in Apacheta,
the heroes as a sign of loss of confidence in him by the afterwhich they will explain-through Qaipa-thata group
President, and he will therefore do everything he can to get of white men "like you" have returned to the
them out of his way. neighbourhood. Ch'ojna explains these men are cruel
fighters with demonic powers whom the Bolivians have
The final member of the trio is Manny Faltz, the field sent to attackthe Apacheta before. Chucurata offersto lead
representative of the StarTech Corporation. Faltz is very the heroes to where these men were last spotted.
experienced at working in South America, speaking
Spanish and Quechua fluently. He regards the whole affair What has actually happened is that the NDL has arrived in
with a detached calm; having completed four previous the area. Stealth is not one of the American team's normal
projects in other South American countries, he has come to tactics, whereas the Apacheta live by it. As a consequence,
the conclusion that the management of such work will the Americans have been spotted. Knowing the British
always be incompetent and corrupt and that the workers heroes are in the neighbourhood, Chucurata, who is is
will always be lazy. He agrees the Bolivians are by far the pretty wily bird, came up with the idea of getting the two
worst he has come across in this line, but says they are by groupstofight each other. He sent a messengerto Mueller
no means exceptional. asking for a thick mist from the weather controller and set
about bringing the two teams together; like his chief,
Faltz blames most of the trouble on a combination of the Chucurata is a willing servant of the Reichsmaster.
President's unrealistic expectation that the project will be
finished on schedule, on the mental instability of Perez, and When the heroes are led outside they will doubtless be
on the frequent arguments between Perezand Ordonez. He surprised by the sudden descent of the mist. Qaipa
says that sabotage of equipment is a common trick of explains-in halting English to preventthe lndian wiseman
South American workers wanting a few days off, and has from overhearing -that such freakish weather is common
no previous experience of the Bolivian climate with which in these parts, though he has never encountered it before
to compare the appalling weather. elsewhere in the country. He blames the weather problems
on evil demons summoned up by Chucurata though any
psychic probing will reveal a certain quiet satisfaction in
the mind of the wiseman.
Having investigaed the project site (and probably got very In fact, although Chucurata is not directly responsible for
frustrated), the heroes' next port of call is likely to be the the mist, he is a magician and has been'using his
villages of the Apacheta. Thetotal population ofthe tribe is Hallucinations spell to frighten lndian workers. For the
no more than about 300, spread through eight small, moment, though, he is pretending to be a frightened
remshackle villages. The heroes will be directed to the native. As he guides the heroestowards their confrontation
village of Yuraq -the largest of the group where they can with the NDL, he talks non-stop about how cruel these
expecttofindthe head man ofthetribe,Chlojna. Yuraq is a foreigners are, and how they have been killing and
short way upstream from the lndian village marked on the enslaving the Apacheta. He is very eloquent, and Qaipa
map. doesn't know who to be more scared of, the supposed
wizard or the foreign devils.
The Apacheta have a language of their own, but in orderto
be able to communicatewith outsiders, many of them have The NDL meanwhile are lost in the mist, moving very
learnt Quechua. Ch'ojna knows a few words of Spanish as cautiously. Kemmer, the Nazi Hunterwho iswith them, has
well but, of course, none of them speak English. warned them that Mueller has some bizzare machinery and
they suspect a trick. However, if the heroes made a public
If the heroes ask for an interpreter at the project site, Perez announcement of their trip to Bolivia, the NDL will be
will refuse point blank- he says the lndians should just be aware, albeit at the back of their minds, that British
shot and thatwould bean end to the problem; Ordonezwill super-heroes are in the country.
also refuse because he believes the lndians are no problem
while his men are successfullv keepincl them out - Chucurata will try his bestto provoke a fight before thetwo
therefore the heroes don't need to talcto them; Faltz will sides have a chance to talk to each other. Whether or not
not come himself but will point out a Quechua workman, you, the Supervisor, decide to tryto encourage a fight is up
Qaipa, who he says speaks passable English. to you. Don't worry if your players are not very trigger
happy, they will get to fight the NDL eventually.
Qaipa is a little frightened of the Apacheta, but will be even
more in awe of the heroes. He will be prepared to go to the As soon as it looks as if the two teams might make friends,
village as long as at least one hero is with him, but will be Chucurata will make off into the mist. If necessary, he will
terrified of being left alone outside the safety of the site. His use an illusion of himself to confuse the heroes as to where
English is just good enough to get by on - though if any of he has gone.
the players use any long words while speaking to him, he
will just shrug his shoulders and stare quizically at him. The teams should eventually work out who they are
fighting and call a halt, although the players may have
Ch'ojna, the Apacheta headman, will agree to speak to the problems if their team is in trouble with the law. If the
heroes and they will be taken to his hut in the centre of the heroes have already played Queen Victoria & the Holy
village. Although he knows his tribe is being paid by the Grail, they may have already met members ofthe NDL and
Reichsmaster to wreck the Pilcomayo project, he is well be known to them. Once a truce is called, thetwo sides will
practiced atthe art of playing the worried primitive. He will doubtless explain to each other what they are up to. The
spin the heroes a long story about how his people have
lived in fear, first of the Incas, then of the Conquistadors,
now of the Bolivians; but have always managed to save
themselves by hiding in romote parts of the country. Now
men have come with big metal demons to dig holes in the The Nazi Hunter will begin by relating how he and his
mountains. There are many men and Ch'ojna and his colleagues, searching for clues to the whereabouts of
people are frightened. Mueller-a man high on theirlistofwantedwarcriminals-
discovered the sale of large amounts of equipment to
To a certain extent what he says is true and telepaths will various ficticious organisations in Bolivia and traced
not be able to tell he is lying because, of course, he thinks delivery of the orders to the region where the Pilcomayo
in Apacheta. Telempathy will, however, detect his plant is being built. These orders date back well before the
suspicion, hostility and fear of the heroes. start of the hydro-electric project.
Investigating the area,the Israelis discovered thewell-used
entrance to a hillside cave. Exploring inside, they came THE lTH!!5@mMMER8@
bBaM
across a large tunnel filled with advanced machinery. It The heroes will notfind the cave entrance; that honourwill
was immediatelv obvious to them that Mueller, if that was so to the NDL. However, thev will come across what
indeed the man whose trail they had found, had been appears to be an artificial ventilation shaft. Provided that
putting his electronic skills t o good use and that the sales none of the team are permanently giant-sized, they should
they had traced were merely the tip of the iceberg. be able to squeeze down.
Kemmer then relates how he and his companions fled in What they see when they arrive at the bottom will make it
terror, were ambushed by the Apacheta, and how only he plain that, if anything, Kemmer's story was understated.
managed to escape the massacre. As luck would have it, The heroes land in the middle of the most futuristicfactory
one of the thick mists descended just in time to save him complex they have ever seen (unless they have been space
(this is true, the Reichsmasterdid not know that the Indians or time travelling). Looking around they will find that a
were hunting snoopers at the time. The heroes may be large part of the factory is, in fact, a power station tapping
suspicious of Kemmer's seeming good fortune). geothermal energy. An assembly line is in the process of
being built and another is already in existence but idle. The
Because Kemmer's party left the area in something of a whole thing is fully automated.
hurry, he is not very sure exactly where the cave is. The
NDL were in the process of searching for it when the mist When the heroes enter the central square the quiet him of
came down. If the heroes are convinced by this tale, the factory is broken by a strident voice. It is a recording
Stretcho will suggest that the two teams search which the Reichsmaster made in case of discovery. For him
independantly. He reasons that either team on its own it is quite a short rant. He simply explains that he, as a
should be ableto deal with Mueller, making a combination genius, is the ultimate expression of the Master Race and
of forces wasteful, but that any smaller division of strength that he will single-handedly restore Germany to its former
is likely t o be dangerous. He will want to exchange glory, conquer the world, and maybe the universe as well.
communications equipment, but will warn the heroes to When he finishes, the loudspeakers begin to play a rather
maintain radio silence until the last moment, as Mueller tinny, electronic version of the 'Ode to Joy' from
will undoubtedly have surveillance equipment. Beethoven's 9th Symphony. As they do so, a number of
doors in the factory slide smoothly open and disgorge the
The heroes will have a problem deciding what to do with Reichsmaster's robot stormtroopers. 12 robots appear
Qaipa. The most sensiblething to do would be to send him from each of the doors marked as robot exits on the cavern
backto the project site with ~Cmmer.If they are merely left map. Every one of them is identical, a spitting image of
a Kemmerwill be dotted bvthe
here in the oDen. Q a i ~ and Adolf Hitler.
A~achetaan'd killed. and if thev accom~anv the teamsthev
w'ill be in the way arid very likeiy to get killed in thefighting.
What happens to them will have an impact on the heroes' A GHAT A ~Hom
campaign ratings, so it i to be hoped they have the sense When the fight is over and the annoying music has finally
f
to see them safely back o the project site. been silenced, the heroes may be surprised to find that
they are being watched by a ghost. In fact, it is Mr Magic's fire will reduce the requirement by 10 HTK per point. The
Astral Form. damage divider of the rock is 3 for normal attacks and
therefore 1for energy attacks. The defence class of the rock
The American sorcerer relates that he and his colleagues is 12.
found the cave entrance, followed the tunnel, and came
facetofacewith a giant hypnosisdevice, towhich all ofthe Areas 1 to 7 are on the exterior map. Areas X and Y are
team succumbed except him. By taking on his Astral form tunnels in the cavern which must be dammed to save the
he was able to fool the Reichsmaster's robots into thinking geothermal plant.
he was unconscious. It isa big gamble because his body is
now defenceless and he wants to get back to it quickly. Lava Damming Table
However, he is able to direct the heroes to where his
colleagues are being held and warns them that the rest of Area HTK13 Roundsafter eruption
the NDL are likely to be totally under the Reichsmaster's to Dam before lava past gap

In fact, the hypnotised Americans are already on the way to


intercept the heroes and will meet them in the open area by
the cavern exits. The chances are that the NDL will be
tougher than the players. However, Mr Magic will do his
bestto assistthe players. His physical body is chained up in
a cell, but he can cast 2-dice energy strikes while in astral
form. In addition, as each team member is freed from
hypnosis (by means of counter hypnosis or a hit of 2OHTC
or more), they will join the heroes in trying to free their You may need to rebalance the table somewhat if your
colleagues after taking a round to re-orientate themselves. players are short on flight and energy blast powers. The
The fight, although somewhat ferocious, should therefore heroes should have an excellent chance of succeeding pro-
go the players' way. vided they act sensibly, quickly and heroically.

Once all of the NDL have been restored to their senses (or
knocked out of them), they will be able to guide the heroes
to where the Reichsmaster can be found. Thetestimony ofthe heroes, togetherwith that ofthe world
famous National Defence League, will be quite good
enough to convince the Bolivians that their problem has
been solved. Perez will still be terrified, but the saboteurs
Mueller is, of course, busy with his current obsession, the will quickly melt away now that their leader is dead.
tunnel to El Dorado. When the heroes finally catch up with Ordonezwill try hard to begrateful and fail miserably. Faltz
him, he will be standing on the far side of the chasm from will busy himself congratulating the NDL and telling the
them (see cavern map). Between them and him are his 12 world how lucky it is to have true blue American heroes to
elite robot SS troopers and hisforce wall. The firstthing the protect it. President Calvero will be delighted.
Reichsmaster will do is destroy the bridge.
There is little evidence to prove the involvement of the
The SS robots should not prove too much of a problem for Apacheta in the Reichsmaster's plans and they will have
the combined super hero teams. What they will do is delay the good sense to stick firmly to their ignorant savage act
the heroes just long enough forthe Reichsmasterto set his and behave themselves until the storm blows over.
laser drilling equipment up for one final blast. As the
heroes get ready to rush him he presses the button. What finally remains of the Reichsmaster's factory
depends on whetherthe heroes managed to divertthe lava
The laser drill, now operating at maximum power, lets from it. Points x and y (on the underground map) must
forth a blaze of red light and the rock wall behind the have been successfully blasted in time to achieve this. In
Reichsmaster disintegrates. As the dust settles the heroes any case, the heroes will doubtless wish to inspect the
will get a glimpse of an enormous cavern, dwarfing the one wreckage. The tunnel to El Dorado will be completely
in which the factory has been built. In the far distance is a blocked. It will probably take years to dig through again
faint glimmer of golden spires. and in any case this will risk further eruptions.

But a glimpse is all the heroes will have time for-suddenly Redskin will start kicking over the rubble, muttering about
there is a terrible rumbling from beneath the ground. The the waste of scientific resources in such a poor country and
maximum power blast of the laser has caused a deep the loss of such an interesting piece of Indian heritage.
fracture in the rock which has opened up a magma-filled Suddenly he stops, bends down and removes something
cavern deep below the earth. The ground shakes, steam from the wreckage. It is a piece of packing case, heavily
rushes up out of the chasm, and the air temperature rises charred but somehow surviving. Etched on it is the
dramatically. There is nothing to do but run for it! As the unmistakable logo of the StarTech Corporation ....
heroes make their escape they will hear lava gushing up
behind them. There is a single, terrible scream, and then The scenario has a Practice Rating of 7. The players' public
nothing but the roar of molten rock. ratings will not be significantly affected as they are away
from home and the world's presswill give most of the credit
The area map shows the point at which the lava will to the NDL, but personal ratings may be severely affected if
emerge. The heroes' priority is to prevent the flow from Qaipa and Kemmer are killed or if the lava destroys the
reaching the construction site and the Apacheta villages, plant or native village.
but if they save the Reichsmaster's factory and the
geothermal power station it will be a marvellous present
for President Calvero.
M r Magic's Precision power will be invaluable here as he Was it really El Dorado the heroes saw in the underground
will be able to pin-point exactly where rock needs to be cavern? Is it now lost forever, buried under tons of lava?
blasted to dam and divert the flow. The general areas are
fairly obvious and are marked on the map. The Did the Reichsmaster perish in the eruption or did the
accompanying table shows the HTKvalue required to blast cunning Nazi manage to find an escape route?
each point successfully and the number of rounds
following the eruption that the heroes have to complete Were StarTech really supplying Reichsmaster with
theirwork before the lava arrives. Use of Precision to direct advanced electronic equipment for his robots? Did they

WZKElElECkYA3 25
know who he was and what he was doing? If they did, does other unusual power he has istheability tocall upon the ghosts of
Brian Garsonrrechnon know about it, or is some rival three famous ex-Presidents, George Washington, Thomas
faction on the Corporation's board responsible? Jefferson and Abraham Lincoln, for advice. However, the ghosts
are having even more trouble understanding the modern world
than Patriot, who fears they are becoming senile.
411 of these questions, and doubtless a few more as well,
remain to be answered in future adventures. The American government is understandably very disturbed at
Patriot's sudden reappearance as there is, as yet, no sign of any
great danger to the country. Various theories have been put
forward by the Pentagon and CIA butthe only real result has been
to makeeveryone in the White Houseveryjitterywhenevera crisis
The National Defence League is the USA's official, looks like blowing up.
government-backed super hero team. Their HQ is in Washington
butfor various reasonsthey often find themselves operating out of The Patriot
auxiliary bases in New York and Los Angeles. The heroes listed alias Kirk Jackson
below are those on the current active register though many other EGO 7 Movement 6m
American heroes have worked with the team at various times STR 8 Damage
during its history. They are financed by the American government, DEX 16 Dodge +1
-
although some members, includina Stretcho and Firebird, VIG ll(21) Strike +1
contrihte to running costs. HTK 79 Defence Class 6
HTC 85
Powers: Vigour; Agility; Weapon Skill (fencing) 2; Weapon Skill
(knife parry); Sidekick (ghosts)
Advantageous Background: lmmortal
Patriot is the reincarnated spirit of Paul Revere, a hero of the Fisttfoot WC 2; 1d6-6 HTK / 2d6 HTC; -2
American Revolution. He has appeared many times throughout Leap into Combat WC 2; I d 6 HTK/ 2d6+6 HTC; +2 (needs 1 frame
the history of the country, always turning up when great danger recovery)
threatened. Thus he fought alongside American forces in both Rapier WC 4; 2d6 HTK / Id6 HTC
World Wars, though whatever power causes him to take flesh did Knife WC 2; 2d6 HTK/ I d 6 HTC; WC 4 parrying
not feel the war in Vietnam warranted his appearance. Patriot
returned to life most recently in 1984 and immediately sought out
the NDL, of which he was already an honorary member.
In private life Patriot takes on the role of Kirk Jackson, a fashion Lee Stanton is the owner and chief scientist of America's largest
photographer. The American government has supplied him with bubble-gum company. He has used his vast knowledge of
appropriate papers detailing Jackson's lifeso he has few problems molecular elasticity to experiment on human flesh and, as a result,
explaining his lackof visibility priorto 1984. However, he is having is now able to deform his body in an incredible variety of ways. A
problems adapting to modern American society and thus prefers useful by-product of his experiments has been acquiring the
to remain in his super hero guise most of the time. ability to climb walls by turning his rubbery fingers into suction
pads.
Patriot has no obvious super powers and fights with his trusty
rapier. His immortality is restricted by the fact that he can only be Stretcho is undoubtably the brains of the NDL. His scientific
reborn when America needs him. To date he has always been background causes him to be very cautious, unwilling to act until
killed in action just when the danger seemed to be over. The only he has fully analysed the situation. This often brings him into
conflict with his more hot-headed team-mates, particularly
Redskin and Powerchord.

Stretcho
alias Lee Stanton
EGO 11 Movement 4(6)m
STR 6(8) Damage
DEX 8 Dodae
VIG ll(14) ~trik%
HTK 46(54) Defence Class 5
HTC 41(50)
Powers: Stretch 2; Grow; Shrink; Wallcrawling
Advantageous Backgrounds: Brilliant Scientist (Chemicals); Rich
Industrialist
..- . -.
Fisttfoot WC 2; 1d6-6 HTK / 2d6 HTC; -2
Grow to Combat WC 2; I d 6 HTK / 2d6+6 HTC; +4 (needs 1 frame
recovery)

DickStevens is a genuine stage magician as adept at slight of hand


and illusion as he is at real magic. When he first began his career
he was as cynical as most other westerners a b u t 'real' magic.
Then he met and teamed up with an older conjurer, Bernard
Kranksy. Bernard had served in the Far East during WWll and
claimed to have learnt his magical skills from Tibetan monks. He
always maintained, even to his friends, that real magic did exist,
and that some of his stage tricks used such sorcery.

Young Dick never believed this tale and kept pestering his partner
to reveal the secrets of his special tricks, and, feeling hewas being
fobbed off with ridiculousexcuses, determined to spy on the older
man as he practised. One day he concealed himself in Kransky's
dressing room and watched the older magician running through
his act. To Dick's horror, Kransky summoned a real demon and
began to converse with it in some arcane language. Unable to
contain his curiousity, Dick burst out of hiding, but this distracted
Kransky from his spell and the demon promptly grabbed the
sorcerer and disappeared.

Dick immediately gave up his stage career and headed east in the
hope of learning enough real sorcery to rescue or avenge his
friend. When he returned America acquired a new super hero.
M r Magic has a special gimmick which allows him to make his having to b o w down and call her Your Royal Highness i n the
astral form visible. Ordinary people normally mistake him for a middle of a fight.
ghost.
Firebird uses her flame manifestations gimmick t o fashion a
M r Magic bird-like mask. She also swathes her fist in flame when punching
alias Dick Stevens which gives her extra damage bonuses.
EGO 15 Movement 6m
STR 5 Damage -1 Firebird
DEX 15 Dodge alias Claire Montague
VIG 12 Strike EGO 6 Movement 6(15)m
HTK 44 Defence Class 6 STR 9 Damage
HTC 42 DEX 11 Dodge
Powers: Magic 2 (22 magic points); Astral Projection (speciality), VIG 16 Strike
Energy Strike, Conjuring, Information; Conscious Probability manipu- HTK 52 Defence Class 5
lation: Precision: Skills - Disauise HTC 53
g ~ wc 3; 1d/2mp; unaffected by dividers
~ n e r Strike
Fistlfoot WC 2; Id6-6 HTK /2d6 HTC; -2 Powers: Energy Attack 3 (fire); Manifestiations Gimmick; Energy
Immunity (fire); Flight; General Force Wall (flame); Intuition
Advantageous Background: Rich Entertainer
Energy Blast WC 3; 19d615 rounds
-- -. . Fistlfoot WC 2; ld6-6 HTK / 2d6 HTC; +4 (flame glove)
Joe Washington is a pure-blood Sioux Indian. His powers are all Dive t o Combat WC 2; I d 6 HTK / 2d6+6 HTC; +4, +5 (needs 1
simple extensions of his physical abilities and result from his frame recovery)
eating herbal mixtures prepared for him by an ancient shaman.
The shaman had intended Joe t o be a champion of the lndian
cause, taking revenge upon the white man and driving him from
the land. However his pupil, who had grown up in white society, The man who is now Powerchord was once a world-famous rock
realised that this was a foolish dream and now spends his time guitarist. At the height of his fame he was approached by a black
fighting for justice and freedom as much as for Indian rights. scientist and offered a special guitar which, under his expert
Redskin and Powerchord are frequently at loggerheadsover racial fingers, could produce amazing effects. Seizing the opportunity,
issues as the former feels that his black colleague has too he faked his own death and became Powerchord, a black rights
simplisticaviewofthe problem and ignoresthefactthat blacksare campaigner.
comparatively well-off compared to other racial minorities. Joe is
also frequently i n troublewith hiscolleaguesand the government Powerchord's career as a civil rights activist was fairly long and
over his outspoken comments to the press. colourful. In those days he frequently came into conflict with the
In his secret identity Joe works as a 'hard hat' on construction sites. authorities and charges are still outstanding agains him in certain
southern states. The 1 million dollar reward that the Ku-Klux Klan
Redskin put on his head is also still on offer.
alias Joe Washington
EGO
- - - 8 -~ Movement
~ 8m Since that time, however, the position of blacks in American
STR 16(31) Damage +I6 society has improved greatly and Powerchord has come to realise
DEX 12 Dodge + 1 that the colour of a man's heart is more important than the colour
of his skin. The final straw camewhen his scientist benefactorwas
VIG 17 Strike
HTK 69 Defence Class 6 killed by black mobsters who wanted the secrets of the guitar to
HTC 64 further their criminal careers. Powerchord has been officially
pardoned by the President but in certain quarters resentment of
Powers: Strength; Pugilism 2; Weapon Skill (tomahawk); Leap- him is still high.
ing; Health - fast recovery
Fistlfoot WC 3: 1d6-6 HTK 12d6 HTC: +I 6 Without his guitar Powerchord is an ordinary human, though he
+
~ d m i h a w k 3 t ; i k e wc 4; I ~ G - ~ H T K ~ ~ ~ ~ - 16
HTC; has done a lot of training t o improve his physical condition.
Throw WC 2; 2d6+3 HTK / I d 6 HTC; + I 6 Because of this he prefersto live as a super hero all of thetime, and
lea^ into Combat WC 3; I d 6 HTK / 2d6+6 HTC; +16, +2 (needs 1 firmly denies all suggestions of a link with his rock star past.
frame recovery)
Powerchord
FifREBlRD EGO 12 Movement 6m
Claire Montague is an expatriot English actress w h o is now a STR 17 Damage +2
maior soap opera star. Her impressive flame control powers are DEX 9 Dodge
mutant in origin and this has recently caused hersevere problems VIG 10 Strike
as various religious groups in America have mounted a strong HTK 37 Defence Class 5
anti-mutant crusade. HTC
Claire was recently captured and tortured by Azrael, a religious
fanaticvillain. Although she managed t o keep details of her secret Powers: Energy Attack4 (sonic); Area Effect Gimmick; Quick Blast;
identity from him, her mind has been damaged by the experience Personal Force Shield (23 HTK) - a l l power from guitar only
and, as Firebird, she often falls under the delusion that her secret Advantageous Background: Rich Entertainer
~dentityis really that of her most famous screen role, the rich and Previous Training (2 t o Vigour)
arrogant Princess Previous Training (2 t o Strength)
Christina of Miklenburg. As the NDL all know each others' secret Energy Blast WC 3; 23d6/5 rounds
identities,this has sometimes lead t o her unfortunate team-mates Fistlfoot WC 2; Id6-6 HTK / 2d6 HTC; +2

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