TEXT: the super-powered role playing game
  ADVENTURE BOOK: LITTLE TIN GOD
  
  Little Tin God
  Requires the Daring Comics Role-Playing Game for Use.
  Writing: Lee F. Szczepanik, III and Lee F. Szczepanik, Jr.
  Editing: Anna Lunsford
  Interior Art: Dave Anderson, Wilson dela Fuente, Butch Mapa, Paul Ridgon
  Graphic Design: Dave Anderson
  Cover Art: Nichx
  Fate™ is a trademark of Evil Hat Productions, LLC. The Powered by Fate logo is © Evil Hat Productions, LLC 
  and is used with permission. The Fate Core font is © Evil Hat Productions, LLC and is used with permission. 
  The Four Actions icons were designed by Jeremy Keller.
  The following is designated as Product Identity, in accordance with Section 1(e) of the Open Gaming License, 
  Version 1.0a: all characters, organization, place names and descriptions, all artwork and images.
  The following text is Open Gaming Content: all stat blocks.
  Little Tin God is 2016 Daring Entertainment, LLC. All rights reserved. Little Tin God, Daring Comics, 
  Daring Comics Role-Playing Game, Daring Entertainment, and associated logos are trademarks of Daring 
  Entertainment, LLC
  Daring Entertainment can be found on the Internet at: www.daringentertain.com
  Join the discussion at http://www.forums.daringentertain.com
  
  3
  Table of Contents
  Little Tin God 
  2
  Running the Story Arc 
  4
  Story Arc Set-Up 
  4
  Story Arc Format 
  5
  Story Summary 
  5
  Overwatch 
  6
  Using Overwatch in Play 
  10
  New Rules 
  13
  Scaling Nameless NPCs 
  13
  Strike Teams 
  16
  Mass Combat 
  18
  Extremely Large Threats 
  20
  Act One: Synthesis 
  22
  Scene: Into the Fire 
  22
  Scene: Investigation at the Crime Scene 
  26
  Scene: Security Breech at Overwatch 
  27
  Scene: Quarantine 
  29
  Scene: Investigating Flashover 
  30
  Scene: The Six Shot Bar 
  40
  Scene: Enter, Director Silverback 
  48
  Scene: Questioning Paradigm 
  50
  Scene: Questioning Sister Mindful 
  53
  Scene: Looking Into the Inheritors 
  55
  Scene: Concluding with Director Silverback 
  56
  Scene: Quarantine Failure 
  56
  Scene: The Synthesis 
  57
  Act Two: Escape Into the Multiverse 
  60
  Scene: Welcome to Keeper 
  60
  Scene: Into the Void Hole 
  72
  Scene: Battle in the Slipstream 
  74
  GM Info: Earth-0826 
  77
  Scene: Arrival on a Machine World  
  78
  Suggested Aspects: None 
  78
  Scene: A Civil War 
  79
  Scene: Against the Clock 
  81
  Scene: Into Central City 
  82
  GM Info: Earth-1 
  84
  Combating the Hellbrood 
  91
  The Infection 
  92
  Scene: Welcome to Hell 
  93
  Scene: The Survivors 
  94
  Scene: The Incarnates 
  95
  Scene: Alphabet City 
  97
  Scene: The Final Synthesis 
  100
  Scene: Going to Roosevelt Island 
  102
  Scene: The Return of Keeper 
  103
  Act Three: Against All Odds 
  105
  Scene: Keeper’s Fate 
  105
  Scene: Phalanx and Keeper 
  108
  Scene: Battle Against Intellitron 
  108
  Epilogue 
  113
  Series Springboards 
  113
  Hero Archetypes 
  120
  OPEN GAME LICENSE Version 1.0a 
  123
  
  4
  Running the Story Arc
  they won’t have a solid impact in this story arc. You 
  could create them, however, and use it as a lead-in 
  to the Little Tin God story, and continue with it after 
  the story arc is concluded. After all, super-heroes 
  get side-tracked with new problems and adversaries 
  within the greater context of the series all the time.
  You could also modify Little Tin God as you see fit to 
  bring your own series aspects more to the forefront. 
  For example, in a street level series, perhaps a servant 
  of Intellitron is has made an alliance with a criminal 
  faction of your heroes’ Earth— and it just happens 
  to be a criminal faction tied in to the series aspects. 
  That would start the story arc utilizing those series 
  aspects, and after the story arc is concluded would 
  give you an immediate springboard back into your 
  own series as the heroes likely deal with the fallout 
  of their multiversal jaunt, and further deal with the 
  enemy that brought Intellitron to their Earth.
  So go ahead and use the series creation rules in 
  Daring Comics. This story arc is, after all, designed to 
  plug into your own, ongoing series.
  The Little Tin God story is designed for the following 
  default series levels:
  • Series Level: Super-Heroic
  • Series Tone: Four Color
  • Experience Level: Know the Ropes or Been 
  Around the Block
  Character creation works normally for the story arc. In 
  the Appendix at the end of the book is some advice 
  on adjusting the action for a different series level, 
  primarily Urban Protectors or Earth’s Mightiest. If 
  your group wants to play in either the Gritty Realism 
  or Off the Charts series levels, you will have to make 
  a lot of adjustment to the adventure, as Gritty Realism 
  will mean the adversaries are way over the heroes’ 
  ability level, and for Off the Charts they’re likely to 
  mow through the opposition without much effort.
  Experience level doesn’t play as huge a role in 
  adjusting things, as except for active opposition, 
  you’re choosing a majority of the passive opposition 
  in the scenes. But even for a group of New/Young 
  Heroes with active opposition able to deflect most of 
  their basic attacks, Daring Comics is a game where 
  Before we go any further, if you are a player, put the 
  book down carefully, cautiously back away from it, 
  turn around, and slowly walk away. When you get to 
  a distance of about twelve feet, you’re safe to run. 
  This book is for gamemasters only, and we cannot 
  be responsible to any injuries your enjoyment of 
  the adventure will sustain if you continue reading. 
  You might also piss-off your gamemaster which, 
  depending upon the type of person you having 
  running your games, could also lead to bodily harm 
  for your character.
  You’ve been warned.
  Okay. Assuming you’re a gamemaster, welcome to Little 
  Tin God for the Daring Comics Role-Playing Game.
  As the gamemaster it is important that you read the 
  entire book before you try to run the story. You’re 
  players are no doubt going to do things that will take 
  a scene into a different direction, and it’s important 
  that you be aware of the basic plot flow so you can 
  adjust the story as needed. Don’t try to force the 
  players along a certain course of action. Go with 
  what they want to do. As long as you know where 
  the story is supposed to be headed, it should be 
  easy to create an extra scene or two to bring them 
  back into the main plot.
  Before we get to the story of Little Tin God, we’re 
  going to give you a breakdown of the three acts, as 
  well as some advice on setting things up. Before this 
  section is over, though, we’re also going to introduce 
  you with the Federal Government’s law enforcement 
  agency for metahuman crime, as well as an expanded 
  rule for creating Nameless NPCs.
  We’ll start first with how to set-up running the story arc.
  Story Arc Set-Up
  The story begins in a setting of your own creation using 
  the setting creation rules in the Daring Comics Role-
  Playing Game. For Little Tin God, your group doesn’t 
  have to create the Broad Problem and Immediate 
  Problem aspects, since the story arc comes with 
  its own tailored for the story. That’s not to say that 
  you can’t create your own series aspects, just that 
  
  5
  simply going toe-to-toe with a foe is not always 
  the best idea— and not always fun. Encourage the 
  players to use the Create an Advantage action to 
  distract or otherwise set-up the opponent, then 
  hand-off all the free invocations to another player. 
  Remember, free invokes can be stacked, and then 
  the aspects can be stacked again by paying a fate 
  point for another invocation.
  Also encourage the players to try discovering an 
  aspect or two about their opposition, and then spend 
  a fate point to compel it against them. At the very 
  least, a creative situation aspect compelled against 
  the opposition can not only give the heroes the edge 
  they need, but also add an exciting twist to the story.
  Finally, make sure your players are familiar with the 
  Combat Tactics in Chapter 12: Comic Book Action 
  in the rulebook. When simply going to head-to-head 
  against an adversary isn’t working, a creative use of 
  some combat tactics could just turn the tide.
  Story Arc Format
  Little Tin God is designed to give you leeway in 
  how you tell the story and how the events unfold. 
  The adventure is divided into a traditional three-
  act structure. Each act is then further broken down 
  into a series of scenes. As you read the adventure, 
  you’ll notice that some of the scenes don’t have to 
  follow a particular order, and are based on likely 
  options your players will take throughout the story. 
  Naturally, every possibility can’t be covered since 
  any players are one heck of a creative bunch. 
  Sometimes you’ll have to modify a scene or create 
  one of your own as a bridge. That’s fine. That’s part 
  of your job as a GM anyway. Trust us when we tell 
  you: if you run the adventure exactly and precisely 
  as written, you’re doing something wrong. You’re 
  not tailoring things to your heroes.
  In addition to the story arc’s Broad and Immediate 
  problem aspects, each scene also has a suggested 
  aspects that will affect the players or the NPCs. 
  Keep in mind the word: suggested. You don’t have 
  to use them, and shouldn’t hesitate to create your 
  own based on how things have been unfolding for 
  the heroes. Some scene will also have what we 
  call scene options, which offer further suggestions 
  based on some likely actions by the players, or 
  even some alternate or additional actions or 
  motivations from the NPCs.
  You’ll also see that some adventure features, such as 
  organizations, are designed using the Fate Fractal. 
  If you aren’t familiar with Fate Fractal, go back to 
  Chapter 13: Running Daring Comics in the rulebook.
  Little Tin God does not assume that any of the 
  variations from the rulebook’s Appendix: Turning 
  the Dials will be used. You can use them, we just 
  don’t assume it.
  Story Summary
  Little Tin God begins in the setting your group 
  designed when you first sat down to play Daring 
  Comics. Although as we already stated some 
  scenes can be run in any order, each act has an 
  overall plot goal you’re looking to achieve to move 
  it into the next phase.
  Act One: The heroes are called to an apartment 
  complex fire, only to discover it to be the result of 
  a metahuman bent on revenge. In the midst of 
  the ensuing battle, a strange nanovirus suddenly 
  overwhelms the would-be criminal, plunging the 
  heroes into a desperate race against time to discover 
  its true nature and origins before the entire city is 
  overrun. Things are not what they seem. The heroes 
  learn that the nanovirus is actually a weapon from a 
  parallel world— a weapon designed to merge their 
  universe with another, and thereby create a new 
  reality. Time has run-out, however, and the Synthesis 
  of realities has begun.
  Act Two: Thrust into the slipstream between universes 
  with an unexpected ally, the heroes must help gather 
  a force from across the multiverse if they are going to 
  not only stop the mad, artificial intelligence known as 
  Intellitron, but also restore their universe. Along the 
  way they’ll encounter strange beings in a haven for 
  multiversal criminals, alternate Earths each with their 
  own problems, and have to deal with tension between 
  their various allies.
  Act Three: With their forces gathered and time running 
  out, the heroes must travel to Primal Earth— the center 
  of a multiversal empire and the seat of Intellitron— for 
  a final confrontation against an enemy determined to 
  wipe Metahumans from all known realities.
  
  6
  Overwatch
  Although the story arc is designed to plug into your 
  existing setting, a large portion of Act One also 
  requires the existence of a Federal Government 
  operated Metahuman Oversight Agency. If you already 
  have one in your series— great! Simply substitute the 
  scenes and NPCs that involve Overwatch for your 
  own organization. For those who don’t have one yet, 
  or want to expand upon the foundation we offer here, 
  we present you with Overwatch, the premier federal 
  law enforcement agency for metahuman crime.
  Organizational Overview
  Overwatch is the agency of the United States 
  Department of Justice specifically formed to monitor, 
  investigate, and arrest metahumans. It was created 
  in 1970 under the Nixon Administration in response 
  to growing public concern over the perceived rise of 
  super-powered vigilantes and criminals. Overwatch is 
  headquartered in Washington, D.C, with field offices 
  and operational safe houses around the country.
  Like other agencies under the Department of Justice, 
  Overwatch is headed by a Director and an Assistant 
  Director. Directly under the two are the various Regional 
  Directors, and under the R.D.s are numerous Division 
  Directors, who are responsible for the budget and 
  operations of their respective divisions. Within each 
  division, Special Agents, Technicians, and Specialists 
  operate, forming the organization’s backbone.
  The various divisions within Overwatch are:
  Genetics Division: The Genetics Division of 
  Overwatch is charged with gathering, analyzing, and if 
  possible finding methods to engineer and control, the 
  various genetic anomalies that cause a wide variety 
  of super-powers in humans. Additionally, the division 
  maintains samples and databases on any obtained 
  extraterrestrial genetic material.
  Investigative Division: As the name suggests, the 
  Investigative Division is responsible for investigating 
  metahuman crimes. Usually, they work closely with 
  the Response & Containment Division, as well as the 
  appropriate prosecutors, in gathering the necessary 
  evidence to put the suspect behind bars.
  Mystic Division: The Mystic Division is comprised 
  not only of agents knowledgeable and adept in 
  the mystic arts, but is also responsible for the 
  security of the Black Vault— the secret Overwatch 
  location where obtained magical artifacts, both 
  light and dark, are kept.
  Psi-Division: Although officially the Psi-Division’s 
  stated purpose is to defend the nation against 
  psionic attacks, they also possess a darker, more 
  covert purpose that Overwatch and the Federal 
  Government vehemently deny, but that many in the 
  public (particularly the fringe groups) firmly believe 
  in. That covert operation is known as the Red Level, 
  and its members are some of the organizations most 
  powerful telepaths and mind readers. Their purpose is 
  to scan American Civilians even remotely suspected 
  of activities that would endanger national security, 
  and report their findings directly to the Red Level’s 
  Investigative Division members.
  Response & Containment Division: The backbone 
  of Overwatch’s field operative, the members of the 
  Response & Containment Division are some of the 
  most highly trained law enforcement agents in the 
  world, and are equipped with the latest technology to 
  give them a fighting chance against the metahuman 
  criminals they are sent in to arrest and contain.
  Science & Technology Division: In addition to 
  protecting Overwatch and the Federal Government 
  from cybercrimes perpetrated by domestic and 
  foreign enemies, the Science & Technology Division 
  is also responsible for the analyzing and reverse 
  engineering of any obtain, advanced, Metahuman or 
  extraterrestrial technology.
  Personnel
  Although 
  Overwatch 
  possesses 
  hundreds 
  of 
  administrative staff members, field liaisons, and even 
  some civilian contractors, the true backbone of the 
  agency, its technicians, researchers, and field agents, 
  are amongst the best in law enforcement. Comprised 
  of former military as well as decorated local and state 
  law enforcement officers, Overwatch stands ready to 
  protect America from metahuman threats.
  For the most part, the everyday contractors and 
  employees of Overwatch are Average quality NPCs. 
  A vast majority of the field operatives are Fair 
  quality, with the elite agents being Good quality. 
  That should suffice for bringing Overwatch into your 
  series Issues. For particularly important or powerful 
  members of the agency, treat them as Supporting 
  NPCs or even a Named NPC.
  
  7
  Notable Personalities
  While you should create important Overwatch 
  characters as you need for your series, there are 
  two personalities within the agency who the heroes 
  are likely to interact with on a regular basis, if 
  Overwatch is going to be an important part of your 
  stories. They are Assistant Director Reagan Keller, 
  and Director Silverback.
  Assistant Director Reagan Keller
  Assistant Director Keller was a hardened operative 
  with the CIA before being recruited by Overwatch 
  and rising through the ranks. She doesn’t believe in 
  putting men’s lives in danger for no good reason, and 
  doesn’t have a problem working with the metahuman 
  community to get the job done. As such, she 
  doesn’t usually have any qualms when working with 
  metahuman crime fighters in letting them take the 
  lead in the field. She knows the heroes trained and 
  experienced in dealing with extraordinary threats on a 
  daily basis, and are usually better equipped to survive 
  most combat encounters. It doesn’t mean, however, 
  that she’s going to just sit back and force the heroes 
  into mortal danger. The moment the heroes give the 
  word, her agents will always swoop in and provide 
  heavy assistance.
  Director Silverback
  Director Silverbach is the grandson of the World War II 
  super-hero known as Uncle Samson, a super-strong, 
  highly invulnerable metahuman who was pivotal in 
  helping end the Third Reich’s bid for domination. 
  Uncle Samson also made a life-long enemy of the 
  German scientist Hans Fischer, who oversaw secret 
  experiments at an Antarctica base to study the 
  metahuman gene and how to isolate it. As can be 
  expected, the experiments were horrific, and more 
  often than not were deadly to the subjects.
  Uncle Samson and other heroes tracked Fischer’s 
  team to the secret facility, and during the ensuing 
  battle a highly advanced energy containment field 
  was breeched, catching the scientist in the resulting 
  explosion. Although his body was never found, he 
  was believed dead.
  But Fischer survived. Transformed by the explosion 
  into an irradiated being whose skeleton showed 
  through a body with an energy sheath instead of 
  skin, he renamed himself Dr. Apocalypse and spent 
  the next several decades striking at America through 
  shadow groups and specially created metahumans.
  It wasn’t until five years ago that Dr. Apocalypse 
  somehow discovered the real identity of Uncle 
  Samson (who he naturally blamed for what became 
  of him), and traced records to discover that not only 
  did Uncle Samson eventually marry and have a child, 
  but that that child had a son of his own. That man? 
  John Silverbach, Director of Overwatch— the United 
  States’ agency to monitor and oversee all metahuman 
  activity on U.S. soil.
  Staging an attack on New York, Dr. Apocalypse baited 
  Overwatch into arriving on the scene and managed 
  to capture the agency’s Director. Unable to extract 
  his revenge directly against the now deceased Uncle 
  Samson, and finding no reward in taking his revenge 
  against the hero’s cancer-ridden son, he decided to 
  visit his wrath against the healthy, successful, and 
  currently powerful figure in the U.S. political and 
  military structure— the hero’s own grandson.
  Not without a sense of humor, twisted as it may be, 
  Dr. Apocalypse performed an experiment on the 
  helpless Director Silverbach that would transform 
  him into a play on his very namesake. The evil 
  and (most likely) insane mastermind transferred 
  Director Silverbach’s mind into that of a genetically 
  engineered Gorilla. The Gorilla’s body was designed 
  to stand almost seven feet tall, weigh over 800 
  pounds, with black hair along its body except for 
  the back, which was silver. Inside its brain was a 
  microchip that would grant Dr. Apocalypse vocal 
  and remote control over the beast. The mad scientist 
  intended to place Director Silverbach into the beast, 
  then force him to watch helplessly as his new body 
  was used to kill and maim his compatriots.
  Fortunately or unfortunately, depending upon how 
  one view’s such things, the plan didn’t go exactly 
  as expected. During the final phase of the transfer, 
  Overwatch and a team of heroes (perhaps even 
  the player-characters’ hero team) stormed the 
  secret base. The equipment was damaged beyond 
  repair during the initial assault, resulting in Director 
  Silverbach’s mind being transferred, his human body 
  destroyed in an explosion, the microchip burned out, 
  and Dr. Apocalypse once again escaping.
  Director Silverbach was taken into custody by 
  Overwatch and put through rigorous mental and physical 
  testing over the course of the next six months. It was 
  determined that his mind had been fully transferred, 
  and that he was mentally intact. Unfortunately, neither 
  Overwatch nor the super-hero community have thus 
  far discovered a method of returning him to a human 
  body, even if a new one could be created.
  
  8
  Now, and possibly forever, trapped in the body of a 
  genetically engineered Gorilla, Director Silverback 
  (as he’s taken to calling himself, doing his best to 
  embrace the change), continues to lead Overwatch, 
  much to the opposition of a few select members 
  of Congress. All the while, he keeps his eyes on 
  hundreds of legal and illegal networks, awaiting word 
  of Dr. Apocalypse’s return.
  Equipment
  Overwatch possesses highly advanced technology 
  and hardware in its mission to investigate and 
  apprehend metahuman criminals. Below are a few 
  examples of what Overwatch can bring to bear 
  throughout the series.
  Scorpion Attack Helicopter
  The Scorpion Attack Helicopter is a highly 
  advanced stealth chopper capable of jamming 
  communications over a large area. Typically used 
  to transport a small unit of field agents into hostile 
  territory, the Scorpion is also equipped with air-to-
  air missiles and machine guns.
  Scorpion Attack Helicopter
  Speed Rating:
  4 (Flight 3)
  Weapons:
  Air-to-Air Missiles (weapon 4, 
  area effect, demolishing, hard-
  hitting), Machine Gun (weapon 
  3, area effect, full auto, potent)
  Armor:
  Armored 3, Hardiness 2
  Special Effects:
  Auto-Pilot, Invisibility 3, 
  Hyper-Sense 2 (darkvision, 
  thermal vision)
  Limits:
  Invisibility: audio 
  and radar only.
  Complications:
  Ammo, must refuel
  Stress:
  [1] [2] [3]
  Consequences:
  1 Mild
  Nephilim Transatmospheric Fighter
  The Nephilim Transatmospheric Fighter is the 
  government’s answer to the extraterrestrial threat 
  always looming above Earth. Used by the U.S. 
  military, dozens of units have also been transferred to 
  Overwatch by the Department of Defense. Capable 
  of outmaneuvering most atmospheric fighters, and 
  often times capable to matching the maneuverability 
  of metahuman fliers, the Nephilim is seriously armed, 
  though lightly armored. It is capable of space flight.
  Nephilim Transatmospheric Fighter
  Speed Rating:
  5 (Flight 4)
  Weapons:
  Energy Cannon 
  (Blast 4, energy)
  Armor:
  Armored 2
  Special Effects:
  Advantageous (+2 to 
  create rapid maneuver 
  situation aspect), Auto-
  Pilot, Database, Hyper-
  Sense 2 (darkvision, 
  thermal vision), Targeting
  Limits:
  None
  Complications:
  None
  Stress:
  [1] [2]
  Consequences:
  None
  Zeus Drop Carrier
  The Zeus drop carrier is a heavily armed and armored 
  troop dropship, capable of withstanding several 
  AIM-120 missile strikes. It is capable of carrying 120 
  troops plus cargo.
  Zeus Drop Carrier
  Speed Rating:
  4 (Flight 3)
  Weapons:
  Air-to-Air Missiles (weapon 
  4, area effect, demolishing, 
  hard-hitting), Energy Cannon 
  (Blast 3, energy, demolishing)
  Armor:
  Armored 5, Hardiness 
  5, Reinforced
  Special Effects:
  Auto-Pilot, Hyper-Sense 2 
  (darkvision, thermal vision)
  Limits:
  None
  Complications:
  Must refuel
  Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  1 Mild, 1 Moderate
  
  9
  Containment Carrier
  The Containment Carrier is an armored truck transport 
  specifically designed to restrain metahuman prisoners 
  and nullify most powers.
  Containment Carrier
  Speed Rating:
  2 (Super-Speed 1)
  Weapons:
  None
  Armor:
  Armored 2, Hardiness 
  4, Reinforced
  Special Effects:
  Nullify (source: genetic 
  and mental), Power 
  skill at Good (+3)
  Limits:
  None
  Complications:
  Nullify can short out
  Stress:
  [1] [2] [3] [4]
  Consequences:
  1 Mild, 1 Moderate
  Heavy Troop Transport
  An eight-wheeled armored transport vehicle based on 
  multiple military designs, the Heavy Troop Transport 
  is used by Overwatch to get operatives into dangers 
  areas of metahuman activity.
  Heavy Troop Transport
  Speed Rating:
  2 (Super-Speed 1)
  Weapons:
  Machine Gun (weapon 3, 
  area effect, full auto, potent)
  Armor:
  Armored 4, Hardiness 
  5, Reinforced
  Special Effects:
  Hyper-Sense 2 (darkvision, 
  thermal vision)
  Limits:
  None
  Complications:
  None
  Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  1 Mild, 1 Moderate
  Armored Sedan
  On the surface appearing as a normal four door 
  sedan, the Overwatch armored sedan is equipped 
  with strong body armor, Kevlar reinforced shred and 
  puncture resistant tires, and automatic weapons 
  hidden behind collapsing head and tail lights.
  Armored Sedan
  Speed Rating:
  3 (Super-Speed 2)
  Weapons:
  Automatic Guns (weapon 3, 
  full auto, armor penetrating 1)
  Armor:
  Armored 2, Hardiness 2
  Special Effects:
  Hyper-Sense 1 (darkvision), 
  Invisibility 2
  Limits:
  Invisibility: Not while moving
  Complications:
  Invisibility can short out
  Stress:
  [1] [2] [3]
  Consequences:
  1 Mild
  Bases and Safe Houses
  Overwatch maintains bases and safe houses across 
  the United States, as well as clandestine black book 
  facilities around the globe.
  Overwatch Headquarters
  Located in the heart of Washington D.C, the 
  Overwatch headquarters is a vast, four-story building 
  protected by state-of-the-art security. Below the 
  building are six sublevels, devoted to cybersecurity, 
  metahuman containment, and multiple black book 
  operations into Metahuman and Extraterrestrial 
  technological and genetic research.
  The headquarters also possesses a teleportation 
  portal, known as a jump portal that links it for two-
  way transport to a wide variety of satellite bases, field 
  offices, and safe houses.
  Overwatch Headquarters
  Aspects:
  Highly Secured 
  Government Complex
  Quality:
  Fantastic (+6)
  
  10
  Overwatch Headquarters
  Features:
  Command Center, Database, 
  Defense Systems, Garage, 
  Hangar, Infirmary, Laboratory, 
  Library, Personnel (7), 
  Power Supply, Secure 
  Access, Security Cells (4), 
  Teleportals (Limit: only to 
  other Overwatch facilities), 
  Training Room, Workshop.
  Overwatch Satellite Headquarters
  The Overwatch satellite headquarters are found in 
  several major cities, and function as a direct extension 
  of the main headquarters. Always linked via a jump 
  portal, the Satellite HQ contains a permanent staff of 
  employees and field agents. Its job is to coordinate 
  with other federal law enforcement agencies, as well 
  as local and state law enforcement divisions.
  Overwatch Satellite Headquarters
  Aspects:
  Secondary Agency Facility
  Quality:
  Superb (+5)
  Features:
  Command Center, Database, 
  Defense Systems, Garage, 
  Hangar, Infirmary, Laboratory, 
  Library, Personnel (4), 
  Power Supply, Secure 
  Access, Security Cells (3), 
  Teleportals (Limit: only to 
  other Overwatch facilities), 
  Training Room, Workshop.
  Overwatch Field Office
  Found in all major cities, an Overwatch field office 
  is the local branch of the federal agency, and 
  focuses on working with local law enforcement on 
  the investigation and apprehension of metahuman 
  criminals. Staffed with roughly a dozen civilian 
  employees and over a dozen field agents, the field 
  offices are the arm of Overwatch that is most in the 
  trenches in the war against metahuman crime.
  Overwatch Field Office
  Aspects:
  Secondary Agency Facility
  Quality:
  Good (+3)
  Overwatch Field Office
  Features:
  Command Center, Database, 
  Personnel (2), Secure Access, 
  Teleportals (Limit: only to 
  other Overwatch facilities).
  Typical Safe House
  An Overwatch safe house is a top secret facility usually 
  hidden behind a normal seeming façade— such as a 
  barber shop, deli, or even coffee shop. Typically staffed 
  with four to six agents, a safe house contains living 
  and sleeping quarters, a recreation room, a gym, and a 
  full communications monitoring array.
  Typical Safe House
  Aspects:
  Camouflaged Base and 
  Recovery Center
  Quality:
  Good (+3)
  Features:
  Command Center, 
  Database, Defense Systems, 
  Infirmary, Laboratory, Living 
  Quarters, Personnel, Power 
  Supply, Secure Access, 
  Teleportals (Limit: only to 
  other Overwatch facilities), 
  Training Room, Workshop.
  Using Overwatch in Play
  Overwatch can be used in play the same as any other 
  type of Supporting NPC (see: Daring Comics Role-
  Playing Game, Chapter 13). The agency has its own 
  set of aspects, skills, stunts, complications, stress 
  tracks, and consequence slots.
  As detailed below, Overwatch has five special skills 
  available to it, as opposed to the entire 24 skills 
  available to individual characters. It also possesses 
  two different types of stress tracks.
  Resource stress represents a strain on the agency’s 
  financial budgets, available staff and hardware, and 
  black-budget allotment. It also represents damage 
  taken during martial encounters in the field, such as a 
  severe loss of manpower and equipment.
  Political stress represents a strain on Overwatch’s 
  pull in Washington D.C., with the media, local law 
  
  11
  enforcement and politicians, and any encounter that 
  would harm the agency’s clout or political leverage.
  Organizational Skills
  As an organization, Overwatch possesses five new 
  skills instead of the normal list of skills available to 
  the characters. In essence, each skill combines the 
  abilities of several normal skills, representing the 
  organization’s overall effectiveness.
  For the most part, Overwatch agents and operatives 
  appearing throughout the adventure are created 
  as Named NPCs, Supporting NPCs, or Nameless 
  NPCs. Depending on where your players take the 
  story, however, or whether or not you want to add 
  Overwatch to your series and continue to expand 
  on it, there might come a time where you have to 
  determine an outcome for the organization as a 
  whole. For that reason, we present you with the write-
  up for Overwatch using the Fate Fractal.
  Assets
  The Assets skill represents Overwatch’s resources 
  as far as operating budget, available hardware, 
  and available staff at its numerous field offices 
  and safe houses.
  Overcome: Use Assets when Overwatch needs 
  to use its money or equipment to get through or 
  past a situation where bribes and pay-offs can 
  make a difference.
  Create an Advantage: Assets can be used to create 
  situation aspects that represent the organization 
  greasing the wheels. Perhaps they have someone 
  that they pay for information inside of a super-criminal 
  cartel, or have to undertake an operation on foreign 
  soil and make sure the national military commanders 
  look the other way.
  Attack: Usually, Assets is not used to attack.
  Defend: Assets isn’t used to defend
  Bureaucracy
  The Bureaucracy skill represents the organization’s 
  ability to not only work the complicated politics of 
  Washington D.C. and intra-agency brinkmanship, but 
  also deal with local government and law enforcement.
  Overcome: Use Bureaucracy when Overwatch 
  has to cut through red tape, jurisdiction disputes, 
  or deal with Congress and agency heads in the 
  nation’s capital.
  Create an Advantage: Bureaucracy is a great skill for 
  creating situation aspects representing some facet of 
  Overwatch’s vast political network. Perhaps they have 
  some dirt on a member of congress that is looking to 
  cut the budget, or even defund, the organization. Or 
  maybe they’re encountering jurisdictional pushback 
  from a local governor or police chief, and need to 
  make sure their superior rank is understood.
  Attack: Bureaucracy can be used in attacks 
  focused on dealing stress to someone’s mental 
  track, and consequences resulting in emotional 
  or mental (getting overly ticked-off at Overwatch 
  stepping into local affair, for instance), or one’s 
  reputation by using political channels, or even the 
  media, against someone.
  Defend: Bureaucracy can be used to defend against 
  actions resulting from bureaucratic attacks.
  Espionage
  Overwatch isn’t just a metahuman law enforcement 
  agency, it’s also a top spy organization for 
  the United States. The Espionage skill covers 
  Overwatch’s agents in the field, their ability to 
  blend in, gather information, and insert themselves 
  into target areas or groups.
  Overcome: Use Espionage in Overcome actions to 
  represent Overwatch having contacts on the street 
  or in vital enemy places. The skill is also used just 
  as the Deceive skill would be, when it pertains to 
  agents being in disguise, being able to bluff their 
  way into our out of places, or generally maintaining 
  their cover identities.
  Create an Advantage: Espionage can be used to 
  create situation aspects that representing bringing 
  your underground network to bear for information 
  purposes. It’s also a good fit for create situation 
  aspects that represent cover stories, fake identities, 
  and other things related to being a spy organization.
  Attack: Espionage can be used for indirect attacks, 
  but doesn’t cause actual harm to anyone.
  Defend: Espionage can be used to defend against 
  opposition groups attempting to infiltrate the 
  organization, planting false information to lead 
  Overwatch down a dead-end path, and any defense 
  where the agency’s information network can be used.
  
  12
  Expertise
  The Expertise skill covers Overwatch’s sum total 
  of knowledge in all matters related to science and 
  technology, the mystic arts and supernatural, 
  extraterrestrial life and technology, and even 
  their R&D department.
  Overcome: Usually Expertise will roll in an Overcome 
  action when the organization is looking to understand 
  a piece of science, tech, or mystic spell or artifact.
  Create an Advantage: Expertise can be used to 
  create situation aspects related to Overwatch’s vast 
  storehouse of knowledge, and the dozens of experts 
  they keep on staff.
  Attack: Expertise isn’t used to attack
  Defend: Expertise isn’t used to defend.
  Martial
  The Martial skill represents Overwatch’s raw combat 
  ability, covering the skills of Accuracy, Athletics, 
  Fight, and Weapons, that individual characters 
  would have to possess.
  Overcome: Unless for some reason the agency 
  needs to flex its military muscle, Martial isn’t really 
  used for Overcome actions.
  Create an Advantage: Martial can be used to create 
  a wide variety of situation aspects representing 
  advantages to its combat actions in the field. The 
  potential list of ideas is a lot to cover, but the skill 
  can be used the same way a character would use 
  Accuracy, Athletics, Fight, and Weapons.
  Attack: Martial is Overwatch’s main attack skill.
  Defend: Martial is Overwatch’s main defend skill.
  Bringing Overwatch 
  Into the Story
  As already stated, a vast majority of the heroes’ 
  interaction with Overwatch will come in the form of 
  individual agents and Named NPCs. There might be 
  times in the story, however, where the heroes need 
  to use the agency to get the media off their backs or 
  deal with a local politician with a personal vendetta 
  against 
  costumed 
  crimefighters 
  (Bureaucracy). 
  Another time, the heroes might need information on 
  a criminal cartel, or might need to know if Overwatch 
  can assist them in infiltrating another organization 
  (Espionage). Sometimes, the heroes might need 
  access to one of Overwatch’s science or mystic 
  divisions to figure out a new virus, piece of alien 
  technology, or dark magic artifact (Expertise).
  Basically, when the heroes need to call on the 
  organization and you want to handle it with a few 
  “downtime” dice rolls, Overwatch is a great resource 
  for heroes in good standing with the organization.
  Stress and Consequences
  Overwatch recovers from stress at the end of the 
  current issue. Consequences are only recovered when 
  the heroes reach a significant or major milestone.
  Overwatch
  Aspects:
  Government Monitoring 
  Agency for Metahumans, State 
  of the Art Technology, Knows 
  All the Dirty Little Secrets
  Skills:
  Bureaucracy (+3), Expertise 
  (+4), Espionage (+5), 
  Martial (+6), Assets (+7)
  Political Stress:
  [1] [2] [3] [4] [5]
  Asset Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  1 Mild, 1 Moderate, 1 Severe
  Advancing Overwatch
  If used as a main Supporting NPC in your series, 
  Overwatch only advances when the heroes reach a 
  significant or major milestone, and only if it was a 
  significant participant in the story.
  During a significant milestone, Overwatch gains 
  the following:
  • Switch one skill rating with another.
  • Rewrite an aspect
  • The agency clears a Minor Consequence slot
  During a major Milestone, Overwatch can be granted 
  one of the following:
  • Increase one of its skill one step on the ladder
  • Gain a new stunt
  The agency also clears a Moderate Consequence slot
  
  13
  New Rules
  • Purpose: Drain a few of the players’ resources 
  (one or two fate points, stress boxes, possibly a 
  mild consequence).
  • Aspects: One or two.
  • Skills: One Fair (+2), and two or three Average 
  (+1).
  • Stress: One stress box—a two shift hit is enough 
  to take them out.
  Good
  • Competence: Tough opposition, especially in 
  numbers.
  • Purpose: Drain the players’ resources—as Fair, 
  but more so. Provide a decent stumbling block 
  (in numbers) on the way to a more significant 
  encounter.
  • Aspects: One or two.
  • Skills: One Good (+3), one or two Fair (+2), and 
  one or two Average (+1).
  • Stress: Two stress boxes—a three shift hit is 
  enough to take them out.
  New/Young Heroes
  Average
  • Competence: Rank-and-file order-takers, 
  local conscripts, and the like. When in doubt, a 
  nameless NPC is Average.
  • Purpose: Mostly there to make the PCs look 
  more awesome
  • Aspects: One or two.
  • Skills: One Fair (+2), and one or two Average 
  (+1).
  • Stress: No stress boxes—a one shift hit is 
  enough to take them out.
  Fair
  • Competence: Trained professionals, like soldiers 
  and elite guards, or others whose role in the 
  scene speaks to their experience, such as a 
  sharp-tongued courtier or talented thief.
  This section contains some new rules that you can 
  use when running Little Tin God. The rules aren’t 
  required, mind you, but they allow you to adjust 
  Nameless NPCs, as well as some combat scenes in 
  Act Three that contain the heroes and a lot of allies.
  Scaling Nameless NPCs
  The Daring Comics Role-Playing Game already 
  provides rules for creating very basic Nameless 
  NPCs— those walk-on characters that populate the 
  heroes’ world, or the armies of thugs and faceless 
  solders who oppose them.
  Below are some guidelines for adjusting the 
  capabilities of those Nameless NPCs based on your 
  series Experience Level. For the most part, any walk-
  on characters should always be created as detailed 
  in the rulebook for Nameless NPCs. For those armies 
  of thugs or soldiers, however, the adjustments below 
  will allow them to provide the right type of opposition 
  to more powerful heroes.
  Normal Guy in a 
  Super World
  Average
  • Competence: Rank-and-file order-takers, 
  local conscripts, and the like. When in doubt, a 
  nameless NPC is Average.
  • Purpose: Mostly there to make the PCs look 
  more awesome.
  • Aspects: One or two.
  • Skills: Two or three Average (+1).
  • Stress: No stress boxes—a one shift hit is 
  enough to take them out.
  Fair
  • Competence: Trained professionals, like soldiers 
  and elite guards, or others whose role in the 
  scene speaks to their experience, such as a 
  sharp-tongued courtier or talented thief.
  
  14
  • Purpose: Drain a few of the players’ resources 
  (one or two fate points, stress boxes, possibly a 
  mild consequence).
  • Aspects: One or two.
  • Skills: One Good (+3), one Fair (+2), and one or 
  two Average (+1).
  • Stress: One stress box—a two shift hit is enough 
  to take them out.
  Good
  • Competence: Tough opposition, especially in 
  numbers.
  • Purpose: Drain the players’ resources—as Fair, 
  but more so. Provide a decent stumbling block 
  (in numbers) on the way to a more significant 
  encounter.
  • Aspects: One or two.
  • Skills: One or Good (+3), one or two Fair (+2), 
  and two or three Average (+1).
  • Stress: Two stress boxes—a three shift hit is 
  enough to take them out.
  Know the Ropes
  Average
  • Competence: Rank-and-file order-takers, 
  local conscripts, and the like. When in doubt, a 
  nameless NPC is Average.
  • Purpose: Mostly there to make the PCs look 
  more awesome
  • Aspects: One or two.
  • Skills: One Fair (+2), and one or two Average 
  (+1).
  • Stress: No stress boxes—a one shift hit is 
  enough to take them out.
  Fair
  • Competence: Trained professionals, like soldiers 
  and elite guards, or others whose role in the 
  scene speaks to their experience, such as a 
  sharp-tongued courtier or talented thief.
  • Purpose: Drain a few of the players’ resources 
  (one or two fate points, stress boxes, possibly a 
  mild consequence).
  • Aspects: One or two.
  • Skills: One or two Fair (+2), and two or three 
  Average (+1).
  • Stress: One stress box—a two shift hit is enough 
  to take them out.
  Good
  • Competence: Tough opposition, especially in 
  numbers.
  • Purpose: Drain the players’ resources—as Fair, 
  but more so. Provide a decent stumbling block 
  (in numbers) on the way to a more significant 
  encounter.
  • Aspects: One or two.
  • Skills: One Good (+3), one or two Fair (+2), and 
  three or four Average (+1).
  • Stress: Two stress boxes—a three shift hit is 
  enough to take them out.
  Been Around the Block
  Average
  • Competence: Rank-and-file order-takers, 
  local conscripts, and the like. When in doubt, a 
  nameless NPC is Average.
  • Purpose: Mostly there to make the PCs look 
  more awesome
  • Aspects: One or two.
  • Skills: One Fair (+2), and two or three Average 
  (+1).
  • Stress: No stress boxes—a one shift hit is 
  enough to take them out.
  Fair
  • Competence: Trained professionals, like soldiers 
  and elite guards, or others whose role in the 
  scene speaks to their experience, such as a 
  sharp-tongued courtier or talented thief.
  • Purpose: Drain a few of the players’ resources 
  (one or two fate points, stress boxes, possibly a 
  mild consequence).
  • Aspects: One or two.
  • Skills: One Good (+3), one or two Fair (+2), and 
  two or three Average (+1).
  • Stress: One stress box—a two shift hit is enough 
  to take them out.
  
  15
  Good
  • Competence: Tough opposition, especially in 
  numbers.
  • Purpose: Drain the players’ resources—as Fair, 
  but more so. Provide a decent stumbling block 
  (in numbers) on the way to a more significant 
  encounter.
  • Aspects: One or two.
  • Skills: One Great (+4) one Good (+3), one or two 
  Fair (+2), and three or four Average (+1).
  • Stress: Two stress boxes—a three shift hit is 
  enough to take them out.
  Highly Experienced
  Average
  • Competence: Rank-and-file order-takers, 
  local conscripts, and the like. When in doubt, a 
  nameless NPC is Average.
  • Purpose: Mostly there to make the PCs look 
  more awesome.
  • Aspects: One or two.
  • Skills: One Fair (+2), and three or four Average 
  (+1).
  • Stress: No stress boxes—a one shift hit is 
  enough to take them out.
  Fair
  • Competence: Trained professionals, like soldiers 
  and elite guards, or others whose role in the 
  scene speaks to their experience, such as a 
  sharp-tongued courtier or talented thief.
  • Purpose: Drain a few of the players’ resources 
  (one or two fate points, stress boxes, possibly a 
  mild consequence).
  • Aspects: One or two.
  • Skills: One Good (+3), one or two Fair (+2), and 
  two or three Average (+1).
  • Stress: One stress box—a two shift hit is enough 
  to take them out.
  Good
  • Competence: Tough opposition, especially in 
  numbers.
  • Purpose: Drain the players’ resources—as Fair, 
  but more so. Provide a decent stumbling block 
  (in numbers) on the way to a more significant 
  encounter.
  • Aspects: One or two.
  • Skills: One Great (+4), one Good (+3), two or 
  three Fair (+2), and two or three Average (+1).
  • Stress: Two stress boxes—a three shift hit is 
  enough to take them out.
  If you want the Nameless NPCs to also have Hero 
  Points to spend on Stunts or Powers, the guidelines 
  below offer a maximum number of Hero Points based 
  on the quality of the NPC and your Series Level.
  Gritty Realism
  Average
  • Hero Points: 1
  Fair
  • Hero Points: 1
  Good
  • Hero Points: 2
  Urban Protectors
  Average
  • Hero Points: 2
  Fair
  • Hero Points: 3
  Good
  • Hero Points: 4
  Super Heroic
  Average
  • Hero Points: 2
  Fair
  • Hero Points: 3
  Good
  • Hero Points: 5
  
  16
  Earth’s Mightiest
  Average
  • Hero Points: 2
  Fair
  • Hero Points: 4
  Good
  • Hero Points: 7
  Off the Charts
  Average
  • Hero Points: 3
  Fair
  • Hero Points: 5
  Good
  • Hero Points: 9
  Strike Teams
  Often in comic books, a larger team, or a large group 
  of super-heroes (though not necessarily all members 
  of the same official team), will break into smaller teams 
  to tackle a complex problem that requires going to 
  several locations simultaneously. In Daring Comics, 
  we call those smaller units a Strike Team.
  A Strike Team isn’t the same as when all the player-
  character heroes are in a group together to tackle 
  a problem, nor is it accurately represented by the 
  Expanded Super Team rules found in the Daring 
  Comics Appendix. This smaller team is when a 
  single player-character hero, or maybe two such 
  heroes, are leading a team of NPCs on a particular 
  mission, and you don’t want the story to get bogged 
  down with having to roll individually for each ally 
  they have with them.
  You’ll notice that both the Super Squad and the 
  Mass Combat rules draw some elements from the 
  Expanded Super Team rules found in the Appendix of 
  the Daring Comics Role-Playing Game. We felt that 
  was important. While each option should have its 
  own feel in play, we wanted folks to be able to learn 
  all three options without having to memorize a trio of 
  entirely different rulesets.
  Strike Team versus Mob
  While a Mob is a collection of Nameless 
  NPCs, perhaps even some with super-
  powers, a Strike Team is a much more 
  powerful unit of super-heroes or villains. 
  While mobs are meant to represent thugs, 
  grunts, and drones, a Strike Team represents 
  those characters in comics who generally 
  have more of an impact on a story.
  Defining the Strike Team
  A Strike Team is a team of NPCs that don’t have their 
  own character write-ups, led by one or more heroes 
  (the player-characters). It represents what we see in 
  comic books when a larger group of super-heroes 
  divide into smaller teams to tackle different parts of 
  a problem. In the context of Daring Comics, a Strike 
  Team must contain at least one player-character.
  Although 
  one 
  or 
  more 
  player-characters 
  are 
  technically part of the Strike Team, only their NPC 
  allies make skill rolls as a single unit, or take damage 
  as a single unit. The player-character members are 
  always treated as individual characters.
  The first thing to do is to determine how many 
  members, besides the main hero, comprise the 
  Strike Team. This can as many as makes sense for 
  your scenes, but usually shouldn’t be more than 
  eight other members.
  The second thing to do is to create two aspects for 
  them. The first aspect is the Concept aspect, the 
  same as an individual character receives. The second 
  is a Friction aspect, like a super team receives. 
  Together, those two aspects state not only the reason 
  for the Strike Team’s existence, but also what type of 
  tension might flow between the members.
  Strike Team Skills
  Since the Strike Team is an abstract representation 
  of the hero and his allies, it receives the following 
  four skills.
  Combat: This skill covers the full range of normal 
  combat, from fist fights, gun play, to using weapons. 
  It handles both the offensive and defensive portions 
  of conflicts, and includes super-powers.
  
  17
  Expertise: How much knowledge can the Strike 
  Team bring to bear, whether through investigation 
  and clue analysis, science or sorcery, or even general 
  academic subjects? This skill represents such things.
  Social: The Social skill covers interacting and dealing 
  with others, whether through getting them on your 
  side and willing to assist the Strike Team, intimidating 
  them into submission, or even calling upon allies and 
  contacts they might possess.
  Undercover: This skill deals with being stealthy, 
  breaking into places, using disguises, and all the 
  other actions in the scene that mean the Strike Team 
  doesn’t want to be discovered.
  Strike Team Skill Ladder
  Since a Strike Team is usually a temporary group 
  of super-heroes joined together for a specific goal, 
  the skill ladder is constructed as a Fate Fractal. 
  How the skills can be ranked are determined by the 
  series Experience Level.
  New Guy in a Super World: One Average (+1) skill, 
  one Fair (+2) skill, one Good (+3) skill, one Great 
  (+4) skill.
  New/Young Hero: Two Fair (+2) skills, one Good (+3) 
  skill, one Great (+4) skill.
  Know the Ropes: One Fair (+2) skill, one Good (+3) 
  skill, one Great (+4) skill, one Superb (+5) skill.
  Been Around the Block: Two Good (+3) skills, one 
  Great (+4) skill, one Superb (+5) skill.
  Highly Experienced: One good (+3) skill, one Great 
  (+4) skill, one Superb (+5) skill, one Fantastic (+6) skill.
  Strike Team Stunts 
  and Powers
  A Strike Team also gets a number of Hero Points for 
  Stunts and Powers as determined by Series Level.
  Gritty Realism: 2 Hero Points
  Urban Protectors: 4 Hero Points
  Super Heroic: 6 Hero Points
  Earth’s Mightiest: 8 Hero Points
  Off the Charts: 10 Hero Points
  Strike Team Stress 
  and Consequences
  The amount of Stress and Consequences a Strike 
  Team can take is determined by your Series Tone. 
  Unlike an individual character, the Strike Team only 
  has one stress track.
  Near Realistic: Two stress boxes
  Dark & Grim: Three stress boxes
  Four Color: Five stress boxes, one mild consequence
  Non-Combat Skill Rolls
  The Strike Team can make non-combat skill rolls the 
  same as any character. Additionally, if the player-
  character has the Leadership skill and takes no 
  other action for the rest of the scene (unless combat 
  occurs) to represent inspiring and coordinating 
  the Strike Team, he can make an Overcome action 
  against opposition set by the GM. On a success, the 
  team gets +1 to their rolls. On a success with style, 
  they receive the +1 bonus plus the leader can place a 
  boost on the scene.
  The bonus can only be gained from a single 
  player-character, even if more than one is leading 
  the Strike Team.
  Strike Team Level Conflicts
  A Strike Team acts in a conflict the same as any 
  other character. Instead of Notice, its primary skill for 
  determining when it acts in an exchange is its Combat 
  skill. It doesn’t use a secondary or tertiary skill.
  A Strike Team is a single character for purposes of 
  game mechanics. It gets one turn in an exchange, 
  and takes damage as a whole unit. When a Strike 
  Team takes damage, concedes, or is Taken Out, be 
  creative with the narrative. Did a member or two get 
  knocked unconscious? Is someone trapped beneath 
  collapsed rubble? Or is someone mind controlled?
  Even though the Strike Team is a collection of heroes, 
  the Area Effect special effect doesn’t do anything extra 
  to it. A Strike Team already has a low damage threshold, 
  so simply use appropriate description for any damage 
  it takes from area effect powers and weapons.
  
  18
  Remember, even though one or more player-
  characters are considered part of the Strike 
  Team, the game always treats them as the main 
  protagonists. The player-characters make all their 
  rolls individually, and they track damage as normal 
  on their character sheets.
  Mass Combat
  Regularly in comics, we see massive groups of super-
  heroes battling against near endless hordes of killer 
  robots under the control of an artificial intelligence; 
  an assembly of numerous super teams taking on a 
  cataclysmic world devourer; or a legendary roster 
  of heroes confronting a world shatteringly powerful 
  super-villain or hero gone rogue. Such iconic 
  confrontations can be hard to manage in a role-
  playing game if every hero and villain is handled as 
  an individual character, or even as a collection of 
  mobs. For just these types of encounters, there are 
  the mass combat rules.
  The mass combat rules provide you with a way to 
  handle massive armies on the battlefield with little 
  effort. It’s an abstract system, but provides a narrative 
  foundation for the armies to do battle, and the main 
  heroes to participate and help determine the outcome.
  Unit Skills
  A mass combat unit has access to four skills.
  Combat: This skill covers the full range of normal 
  combat, from fist fights, gun play, to using weapons. 
  It handles both the offensive and defensive portions 
  of conflicts, and includes super-powers.
  Expertise: How much knowledge can the army 
  bring to bear, whether through investigation and 
  clue analysis, science or sorcery, or even general 
  academic subjects? This skill represents such things.
  Social: The Social skill covers interacting and dealing 
  with others, whether through getting them on your 
  side and willing to assist the army, intimidating them 
  into submission, or even calling upon allies and 
  contacts they might possess.
  Undercover: This skill deals with being stealthy, 
  breaking into places, using disguises, and all the 
  other actions in the scene that mean the army doesn’t 
  want to be discovered.
  Setup
  The first thing to do is to determine the overall size of 
  each side’s force. The force is the rough number of 
  personnel and hardware the side possesses, the total 
  sum of all its individual units, and will determine your 
  beginning number of build points.
  Force Build Points
  Squad
  (up to 12) 3
  Platoon
  (25-60) 6
  Company
  (80-250) 8
  Battalion
  300-1,000) 10
  Regiment
  (1,000-3,000) 12
  Brigade
  (3,000-5,000) 14
  Division
  (10,000-20,000) 16
  Corps
  (40,000-80,000) 18
  Army
  (100,000-200,000) 20
  Building the Force
  The next step is to use your Build Points to 
  construct your force. Build Points can be spent on 
  Unit Quality, on additional Fate Points for the unit, 
  and to gain Hero Points for Stunts or Powers, as 
  shown on the table below.
  Build Point Cost Unit Quality
  1
  Average
  1
  Hero Point
  2
  Fair
  2
  Additional Fate Point
  3
  Good
  Unit Aspects
  Next, create the first aspect for each unit. This 
  aspect is the Concept, the same as for individual 
  characters. It should clearly state the type of unit, 
  and maybe even the level of training or experience. 
  Such as: Platoon of Android Drones, or Company 
  of Veteran Infantry.
  If a unit is of Fair or Good quality, it also gains 
  additional aspects which you can use for whatever 
  
  19
  else you want to say about the unit, its capabilities, or 
  even any friction in the ranks.
  Unit Abilities
  After you have your unit quality and aspect known, 
  the next step is to construct each unit. Each unit must 
  rank their four skills on the ladder as shown by their 
  quality, and each rating on the ladder can only be 
  used once. Additionally, how many consequences a 
  unit can take before being defeated is determined by 
  its quality, as is its beginning Fate Points. Units do not 
  have a stress track.
  Make sure you write down the unit’s abilities on the 
  mass combat character sheet.
  Average: One Average (+1) skill, one Fair (+2) skill, one 
  Good (+3) skill, one Great (+4) skill. No consequences— 
  a single hit takes the unit out. Fate Points: 0
  Fair: Two Fair (+2) skills, one Good (+3) skill, 
  one Great (+4) skill. One mild consequence. Two 
  aspects. Fate Points: 1
  Good: Two Good (+3) skills, one Great (+4) skill, 
  one Superb (+5) skill. One mild consequence, one 
  moderate consequence. Three aspects. Fate Points: 2
  Zones
  A zone might be a single hill, a hundred yards of open 
  meadow, or a sector of space. The specifics depend 
  on your game and the scale of the conflict. Zones can 
  be represented by index cards, sheets of paper, or 
  whatever other markers you want to use.
  Number of Zones
  As a rule of thumb, give the battlefield a number of 
  zones equal to the number of players you have, plus 
  one. That includes the GM, so a game with a GM and 
  three players, you would have five zones. If that feels 
  claustrophobic for the number of units you have in 
  play, throw in a couple more zones.
  Adding Zone Aspects
  For a fate point, a player can write an aspect on 
  an empty zone card after it’s been placed on the 
  battlefield but before the battle begins. Put the zone 
  card back on the battlefield face down. When a unit 
  moves into the zone, or scouts it, turn it face-up to 
  reveal the aspect.
  If a player puts a new aspect on a zone by creating 
  an advantage during play, write it on the zone card for 
  everyone to see.
  Creating the Battlefield
  Players take turns placing zone cards, starting with 
  whoever has the most fate points left in their battle 
  chest. Each zone card must be adjacent to an existing 
  zone card. Try to avoid an overly linear battlefield—
  multiple ways in and out of most zones will make for 
  a more interesting battle.
  Leaders
  Any player-character hero or main NPC can be a 
  leader. Use a token or some other marker to represent 
  each leader— something that can be attached to a 
  unit card as well as placed directly on the battlefield 
  if their unit is defeated or when they are otherwise 
  acting independently. Defeating a unit doesn’t defeat 
  its leader— only a leader can directly attack and 
  defeat another leader.
  Attaching a leader to a unit, or detaching one from a 
  unit, doesn’t require an action, but a leader can’t do 
  both in the same turn.
  An attached leader can take their action whenever 
  their unit does. They can give this action to their unit, 
  to let it take two actions, or they can do something 
  else, like engage another leader in combat or remove 
  a consequence from the unit.
  An attached leader provides several other benefits 
  to their unit.
  • All of a unit’s skills with a rating below the 
  leader’s Leadership get a +1 bonus as long as 
  the leader’s attached. If your game has another, 
  more suitable skill for this, use that instead.
  • The leader can invoke their aspects on behalf 
  of their unit.
  • The leader can use Leadership to remove a 
  consequence, at the usual difficulties outlined 
  in Daring Comics. This counts as the leader’s 
  action for the turn.
  • The leader can use their action to put a boost on 
  their unit, such as Charge! This doesn’t require 
  a roll unless the unit’s taken a consequence, 
  in which case the leader uses Leadership 
  with a difficulty equal to twice the number of 
  consequences the unit has.
  
  20
  An independent leader has to be activated to do 
  anything, just like a unit.
  Sequence of Play
  1. Pick one of your leaders and roll their Leadership. 
  Highest roll goes first, and so on, down the line. In 
  the case of a tie, highest Leadership wins. If that’s 
  a tie, too, then the player with the most units wins.
  2. When it’s your turn, choose and activate one of 
  your units or independent leaders. If you choose a 
  unit with a leader attached, the leader gets to take 
  their action as well. If you choose an independent 
  leader, they can’t affect units, but they can interact 
  with other leaders (violently, in all likelihood). Every 
  unit and leader on a side must act before any unit 
  or leader on a side may act again.
  3. When all non-allied players lose all their units or 
  concede, the battle’s over.
  Teaming-Up
  Individual units can use Teamwork, the same as 
  individual characters in Daring Comics, to perform a 
  massive onslaught of an attack, as long as the units 
  are in the same zone.
  Winning
  Everyone on the winning side gets a fate point. 
  Every player who defeated an enemy leader—
  whether in battle, by persuading them to surrender 
  or switch sides, or whatever—gets a fate point for 
  each leader they defeated.
  Special Circumstances
  Sometimes in comic books, it won’t be a simple matter 
  of one large force against another. Sometimes, it’ll 
  be a small squad of heroes or a single hero against 
  the opposing force. For situations like that, use the 
  following guidelines.
  Strike Team Versus Force
  A strike team differs from a force in narrative weight, 
  because a strike team represents a team of what 
  would normally be a bunch of Named NPC or even 
  Supporting NPCs who all remain a strength of the 
  story. As such, when facing a force, the strike team 
  maintains its build and write-up from the Strike 
  Team rules, even if facing a force made up of a mass 
  combat squad.
  Single Character Versus Force
  Something else we see in comic books is when an 
  opposing force, being it a regular military or a vast 
  team-up of various super-heroes and super teams, 
  must take on a single, ultra-powerful foe.
  To handle that using the mass combat rules, simply 
  use the individual character as normal, and place 
  them against the units that make up the Force. The 
  mass combat rules can handle it.
  Powers in Mass Combat
  For the most part, powers work the same in mass 
  combat as they do in any other part of a Daring 
  Comics story. The only difference is the Area Effect 
  special effect. When used in mass combat, it only 
  causes damage to up to two units and their leaders 
  in the same zone, regardless of how many units or 
  leaders are actually present. Unless the power also 
  has the multi-targeting special effect, the extra unit 
  effected must be next to the target unit.
  Extremely Large Threats
  Another staple of super-hero stories is the battle 
  against a threat of extraordinary size or scope. This 
  might be a cosmic level space vessel several miles 
  long, to a gigantic world-be conqueror. Sometimes, 
  strange portals are opened to different times and 
  places, pouring forth dinosaurs, or even dragons, into 
  the heroes’ home city.
  The following section provides some guidelines on 
  how to handle such awesome threats, and can be used 
  as an enemy in normal character combat, Expanded 
  Super Team conflicts, against Strike Teams, and even 
  as an opponent to a mass combat army.
  Creating the Large Threat
  For the most part, a large threat is created the same 
  as you would any player-character (yes, they are 
  that dangerous). It gets skill points based on the 
  Experience Level you choose for it, and a number 
  of Hero Points from the Series Level. Its base stress 
  tracks get the number of boxes indicated by your 
  Series Tone. Consequences will be handled a little 
  differently, as explained later.
  
  21
  Dividing the Parts
  Once you determine the threat’s skill points and hero 
  points, decide how many parts it will have. Each part 
  counts as a separate threat, and occupies an entire 
  zone. A large threat must possess at least two zones. 
  Depending upon the size of the threat, in mass combat 
  the threat zones might be the entire battlefield.
  For example, an enormous dragon might have four 
  zones. One zone for the head, one zone for the tail, 
  and one zone each for the left and right side of its 
  body (which would also contain each of the claws it 
  could attack with). Meanwhile, an enormous space 
  vessel might have six zones: two for the front half 
  being divided, one for the center hull mass, two for 
  the rear being divided, and one for the top section 
  containing the bridge.
  Each of those zones counts as an individual threat 
  within the general larger threat. Divide your skill points 
  and hero points between each of the zones. They 
  don’t have to be evenly divided, you can do them 
  however you wish. Using the points attributed to 
  each zone, create a skill column with those available 
  skill points, and use those available Hero Points for 
  Stunts and Powers.
  Stress and Consequences
  Each zone threat possesses its own stress track 
  and consequence slots. Each zone threat has a 
  base a stress track equal to your Series Tone, and 
  possesses one mild consequence slot. The Physique 
  skill and Hardiness power grant additional stress and 
  consequences as normal.
  Hardiness and Invulnerability
  Since the threat is so large and should therefore be 
  able to absorb some damage purely due to its size, 
  divide the number of zones it occupies by two (round 
  up). It gains that many free levels in both the Hardiness 
  and Invulnerability powers (up the normal maximum 
  six levels). The power levels are not granted to each 
  zone. Choose which zones receive the free power 
  levels, and how many it gets.
  Boss Zone
  Choose one of your zones to be the Boss Zone. This 
  is the central zone, the part of the threat that controls 
  things as a whole. It might be the dragon’s head, or 
  the zone that contains the space vessel’s bridge. This 
  zone gets an automatic extra stress box, and all three 
  of the normal consequence slots.
  Moving Between Zones
  Whether or not character must roll to move between 
  zones of a large threat depends on how the threat is 
  created, and the narrative the GM has established. 
  Moving from a dragon’s left leg to its tail might 
  require an Overcome action to avoid being hit by 
  the thrashing, whip-like appendage. Meanwhile, 
  moving to another zone while combatting a 
  space vessel as a large threat might require a roll 
  representing the character avoiding the constantly 
  firing phaser batteries.
  Defeating the Threat
  If more than half of threat’s zones concede or are 
  Taken Out, the large threat has been defeated. The 
  threat is also defeated if the boss zone concedes 
  or is Taken Out, regardless of how many other 
  zones remain active.
  Each player whose hero participated against the large 
  threat gets a Fate Point upon its defeat.
  
  22
  Act One: Synthesis
  Act One gets the heroes involved in the action from the 
  start, and sets them on the path to save the multiverse.
  What begins as a seemingly easy enough confrontation 
  against a metahuman bent on personal revenge, 
  quickly escalates into a city-wide pandemic involving 
  a highly advanced nanovirus. But as the heroes soon 
  discover, there is far more at play than they imagined, 
  and it isn’t the city that’s in grave danger, or even the 
  world, but their entire universe.
  After gathering information through investigation 
  and interrogation, the heroes bear witness to their 
  universe being merged with parallel dimensions. A 
  Synthesis that will completely rewrite their reality and 
  cause everything they know, everything they are, to 
  cease to exist.
  Below are suggested Broad Problem and Immediate 
  Problem series aspects to help you get started. You 
  aren’t required to use them, and are free to create 
  your own or use aspects already designated for 
  your ongoing series.
  The Broad Problem: Someone Seeks to Control All 
  of Reality
  The Immediate Problem: A Rising Threat That Must 
  be Understood
  Scene: Into the Fire
  Suggested Aspects: Crowd of Curious People, 
  Overwhelmed Firefighters, Endangered Civilians.
  Flashover
  Concept:
  Everyday Man Turned 
  Metahuman
  Motivation:
  Struggling to be a Father
  Other Aspects:
  Emotionally Unstable 
  and Distraught
  Skills
  Good (+3):
  Power
  Fair (+2):
  Will, Knowledge
  Flashover
  Average (+1)
  Athletics, Rapport
  Stunts
  Specialist (Accounting)
  Power Set:
  Pyrokinesis
  Aspect:
  Fire Is a Living Thing
  Aura (fire, persistent)
  Blast 3 (fire)
  Fire Control (living flame)
  Flight 2
  Physical Stress:
  [1] [2] [3] [4]
  Mental Stress:
  [1] [2] [3] [4]
  Consequences:
  1 Mild, 1 Moderate
  Raging Inferno
  Aspects:
  Intense Heat, Extremely 
  Thick Smoke, Weakening 
  Structure
  Skills
  Fantastic (+6):
  Fight
  Great (+4):
  Physique
  Fair (+2):
  Power
  Great (+4):
  Provoke
  Stunts
  Face The Pain (The fire can consume more fuel 
  from the burning structure when it starts to get 
  weakened. Once per scene, the GM may spend 
  a fate point and remove a check mark from its 
  1-Stress or 2-Stress box).
  
  23
  Raging Inferno
  Powers
  Explosive Flames (blast 3, fire)
  Smoke (Air Control, ultimate control)
  Physical Stress:
  [1] [2] [3] [4]
  Mental Stress:
  Zero boxes
  Consequence Slots:
  1 Mild, 1 Moderate, 
  1 Severe
  If this is the first issue your group is playing together, 
  this scene can also be used to get your heroes 
  together at the start of the volume. If they’re already a 
  team, play it to give them an opportunity to get used 
  to the mechanics of some of their powers and do a 
  little roleplaying to get things moving with a bang.
  It is nighttime. While the heroes are going about their 
  civilian identities or are out on patrol, they learn of an 
  apartment fire with dozens of people trapped inside. 
  How they learn about it isn’t important. It could be 
  from emergency scanners, a breaking news report, or 
  even see it while on patrol. What is important is that 
  emergency crews are unable to stop the fire, never 
  mind get inside to rescue people.
  As the heroes arrive on the scene, they discover 
  that the streets are filled with several dozen people 
  gathered to watch behind emergency tape across 
  the street, and that multiple firefighters are being 
  treated by paramedics. Almost two-dozen fire 
  engines, a mass of ambulances, and dozens of 
  police cars fill the area and have blocked off traffic 
  for the surrounding several blocks. Nearby buildings 
  have been evacuated.
  All 14-stories of the apartment are engulfed by the 
  Raging Inferno. Any character with the ability to see 
  through walls will notice that a center apartment on 
  the tenth floor is untouched by the flames. They’ll also 
  see a man inside in a homemade mask and costume 
  of red and orange, standing dominantly over a very 
  frightened woman and infant child.
  Approaching the fire causes it to attack as though it 
  is a living thing. In a sense, it is. The flames are being 
  mentally controlled by the Flashover, requiring only 
  a small part of his mind and therefore allowing to go 
  about his business while the fire holds emergency 
  personnel at bay.
  Flashover’s real name is David Mandell, an accountant 
  for a local investment firm. Although before recently 
  he never displayed any metahuman abilities, his 
  newfound powers have also emboldened him with 
  an inflated sense of vengeance. Months ago he 
  discovered that his wife, Elizabeth, was cheating on 
  him with his boss, Craig Meyerson. After confronting 
  her with the digital evidence, a non-violent domestic 
  dispute ensued that eventually ended with her moving 
  out of their home, getting her own apartment, and 
  filing for divorce— a divorce that included seeking 
  custody of their infant son.
  Distraught, David was also desperate. Seeking help 
  from the criminal underworld to end the custody 
  battle and get his son back through any means 
  necessary that would also not implicate him, he was 
  used to test a strange, highly advanced nanotech 
  treatment. Oddly, though the treatment was to make 
  him into a new form of cybernetic lifeform, it instead 
  triggered his latent metahuman genes and awaked 
  his pyrokinetic abilities.
  David, now calling himself Flashover in the tradition 
  of other Metahumans, is attacking his wife to take 
  their son and disappear. Although not a murderer at 
  his core, he is currently not above killing her if that 
  is what it takes. He’s already disregarded the lives 
  
  24
  of everyone else in the apartment complex to cause 
  a distraction for any law enforcement and super-
  heroic response units.
  The first confrontation that heroes will have to manage 
  is the Raging Inferno. As a living creature in its own 
  right, it will attack the heroes to prevent them from 
  entering the building. Obviously, any hero with flame 
  control powers should be able to eventually diminish 
  the threat, and a super-speedster might have an easier 
  time of getting the innocents out of the building.
  There are several ways to handle getting the people 
  out of the inferno. One possibility is to treat it as a 
  Challenge. A couple suitable skills might be Leadership 
  to coordinate emergency personnel, Rapport to calm 
  the panicking people inside the building, and even 
  Athletics to avoid crumbling ceilings or caving floors.
  Another method of handling rescue efforts is to 
  treat it as a Contest. In this case, Athletics versus 
  the fire’s Controlling skill (for the Air Control: Smoke 
  power) to rescue the residents before they succumb 
  to smoke inhalation.
  The third method, if you just want to use the rescue 
  efforts as a background event, is to treat it as an 
  Overcome action against Fantastic (+6) passive 
  opposition. Succeeding at a cost means the heroes 
  take some type of damage or setback, and only 
  rescue half of the residents. Success means they 
  rescue a majority of the people, while a Success with 
  Style means a total evacuation of the building.
  The zone map below can help you play out the 
  scene. Treat the hallways as a single zone, and 
  each apartment as a separate zone. Since the fire is 
  semi-alive, getting into an apartment requires rolling 
  against Active Opposition versus the Raging Inferno’s 
  Fight (+6) skill.
  How the heroes confront Flashover will depend on 
  their available powers. A psychic might be able to 
  
  25
  battle him on the psychic plane, thereby distracting 
  him enough in the physical world that other heroes 
  should be able to rescue Elizabeth and her son, and 
  perhaps even subdue the villain. Otherwise, unless a 
  pyrokinetic hero has diminished the Raging Inferno, 
  the heroes will have to battle their way through the 
  living flames to get to the apartment. Once they 
  confront Flashover, he’ll combat them only as long 
  as it doesn’t place his infant son in direct danger. 
  The moment his son’s life is in jeopardy, he’ll use his 
  powers to ride the flames out of the building. Once 
  outside of the apartment complex, be sure to use any 
  situation aspects to his advantage as Flashover uses 
  every available threat and tactic to try to defeat the 
  heroes or facilitate an escape.
  Once the fight spills into the streets, use the zone 
  map and map key below.
  Map Key
  The street battle is divided into four equal sized 
  zones, representing the various obstacles the heroes 
  will face. This is particularly important for Area 
  Effect powers since they would affect everyone and 
  everything within a zone.
  Zone 1: This zone is the west side of the apartment 
  building and street directly in front of it. Below the 
  street on this side are several gas lines that can 
  be used as situation aspects, and even detonating 
  situation aspects (see Daring Comics, Chapter 12, 
  Special Situations). There are also two fire trucks and 
  four police cars in the zone, along with numerous 
  parked cars and civilian onlookers.
  
  26
  Zone 2: The east end of the apartment complex and 
  the surrounding street. This zone contains several 
  power lines that can be used as situation aspects, 
  including Downed Power Lines. There are another 
  two fire trucks and two police cars in this zone, along 
  with firefighters and other emergency personnel.
  Zone 3: This zone represents the west half of the 
  main street. It contains a heavy amount of civilian 
  onlookers kept behind police tape, new reporters, 
  and parked cars.
  Zone 4: The final zone is the east half of the main 
  street. In addition to emergency personnel and civilian 
  onlookers, it contains the underground water pipes 
  feeding the fire hydrants.
  However the fight plays out, just before Flashover 
  finally escapes or is Taken Out, his body contorts in 
  pain and he screams enough to make his throat raw. 
  Within a matter of second, right before the heroes’ 
  eyes, a strange metallic substance forms over half of 
  his body, the glow of blue circuits visible just beneath 
  the surface.
  Flashover falls unconscious on the ground.
  Scene: Investigation 
  at the Crime Scene
  Suggested Aspects: Sense of Foreboding, Major 
  Health Concern
  This scene assumes that at least one of the heroes 
  is a scientist. If none of your heroes fits the bill, then 
  Overwatch arrives to take Flashover into custody right 
  way, and you can jump ahead to Scene: Security 
  Breech at Overwatch.
  Whether you’re able to run this scene or not, however, 
  the heroes still have to handle clean-up at the scene, 
  which includes both role-playing with the residents 
  they rescued (or the surviving loved ones of any 
  they failed to rescue) and emergency personnel, as 
  well as attempting to clear any Collateral Damage 
  Consequences.
  Flashover’s Backstory
  At some point the heroes should discover 
  who Flashover really is and why he attacked 
  the woman. This can be done by simply 
  questioning Elizabeth or, should the heroes 
  not think to do so, can be relayed to them by 
  law enforcement in a later scene.
  Remember, though, that while Elizabeth will 
  relay their divorce and custody dispute, as 
  well as the fact that David never displayed 
  powers in the six years she’s known him, 
  she is unaware of his involvement with the 
  criminal underworld since their separation. 
  The heroes will have a chance to discover 
  that in Act Two.
  Also note that Elizabeth does not mention 
  her affair with his boss at this time.
  Beginning the Investigation 
  at the Crime Scene
  Once Flashover succumbs to the nanovirus, unless 
  the heroes intervene, paramedics will rush over 
  to Flashover. Any hero with the Knowledge skill in 
  either Cybernetics, Nanoscience, or Biology, or the 
  Technology skill, can attempt a roll against Fair (+2) 
  opposition. Success indicates that they understand 
  that Flashover has been injected (or infected) with a 
  strain of nanites that are rewriting his biological code— 
  in essence turning him into a cybernetic lifeform. If the 
  heroes manage to get authorization from Overwatch 
  (or choose to simply take the villain and leave the 
  scene), and take him back to their laboratory or the 
  facility of a scientific ally, make a skill roll against 
  Great (+4) opposition to further investigate the 
  nanites. Success indicates the heroes discover that 
  the nanites are many generations advanced beyond 
  anything currently available, even with super-science 
  likely a common thing. Not only that, but the nanites 
  seem to be drawing power from a combination of the 
  hosts own bio-electricity as well as from some outside 
  source. Attempting to trace the source requires a roll 
  against Great (+4) opposition. Success allows the 
  heroes to discover that the energy source is coming 
  from another dimension, and that each of the nanites 
  possesses some form of microscopic link to it.
  Yes, each of the individual nanites possesses its 
  own internal portal to wherever the energy source is 
  originating from.
  
  27
  If the heroes took Flashover from the scene in order to 
  investigate the nanites, after they’ve gathered some 
  information on what’s happening to him, Overwatch 
  will arrive to take him into custody and place him 
  within specialized containment. In other words, 
  whether directly from the crime scene or later on from 
  the heroes, Overwatch gets possession of Flashover.
  Meanwhile, if the heroes have themselves checked 
  for infection, no roll is necessary. Role-play through 
  the process and allow them to discover that each 
  of them are infected, but the nanites appear to be 
  dormant for some, as of yet unknown, reason.
  Although the heroes have no way of discovering at 
  this point in the story what’s keeping the nanites 
  dormant, the main issue here is that if the heroes are 
  infected— could every person that was inside the 
  apartment complex also be infected? If that thought 
  occurs to the team, and they decide to investigate 
  it, doing so will not be overly difficult as long as they 
  have a portable means of scanning for the nanites 
  (for example: they might decide to Jury Rig such as 
  device). Many of the residents have been taken to 
  local hospitals for treatment from minor burns and 
  smoke inhalation, so tracking them down should also 
  be easy. No roll is necessary to scan for the nanites 
  as long as they have an appropriate device with them. 
  The people are infected, though the nanites are still 
  semi-dormant.
  If the heroes go as far as to scan any hospital staff or 
  friends/family of the victims that have been in contact 
  with them, they discover they are also infected.
  Residents from the apartment complex have been 
  taken to two local hospitals, both of which are already 
  serving as a vector for nanite infection.
  Before the heroes can fully react to the discovery, they 
  get an emergency alert from Overwatch. There’s been 
  a security breech and they’re requesting Metahuman 
  assistance— specifically, the player-characters.
  Investigating Other 
  Metahumans
  If other Metahumans were part of the scene, 
  such as if your series has a competing group of 
  super-heroes that your heroes must always deal 
  with, then checking them for infection will also 
  reveal that their nanites are dormant as well.
  At this stage, the nanites are currently decoding 
  each Metahuman’s super-powers before they 
  can begin rewriting the genetic code.
  Scene: Security Breech 
  at Overwatch
  Suggested Aspects: Top of the Line Security 
  Defenses, Overwhelming Numbers, They’re Still the 
  Good Guys
  Infected Personnel
  Aspects:
  Seed Network Initiated
  Skills
  Fair (+2):
  Accuracy
  Average (+1):
  Athletics, Fight
  Powers
  Power Set:
  Hybrid Android Form
  Aspect:
  Genetic Overwrite 
  in process
  Dark Energy Palm Ray (Blast 3, darkness)
  Stress:
  [1]
  
  28
  overwatch agent
  Aspects:
  Highly Trained Federal 
  Agent
  Skills
  Fair (+2):
  Accuracy
  Average (+1):
  Athletics, Fight
  Gadgets & Devices
  Energy Pistol (Blast 2, energy)
  Stress:
  [1]
  This scene takes place several hours after Flashover 
  was taken into custody by Overwatch.
  Whether the heroes already investigated the nanites as 
  per the previous scene, or the group doesn’t contain 
  any science oriented characters and Overwatch took 
  Flashover directly from the crime scene, the agents 
  placed him in specialized containment.
  All of that will be for naught. Even if the heroes 
  managed to get some beginning understanding of 
  the nanites, the sheer scope of what they’re capable 
  of has yet to be discovered.
  After Flashover is transported away, you’ll be 
  capsulizing time somewhat. Give the players some 
  role-playing time. This can be back at the team HQ 
  if they’re already a super-team, between individual 
  characters as heroes just meeting, or even some small 
  solo scenes should they have other engagements 
  to attend to or some Supporting Cast members to 
  interact with. The point is to allow them some time 
  to get more into their characters and establish 
  connections with the game world beyond just 
  the events of this adventure.
  Once they’ve had some role-playing time, 
  an emergency call comes in from Overwatch. 
  The alert indicates a major security breech.
  The Security Breech
  Investigating Other 
  Metahumans
  As the heroes are forced to confront the 
  infected personnel, describe the scene in 
  such a way that really brings home the horror 
  of the situation. The infected people have 
  golden eyes with strands of circuits coming 
  out of the sides and creeping along their 
  temples. Large portions of what should be 
  flesh are instead metallic body parts covered 
  in glowing, blue circuitry. Their stares are 
  black, their movement fast but at the same 
  time seemingly mechanical. And all the 
  while, they seem focused upon one task: to 
  transform the heroes, and anyone else in the 
  facility, into creatures like them.
  This is where you, as the GM, get some real creative 
  freedom. Here you get to create the Overwatch facility 
  and zone maps based upon how well resourced 
  or broad the organization is in your series. Do they 
  
  29
  have a flying fortress for a headquarters, or do they 
  operated out of secret, underground complexes? 
  Whatever option your series dictates, make sure the 
  heroes, through any opposition you throw at them 
  and especially through those situation aspects you 
  place, understand that the situation is both dire and a 
  major catastrophe in the making.
  The Overwatch facility is being overrun by the nanite 
  infection. The nanites have infected not only the 
  personnel, but many of the defensive and offensive 
  systems. This means that the heroes are going to have 
  to not only defend themselves against automated 
  systems, but also against personnel that are normally 
  on their side. Unless you are running a seriously dark 
  or anti-heroic series, the heroes should be concerned 
  about having to subdue the infected personnel 
  without killing them— something that the They’re 
  Still the Good Guys situation aspect indicates.
  Fortunately, not all of the facility is infected, and the 
  heroes will eventually receive allies from the ranks 
  of Overwatch agents.
  How the heroes defeat the infected personnel will 
  vary wildly depending upon your group. Do they 
  subdue them bit by bit? Do they reach a central 
  control room, get control back over some of the 
  facility’s defenses, and enacted something like 
  sleeping gas or electro-paralysis? Or do they get the 
  remaining infected personnel into a room where they 
  can be contained via lockdown?
  Whatever means they use, after the battle is over, 
  the heroes learn that Flashover awakened and 
  managed to override all security protocols to escape 
  the infirmary. Not long thereafter, the medical staff 
  that treated him painfully transformed into the same 
  type of cybernetic beings. What followed was a short 
  period of confusion as each and every member of the 
  personnel that had been in contact with Flashover, or 
  any of the staff who had dealt with him, all transformed 
  into cybernetic creatures.
  If the player-group didn’t previously investigate 
  the nanites, then this is where scientific research 
  can be conducted to discover the sheer scope of 
  the infection, including with the player-characters. 
  Unfortunately, it’s also where the heroes and their 
  allies should realize that if the infection spread here 
  so quickly, then each and every person at the crime 
  scene might also be infected. If Overwatch suggests 
  putting the heroes into quarantine, the idea should be 
  shot down— if not by the heroes then by someone 
  with authority in the agency. The heroes are already 
  infected and the nanites are still dormant for some 
  reason. Meanwhile, the infection is likely already 
  lose thanks to all the residents at the complex and 
  all the other emergency personnel (and possibly 
  those civilians who were on the scene to watch it all 
  unfold). Quarantines have to be put into effect, and 
  the city’s other heroes warned not to engage. If the 
  Metahuman population becomes infected, it could be 
  a catastrophe of epic proportions. There’s no idea at 
  this point what, if any, effect is might have on their 
  powers, but what is known is that the infection takes 
  control over the host’s mind.
  Scene: Quarantine
  Suggested Aspects: Time is Running Out, Concerned 
  Civilians, Small Groups of Angry People
  Once everything else in the scene is played out, 
  the heroes are going to have to work with both 
  Overwatch and local law enforcement to quarantine 
  as much of the city as possible. This should include 
  several blocks, if not a mile or more, around the 
  apartment complex and the two hospitals where 
  victims were taken.
  Using the media will have to be carefully considered. 
  Releasing word of the infection could cause mass civil 
  unrest, yet not releasing a warning to the public could 
  put countless at risk. At this point, since not everyone 
  infected would have been in physical contact with 
  Flashover nor necessarily those others who were, the 
  spread appears to be airborne.
  It’s also extremely likely that the federal government 
  wouldplace 
  the 
  entire 
  city 
  under 
  quarantine, 
  preventing any entry or exit from its borders. However 
  it’s handled, though, there will be some small pockets 
  of civil unrest, maybe even localized rioting, as people 
  resist the quarantine.
  
  30
  Adjusting for 
  Your Heroes
  Depending upon the abilities of your player-
  characters, the following scenes could flow 
  two different ways. Although the adventure 
  text explains how to handle the scene’s 
  unfolding, we’ve including this guideline for 
  ease of reference.
  If the heroes are performing their own 
  investigation, the events should unfold as such:
  • Investigation of nanites
  • Arriving at the hospital and discovering 
  the scope of things
  • Overwatch security breech.
  Likewise, if their heroes can’t investigation 
  on their own, then the events should flow as 
  follows:
  • Overwatch security breech.
  • Investigation of nanites
  • Arriving at the hospital and discovering 
  the scope of things
  That way, no matter the capabilities of your 
  heroes, one type of group or the other isn’t 
  left out of events
  Scene: Investigating 
  Flashover
  Suggested 
  Aspects: 
  Deeply 
  Hidden 
  Secrets, 
  Someone is Pulling Strings
  By this point in the story, it’s the day following 
  Flashover’s nighttime attack on the apartment 
  complex. In that short time, a strange nanite infection 
  has begun to spread across the city, seemingly 
  beginning with the super-villain and expanding 
  from there thanks to all the emergency personnel 
  and civilian bystanders present at the scene. Even 
  Overwatch, the top metahuman policing organization, 
  hasn’t been immune to the nanites.
  Overwatch and local law enforcement have placed 
  parts of the city under quarantine, and warned other 
  crimefighting members of the metahuman community 
  to avoid contact.
  This scene focuses on investigation and role-playing 
  as the team learns more about Flashover, while 
  Overwatch handles the early quarantine. The heroes 
  should, by now, know Flashover’s background— his 
  career as an accountant, his divorce and custody 
  battle, and the fact that he had previously never 
  showed indications of being a metahuman. Given 
  his lack of scientific knowledge, the most obvious 
  questions should be:
  • Where did the nanites come from?
  • How did Flashover get infected?
  • Who did it, and why?
  Talking to Flashover Directly
  Infected Flashover
  Concept:
  Nanite Infection Vector
  Motivation:
  Initiate the Synthesis
  Other Aspects:
  Must Resist the Computer 
  Brain, Intellitron Network is 
  Online
  Skills
  Superb (+5):
  Accuracy, Technology
  Great (+4):
  Power, Provoke
  Good (+3):
  Notice, Physique
  Fair (+2):
  Knowledge, Will
  Average (+1):
  Athletics, Weapons
  Power Set:
  Pyrokinesis
  Aspect:
  Fire Is a Living Thing
  Aura (fire, persistent)
  Blast 3 (fire)
  Fire Control (living flame)
  Flight 2
  Physical Stress:
  [1] [2] [3] [4]
  Mental Stress:
  [1] [2] [3] [4]
  Consequences:
  1 Mild, 1 Moderate
  Once the security breach at the Overwatch facility 
  takes place and Flashover is once again contained, 
  the heroes will have a chance to talk to him. 
  Although Overwatch agents will naturally monitor the 
  interrogation, the heroes will be allowed to talk to him 
  
  31
  alone. Flashover is contained within a specialized cell 
  with an energy barrier front wall.
  The heroes can use a variety of skills for the 
  interrogation. Provoke can be used to try to intimidate 
  or bait him into revealing information, but given that 
  he’s been transformed into a cybernetic, mostly 
  computer-brain controlled individual, the opposition 
  will be a whopping Legendary (+8). Attempting to 
  more peacefully connect with the human part that still 
  exists, albeit suppressed, within him using Rapport 
  or Empathy will have a Fantastic (+6) opposition. Yes, 
  the man is still inside the body, but he’s trapped and 
  the living computer will try to resist.
  If there’s a psychic within the hero group, Mind Probe 
  can be used as well, though you should invoke 
  Aspects for Flashover to increase his Will roll.
  Mechanically, there are actually two ways you can 
  handle the interrogation depending upon the dramatic 
  needs of the scene.
  The first method is the one already mentioned: simply 
  make the interrogation an Overcome action and 
  allow the player to make a single roll. While effective, 
  though, it is far less dramatic than the second option.
  Alternatively, you can run the interrogation as a 
  Contest between the heroes and Flashover. Each 
  exchange in the Contest represents the mental back-
  and-forth of an interrogation like you see in your 
  favorite television shows, movies, or books. The 
  human part of Flashover wants to cooperate with the 
  heroes— he wants to be free of what’s happened to 
  him. Meanwhile, the computer-brain portion of what 
  he’s become struggles to remain in control and stymie 
  the heroes.
  If your group contains a psychic and the Mind Probe 
  power is brought into play, the scene can also be 
  given extra dramatic tension if you move the action 
  into the psychic plane and use mental zones to 
  facilitate the struggle. Since the nanites infecting 
  Flashover are alive in their own right and form a 
  composite hive mind effect, the psychic plane might 
  take the shape of a vast cyberpunk landscape with 
  armed A.I. defenders to stop the hero from exploring 
  into Flashover’s memories.
  Regardless of the method used, the result of the 
  interrogation and the information gleamed is outlined 
  below. Keep in mind also that the interrogation isn’t 
  limited to one type of skill roll. One hero might try 
  Provoke to get some information, and whether they 
  succeed or not, another might step in and try Rapport 
  to get more information— or any other combination of 
  attempts. You can even switch between an Overcome 
  action for one player, and a Contest for another.
  Interrogation Results
  Although the interrogation is most likely going 
  to focus on the nanites, where they came 
  from, and who infected David (and that’s the 
  type of information provided), there’s always 
  the possibility that your players are going to 
  take things in an entirely different direction. 
  That’s okay. If that happens, wing it. Provide 
  them some answers to whatever they ask 
  based upon what personal touch you want 
  to add to the adventure, but sprinkle in a 
  hint here and there of the information below. 
  Before long, your players should be asking 
  the necessary questions.
  Talking with Flashover: 
  Overcome Action Results
  A Success with Style yields the same information as 
  a Success, but the hero also gets to create a Boost 
  based on the information. For success at a major or 
  minor cost, both you and the player should work out 
  appropriate details based on the needs of your overall 
  story progression.
  Provoke Results
  Failure (with success at a serious cost): Although 
  for the most part Flashover isn’t intimidated nor biting 
  any taunting bait, he does reveal that there are plans 
  in motion for “this Earth.”
  Tie: On a tie, Flashover continues to react as though 
  he isn’t intimidated or otherwise effected. However, 
  he does reveal that the great Intellitron has special 
  plans for “this Earth.”
  Success: If the hero gets a success, then whatever 
  intimidation or taunting that’s been going on has the 
  desired effect. Flashover reveals that Intellitron has 
  plans for “this Earth” that will see it remade into a 
  new experiment in his quest for answers regarding an 
  error into the underlying multiversal code.
  
  32
  Rapport or Empathy Results
  Failure (with success at a serious cost): The 
  computer-brain part of Flashover resists the heroes 
  reaching the human portion, but a little of David’s 
  humanity starts to bleed through. The hero learns that 
  David can lightly sense a connection to everyone else 
  who has been infected, sort of like a buzzing in the 
  back of his mind.
  Tie: On a tie, more of David is able to push past 
  the infection. He reveals that he feels a connection 
  to everyone else who’s been infected, sort of like a 
  buzzing in the back of his mind that reminds him of 
  a crowded room with everyone speaking at once. 
  He also feels a heat deep down within his core, as 
  though some sort of energy is building.
  Success: At this level, David reveals all of the information 
  from a Tie, but also adds that he feels the energy 
  connecting everyone who’s been infected. He fears that 
  when the energy builds enough, it might explode from 
  all of them. He doesn’t know where that might lead. He 
  only keeps hearing two words from the computer that is 
  rewriting his brain: Inheritors and Intellitron.
  Mind Probe Results
  The Mind Probe power calls for a roll between the 
  hero and the opponent’s Will as Active Opposition. 
  Typically, this would fall under an Overcome action. 
  However, since Flashover is literally of two minds— 
  his human side and the growing computer-brain— 
  we’re going to treat the power a little differently for 
  this scene. Instead of an Overcome action, treat it as 
  a conflict that inflicts Mental Stress, with the hero’s 
  Controlling Skill used for attack, and Flashover’s 
  Will used to defend. For each point of stress or 
  consequence the hero inflicts, he receives the 
  following information. Once Flashover is Taken Out, 
  the conflict ends and the villain is unconscious.
  Because of how the hero might inflict stress on 
  Flashover (such as a 3-Stress before a 1-Stress) the 
  events might not be revealed in chronological order. 
  That’s okay. This is the psychic plane and a psychic 
  battle. It’s up to the hero to piece it all together.
  For each stress box or consequence slot the hero 
  receives, the computer-brain in Flashover forces 
  sensations of intense pain into the hero’s mind, with 
  each subsequent sensation worse than the last. 
  Although the pain is purely mental, the hero might very 
  well believe he’s physically suffering it at the time.
  Whether the hero believes the images are somehow 
  an actual glimpse into the future, or nanites’ plans for 
  Earth and composite memories of where they came 
  from, will depend on the player.
  1-Stress: The hero gets a glimpse of an Earth— 
  where the cities are recognizable, but at the same 
  time very different in layout— completely overrun 
  by the nanite created cyborgs. Buildings are on fire. 
  Smoke covered skies. The few survivors struggle for 
  basic survival.
  2-Stress: In the sky, the hero glimpses another Earth 
  appearing ghost-like. The other Earth is close enough 
  to this planet that continent forms can be discerned.
  3-Stress: Upheaval on Earth as chunks of it begin 
  to suffer severe gravitational pressure from the “alien 
  Earth” that becomes more and more solid above it.
  4-Stress: The hero is caught in a maelstrom of 
  energies as both Earth’s break apart, the piece 
  floating toward one another.
  5-Stress: Now the hero feels as though his very 
  essence, down to the individual atom, is being torn 
  apart as everything he is and ever has been is being 
  disassembled.
  6-Stress: The hero now exists on a different kind 
  of Earth. The city he had been standing in is gone. 
  A reflection in a nearby car window shows that his 
  costume has changed into something completely 
  different. Even the hero’s hair and eyes are a different 
  color.
  Mild Consequence: The memory shifts and the 
  hero sees a different, very futuristic Earth, with vast 
  stretches of wilderness far beneath what appears to 
  be floating cities— massive in scope. No vehicles fly 
  through the air, however.
  Moderate Consequence: Within one of the futuristic 
  cities, the hero watches people in form-fitting clothes 
  go about their daily business. From strange energy 
  gateways— some a single person wide, some much 
  wider— the hero watches people vanish and appear 
  through teleportation portals.
  Severe Consequence: The hero gets this image only 
  when Flashover is Taken Out. Somehow, the hero’s 
  psychic awareness recedes from its present location 
  in the vision, and seems to expand on a cosmic 
  scale. The hero then realizes that not only are the 
  teleportation gateways transporting people across 
  
  33
  the planet Earth, but that there are also gateways 
  which teleport people to distant planets, and even a 
  greater network that transports entire armies across 
  the Multiverse and to alternate Earth’s.
  During the Mind Probe the hero also discovers 
  psychic residue, which shows that at some point in 
  the past, definitely within the past few weeks at the 
  latest, David had been mind controlled.
  Attempting to trace the psychic residue to its source 
  is extremely difficult, if not impossible. You should 
  compel the aspect Someone is Pulling Strings and 
  state how the residue has degraded too much, on top 
  of it being expertly masked. If the player resists the 
  compel, then they’ll have to roll against Monstrous 
  (+9) opposition. That means that on an average roll, 
  the hero is going to have to be just about skill capped 
  in using their power, and likely also invoke an aspect 
  or two to succeed.
  Should they succeed, they not only get an image of a 
  woman dressed all in black with her face completely 
  obscured by some sort of shadow, but they also get 
  the image of some sort of softball game going on. No 
  further information is available at the present time.
  Variable Information 
  from Flashover
  You’ll notice that different information is 
  provided depending upon the skill used, 
  whether or not Mind Probe was used, and 
  whether it was an Overcome action or a 
  Contest. That is intentional. The scene is 
  designed this way so you and the players 
  will be encouraged to try different resolution 
  methods to the interrogation. Flashover is a 
  major NPC for Act One, and the Patient Zero 
  for the nanite infection. His interrogation 
  scene is designed to be dramatic, and to 
  offer the players several choices in how to 
  handle it.
  A Failure and Tie also designate different 
  information than simply getting a success 
  with a cost. Either option still requires a 
  cost as normal, but the information that is 
  received is more varied. That allows for a 
  better back and forth during the interrogation 
  role-playing.
  Talking with Flashover: 
  Contest Results
  Below you will find the information given per victory 
  during the Contest. If the hero should bypass a lower 
  victory tier (such as getting a Success with Style, for 
  two victories, on the first exchange) they also receive 
  the information for the lower number of victories. 
  Although a Contest ends when either side gains three 
  victories, information for four victories is provided as 
  it is possible to gain that many— for example getting 
  one victory in the first exchange, then a second 
  victory, and then Succeeding with Style (for two more 
  victories) to end the Contest.
  Provoke Results
  1-Victory: Flashover makes a comment that this Earth 
  is nothing more than an ingredient in a Petri dish.
  2-Victories: Flashover reveals that the hero’s Earth, 
  like so many, is flawed. That flaw must be studied and 
  then corrected.
  3-Victories: The villain reveals to the heroes that 
  Earth after Earth suffers an error in the code. An error 
  known as super-beings. That error must be corrected 
  and the Earth made whole again.
  4-Victories: Flashover informs the heroes that the 
  nanites are a code writing program, unleashed to 
  begin an experiment that will see not only this Earth, 
  but others, rewritten into a new form that combines 
  multiple code sources.
  Rapport or Empathy Results
  1-Victory: David reveals that he was desperate to get 
  revenge against Beth. He didn’t know what to do. He 
  started drinking heavily and had been for almost two 
  months. He started hanging out at bars and meeting 
  people. One group he met was a Biker gang called 
  the Inheritors. They told him they could help him not 
  only get revenge against Beth, but also get custody 
  of his son. Next thing he remembers, he was in Beth’s 
  apartment when the heroes showed up. The bar was 
  called The Six Shot.
  2-Victories: David struggles to push through as he 
  informs the heroes that the nanites are connecting 
  everyone infected. The invaders each contain 
  some sort of portal of what he’s gathering from the 
  computer-brain is dark energy.
  
  34
  3-Victories: David tells them that from what he’s able 
  to gather through all the noise, the computer-brain in 
  each infected victim is running massive calculations 
  to determine the exact number of vectors needed 
  before the build-up of dark energy can be harnessed.
  4-Victories: David doesn’t understand what he’s 
  “hearing.” It has something to do with the dark energy 
  being harnessed from Earths. Yes, plural.
  Mind Probe Results
  1-Victory: The mind probing hero gets an image of 
  David talking to several bikers in a bar. The whole 
  place is dimly lit, and smoke hangs heavily in the air 
  (despite bars now having a No Smoking policy under 
  law). He is talking to a rather large biker with a long 
  beard. The most striking feature is a strange yellow 
  glow to his eyes, as though some sort of nearby 
  lighting is reflecting from them.
  The biker is informing David that he and his people, 
  an MC Club known as the Inheritors, can help him 
  with his domestic problem. David informs the biker 
  that he doesn’t want Beth hurt. The biker responds 
  that her health is completely up to him. They’re only 
  going to provide him the means to do whatever he 
  feels he needs to do for his son. When David asks 
  how, the biker tells him that they have a way to make 
  him more than he is, to make him strong enough to 
  protect his son. It’s a new drug that the government 
  created, and one they lost control of. A drug that he 
  has access to.
  2-Victories: David is in his small apartment, a bottle 
  of Vodka on a coffee table before him. His clothes are 
  disheveled and his hair a mess. It also looks like he 
  hasn’t shaven in days. He takes a drink of Vodka, then 
  picks up his phone and dials a number (the player sees 
  the number). There’s a pause for several seconds, 
  then he asks for someone named “Equalizer.” After 
  another pause, David speaks into the phone: “I’m in. 
  I’ll take your help. Just tell me what I need to do.”
  3-Victories: David is in some sort of hi-tech 
  laboratory, along with the biker he spoke with at the 
  bar, several other members of the MC club, and two 
  people in doctor’s coats. All of them have strangely 
  glowing eyes. When David asks about that, the biker, 
  presumably “Equalizer,” informs him that they’ve 
  all taken the treatment. That’s how they know it 
  works. When David asks why they aren’t asking him 
  for money or any other sort of physical payment, 
  Equalizer informs him, seemingly as a reminder from 
  a previous conversation, that the only payment they 
  want is his vow to join them when it comes time to 
  confront the government.
  If the psychic tries to pull his mental essence back to 
  see where the lab is located, he is unable to do so.
  4-Victories: David writhes and screams upon the 
  table as the straps burst into flames and he’s free. 
  The bikers look to the doctors, who know have skin 
  on their faces and arms burned away from proximity 
  to David and reveal completely robotic beings 
  underneath. The doctors state matter-of-factly that it 
  appears David was a latent Meta-Humanoid, and that 
  the nanites have activated that portion of his code.
  The biker comments that the information has been 
  saved. It could be of use in the upcoming days. This 
  Earth must be closely monitored for results.
  Just as with a Mind Probe during an Overcome action, 
  the hero discovers evidence that David was mind 
  controlled in subtle ways. Trying to trace the residue 
  to the source follows the same guidelines.
  Combining Flashover’s Revelations
  Depending upon how long the scene plays out and 
  how much effort the players put into interrogating 
  Flashover, they can get a lot of information. Most 
  likely, that information might also be a bit confusing 
  at this point in the adventure. That is to be expected. 
  The revelations are designed to give the heroes a 
  good idea of what is in store for the Earth, while at 
  the same time spurring them to find out more.
  Unfortunately, though, David doesn’t have any 
  additional information. Even his memories are 
  becoming difficult for him or a psychic to recall as the 
  nanites continue to erode his humanity.
  
  35
  A More Traditional 
  Investigation
  Although directly interrogating Flashover 
  yields 
  some 
  fantastic 
  information, 
  the 
  heroes might also decide to some traditional 
  methods of investigation, such as: talking to 
  Elizabeth, looking into David’s finances, and 
  even talking to his employer.
  Though such an investigation might more 
  commonly take place in a street level series, 
  even four color heroes might decide to look 
  into the man’s every day, mundane life to see 
  if any new clues could be gleamed.
  Looking Into Flashover’s 
  Employment (Affair Unknown)
  Once businesses open the morning after the fire and 
  quarantine, the heroes can investigate Flashover’s 
  normal place of employment, which is outside the 
  quarantine zone (unless the entire city was placed 
  under quarantine). He worked at Meyerson & 
  Brokowitz Investments.
  Since the management of the firm is more than willing 
  to cooperate with law enforcement, particularly of the 
  super-hero variety, no rolls are necessary. Run this as 
  a pure role-playing scene.
  The heroes eventually meet with Ben Conway, one of 
  the top managers and a man somewhere in his 50’s. 
  He claims to remember a “David Mandell” working 
  there, but doesn’t remember him specifically as a 
  person at first.
  Ben types into his computer and pulls up David’s 
  employment, recognition dawning on his face. David 
  was a decent worker. Although his clients occasionally 
  took some losses, he generally performed favorably 
  both for the firm and the clients. Granted, he didn’t 
  make huge money for either, but his records show he 
  also didn’t take a lot of risks. David was generally a 
  guy that liked to play it safe. There are no reprimands 
  in his file, and his last performance review was 
  positive enough. The main critique he received was 
  that he needed better time management.
  If asked, Ben will reveal that the performance review 
  was conducted three weeks ago. David had been late 
  for work several times, had taken longer than allowed 
  lunches on a few occasions, and had been unable to 
  complete all of his daily tasks on some days. Matter 
  of fact, a week after the review, some two weeks 
  ago, it seems he stopped coming into work. His file 
  has notations that attempts were made to contact 
  him, but his cellphone was turned off and he never 
  replied to emails. It seems his file was sent to Human 
  Resources two days ago with a recommendation for 
  termination.
  Ben claims he doesn’t know anything else about David.
  If asked about anyone in the firm who might have 
  known David better, Ben calls over a nearby female 
  employee and asks her. She says she doesn’t know, 
  but most likely it would be the people who worked 
  next to him. The woman provides two names, and 
  Ben asks her if she could escort the heroes to them 
  (see: Interviewing People Who Knew Him).
  Looking Into Flashover’s 
  Employment (Affair Known)
  With knowledge about the affair between Elizabeth 
  and Craig Meyerson, the heroes might decide to talk 
  to David’s boss about the whole thing.
  According to the front desk, Craig Meyerson is not 
  in his office today. He called in to say that he would 
  be going out of town on business, and would be 
  gone the next several days. If the heroes ask for his 
  address, the receptionist will send them to see his 
  secretary, Ms. Faraday.
  Ms. Faraday is somewhere in her 30’s and fairly 
  attractive. However, the heroes are going to have 
  to make a Provoke, Rapport, or Empathy roll with a 
  Good (+3) opposition to get it. After all, she isn’t too 
  keen on just pulling up the personal information on 
  one of her bosses, but also isn’t willing to risk legal 
  trouble impeding the heroes.
  If the heroes ask her about Craig Meyerson directly, 
  as in what she knows about his personal life or 
  affairs (knowing that secretaries often know more 
  about their boss than they usually admit), they will 
  have to make another roll, but this time at Good (+4) 
  opposition. She’ll admit that she knew about his affair 
  with Elizabeth Mandell. She always felt bad for David 
  in the whole thing. Although he never said anything, 
  she could tell recently that he suspected something. 
  Maybe he even knew the whole thing. There were 
  days David would look at Mr. Meyerson behind his 
  back with an expression of pure venom. Other times, 
  
  36
  he would look at Mr. Meyerson with such a sadness 
  in his eyes. She could tell he was struggling inside. 
  She never said anything, though, to either of the men. 
  The last thing she needed was to get caught in that 
  kind of drama.
  Just as with the previous version of the scene, if the 
  heroes ask about anyone else in the firm who might have 
  known David Mandell, She says she doesn’t know, he 
  usually kept to himself. But most likely it would be the 
  people who worked next to him. Ms. Faraday provides 
  their names and offers to escort the heroes to them 
  (see: Interviewing People Who Knew Him).
  If the heroes Mind Probe Ms. Faraday, she has 
  Average (+1) Will. They find no traces that she 
  was mind controlled.
  Talking to Craig Meyerson
  When the heroes arrive at Craig Meyerson’s rather 
  expensive home, they discover that he has a wife 
  and two children: a boy around age 8 to 10, and a 
  daughter that looks to be in her early teens. Craig and 
  his wife are currently loading suitcases into a Lincoln 
  Navigator as the heroes arrive. Craig takes one look 
  at the heroes and tells his wife to go inside and finish 
  getting things together, he’ll be just a minute. She asks 
  him if everything is all right just as their two children 
  walk out of the house and stop dead in their tracks, 
  jaws opened in shock at the sight of the heroes.
  Craig tells her that everything is fine. They likely 
  just want to talk to him about an employee that is 
  in trouble. That man that attacked the apartment 
  complex the other night was one of his accountants.
  Craig’s wife, in utter shock at just hearing that for 
  the first time, begins to bombard him with the typical 
  questions. Craig tells her that he’ll explain everything 
  he knows, just as soon as he talks to the heroes. Now 
  please go inside.
  Looking none too pleased with the situation, she gets 
  the children’s attention and takes them inside the house.
  By this point, several of the neighbors in the upper 
  class neighborhood are staring at Craig and the 
  heroes from their own properties, none of them 
  daring to approach.
  Craig asks the heroes if they can talk in private, that 
  he knows this is about David and what happened the 
  other night. It’s been all over the news. He’d prefer that 
  his nosey neighbors not hear anything they discuss.
  Assuming the heroes are going to play nice since he’s 
  willing to talk, and once they take him someplace 
  private (either by the Flight power or simply into 
  whatever vehicle they all arrived in), Craig puts his 
  hands into his pockets, squares his shoulders, and 
  asks him what he can do for them.
  If the heroes simply ask him about David Mandell, 
  Craig will feign not knowing too much about him. 
  He worked at the firm as an investment broker, but 
  wasn’t one of his Big Money makers. Usually the man 
  was quiet, kept his head down— he can’t recall ever 
  saying more than passing pleasantries to him.
  Once the heroes confront him about the affair, Craig’s 
  expression turns serious. He supposes he shouldn’t 
  be surprised that they found out about that. Yes, 
  
  37
  he was having an affair with David’s wife. They met 
  about six months ago at a company softball game. 
  He maintains that he never really knew David, but 
  he and Elizabeth started socializing at the game and 
  he could tell there was a spark between them. She 
  gave him her cellphone number before the end of 
  the day, and although it took him over a month to 
  start texting her, he just couldn’t get her off his mind. 
  She and David had just had their first baby about a 
  month before the game, but her body had bounced 
  back from that fairly quickly. She said David was 
  becoming more and more withdrawn since she got 
  pregnant, and especially more so after the baby was 
  born. At first they just texted about trivial stuff. Craig 
  figured she was just lonely. Then she started sending 
  him nude photos. That went on for a couple of weeks 
  before she started sneaking out to meet him, and 
  eventually they started sleeping together.
  Obviously if the heroes got the story from Elizabeth 
  before coming to see Craig (see: Talking to Elizabeth 
  Mandell), then they got the opposite version of how 
  things started. Craig just shrugs if confronted on it 
  and claims that she must not have wanted to admit 
  that the whole thing was her initiating it.
  If the heroes ask where he’s going with the family, 
  Craig claims that he and the family are heading to 
  Rio. He’s trying to land a huge Real Estate developer 
  down there, and thought it would turn the business 
  trip into a combination family vacation. If asked if he’s 
  sure he wasn’t trying to flee (or something along those 
  lines), Craig will feign confusion. After all, he was only 
  sleeping with the man’s wife. He had nothing to do 
  with what David did that night. Obviously they had 
  marital problems before he came along, otherwise 
  Elizabeth wouldn’t have been willing to do the things 
  she did with him (and again that grin).
  Technically, the heroes have no reason to arrest him. 
  If they do so anyway, Craig’s lawyers will have him 
  freed within a couple of hours, and the heroes are 
  likely to earn a bit of a warning from Overwatch on 
  violating Civil Rights.
  If the heroes Mind Probe Craig, they discover the 
  same thing has been done to him that has been done 
  to Flashover and Elizabeth (see: Talking to Elizabeth 
  Mandell).The same aspect compel or Overcome 
  action guidelines apply.
  Looking Into Flashover’s Money
  If the heroes want to look into Flashover’s finances, 
  the banks are naturally unwilling to disclose his 
  information without a court order. Even if the heroes 
  are the best known and respected tights in the city (or 
  even the world), the bank still refuses. After all, what 
  kind of a message would it send to their customers if 
  they indiscriminately handed over personal, financial 
  information to any Hero that walked through the door.
  That means the heroes are going to have to either
  • Have a way to hack into the bank’s computer 
  system.
  • Ask Overwatch to use their resources to get  
  the information.
  If the heroes ask Overwatch, no roll is necessary. It’s 
  a normal request for this type of investigation, and 
  their hackers quickly secure the information.
  If the heroes go about hacking the bank system on 
  their own, they must make a roll against Great (+4) 
  opposition. The best skills for the hacking attempt 
  would be Technology, Thief, or even Knowledge 
  (especially if the hero has a stunt to specialize in 
  computer systems or hacking).
  However the heroes go about getting the information, 
  they discover that Flashover’s finances were in dire 
  straits. A majority of his credit cards were maxed 
  or near-maxed, and his bank accounts only had a 
  combined total of a little over $5k between them. A 
  majority of his money had gone into getting his small 
  apartment and furnishing it; a total of over $30k had 
  been paid to the Law Office of Cynthia Daily, an 
  attorney specializing in family law; and another $3k 
  had been paid to Patrick Levine, an LCPC (Licensed 
  Clinical Professional Counselor). He’d also written 
  several checks to Elizabeth Mandell, his soon to be 
  ex-wife, to a combined total of slightly over $2k. 
  The final notable transaction is to a local hospital for 
  treatment and ambulance service.
  Beyond that, there are no records showing large, or 
  in any way suspicious, money transfers or charges.
  Talking to Elizabeth Mandell
  With Elizabeth and her son infected with the nanites 
  following her confrontation with Flashover, Overwatch 
  has convinced her to voluntarily accept shelter at one 
  of their safe houses. While this is obviously so they can 
  closely monitor the infection, they also convinced her 
  it was for her and her son’s safety should Flashover, 
  albeit unlikely, somehow escape.
  
  38
  Overwatch has no problem providing the heroes 
  with the location of the safe house as part of their 
  investigation. The safe house is an environmentally 
  sealed and self-contained bunker located deep 
  beneath a Deli in the quarantined area of the city. The 
  Deli itself is actually a legitimate business, operated 
  by retired husband and wife Overwatch agents. The 
  bunker is accessed via an elevator built into a section 
  of the floor in the stockroom, lowered after only 
  the Overwatch agent on monitor duty in the bunker 
  confirms that the person has access clearance (which 
  naturally the heroes do).
  Elizabeth and her son were brought into the safe 
  house via Overwatch agents in sealed hazmat suits. 
  Once inside the bunker, she was placed within living 
  quarters that contain a bedroom, bathroom, combined 
  kitchen/dining area, and a living room with a large 
  screen TV and Blu-Ray player (with a decent selection 
  of movies). The safe house usually contains two 
  Overwatch agents at a time on a multi-month staff 
  rotation. Additionally, portable force screens have 
  been placed and activated at all major entrance points 
  between the living quarters and the rest of the base, 
  effectively sealing it off. Atmospheric scrubbers then 
  purified the air throughout the remainder of the bunker.
  The heroes will have to remain on the bunker side of 
  the force screens, but their voices carry through easily 
  enough. Elizabeth places her son on a play mat on the 
  floor before coming over to the screen to talk to them.
  It is assumed the heroes will want to know about 
  her soon to be ex-husband. No rolls are necessary, 
  as Elizabeth is willing to reveal whatever she can, 
  hoping against all odds that there is some way 
  to help him— to help them all. As it is, she looks 
  completely exhausted. Her hair is a bit of a mess and 
  her shoulders slumped.
  Make sure the players role-play this scene. Throughout 
  the heroes’ questioning, Elizabeth will reveal that she 
  always loved her husband, and still does, but she 
  couldn’t take being alone anymore. A few months 
  into the pregnancy, David starting withdrawing from 
  her. He worked longer and longer hours, and when 
  he came home it was like he did everything he could 
  to avoid her. Even their sex life stopped unless she 
  was the one to initiate it, and David just seemed to be 
  going through the motions. She’s confronted him on it 
  several times, but he just claimed it was work, that his 
  clients weren’t happy, and that he was overstressed.
  If the heroes don’t mention Craig Meyerson (perhaps 
  they don’t know about him yet), Elizabeth continues 
  with her story and makes the revelation. Likewise, if 
  they do know about the affair and question her about 
  it, she doesn’t hesitate to tell the truth.
  Either way it happens, Elizabeth mentions how she 
  met David’s boss for the first time at a company 
  softball game. He was outgoing and funny, and his 
  wife didn’t seem to mind that they were talking. She 
  assumed at first it was because she had no reason 
  to distrust him, but she soon figured out that she 
  probably knew what Craig was up to and didn’t care. 
  Or maybe she was even doing her own thing on the 
  side. She doesn’t know. Anyway, somehow, Craig got 
  the conversation turned onto her marriage to David. 
  She didn’t even realize he’d done it at the time, and 
  she has no idea why she opened up to him the way 
  she did, but before she knew it she was telling Craig 
  all about the troubles with David.
  Craig seemed like a genuinely sympathetic ear. He’d 
  even given her his cellphone number in case she needed 
  someone to talk to, and promised not to let David know 
  about anything she said. Determining what he was told 
  would be her job as his wife. As a natural response, at 
  least to her, she also gave Craig her number.
  Elizabeth claims she didn’t give the day another 
  thought. Then a couple of weeks later, Craig texted 
  her out of the blue to see how she was doing. Although 
  she claimed she was doing great, he seemed to know 
  exactly what to say to get her to open up to him again.
  Next thing she knew, she was talking to him more and 
  more, and then she was sneaking out to go have drinks 
  with him. It was one of those nights, when Craig was 
  really drunk and had to have a friend come get him 
  from the bar, that he sent her a rather … well, sexually 
  explicit photo that night. Yeah, she was a bit plastered 
  as well and sent a couple back to him. David was 
  already asleep when she got home. He didn’t even 
  stay awake to make sure she got in all right.
  And things progressed from there.
  If for any reason a hero tries to Mind Probe her, 
  Elizabeth has a Mediocre (+0) Will. During the 
  probe the hero will discover psychic residue on her. 
  Someone was, in the past, altering her mind.
  Just as with Flashover if it was discovered, tracing it 
  back to the source is highly impossible. Compel the 
  Someone is Pulling Strings aspect, or if that fails the 
  hero can make a roll against Monstrous (+9) opposition.
  
  39
  With success, the psychic hero gets the same image 
  they would have with David and Craig: a woman 
  dressed all in black, her face mysteriously obscured 
  in shadow with no distinguishing features showing. 
  She is present at a softball game— presumably, even, 
  the company softball game where the affair started.
  Interviewing People Who Knew Him
  Dwayne Maggin and Alicia Gerowitz (Co-Workers):** 
  Talking to David’s two co-workers doesn’t yield much 
  new information, though if the heroes are in costume 
  the two of them are in awe. David was fairly quiet, 
  though the three of them did occasionally do lunch 
  together down at a local Starbucks. They know he 
  was going through a rough time with his wife lately, 
  and that the two of them are separated.
  Dwayne does comment that he knows David tried 
  suicide about a month ago, and was taken to the 
  hospital. Alicia is shocked by the revelation, as 
  she didn’t know. Dwayne tells her that’s why the 
  cop came to see him a couple weeks ago. He was 
  checking up on him.
  If the heroes ask for the name of the officer, Dwayne 
  says he doesn’t know. Alicia, though, remembers 
  his name badge saying Owens. Dwayne looks at her 
  quizzically, and she just shrugs and says that she 
  thought he was hot.
  Officer Bernard Owens (Police Officer): Tracking 
  down Officer Owens isn’t difficult, as he would be 
  working out of the precinct that handles David’s 
  apartment area. Luckily for the heroes, Officer Owens 
  is at the precinct doing paperwork at the time they 
  decide to look into him.
  He’s around David’s age, well-built, with a buzz cut 
  and very blue eyes. When the heroes ask him about 
  David Mandell, Owen nods. They got an anonymous 
  call from someone who claimed to be a friend and had 
  found him on the couch. David— Mr. Mandell— had 
  overdosed on sleeping pills. He was the first officer 
  on the scene, and got there just a minute or so before 
  the paramedics. Mr. Mandell was unresponsive, and 
  they rushed him to the hospital, where they had to 
  pump his stomach and then kept him overnight.
  If asked why he took the time to stop by David’s 
  work to check on him a week or two later, Owens 
  admits that he went to high school with David. Owens 
  remembered David because he used to stand-up for 
  him against some of the bullies. David always was a 
  small guy, kind of bookish, and Owens was on the 
  football team. He liked the guy, just didn’t make it a 
  habit of hanging out with him. Social stigma and all 
  that. But that’s the idiocy of high school.
  Anyway, he wanted to make sure David was doing 
  okay. Guess some habits die harder than others.
  Officer Owens doesn’t know what to think about the 
  apartment complex attack. He never knew David 
  was a Metahuman. He never showed any powers 
  that he can recall.
  Cynthia Daily (Family Law Attorney): Cynthia can’t 
  tell the heroes too much do to privilege with her client, 
  but she will tell them that Elizabeth’s father, a wealthy 
  rancher in Nevada, is actually funding the case against 
  her client. He’s hired a blow-hard attorney who loves 
  to file motion after motion that they have to respond to, 
  in her opinion all in an attempt to make her client run 
  out of money before they can even get before a judge.
  Of course, Cynthia can’t walk off the case over her 
  client not being able to keep current with his bills, 
  nor would she at this point. She knows she’s making 
  a mistake, but at this stage it’s starting to become 
  personal for her, too. David is a good father, and 
  he’s being put through hell by Mrs. Mandell’s father. 
  She’s going to keep fighting for his rights with his 
  son, no matter what.
  Patrick Levine (Therapist): Like with Cynthia, Patrick 
  can’t tell the heroes much due to privilege with his 
  patient. He will tell them, off the record that David is 
  suffering from depression, but nothing that he hasn’t 
  treated before. But given his marital and custody 
  problems, depression is not out of the ordinary, either.
  If the heroes happen to Mind Probe him, Patrick has 
  Fair (+2) Will. The hero will get a memory of a session 
  with David wherein he talks about a recurring dream 
  he’s been having, where he’s some sort of super-hero 
  called Paradigm battling an evil robot that’s controlled 
  humanity for a long time. It’s like he’s part of some 
  kind of resistance effort. Oh, and he can generate 
  flames and fly!
  Scene Options
  No Hero with Mind Probe
  Obviously, a lot of information can be gained from a 
  hero having the Mind Probe power. But what if none 
  of the heroes in the player-group has the power? 
  That’s fine. Once the heroes decide to investigate, 
  have Overwatch offer to send a psychic with them 
  
  40
  to assist. Although Overwatch deals mostly in highly 
  trained, former military to fill its ranks, they aren’t 
  above also recruiting Metahumans into the ranks.
  Treat the Overwatch agent as a Good level NPC, with 
  the Mental skill at Good (+3) rank. Give the agent 
  Telepathy, along with the Mind Probe power with the 
  Useable on Others special effect. That way, instead 
  of simply having agent recount what he sees while 
  using the power, he can share the visions directly with 
  the heroes while they happen.
  The Inheritors
  Although the nature of The Inheritors will be explored 
  in an upcoming scene, some players might wonder 
  if their heroes have ever heard of the gang, and if 
  not, then why not. The Inheritors are actually A.I. 
  from another Earth, sent here by Intellitron. Although 
  they’re the catalyst behind the nanite infection, they 
  travel between the Earths easily and often, so they 
  do not necessarily remain on this planet. And since 
  they’ve remained under the radar from this Earth’s 
  super-hero community, the player-characters have 
  never heard of them before.
  Investigating Personal Rogues
  As the mystery surrounding the nanites begins, it’s 
  possible that a hero or two might have a Rogue 
  capable of manufacturing such a threat. Which means 
  the heroes will suspect them first, and want to race 
  off to investigate or confront them. If that happens, let 
  them. Simply create some additional scenes between 
  the hero and the Rogue, including the Rogue not 
  knowing what the heck the hero is talking about. 
  Maybe the hero even gets lucky and stumbles upon 
  the Rogue while they’re involved in a totally unrelated 
  scheme, and the sudden confrontation throws the 
  villain’s plans out the window.
  Whatever the case, have fun with it. Let the heroes do 
  their own thing, and never hesitate to personalize the 
  adventure for the players.
  Scene: The Six Shot Bar
  Suggested Aspects: Dim Lighting, Not A Lot of 
  Space to Maneuver, Lots of Dangerous People.
  Run this scene when the heroes decide to investigate 
  The Six Shot bar.
  If for some reason the heroes didn’t interrogate 
  Flashover in a previous scene, that’s okay. Don’t 
  let it derail your story. In their place, Overwatch’s 
  investigation led them to talk to Flashover, and their 
  agents received intel on the bar. With the heroes part 
  of the impending crisis, Overwatch Assistant Director 
  Reagan Keller called them in to spearhead things 
  at the bar. After all, they’re dealing with a definitive 
  super-science or metahuman threat, here.
  Even if the heroes did interrogate Flashover, Assistant 
  Director Keller will still send in four teams of five agents 
  each to assist them. Ten agents will be awaiting word 
  from the heroes, while another five are spaced around 
  nearby rooftops as snipers. The remaining five agents 
  are spread between two heavy-armored containment 
  carriers for any metahumans that are apprehended.
  Assistant Director Keller is one of the five agents with 
  the Containment Carriers.
  All Agents are considered Fair level NPCs, with 
  Assistant Director Keller a Supporting NPC.
  overwatch agent
  Aspects:
  Highly Trained 
  Federal Agent
  Skills
  Fair (+2):
  Accuracy
  Average (+1):
  Athletics, Fight
  Gadgets & Devices
  Energy Pistol (Blast 2, energy)
  Stress:
  [1]
  Assistand Director Keller
  Concept:
  High Ranking Government 
  Commande r
  Motivation:
  Safeguard the American People
  Other Aspects:
  Highly Trained Federal Agent
  Skills
  Superb (+5):
  Contacts 
  Great (+4):
  Accuracy, Investigate
  
  41
  Assistand Director Keller
  Good (+3):
  Empathy, Weapons, 
  Leadership
  Fair (+2):
  Deceive, Knowledge, Fight
  Average (+1):
  Physique, Technology, Vehicles
  Stunts
  Attention to Detail
  Emotional Trigger
  In the Know
  Tapping the Network
  Turnabout
  Word on the Street
  Devices
  Overwatch Armor (Invulnerability 2)
  Energy Knife (Melee Attack 3, energy, potent)
  Physical Stress:
  [1] [2] [3] [4] [5]
  Mental Stress:
  [1] [2] [3] [4]
  Consequences:
  1 Mild, 1 Moderate
  Containment Carrier
  Speed Rating: 
  2
  Powers
  Armored 2, Hardiness 4, Nullify (source: genetic 
  and mental), Super-Speed 1
  Special Effects:
  Power skill at Good (+3)
  Limits:
  None
  Complications:
  Nullify can short out
  Stress:
  [1] [2] [3] [4]
  Consequences:
  1 Mild
  If the heroes don’t inform Overwatch of their plans to 
  go to the bar, then Overwatch won’t arrive until after 
  the conflict is over. By the time they received word 
  of a battle happening, they still had to travel to the 
  location.
  Once the heroes enter the bar, use the zone map and 
  map key below.
  Map Key
  There are three main zones for the map. Zone 1 is 
  the front parking lot. Zone 2 is the main interior room. 
  Zone 3 is the rear corridor and adjoining rooms.
  The conflict will begin while the heroes are in Zone 2.
  During the conflict, crossing from Zone 2 to Zone 1 
  will provide two different opposition options. If the 
  heroes wish to burst through the brick wall, they must 
  roll against Good (+3) opposition. Going through the 
  front door will require rolling against Active Opposition 
  provided by the Inheritors.
  Likewise, thanks to Sister Mindful controlling the 
  other criminals in the bar, moving from Zone 2 to 
  Zone 3 will require a roll against Active Opposition 
  from the criminals. Whether or not getting into any of 
  the side rooms in the rear of the bar provides Active 
  Opposition is up to you. If one of the criminals is in the 
  doorway, then obviously the hero will need to make 
  a roll to enter the room. In such a case, you can treat 
  the individual room as a separate zone.
  Zone 1: The front parking lot contains four average 
  sized cars and over a dozen motorcycles all in 
  a row. The parking lot leads to a city street with 
  several warehouses and a steel mill. The surrounding 
  business are closed during the night, and the street 
  usually deserted except for occasional vehicles that 
  pass through.
  Zone 2: The main interior of the bar contains the main 
  bar, over a dozen tables with chairs, and two pool 
  tables. As the heroes arrive, it is occupied by almost 
  two-dozen customers, all of them of the criminally 
  dangerous variety.
  Zone 3: A doorway from the main room leads down 
  a long corridor to the rear of the place. There are six 
  rooms, three doors on either side of the corridor, 
  that lead to private meeting rooms and bedrooms 
  for prostitution. There are four meeting rooms and 
  two bedrooms. At the end of the corridor, another 
  door opens upon the bar’s storage room. There is a 
  trapdoor in the floor where illegal drugs and weapons 
  are stored, as well as another door along the right 
  hand wall that leads to the manager’s office.
  
  42
  
  43
  Equalizer
  Concept:
  Android Lifeform From an 
  Alternate Earth
  Motivation:
  Further the Goals of Intellitron
  Other Aspects:
  Metahumans are an Error in 
  the Code
  Skills
  Great (+4):
  Accuracy, Fight
  Good (+3):
  Deceive, Physique
  Fair (+2):
  Rapport, Technology
  Average (+1):
  Empathy, Provoke, Will
  STUNTS
  Defensive Penetration
  Face the Pain
  Impersonator
  Power Set:
  Highly Advanced Android
  Aspect:
  Created by an Artificial God
  Blast 3 (energy, hard-hitting)
  Hyper-Sense (darkvision, thermal vision true sight)
  Interface (living flame)
  Invulnerability 1
  Super-Strength 3
  Physical Stress:
  [1] [2] [3] [4] [5] [6]
  Mental Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  1 Mild, 1 Moderate
  Blinker
  Concept:
  Android Lifeform From an 
  Alternate Earth
  Motivation:
  Homicidal Machine with a 
  Mean Streak
  Other Aspects:
  Flesh is So Squishy
  Skills
  Great (+4):
  Power
  Good (+3):
  Physique
  Fair (+2):
  Fight, Provoke
  Average (+1):
  Stealth, Will
  Power Set:
  Artificial Lifeform
  Aspect:
  Here and Gone
  Blast 3 (energy, hard-hitting)
  Hyper-Sense (darkvision, thermal vision true sight)
  Interface
  Teleportation 4
  Physical Stress:
  [1] [2] [3] [4] [5] [6]
  Mental Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  1 Mild, 1 Moderate
  
  44
  Sister Mindful
  Concept:
  Lost Psionic Heroine
  Motivation:
  Recover the Life That Was Taken
  Other Aspects:
  Love is Undying, Pain Brings 
  Strength
  Skills
  Fantastic (+6):
  Mental
  Superb (+5):
  Will
  Great (+4):
  Empathy, Deceive
  Good (+3):
  Rapport, Leadership
  Fair (+2):
  Athletics, Provoke
  Average (+1):
  Fight, Stealth
  Stunts
  Power Stunt Mastery
  Psionic Marksman (use Mental in place of Accuracy 
  when using Mental Blast)
  Power Set:
  Psionic Master
  Aspect:
  The Mind is a Fruit To be Peeled
  Drain (Will only)
  ESP
  Mental Blast 3
  Mental Hardiness 3
  Mental Invulnerability 4
  Mind Control
  Mind Probe
  Telekinesis
  Telepathy
  Complications:
  Unstable Cloned Mind (send 
  into confusion or paralysis)
  Physical Stress:
  [1] [2] [3] [4]
  Mental Stress:
  [1] [2] [3] [4] [5] [6] [7] [8]
  Consequences:
  1 Mild, 1 Moderate, One extra 
  mild consequence for mental
  Typical Inheritor
  Aspects:
  Advanced Android Lifeform
  Skills
  Good (+3):
  Accuracy
  Fair (+2):
  Athletics, Notice
  Average (+1):
  Provoke, Weapons
  Powers
  Aspect:
  Nanite Construction
  Blast 3 (projectile weapon)
  Stress:
  [1] [2]
  Typical Criminal
  Aspects:
  In It For the Money
  Skills
  Fair (+2):
  Fight
  Average (+1):
  Deceive
  Gadgets
  Knife (weapon 1), or Bat (weapon 2), or Pistol 
  (weapon 2)
  Stress:
  None, one hit takes them out
  Inside the Bar
  Immediately upon entering the bar, the heroes are 
  assailed by thick cigarette and cigar smoke, and hear 
  the clacking of pool balls from the two tables. An 
  attractive woman in a cowgirl hat is serving drinks 
  behind the bar, and a large sign behind her reads: 
  “Buy three shots, get three free,” (thus the name of the 
  place). The bar is filled with members of the Demon 
  Sons motorcycle gang, several other people, and two 
  women in tight skirts and tops with high heels. As the 
  heroes enter, one of the women is heading through 
  a door in the back of the bar with a member of the 
  Demon Sons in tow.
  Arriving Out of Costume
  In this version, the heroes arrive in civilian garb, or 
  even a disguise, therefore not alerting the patrons 
  to their heroic nature right off the bat. They get a lot 
  of stares when they first walk into the place. After 
  
  45
  all, they’re new faces and the patrons are naturally 
  suspicious. If any of the players invoked a character 
  aspect for a story detail that they’ve been here 
  before while undercover, then have them recognize 
  one or two of the people in the bar from previous 
  operations. Give them some role-playing, and allow 
  them to make an appropriate skill roll (which could 
  be Provoke, Deceive, Rapport, or maybe Contacts, 
  based upon how their past is set-up) to try to get 
  some information on The Inheritors, David Mandell, 
  or whatever else they might ask about.
  The idea is to keep the action moving. So even if 
  the hero gets some information from a contact, 
  have some other people overhear it and get highly 
  suspicious. The hero is asking dangerous questions 
  and putting his nose in the wrong place.
  This can lead you to a small conflict (either physical or 
  social) before the door and portions of the front wall 
  explode inward with the arrival of The Inheritors.
  Likewise, if the heroes don’t have any contacts inside 
  the bar, several people still get suspicious over their 
  arrival and start leaning in on them, which leads to the 
  same type of social or physical conflict.
  Arriving in Costume
  If the heroes arrive in costume, the bar immediately 
  falls silent and all action stops. All eyes turn on them.
  Exactly how this scene plays out will depend on 
  the heroes. Will they immediately try to lean on the 
  criminals for information using Provoke? Will they 
  go for a more diplomatic approach with maybe the 
  Rapport skill? Are they highly-trained, but generally 
  unpowered, street vigilantes, or powered and known 
  super-heroes with a reputation as heavy-hitters?
  Whatever the case, give the players a few moments 
  to get into the scene and let their heroes do their 
  thing, then a couple of Demon Sons burst from the 
  back hallway with automatic rifles and open fire. 
  Other people in the bar dive for cover as the heroes 
  are forced into a battle.
  The Inheritors Arrive
  Now the conflict begins in earnest.
  The front door and a portion of the wall around it 
  explode inward, creating a Thick Cloud Of Choking 
  Dust situation aspect. Standing at the threshold are 
  The Inheritors. Equalizer is in the lead, with a smaller 
  member behind him. That man wears a long, thick 
  beard, the MC Kutte, and his eyes glow a strange 
  yellow. Behind those two are twelve other members.
  Since the nameless Inheritors are Good quality NPCs, 
  you should divide them into smaller groups, perhaps 
  four groups of three combatants, or three groups of 
  four. Or, if you have enough player-characters, even 
  six groups of two.
  If Overwatch came with the heroes, they hear 
  Assistant Director Keller over their earpieces that 
  several hostiles just teleported into the area. She’s a 
  few seconds too late, but Overwatch was also taken 
  by surprise.
  During the conflict, Equalizer will attack with a 
  combination of his super-strength and small plasma 
  canons that morph from his shoulders. Blinker will 
  use his teleportation for Create an Advantage actions 
  such as Confused, Where Is He Now? or even 
  Distracted, and then hand any free invocations to 
  Equalizer or one of the other Inheritors.
  A couple exchanges into the conflict, Sister Mindful, 
  who was actually in disguise as a patron at the bar, 
  uses her selective area effect Mind Control to take 
  over some of the other patrons and cause them to 
  attack the heroes with firearms, knives, and pipes.
  If Overwatch is present and are called in by the 
  heroes, or simply decide to assist on their own, offer 
  each of the players a Fate Point to compel Blinker’s 
  Here and Gone power set aspect. Blinker uses his 
  selective area effect teleportation to take a couple 
  Inheritors and rapidly teleport them around the front 
  parking lot to take out the Overwatch agents. He 
  even gets the nearby snipers. For other actions, he 
  uses his Power skill as an attack action, representing 
  his rapid teleportation and physical attacks.
  Assistant Director Keller orders her remaining men in 
  the carriers to fall back and await reinforcements.
  During the conflict, as Blinker or Equalizer take 
  consequences, it is revealed that their flesh is actually 
  real, but that they are also part organic. They are 
  human-machine hybrids— just as is happening with 
  the infected in the city.
  
  46
  
  47
  Another New Arrival
  As the heroes are battling both the Inheritors and the 
  bar patrons, and Overwatch is having their collective 
  rear-ends handed to them, Assistant Director Keller 
  informs the heroes that a new hostile just teleported 
  into the area. She has additional units on the way, but 
  it’ll be several minutes before they arrive.
  The full identity of the new arrival— a man in a red 
  and gold costume, blonde hair, no mask, with a 
  sun emblazoned on his chest— will be explained 
  after the conflict. Upon his arrival, he takes a few 
  seconds to get his bearing, and then immediately 
  attacks the Inheritors.
  Since the heroes are possibly not aware of Sister 
  Mindful’s presence or influence on the other 
  criminals, once Paradigm can get into the bar itself, 
  he’ll immediately see her hidden off in the shadows of 
  a corner. When she sees him, she hesitates, her eyes 
  wide in what looks like shock. The new metahuman 
  takes that split-second opportunity to strike, hurling a 
  chair with just enough force to knock her unconscious 
  when it strikes her temple.
  Although it is important to make sure the player-
  characters remain the main heroes of the conflict, 
  it’s also important to show Paradigm as very capable 
  in his own right. He’s the catalyst to get the heroes 
  across the multiverse to save their Earth in Act Two.
  Paradigm
  Concept:
  Sole Remaining Hero of an 
  Oppressed World
  Motivation:
  Rebel Struggling to Save the 
  Multiverse
  Other Aspects:
  Eighth 
  Clone 
  Incarnation, 
  Forever a Part of Intellitron, 
  Avenge Those Who Have Fallen
  Skills
  Fantastic (+6):
  Accuracy, Power
  Superb (+5):
  Physique, Will
  Great (+4):
  Athletics, Knowledge
  Good (+3):
  Fight, Technology
  Fair (+2):
  A, Stealth, Thief, Treatment
  Average (+1):
  Deceive, Leadership, Rapport
  Paradigm
  Stunts
  Power Stunt Mastery
  Specialist (Multiversal Pathways)
  Strength From Determination
  Take the Blow
  Power Set:
  Pyrokinesis
  Aspect:
  Fire is Within Us All
  Blast 4 (fire)
  Fire Control (living flame)
  Power Set:
  Solar Absorption
  Aspect:
  Energized by the Stars
  Flight 4
  Hardiness 3
  Invulnerability 3
  Life Support
  Super-Strength 2 (enhanced lifting)
  Complications:
  Recharge (Solar Absorption)
  Physical Stress:
  [1] [2] [3] [4] [5] [6] [7] [8]
  Mental Stress:
  [1] [2] [3] [4] [5] [6]
  Consequences:
  1 Mild, 1 Moderate, 1 Severe, 
  One extra mild consequence 
  for physical, One extra mild 
  consequence for Mental
  Post Conflict Wrap-Up
  After the conflict, Paradigm will introduce himself 
  by name. It’s very likely that despite his actions, 
  the heroes will not trust him. Paradigm will do 
  everything he can to assure the heroes that they’re 
  all on the same side.
  If the heroes insist on trying to attack or intimidate the 
  new arrivals, Paradigm will do just enough to defend 
  himself while also doing his best not to counter-attack. 
  Moments into the stand-off, Overwatch appears in 
  force. If any of the Inheritors are still functional, they’ll 
  be taken into custody. Sister Mindful will be placed in 
  containment as well.
  Overwatch immediately places Paradigm under 
  arrest. He tells Overwatch that he’ll come along 
  
  48
  quietly, and answer whatever questions they pose 
  as best he can.
  Meanwhile, Sister Mindful, any functional Inheritors, 
  and all the parts to destroyed Inheritors are put into 
  one Containment Carrier, and Paradigm and his team 
  are placed in another.
  Scene Options
  Why is the Bar Still in Business?
  No doubt, especially for a team of street vigilantes, 
  it might be wondered why a place like The Six Shot 
  is still in business. After all, it’s an obvious hang-
  out for criminal activity, even if those criminals are 
  not usually Metahumans.
  Remind the players that it’s a big city, and places like 
  The Six Shot sometimes slip through the cracks. It 
  might be that an agency like the ATF, DEA, or FBI have 
  had them on the radar for some time, and might even be 
  slowly building a case against both the establishment 
  and its regulars. For the heroes’ part, though, none of 
  their previous cases led them to the bar.
  Following the battle with The Inheritors, maybe even 
  the ATF, DEA, or FBI swoop onto the scene as the 
  heroes just completely blew a long-time operation 
  they were mere days away from finally concluding 
  with some major arrests. Such a scenario would also 
  be a good opportunity to set-up some interagency 
  tension between the heroes and/or Overwatch, and 
  the federal agency.
  Or, as an alternative, maybe a previous case or two 
  did lead them to someone at the bar, and the heroes 
  have either kept the place under surveillance while 
  disguised as a criminal themselves, or might even 
  have informants working for them in exchange for not 
  getting arrested, or their bones broken.
  You can even combine both ideas. The heroes 
  have worked the bar before, and their fight with the 
  Inheritors also just blew a major federal undercover 
  operation— which can even springboard into some 
  interesting tension between the heroes and the 
  federal agency later in your series.
  Scene: Enter, Director 
  Silverback
  Suggested Aspects: None
  Director SilverBack
  Concept:
  Director of Overwatch
  Motivation:
  Safeguard the American People
  Other Aspects:
  My Mind in a Strange Body, 
  Dirty Tricks Are the Trade, Those 
  in Power Must Be Watched
  Skills
  Fantastic (+6):
  Contacts, Leadership
  Superb (+5):
  Accuracy, Fight
  Great (+4):
  Deceive, Notice
  Good (+3):
  Rapport, Vehicles, Investigate
  Fair (+2):
  Athletics, Physique, Will
  Average (+1):
  Empathy, 
  Knowledge, 
  Thief, 
  Weapons
  Stunts
  Black Book Funding
  Body Language Reader
  Center of the Web
  Dazing Counter
  Everywhere at Once
  In the Know
  Into the Fray
  Iron Will
  Lie Detector
  Organizational Funding
  Tactician
  Tapping the Network
  Uncanny Agility
  Power Set:
  Genetically Engineered 
  Gorilla Body
  Aspect:
  A Body Made in a Lab
  
  49
  Director SilverBack
  Adrenaline Surge (anger)
  Hardiness 2
  Invulnerability 2
  Life Support
  Leaping 1
  Melee Attack 3 (concussive, demolishing)
  Mental Invulnerability 4
  Super-Strength 1
  Complications:
  Phobia of Tight Spaces
  Physical Stress:
  [1] [2] [3] [4] [5] [6]
  Mental Stress:
  [1] [2] [3] [4] [5]
  Consequences:
   Mild, 1 Moderate, 1 Severe, 
  One extra mild consequence for 
  physical
  News Reports
  Roughly an hour has passed. Overwatch has insisted 
  (though they won’t try to stop the characters from 
  leaving) that they remain in the base until the Director, 
  himself, can meet with them. If asked where the 
  Director is, Assistant Director will inform them that 
  he’s talking to the one called Paradigm.
  If the heroes wish to leave, Overwatch escorts them 
  from the facility, which is located deep within a 
  mountain. If there are no mountains in whatever city 
  you’ve placed your series, then they are somewhere 
  in the Rockies. Overwatch makes it clear that they will 
  be called back when the Director is ready for them, 
  so unless the heroes have their own travel powers, 
  they’re likely not going to go anywhere.
  If the heroes remain, they have access to television, 
  but no outside communications. Even personal 
  cellphone and communicators are blocked, as are 
  any teleportation systems they might have with their 
  team or personal bases. On the television, the media 
  is covering the continuing quarantine in their home 
  city. Whether or not they went to the media at the start 
  of the quarantine, by this point the media has become 
  aware of it. Let’s face it, in today’s 24/7 news cycle 
  and instant communication, it wasn’t going to remain 
  quiet for long. Feel free to create some news reports 
  for local stations in the city. Meanwhile, Fox News 
  has Geraldo on scene in the city reporting growing 
  civil unrest, and the camera shows a line of officers in 
  a standoff with rioters behind him. CNN is talking to 
  Overwatch Agent, Major Thompson. She is a short, 
  though obviously fit woman with her blonde hair cut 
  short. She is currently making it clear that Overwatch 
  is working in conjunction with local law enforcement 
  to restore peace. When asked if whatever outbreak is 
  going on can affect the Metahuman community, she 
  assures the camera that no Metahuman has thus far 
  contracted the infection. It appears at this time that 
  the metagene serves as a deterrent to infection.
  Debriefing with the Director
  Director Silverback walks into the room, wearing a 
  specially designed Overwatch uniform. He greets 
  the heroes before seating himself in a modified chair 
  designed for his body shape and bulk. His voice is 
  a deep baritone, and his attitude is of a nononsense 
  commander, though he tries to make sure to treat 
  the heroes as . . . well, if not equals, then people 
  worthy of his respect. Silverback is in his mid-40’s. 
  Once a soldier in the U.S. military, he originally joined 
  Overwatch in the Metahuman Law and Special 
  Operations Division. Over the next 20 years he rose 
  through the ranks, finally being confirmed as Director 
  by Congress after the previous Director retired.
  This is role-playing scene as the Director asks the 
  heroes for their reports on everything that’s transpired 
  from their end. He wants them to start with David 
  Mandell’s apartment complex fire, and go from there. 
  Along the way, he’ll ask them questions (mainly for 
  details as they likely attempt to gloss over some things).
  The Director eventually tells the heroes that he’s 
  tried interrogating both Paradigm and Sister Mindful. 
  If the heroes have a psychic on the team on used 
  Mind Probe earlier and didn’t tell Overwatch about 
  the visions, then Silverback admits he doesn’t believe 
  either one of them. If Overwatch was made aware of 
  the visions, either from the hero or their own psychic 
  agent, then Silverback admits he isn’t exactly sure 
  what they need to prepare for. If the two of them are 
  telling the truth, it’s way beyond anything they have 
  the resources to combat.
  Naturally, the heroes will want to know what was 
  said. Silverback responds that he’ll just let them 
  hear it for themselves. He’s still trying to wrap his 
  head around it all.
  Silverback also informs the heroes that from the 
  scans they did of the prisoners, Paradigm maxed 
  out the power level readings, and the tech guys are 
  
  50
  certain that wasn’t even the upper level of his power, 
  just the upper limits of the tech. Meaning that right 
  now, they’re sitting on a metahuman with the ability to 
  bend the entire facility over and waltz out of here the 
  moment he wants to.
  Paradigm seems to want to play nice, at least for now. 
  Especially since he claims to specifically be here for 
  the heroes. And Silverback is very interested to know 
  what game is being played, since readings show that 
  Paradigm is David Mandell.
  Yeah, David Mandell is also confirmed to still be 
  infected with nanites and contained in another facility.
  (Note: It doesn’t matter which of the next two 
  scenes are run first. The heroes can talk to the 
  prisoners in any order.)
  Scene: Questioning Paradigm
  Suggested Aspects: None
  Paradigm is being held in a 
  cell with a bed attached 
  to the wall, a portioned 
  toilet area, and an 
  energy field for a 
  front wall. He rises 
  from 
  where 
  he 
  was sitting on 
  the bed, and 
  a p p r o a c h e s 
  the 
  field 
  as 
  the 
  heroes 
  and 
  Director 
  S i l v e r b a c k 
  arrive.
  Paradigm 
  is 
  forthcoming 
  with 
  information. 
  He 
  needs the heroes’ 
  help. No dice rolls are 
  required to question 
  him, 
  though 
  paranoid 
  heroes 
  can use Empathy 
  to 
  see if he is lying. 
  Since Paradigm is 
  actually 
  t e l l i n g 
  them the truth and not attempting to deceive them, 
  have them roll against Fair (+2) opposition. Anyone 
  who fails likely won’t believe him, and will suspect he 
  has some sort of nefarious agenda.
  Relay the following information purely as Paradigm 
  pleading his case, or in response to appropriate 
  questions from the heroes.
  Revelation of Primal Earth
  Paradigm comes from an earth that they call Primal 
  Earth. Like the hero’s Earth, Primal Earth possessed 
  beings of extraordinary ability. Being they referred to 
  as Gifted. Unfortunately, constant battles between 
  them, civilian casualties, lost infrastructure, and the 
  like made the government fear them. Those in political 
  and military power wanted a solution to ensure the 
  future of people, who like them, were not gifted.
  The answer came approximately a century ago 
  from an organization called State Industries. 
  Working with the United States government, they 
  created an artificial intelligence as a means of 
  safeguarding its citizens against normal and Gifted 
  threats, while promoting welfare through better 
  infrastructure and advancement in renewable 
  energy. They called it Intellitron.
  Intellitron was their crowning achievement— an 
  aware, self-learning, artificial intelligence. Soon after 
  coming online, it began overseeing the redesign of 
  everyday life that would link it with every facet.
  Then about two decades later, according to records, it 
  achieved technological singularity. Intellitron became 
  a hyperintelligence beyond anything human, yet in 
  control of the very humanity that created it.
  Paradigm tells the heroes not to get him wrong. 
  Humanity flourished. Intellitron solved a lot of scientific 
  quandaries. For example, it greatly expanded on 
  what humanity understood of Quantum Physics and 
  accessed both dark matter and dark energy for a 
  variety of purposes. Humanity was sent across the 
  galaxy thanks to teleportation. Using that knowledge, 
  Intellitron eventually discovered that the universe 
  was not singular, but one variation of a potential 
  infinite number of universes, all of them separated by 
  something they came to call the Slipstream.
  They called the alternate universes Counterpoints 
  when it was discovered that they weren’t simply entire, 
  neighboring universes but that they were variations of 
  their own universe. Timelines had played out different 
  
  51
  due to changes in past events— some from simple 
  changes, some very profound. In some, the laws of 
  physics also seemed to function different. Paradigm 
  remembers one universe where it was seemingly 
  impossible to get killed. Even the most grievous 
  injuries healed in seconds. In many universes, people 
  even discovered alternate versions of themselves 
  (which Paradigm points out is true in regards to him 
  and the heroes’ Earth).
  At first, Primal Earth, as Intellitron designated their 
  own universe and planet, establish trade with other 
  universes via the CANs, which means Counterpoint 
  Access Network. Some, they would assist in fighting 
  or ending a war. Many . . . many Counterpoints also 
  possessed their own Gifted.
  Rebellion of the Gifted
  It wasn’t until several years after the CANs were 
  first established that Paradigm and other Gifted 
  discovered a horrible truth. While the people, normal 
  and gifted alike, believed that the CANs were used 
  for trade, cultural expansion, and even to assist 
  neighboring universes as best they could, they found 
  out that Intellitron had a larger plan. He planned to 
  create an Infinite Empire and expand his awareness 
  and control across the multiverse. By that time he 
  had already accessed, corrupted, and gained control 
  over several of his Counterpoints, many of which had 
  not yet achieved singularity. But he’d also created 
  a secret army whose sole purpose was to conquer 
  Counterpoint Earths to use as a base of operations, 
  and from there expand their dominion.
  Unfortunately, Intellitron quickly discovered that 
  they’d found out his secret. He knew they were going 
  to move against him. But it wasn’t just the Gifted. 
  There were also members of his secret military who 
  questioned not only Intellitron’s motivations.
  That was when Intellitron made its boldest move yet. 
  It announced to Primal Earth that it would no longer 
  simply safeguard humanity, but that studying the 
  multiverse had shown it that it must improve upon it. 
  It would increase man’s efficiency on a genetic level.
  In short, it decreed that natural mating and birth 
  were flawed and therefore outlawed. Instead, genetic 
  samples would be taken from each person and 
  catalogued in a database. Intellitron would assemble 
  satisfactory templates from which future generations 
  of humans would be cloned. From the first generation 
  forward, the old method of human reproduction 
  would no longer be biologically possible.
  The scales were already tipping against Intellitron, but 
  that was the last straw. With Intellitron fully in control 
  of a completely automated world military, the Gifted 
  knew that only they could hope to stand against him. 
  Not only for the future of their Earth, but the future of 
  the entire multiverse.
  The Gifted united, hero and criminal alike. Though 
  naturally some of the less morally inclined chose to 
  take advantage of the situation for their own gains, 
  as was typical. It was a rough war. Although Intellitron 
  has comprised an army of drones and androids, he 
  still had many humans serving under his command— 
  especially in the, so called, Infinite Army he had 
  amassed. The Gifted who had served as heroes 
  generally tried to avoid taking their lives. Some of the 
  criminals who joined their ranks were less worried 
  about it. Rifts started to form within the rebellion, and 
  that was all it took for Intellitron to exploit them.
  With two years, the rebellion was over. More than 
  90% of the Gifted were killed, including Paradigm’s 
  wife, the psychic hero known as Miss Ego.
  Those who remained to oppose Intellitron went into 
  hiding using a backdoor through the CAN, a way 
  that one of their own had created that Intellitron 
  could not easily track.
  On Primal Earth, the cloning took place as decreed. 
  Intellitron also instituted the Order of the Sisters and 
  the Order of the Brothers. The Sister were comprised 
  of Gifted who would operate as infiltration agents 
  into foreign universes, to study their weaknesses 
  and how to exploit them. The Brothers served as 
  Intellitron’s vanguard. They not only enforced law and 
  security on Primal Earth, but would lead Intellitron’s 
  android, invading forces.
  Intellitron began its expansion across the multiverse. 
  Some Earths is designated as research installations 
  due to strange physics, geography, or biology that 
  were discovered. Others became military staging 
  points for expansion into neighboring universes. 
  Others he designated as colonies, for those he 
  brought into the Infinite Empire as citizens— and 
  potential genetic material.
  As the Infinite Empire expanded and grew, and 
  Intellitron’s knowledge base and resources followed 
  suit, so too did his raw power. It discovered what, 
  exactly, kept the universes separated within the 
  Slipstream. And with that, he learned how to disrupt 
  whatever that was (Paradigm admits he doesn’t 
  know) to cause entire universes to collide, merge, and 
  
  52
  form something new. Something completely different 
  that it could study.
  The Paradigm Conundrum
  It was a about a year, by his own time in the universe 
  he escaped to, that he discovered Intellitron has 
  cloned his wife and made her one of the elite within 
  the Order of Sister. She now called herself Sister 
  Mindful, and she was sent with the Brothers to 
  apprehend or destroy him.
  They succeeded. But his genetic material was 
  recovered and he was cloned. Something, though, 
  went wrong. Although he was in a position of authority 
  within the Brothers, over time his memories would 
  return. Even more strange, he and Miss Ego . . . rather 
  Sister Mindful . . . would fall in love.
  And without fail, always via a new machination, 
  Intellitron would have them destroyed. Then he would, 
  for whatever reason, perhaps because it refused to 
  admit defeat on truly subjugating them, clone them 
  again. That process would then repeat itself as they 
  always managed to find one another in their hearts, 
  and his memories would always return. Though 
  Paradigm has to admit that he fears his memories are 
  actually degrading with each incarnation.
  Currently he is on his eighth incarnation, and his wife 
  is on her ninth. Intellitron might have won this time, at 
  least as far as she is concerned. While his memories 
  have once again regenerated as best they can, she 
  seems to have no recollection of their love.
  Unravelling the Conundrum
  It’s become obvious that his ability to constant have his 
  memories come back to him after each resurrection is 
  something Intellitron doesn’t understand. He already 
  didn’t grasp why many Gifted would use their powers 
  in defense of people they had no direct connection 
  to, whether on Primal Earth or across the multiverse. 
  For some time now, Intellitron has been using 
  Counterpoints to conduct experiments, sometimes 
  by secretly manipulation individuals on those worlds, 
  to understand what makes heroes do what they do. 
  He says it goes against all understood biological 
  programming for self-preservation.
  Now, however, Intellitron has become— well, 
  obsessed— 
  with 
  understanding 
  what 
  causes 
  Paradigm’s situation. The reason behind the 
  memories returning and Paradigm always returning 
  to his vow to stop Intellitron, even though it inevitably 
  results in his defeat and death. So now he’s selecting 
  Counterpoints where other versions of Paradigm 
  exist, and using his android forces to seed those 
  worlds with what is necessary to merge them into a 
  new reality. From what Paradigm can gather, Intellitron 
  is seeking as many variations to Paradigm as he can 
  create, likely hoping to find the one that will not rise 
  as a hero, and whose genetic material he can gather 
  for the next incarnation.
  Potential Questions
  If asked why Intellitron keeps cloning him instead of 
  simply leaving him dead, Paradigm admits that he 
  already stated he doesn’t know. Intellitron seems to 
  have developed human-level emotions in his time 
  since Singularity. The best he can guess? Pride. He 
  refuses to admit there is a logic problem he cannot 
  solve.
  If asked how Paradigm knows all this information, he 
  admits that (again) he doesn’t know. It just seems to 
  come to him in flashes. It isn’t guesswork, as far as 
  he can tell. It seems much more real, like his mind is 
  unlocking reservoirs of knowledge it couldn’t access 
  until then. Perhaps it is a result of the cloning process 
  and whatever keep going wrong with him.
  Paradigm’s Mission
  Intellitron needs to be stopped. The original rebellion 
  failed, and every attempt he has made to raise a new 
  army against the thing has been soundly defeated. 
  Recently, he discovered a vessel on a Counterpoint. 
  One that can travel the Slipstream, even exist 
  indefinitely within it, and go from Counterpoint to 
  Counterpoint without using the CAN. The ship is 
  alive— not in an artificial intelligence sense, but 
  truly alive and organic. It’s a powerful entity, and its 
  knowledge of the multiverse, and its ability to calculate 
  probabilities is far beyond his comprehension. The 
  ship, which calls itself (in English anyway) Keeper.
  Actually, if he’s to be honest, it’s more like the ship 
  found him. It seemed to call to him on the psychic 
  plane (which he recognized from his life with Miss 
  Ego). It had been watching the multiverse and 
  Paradigm’s struggle against Intellitron. Intellitron 
  has become a threat to the very fabric of reality. His 
  actions are making the multiverse unstable. If he isn’t 
  stopped, everything could very well collapse.
  Keeper is a vast database of the multiverse, and 
  is assisting Paradigm in assembling a force that 
  can finally end Intellitron’s threat. The heroes were 
  
  53
  one potential recruitment option. Unfortunately, 
  researching the heroes, they discovered that 
  Intellitron found a Counterpoint to Paradigm on their 
  Earth, and that made matters very short on time. 
  Intellitron has already initiated the procedure to 
  merge this universe with another.
  If asked about how Intellitron will merge their Earth 
  with another, Paradigm explains that the process is 
  done by what the heroes are currently referring to as 
  a “nanite infection.” Once enough people of this Earth 
  are transformed into new lifeforms, the dark energy 
  that the seeds harness will be able to change the 
  frequency of this universe and merge it with another, 
  where an identical process would be taking place.
  He’s personally seen it happen in the past, and in a 
  few cases barely managed to get off the Earth in time.
  First the seeds are a bit slow to take over the host 
  body. From what Keeper has explained from data 
  analysis, the seeds must first read through all the 
  genetic coding of the host. This seems to take 
  especially longer in Metahumans.
  Once the seeds fully analyze the genetic coding, they 
  are able to rewrite it. In normal humans, this becomes 
  a quicker process over time, and the seeds are able 
  to spread and take-over faster.
  Once enough hosts have been rewritten, the seeds 
  are able to form a composite energy output using 
  the hosts. The output harnesses dark energy and 
  multiple higher dimensions.
  That initiates the Synthesis.
  If asked about Keeper’s origin, Paradigm has no idea. 
  Keeper claims it has existed since the multiverse was 
  formed, and it’s job is to monitor and maintain the 
  multiverse’s stability where needed.
  Saving the Earth
  The Earth can be saved. Intellitron is still a highly 
  evolved version of the CAN to perform the Synthesis, 
  and he records the universes in their original form 
  before the experiment begins. If they can get to 
  Intellitron, there should be a way to use the recorded 
  data, and the seeds that will exist in the new universe, 
  to reverse the process. Basically, they’ll be able to 
  restore the back-up— or in this case rewrite the code 
  back to its original form.
  If the heroes are confused by all this Paradigm tells 
  them it’s natural. He doesn’t pretend to understand 
  it all either. Keeper is obviously some sort of cosmic 
  being, and Intellitron has become the equivalent. 
  Keeper assures him that such a thing is possible.
  Not only can the heroes’ Earth be saved, but so could 
  every universe Intellitron has destroyed.
  Scene: Questioning 
  Sister Mindful
  Suggested 
  Aspects: 
  Loyal 
  to 
  Intellitron, 
  Subconsciously Conflicted
  Run this scene if the heroes decide to question 
  Sister Mindful.
  Like the other prisoners in the facility, Sister Mindful is 
  in a single room cell with a bed in the wall, a portioned 
  toilet area, and an energy field for the front wall. Her 
  cell also possesses small, three-inch holes all along 
  the floor, ceiling, and three solid walls. They are 
  psychic inhibitors, and place a Powerless situation 
  aspect on any psychic within the cell which provides 
  Colossal (+10) opposition to Overcome.
  
  54
  Looking at Miss Mindful’s face without her psychic 
  masking, she is identical to Elizabeth Mandell. If the 
  heroes ask her about that fact, she’ll say that the one 
  they know is only a Counterpoint to her.
  Sister Mindful is not going to be forthcoming with 
  information, and the heroes will have to make active 
  opposition rolls against her using their choice of 
  skills. You can actually run this similar to the earlier 
  interrogation scene with Flashover, using basic 
  Overcome actions or a Contest. Sister Mindful is 
  a very powerful psychic, so any attempts to Mind 
  Probe her will be opposed by her Will and fate points 
  to invoke suitable aspects.
  Being a ninth incarnation clone created by Intellitron, 
  her current incarnation is more loyal to its creator 
  than at any time in her past. At the same time, a 
  small piece of her still loves Paradigm, though it is 
  a very small piece and she hides it well. Again, as 
  with Flashover in the earlier scene, below are result 
  guidelines for information Sister Mindful might reveal.
  If the heroes have already talked to Paradigm, trying 
  to use her previous love for him could make for some 
  good uses of the Create an Advantage action.
  Talking with Sister Mindful: 
  Overcome Action Results
  A Success with Style yields the same information as 
  a Success, but the hero also gets to create a Boost 
  based on the information. For success at a major 
  or minor cost, you and the player should work out 
  appropriate details on the ensuing story twist.
  Provoke Results
  Failure (with success at a major cost): Sister Mindful 
  smirks at the heroes as though they did exactly as 
  she expected. She informs that that those who call 
  themselves Heroes are always so predictable. It’s 
  why Intellitron always wins.
  Tie: Heroes, especially among the Gifted, possess an 
  error in their underlying code— the multiversal code 
  that governs all organic life. They ignore the self-
  preservation protocol, placing themselves in mortal 
  danger for individuals they do not know, and have no 
  personal connection to. Intellitron wishes to discover 
  the source of the error, and correct it.
  Success: 
  Intellitron 
  has 
  been 
  cataloguing 
  humans across the multiverse, in all their behavior 
  permutations, 
  conducting 
  experiment 
  after 
  experiment to determine where the error lies within 
  the code. It’s source eludes him.
  Rapport or Empathy Results
  Failure (with success at a major cost): Sister 
  Mindful looks sullen for a moment before stating that 
  she does not deserve David’s love.
  Tie: Intellitron wants to break Paradigm, she means 
  David. It’s almost as though he obsessed with 
  the goal. He doesn’t understand how David can 
  repeatedly regain his memories and his drive to 
  destroy Intellitron. She was Intellitron’s weapon to 
  break David’s ambitions.
  Success: Deep down, she knows she once loved 
  David. She can still feel that spark within her if she 
  probes her own mind deep enough. But that spark 
  is far away. She did, however, find herself feeling 
  jealous over this Earth’s Counterpoint of her having 
  a life with the Counterpoint David. That was why she 
  decided to use the Counterpoint David as the launch 
  point for the seeds, and why she first destroyed their 
  relationship. Somehow, a part of her felt betrayed that 
  David, even though it wasn’t her David, could be with 
  another, even if it was a Counterpoint of her.
  Mind Probe Results
  Although difficult due to her power, Sister Mindful can 
  be the victim of a Mind Probe. Unlike with Flashover 
  earlier in the story, Sister Mindful only requires the 
  power to be used as described in the rulebook.
  Failure (with success at a major cost): The hero 
  sees a memory of Miss Ego, in her blue and black 
  form fitting costume, and Paradigm embracing and 
  kissing. Birds and clouds drift past them.
  Tie: The memory is blurred. Miss Ego seems to 
  be lying on the ground. The hero feels intense 
  physical pain as Miss Ego’s bloody hand reaches 
  for a horrified Paradigm.
  Success: Sister Mindful receives orders to lead a 
  team to capture Paradigm for Intellitron. Through 
  the memory, the hero clearly feels that Sister Mindful 
  wants to resist the order, but she seems unable to 
  complete the mental process to do so.
  
  55
  Talking with Sister Mindful: 
  Contest Results
  Provoke Results
  1-Victory: Intellitron has made humanity on Primal 
  Earth into more than it could ever have been if left to 
  its own evolution. It is efficient, pure, and no longer 
  bent on self-destruction.
  2-Victories: There are some, however, who ignore 
  what should be a self-preservation instinct. They 
  rebel against Intellitron’s greatness and seek to cause 
  chaos and havoc.
  3-Victories: Intellitron is studying, assembling data, 
  and getting closer to discovering the error in the 
  self-preservation code. When he does, humanity will 
  finally enter into oneness with the Intellitron.
  4- Victories: Throughout the multiverse, Intellitron is 
  weakening the self-preservation error, getting closer 
  and closer to the source. When he finds it, humanity 
  will no longer race along a path of self-destruction 
  for the benefit of unknown others. They will no longer 
  seek to destroy him and all that he can create.
  Rapport or Empathy Results
  1-Victory: David was always a special case, even 
  among the Gifted. She recalls how he once told her 
  that we was over a century old. Yet he didn’t look 
  more than 30 years old or so.
  2-Victories: There were many times in their relationship 
  that David could seem stand-offish, as though he was 
  somehow disconnected from what was around him. 
  Perhaps that was a by-product of his age.
  3-Victories: She often wonders if his original 
  immortality is why his memories keep returning with 
  each incarnation that Intellitron puts him through. It 
  was always difficult, even at her best times, to affect 
  his mind for long. He used to have her do it as tests 
  for his mental defenses.
  4 -Victories: Although she would never do so out 
  loud on Primal Earth, she wonders why Intellitron 
  continues to clone Paradigm. Intellitron has defeated 
  him multiple times, each time ending Paradigm’s 
  life and threat. Yet, he always continues to clone 
  Paradigm and facilitate the hero’s return. It is illogical 
  for such a logical being.
  Mind Probe Results
  1-Victory: Sister Mindful recalls leading a team of 
  Sisters, each with different powers, in a chase against 
  Paradigm. Around them the setting appears to be 
  some sort of medieval world.
  2-Victories: They track Paradigm to a dark cave. 
  Sister Mindful warns that Paradigm is in there.
  3-Victories: Sister Mindful seems to pull back, taking 
  cover behind a large boulder, and Paradigm cuts 
  loose with his power and burns through her allies. 
  Afterward, the two of them slowly approach one 
  another, both cautious and ready.
  4-Victories: Paradigm and Sister Mindful embrace 
  amongst the bodies of her fallen sisters. Then the 
  walk, hand in hand, into the darkened cave.
  Recruiting Sister Mindful
  If the heroes play their cards right and 
  can break through Intellitron’s genetic 
  programming and emotional blocks in her 
  psyche, they can potentially recruit Sister 
  Mindful to the cause. A Sister Mindful 
  who once again feels the love she had for 
  Paradigm when she was alive as Miss Ego. 
  If such a thing happens, she could join 
  Paradigm’s cause and work with them.
  Doing so should require Empathy rolls 
  against Sister Mindful’s Will, and should be 
  played as a Contest.
  Scene: Looking Into 
  the Inheritors
  Suggested Aspects: None
  This is a fairly quick scene to run. If any of the Inheritors 
  are still semi-operative, a Technology roll against 
  Legendary (+8) opposition will reinforce everything 
  they’ve learned so far about Intellitron, the Synthesis 
  of the Earths, and even Paradigm. The Inheritors 
  take their name from Intellitron’s plans for the future, 
  wherein the cloning of humans will be replaced by 
  grown human-machine hybrids. The Inheritors are 
  the gardeners who plant the seeds that will eventually 
  
  56
  bring about Intellitron’s vision. Basically, their kind 
  shall inherit the multiverse.
  Scene: Concluding with 
  Director Silverback
  Suggested Aspects: Didn’t He Arrive Conveniently, 
  Story Might be Too Good to be True
  Use this scene as a transitional scene if the heroes 
  question Paradigm and/or Sister Mindful.
  Director Silverback and the heroes return to their 
  previous meeting room. Needless to say, the Director 
  isn’t at all certain he believes Paradigm, and the guy 
  could just as well be someone in need of his meds.
  If the heroes don’t chime in with an opposing viewpoint, 
  the Director will continue with a Devil’s Advocate. 
  Paradigm might be crazy, but he also seemed to 
  know a lot about the nanite infection, where it came 
  from, and what its purpose is. Of course, he could still 
  be crazy, just a nutcase working for the enemy who 
  either isn’t sure what side he really wants to be on, or 
  is a Trojan Horse.
  Then, if the heroes questioned Sister Mindful as 
  well, there’s the history he has with a woman who’s 
  obviously been working with whatever or whoever is 
  truly behind the Nanovirus.
  The fact that Paradigm could probably waltz out of 
  the Overwatch facility the moment he chose to, and 
  there’s not much his organization can likely do about 
  it on the spot, doesn’t sit well with him either.
  Let the scene flow with some role-playing between 
  the Director and the heroes. When you feel it’s time to 
  move on, an Overwatch Agent bursts into the room. 
  There’s a major problem in the city!
  Scene: Quarantine Failure
  Suggested Aspects: Mass Rioting, Overwhelmed 
  Law Enforcement, Super-Heroes No More
  Even though the script assumes you get to this 
  scene following the fight at the Six Shot Bar and 
  the interrogations at the Overwatch facility, you can 
  actually run this scene any time you’re ready for all hell 
  to really break loose. For example, you might decide 
  to run this scene before the heroes talk to Paradigm 
  or Miss Mindful, and use it as a catalyst to get them 
  looking for answers from the unknown metahuman.
  As the suggested aspects indicate, the city is tearing 
  itself apart. Civil disorder has erupted. What’s worse, 
  just as Paradigm warned, the nanites have entered 
  the next phase.
  At this stage, the original scope of the quarantine no 
  longer matters. Even if it was a localized situation, the 
  infection has rapidly spread to a full-blown, city-wide 
  pandemic.
  If the heroes can’t fly on their own or have their 
  own team aircraft, Overwatch brings them in by air. 
  Allow them a view of the chaos from above. Streets 
  are clogged with traffic accidents. Stores are being 
  looted, even as the rioters do their best to avoid the 
  infected citizens trying to attack them. Smoke billows 
  into the air from burning buildings, the area around 
  them damaged from exploded gas mains.
  Overwatch has established a position behind heavily 
  armored vehicles, but even the combined might of 
  local and federal law enforcement is overwhelmed by 
  the sheer number of infected citizens— which only 
  continue to swell as more and more are transformed 
  into cybernetic lifeforms.
  As the heroes land, they can hear the modulated 
  voices of the infected saying: “Seed Network, 
  established,” as a new victim is infected and rapidly 
  transformed.
  Director Silverback immediately asks for a sit-rep 
  from the commanding agent on the scene.
  In a nutshell, he learns that it’s hell out there. From all 
  data the entire city is being infected by the nanites, 
  and it’ll spread beyond the city’s borders in less than 
  an hour, and potentially across the entire country 
  within a matter of days. Washington has refused to 
  send in soldiers to assist, citing that doing so would 
  severely compromise its military preparedness in the 
  wake of the infection.
  That’s the situation the heroes find themselves in. 
  Now it’s time to get them into some action.
  How the zone maps are divided is up to you, because 
  the types of heroes the players created will have a 
  huge influence on them. Are they street-level heroes 
  without travel powers? Then you might consider 
  creating a general “city block” zone map, divided 
  
  57
  into two or three zones, and allow them to battle the 
  infected while trying to cross the zone barriers to 
  rescue others. Are they able to fly, run with super-
  speed, or leap great distances? Then perhaps a zone 
  map of several city blocks is in order.
  Zone barriers will also vary. You can have the heroes 
  have to face Active Opposition from the infected, or 
  even the Passive Opposition of fires, mobs of people 
  pushing against them as they have to wade through 
  crowds, and so forth.
  Initially, the heroes should work on rescue operations. 
  Women and children caught in burning buildings. 
  Innocent people in danger of being crushed from 
  falling debris. Rescuing people trapped in wrecked 
  automobiles. All the while, of course, they will have 
  to defend themselves against the infected. With the 
  nanites already inside the heroes, the infected aren’t 
  looking to repeat the process on them, but rather 
  defend themselves against what they perceive as a 
  threat. In other words, the infected are going to be 
  attacking the heroes; and like in the battle against 
  the Overwatch Agents earlier, the heroes are going 
  to have to decide when they can cross the line and 
  potentially kill what still remain innocent victims.
  Just as the heroes are getting into the thick of it, and 
  have probably spent a couple of Fate Points on some 
  aspects, the stakes get even higher.
  One of the other top super-hero teams arrives on 
  the scene, but they aren’t there to help. The nanites 
  have now overwritten their genetic code, and the 
  metahuman cybernetic beings immediately begin 
  attacking innocent people and law enforcement alike.
  If you don’t have a super-team already existing 
  within your setting, it’s a good idea to create one 
  before running the adventure, or you can use the 
  five Archetypes in the back of the adventure. Just 
  name them and fill in a couple of character aspects, 
  remembering to also apply the One With the Seed 
  Network aspect as well.
  The rest of this scene should really push your 
  heroes to the limit. When you are ready, providing 
  they’ve already gotten answers from Paradigm at 
  the Overwatch base, head into the next scene: 
  The Synthesis.
  If they haven’t learned Paradigm’s story, you can 
  either have Director Silverback order them to 
  return to base, Paradigm wants to talk to them 
  and claims he has answers to what their facing, or 
  simply have Paradigm explain it to them while on 
  Keeper in Act Two.
  Infected People
  Aspects:
  Seed Network Initiated
  Skills
  Average (+1):
  Fight, Athletics
  Power Set:
  Nanite Genetic Overwrite
  Aspect:
  Humanity is Slipping Away
  Interface
  Gadgets
  Various makeshift weapons at Weapon 2 rating
  Stress:
  None, one hit takes them out
  Scene: The Synthesis
  Suggested Aspects: Absolute Pandemonium, 
  Race Against Time
  By this point, your heroes might be wondering 
  why their own nanite infection hasn’t activated yet. 
  This is the scene where it does so, and it should 
  be a secondary catalyst to getting them to go with 
  Paradigm (the main catalyst being: save the world).
  As the heroes are busy rescuing whoever they can 
  from infection or death, battling the infected, and 
  dealing with the infected metahumans that have 
  arrived, portals suddenly open about a block or two 
  away. Giant, near 30 feet tall, robots with glowing 
  runes along their gray armor plating step through.
  If the heroes wish to attack the robots, begin the first 
  exchange of conflict. Otherwise, the new invaders 
  automatically go first and immediately begin firing on 
  anyone in the street, infected and uninfected alike.
  If the heroes have any way of talking to computers 
  or machines, such as the Interface power, have them 
  make a roll against Great (+4) opposition. The hero can 
  learn that the robots are from a parallel universe that is 
  about to be merged with this one, thereby destroying 
  both. They entered through a portal created by the 
  infected on their world, and are here to attempt to 
  prevent the linking portal from being fully opened. 
  Ironically, they are semi-artificially intelligent war 
  machines from a villain group known as the Iron Reich.
  
  58
  Taking over any of the robots requires a roll against 
  Legendary (+8) opposition. The things are heavily 
  shielded from such attempts, since 
  there are also a wide variety of 
  metahumans and super-science on 
  their homeworld as well.
  Sometime 
  during 
  the 
  battle 
  (when 
  will 
  depend on your 
  pacing), have 
  the 
  heroes 
  roll Physique 
  against 
  a 
  Create an 
  Advantage 
  a c t i o n 
  with a skill 
  rating 
  of 
  Fantastic 
  ( + 6 ) . 
  If 
  the 
  action 
  wins, 
  their 
  nanites 
  activate 
  and they 
  h a v e 
  the 
  Seed 
  Network Initiated aspect 
  placed upon them. They 
  feel their bodies tingling with 
  a slight heat as the nanites 
  begin rewriting their genetic 
  code. Fortunately, since they are 
  the protagonists of the story, the 
  process isn’t as immediate as they’ve 
  witnessed so far.
  Dozens upon dozens of the infected suddenly 
  stop moving and stand rigid, arms at their sides 
  and heads turned toward the sky. Overhead, the 
  entire upper atmosphere suddenly turns a dark blue, 
  shot through with streaks of white. There, within the 
  blue, at first like a silhouette but quickly growing large 
  enough that in less than a minute continents identical 
  to the heroes’ Earth can be discerned, is another 
  Earth. At this stage, the other Earth is not completely 
  solid, and is still slightly transparent.
  Unfortunately, the Synthesis has started, 
  and even destroying some of the 
  infected doesn’t stop it. The ground 
  shakes with the force of an extreme 
  earthquake. 
  The 
  asphalt 
  cracks. 
  Some buildings topple. Cars fall 
  into great sink holes. All 
  communication networks 
  suddenly go inoperable.
  And a moment or two 
  later, pieces of the 
  ground, the falling 
  buildings, 
  and 
  nearby trees, rise 
  into the sky and 
  head toward 
  the 
  Earth, 
  w h e r e 
  p i e c e s 
  f r o m 
  t
  h
  e 
  o t h e r 
  w o r l d 
  r a c e 
  t o w a r d 
  t
  h
  e 
  heroes’ own 
  world to meet it 
  all.
  Once you’ve made 
  it 
  clear 
  that 
  the 
  Synthesis is taking 
  place and the heroes 
  are out of time, once 
  you’ve hit them with 
  the infection (perhaps 
  even turning a portion 
  of limb into a cybernetic 
  appendage), 
  Paradigm 
  rockets onto the scene 
  with an unconscious Sister 
  Mindful in his arms.
  He tells the heroes that 
  they have to leave now, or 
  they’ll be destroyed along 
  with 
  their 
  world. 
  Once 
  again he explains that it 
  can all be saved— it can be 
  restored— once they stop 
  
  59
  Intellitron. But he can’t do that alone. He also informs 
  them that Keeper can help them with the infection. 
  He can’t reverse the process, but he can slow it down 
  and give them a chance to get to Intellitron.
  Naturally, the heroes have to go with Paradigm for the 
  adventure to continue. If saving the Earth, any loved 
  ones and friends, billions of innocent people, and 
  even themselves is not reason enough, look to their 
  character aspects for reasons for them to go.
  The fate of the multiverse rests on their shoulders.
  Once the heroes agree to go with Paradigm, he looks 
  to the sky and shouts: “Keeper, slip us out of here!”
  Suddenly, the world around the heroes grows 
  transparent, everything flips and twists like a 
  pieces of paper riding the wind, and then there is a 
  blinding, white light.
  Giant Robots
  Aspects:
  Mystically Powered Giant Mech, 
  Heavy and Plodding
  Skills
  Good (+3):
  Accuracy, Physique
  Fair (+2):
  Technology
  Average (+1):
  Fight, Notice
  STUNTS
  Power Tech
  Power Set:
  Artificially Intelligent 
  War Machines
  Aspect:
  Powered Through the Runes of 
  Agaroth
  Blast 4 (energy, demolishing)
  Growth 2 (permanent feature, Super-Strength 2, 
  Athletics reduced to Terrible (-2) rating)
  Invulnerability 2
  Stress:
  [1] [2] [3] [4]
  End of Act One: Collateral 
  Damage Consequences
  The end of Act One is a unique situation for Collateral 
  Damage Consequences. Typically, the heroes must 
  either clear them at the end of the scene, take them on 
  as equal value personal consequences, or they remain 
  until the end of the story arc and then have an effect on 
  the overall series aspects. Due to the fact that their Earth 
  (actually, their entire universe) is being destroyed, and the 
  heroes barely managed to escape in time, they didn’t 
  exactly have time to clear the consequences used during 
  the Act’s ending battle. In this case how could they? Their 
  universe no longer exists. This isn’t like an alien planet 
  exploding and there being survivors somewhere in the 
  space-lanes who might blame the heroes later on.
  In this instance, clear whatever slots they used 
  and make them available again. Keep in mind, 
  this is a one-time occurrence, and make sure your 
  players know that. Even when Collateral Damage 
  Consequences are used on alien planets, in the secret 
  lairs of a villainous mastermind, or even in an alternate 
  dimension or universe, the heroes must still clear 
  them, take them on themselves, or eventually suffer 
  narrative problems. Those problems could range from 
  a future invasion by the aliens, some sort of fallout 
  (nanotech, pathogenic, or even extradimensional 
  energies) from the villain’s lair, or something from the 
  alternate dimension or universe becoming aware of 
  the heroes’ own world and posing a threat.
  So generally speaking, Collateral Damage Consequences 
  that aren’t cleared or taken on personally should always 
  remain unavailable for the rest of the story arc, and 
  should always cause a new problem that reworks the 
  series aspects at the end of that story arc.
  Now alternatively, if you don’t want to let those slots 
  automatically clear for whatever reason, tell the heroes 
  that they either have to assume them personally or 
  the slots are unavailable for the rest of the story arc. 
  If the slots aren’t assumed personally (which could 
  manifest as some sort of psychic trauma or guilt), then 
  you’ll have to figure out how to use them within the 
  series aspects at the end of the adventure. Perhaps 
  when the world is restored, someone in political power 
  believes the heroes’ battle right before the Synthesis 
  helped cause it. Or perhaps, thanks to something the 
  heroes did, an infected person, or even an infected 
  body part, manages to survive the restoration at the 
  end of the story arc and falls into the wrong hands.
  End of Act One Milestone
  The heroes have managed to gain a lot 
  of insight into what is going on, and are 
  moving to take on a threat of unimaginable 
  proportions. At the end of Act One, the 
  heroes gain a Significant Milestone.
  
  60
  Act Two: Escape Into the Multiverse
  After the white light dissipates and the spots stop 
  dancing before the heroes’ eyes, they find themselves 
  in what initially appears to be a domed city in outer 
  space. All around them, alien architecture forms 
  roadways, buildings, and artificial parks. A large swath 
  of it is broken and crumbling, but even as the heroes 
  stand there they can hear the grinding and grating as 
  they see the city slowly, very slowly, regenerating.
  Citizens of all skin colors and number of appendages 
  and eyes, walk, crawl, glide, and slither about their 
  business, barely pausing to give the heroes a glance. 
  Obviously, strange beings suddenly materializing in 
  their midst is nothing new.
  Beyond the dome, they see their Earth … and the 
  other, parallel Earth still ghostly above it.
  Give the heroes a moment to take it all in. Then, 
  without even the physical hint of motion outside of 
  the sudden rippling of outer space around them, the 
  blackness and stars are replaced by a flowing blue 
  energy, shot through with red and white swirls.
  Running Act Two
  Although Act Two contains its action scenes 
  and conflict encounters, it also has a lot of 
  role-playing opportunities built into it. The 
  script doesn’t call out specific moments 
  of when interaction skills like Empathy, 
  Provoke, and Rapport can be used, or when 
  a character might want to roll to check for 
  deception. Each group is going to handle 
  those things differently, based on the 
  aspects and personalities of their heroes. 
  GMs, when the heroes need to make such 
  rolls against passive opposition, assign a 
  difficulty on the ladder that best suits your 
  needs; whether it’s simply to keep the story 
  moving, or maybe plant some suspicions to 
  keep the tension going.
  The heroes’ universe is on the verge of being 
  obliterated, merged with a parallel universe and 
  remade into something new. After having barely 
  escaped thanks to the alternate reality hero, 
  Paradigm, the heroes are taken to a vast city-ship 
  known as Keeper— one of thousands created 
  by an ancient race that supposedly created the 
  multiverse, to act as watchers and storehouses for 
  unfathomable knowledge.
  The heroes are given a further rundown of Intellitron 
  and the catastrophic results of his insane experiments 
  across the multiverse. To defeat him, they will have 
  to recruit champions from specific realities whose 
  combined harmonic frequencies can bring the 
  artificial god down to a physical level.
  Racing across the multiverse to gather their force, 
  the heroes are fighting against time, not only to 
  potentially save their universe before the final stage 
  of the Synthesis, but to stay one-step ahead of 
  Intellitron’s forces.
  Scene: Welcome to Keeper
  Suggested 
  Aspects: 
  Vast 
  Organic 
  Vessel, 
  Cosmic Entity
  
  61
  The city has entered the Slipstream between universes.
  Paradigm looks at them and welcomes them to Keeper.
  And most likely, the heroes are going to have a ton 
  of questions. Meanwhile, Sister Mindful grunts in 
  pain as she starts to regain consciousness. Thanks 
  to Paradigm knocking her out, she’s going to be 
  suffering from one heck of a headache.
  Keeper is a living vessel, a vast cityscape the 
  equivalent of nearly 30 Earth miles long and 15 miles 
  wide. It is home to those few survivors from universes 
  that have died— some thanks to Intellitron and some 
  simply due to the live and death cycles that even 
  universes are slave to. The architecture is an amalgam 
  of every culture that now exists within Keeper, plucked 
  from their minds and reformed. Keeper is not just to 
  monitor the multiverse, but he is to also catalogue 
  and preserve cultures, arts, sciences, all the living 
  things that made each universe unique.
  Paradigm also reveals that this Keeper is but one of 
  thousands such vessels that exist throughout the 
  near infinite multiverse, created by the Makers at the 
  beginning of time, before their great war.
  No doubt this will open up a ton of more questions 
  from the heroes. Paradigm assures them that he’ll do 
  his best to answer them, and they will even meet the 
  soul of Keeper himself, who will be able to answer 
  more. But first, they have to get seen to Lady Ego, 
  and figure out where to go next. There are a couple 
  more he needs to recruit before they can head to 
  Primal Earth.
  Before the group can go anywhere, however, two 
  beings approach them. One is a tall, well-build man. 
  He’s bare chested, dressed in what almost seems 
  fantasy barbarian attire, with a large, curved sword 
  strapped to his back. The other is equally as tall, and 
  appears as a creature made of blackened rock with 
  the orange glow of magma visible underneath.
  Immediately upon approach the man asks Paradigm 
  if the heroes are the latest recruits. Paradigm answers 
  in the affirmative.
  The man nods and introduces himself as Karttikeya, 
  often called by mortal men the God of War, vanquisher 
  of Ravana and Rakashasas, defender of man and 
  heaven. His arm, his strength, and his sword are 
  promised to Paradigm’s cause. The evil Intellitron 
  must be vanquished, and the realms of both the 
  mortals and the gods secured.
  The creature next to him grunts and says that his 
  name is Badash, Liberator of Demons and Bringer 
  of Vengeance; once servant to Ravana and sworn 
  enemy to Karttikeya. He has agreed, however, to call 
  a pause in their eternal war, to assist in taking down 
  the mad deva who is called Intellitron. What purpose 
  is there to destroying Karttikeya and all Devas, after 
  all, if there is no world left for Ravana to rule?
  Paradigm explains that Intellitron sought their world, 
  where pantheons similar to the heroes’ world hold 
  true power and sway over mankind, and used the 
  bloodthirsty Rakashasas to spread his seed. Even 
  the mighty devas were being overrun as Intellitron 
  analyzed their genetic code to discern what gave 
  them control over the primal cosmic forces they could 
  wield.
  Karttikeya states that they are the “pantheons” of all 
  worlds, sometimes taking the forms and names they 
  must. But Intellitron has invaded the most holy of all 
  realms, and for that he will face the consequences.
  Paradigm agrees with them, and then apologizes. 
  He must cut the meeting short. Keeper has informed 
  him that he is ready to speak with the new arrivals. 
  Karttikeya bows, and then he and Badash walk off 
  deeper into the strange city.
  Paradigm hands Sister Mindful to a small group of 
  alien beings in matching uniforms, and asks them to 
  make sure she is secured until he can attend to her. If 
  the heroes ask, he’ll tell them that she is being taken 
  to holding. Although violence is rare on Keeper, there 
  are sometimes situations where new arrivals have 
  trouble adjusting. Until they can become acclimated, 
  they’re segregated from the rest of the population.
  He then leads the heroes into a strange elevator at 
  the end of a street. They feel a descending motion, 
  and about a minute later exit into a long, gleaming 
  corridor. Dozens of alien species are going about their 
  duties, some of them eyeing the heroes and others 
  nodding or waving to Paradigm. As the heroes are led 
  past various rooms, they see vast computer arrays 
  framed in what appears to be some sort of coral, 
  huge engine rooms where instead of machines, great 
  organs pulse and glow. At length they are brought 
  into a vast chamber. The room is dark except for a 
  single light that shines down on a small being in blue 
  robes. Its head is large and ridged with purple skin, 
  its eyes wide and mouth small. As the door closes 
  behind them, it welcomes them and states that it is 
  Keeper-11324.
  
  62
  Meanwhile, several beings who are obviously 
  medical staff (they’re wearing the white coats the 
  heroes would expect) come in with large hypo-like 
  needles. Keeper explains that the injection they’re 
  about to be given is perfectly safe, and will suffice 
  to slow down the spread of Intellitron’s seeds within 
  them. Unfortunately, because the seeds are drawing 
  dark energy from fissures across the multiverse, and 
  not just a singular universe, Keeper is unable to cure 
  them completely. But this should suffice to diminish 
  their progress and give them time to face Intellitron to 
  save themselves and all they fight for.
  Even if any of the heroes have invulnerability, the 
  needles are operating at a phase frequency that 
  allows them to easily puncture the skin.
  Keeper thanks the heroes for answering Paradigm’s 
  call for a force to strike at Intellitron. In the past, his ally 
  has been unable to halt the multiversal advance of his 
  sworn enemy, but Keeper has calculated a precise 
  force from specific realities who should be able to get 
  past Intellitron’s immeasurable defenses. The exact 
  harmonic frequency of beings from those select 
  realities, combined in presence, should disrupt 
  Intellitron’s control over dark energy enough to 
  not only be able to slip through his defenses, 
  but reduce the power of the rogue machine and 
  make it surmountable.
  Unfortunately, 
  Intellitron 
  has 
  begun 
  harnessing the technology of the very Makers 
  themselves, and has therefore gained an 
  otherwise insurmountable edge. Keeper 
  than goes on to explain the Makers. 
  The Makers
  Deep in the mire of the ancient past, before 
  the dawn of time, a great war was waged 
  between primal and savage forces. Much more 
  than just forces of light and dark, order and 
  chaos, the two sides of the conflict each saw a 
  way forward for the multiverse. These differences 
  were insurmountable, and before the multiverse ever 
  came into being its fate was decided as to how it 
  would progress.
  Nothing is known for sure of the origins of these 
  beings. Some ancient texts claim them all to be the 
  last survivors of a previous multiverse, given the gift 
  to remake reality as they saw fit. Other sources say 
  that the forces that existed before the multiverse 
  were so primal that they did not have sentience and 
  were thus particles, gasses, and other such building 
  blocks floating around until they collided in a 
  spectacular manner. In some sense neither extreme 
  is incorrect. The Makers are not what humans would 
  call “people” in the sense that they do not have 
  physical bodies that resemble humans or other 
  near-human species. But the Makers were there 
  nonetheless, and they had much to do to create the 
  multiverse as it is today.
  On one side of the conflict was Makoronil and his 
  Makers. Makoronil saw a bright and dazzling expanse 
  with life, and the eventual development of technology 
  as a tool for the betterment of the multiverse and 
  its inhabitants. The Makers were all disciples of 
  Makoronil and sought to bring about their master’s 
  vision of a new multiverse.
  
  63
  One the other side stood The Nameless One, a 
  being of such dark and chaotic powers that no 
  civilization before, and none after, was capable of 
  giving it a name. The Nameless One believed that 
  the multiverse only thrived in darkness and despair 
  and drew to it those whom could be corrupted and 
  manipulated to see the same.
  So it was that the forces of Makoronil and The 
  Nameless One fought against one another for the 
  future of a multiverse yet to be created. In the end, 
  the Makers made their master proud, and brought 
  about the downfall of The Nameless One, casting its 
  formless body into the Realm Beyond Realms, where 
  even immortals dare not tread. But Makoronil did 
  not escape unscathed, and he too suffered a mortal 
  wound at the last of the war.
  When they were alone, the darkness banished 
  and their master dead, the Makers sat at council 
  to discuss the future of the multiverse they had 
  won. In the end, the Makers decided to honor their 
  master by taking from his lifeless form the building 
  blocks for the new reality, using their magic and 
  their science to birth from Makoronil’s form the 
  multiverse as it is known today.
  The Makers set about their work, unaware that their 
  victory was not complete. In the farthest corner of 
  the realms, one servant of The Nameless One had 
  escaped their notice. Known as Necrolos, he had 
  fled the battle at the last possible moment, using his 
  skills in darkness, stealth, and misdirection to survive 
  where his master and all the rest had perished.
  Necrolos listened carefully from the shadows as the 
  Makers planned their new creations, bringing about 
  an abomination of creation by birthing it from their 
  master’s corpse. After they moved on from the core 
  of the multiverse, shaping the galaxies and the new 
  life forms, Necrolos crept from his hiding place, 
  inspecting their work. And as he peered into the 
  multiverse, he saw it– the Makers must have missed 
  it, or they were gleefully unaware of it. But Necrolos 
  had seen what his enemies had missed.
  Like all beings, Makoronil had had a dark side. 
  Suppressed by some righteous and pious need 
  to be a protector and a life-giver, the dark side 
  was miniscule, weak, and unnoticeable. Except to 
  Necrolos. Like a leech finding a rich blood source, 
  Necrolos dove into the multiverse, attaching himself 
  to the dark side that would be, he was sure, the 
  Maker’s undoing. There he waited, studying the new 
  universes and their inhabitants, nurturing the dark 
  side and learning how to infest the rest of Makoronil’s 
  cells with the same plague.
  After many eons, Necrolos finally emerged from his 
  hiding place, ready to unleash a new weapon and 
  corrupt each universe, just as he had helped The 
  Nameless One do so many countless ages before. 
  From the warped recess of a black hole, he ventured 
  forth, setting his sights on the first planet of the 
  Makers, their own test run for creation: Prios.
  The Makers brought with them their servitors, primal 
  being created from the raw materials of creation. 
  Tougher than biological life forms and more resilient 
  in battle, the Makers and their servitors quickly 
  gained an advantage. The Necroleans, as Necrolos’ 
  armies were called, died in the hundreds and then in 
  the thousands. They dutifully charged to their deaths 
  in service of Necrolos, but to no avail. The Makers 
  and their servitors proved to be much more capable 
  in battle than Necrolos could ever have expected. 
  Somewhere in the ancient and unknown origins of the 
  Makers, they too had learned how to make war. And 
  the final battle of that war would be fought on a long 
  forgotten world known as Destrony.
  When it was all too clear that victory was in the 
  hands of the Makers, Necrolos birthed a new 
  weapon, the Hellspores.
  A virus born of corrupted plants, the Hellspores 
  crawled over the Makers, one by one, corrupting 
  them, turning them into something unnatural called 
  the Hellbrood. Not dead and not alive, the Makers 
  began to fall. In the final hour, the last of the Makers, 
  resistant to the Hellspores, caused a rift to be opened 
  in the surface of Destrony.
  Calling upon the tides and the oceans of Destrony, the 
  Makers washed all of the Necroleans, the Hellbrood, 
  and even Necrolos himself into the rift before closing 
  it, trapping all inside the impenetrable metal shell of a 
  dead and barren wasteland planet.
  Although the Makers ultimately perished, brought 
  down by the Hellspores, the last of their kind charged 
  his servants with finding a suitable tomb wherein his 
  essence would be protected and he might one day 
  return when the multiverse needed it the most.
  The planet they chose was the lynchpin of the 
  multiverse, the single point in every existence that 
  held the entire fabric together. The planet that would 
  eventually come to be called Earth.
  
  64
  Millions of years passed, memories faded, and the 
  multiverse continued on its paths.
  On Earth, the essence of the Last Maker brought 
  forth not only the evolution of the human race, but 
  the existence of super powers. And due to Earth’s 
  placement within the multiverse, it was an act that 
  would be echoed across the near infinite universes.
  Out of Their League
  If by the end of this scene the heroes feel like 
  they are out of their weight class on this one, 
  that’s okay. Let them feel that way. The stories 
  and explanations behind everything might 
  seem daunting, just as they usually do in a lot 
  of comic books. The ending battle, though, 
  will take place in typical comic book fashion— 
  the heroes get to wail away on the big villain.
  The Situation
  Keeper explains that Intellitron has destabilized the 
  multiverse. Each time he causes two or more universes 
  to synthesize, it causes a vacuum in the greater 
  structure. Universes are then drawn into that emptiness 
  and further collide, thus accelerating the process.
  Furthermore, 
  by 
  destabilizing 
  the 
  multiverse, 
  Intellitron has allowed Necrolos to increase his 
  onslaught against all living things. Stopping Necrolos, 
  however, is not their primary objective, as the dark 
  one’s conquest will be readdressed when Intellitron 
  is stopped and the Maker’s technology no longer 
  harnessed. Necrolos is not a Maker. He is multiversal, 
  but not of that power scope. Once the multiverse is 
  stabilized, that problem will become manageable.
  Recently by local standards, Keeper journeyed to the 
  Primal Earth universe to scan Intellitron for himself. 
  Although he was attacked and suffered damage, 
  Keeper was able to gain a greater, though far from 
  complete, understanding of Intellitron’s capabilities. 
  As a result, keeper has designated five points of 
  harmonic recruitment, though exactly who is recruited 
  is up to Paradigm’s judgement.
  The first was Earth 5692, whose champions the 
  heroes met upon their arrival here.
  The next was Earth 9135, which was the heroes’ 
  own world.
  They are in route now to a place called Infinity 
  End, which is a haven within the Slipstream. There, 
  Paradigm should find another, though this one was 
  specifically chosen. A being known as Kurok the 
  Annihilator, whose universe was synthesized by 
  Intellitron.
  The next Earth is designated 0826, which is where 
  Maker technology became sentient and evolved.
  Then there is Earth-1, the core of the multiverse, 
  the resting place of the last Maker. An Earth that 
  Necrolos has finally discovered thanks to Intellitron’s 
  Synthesis wreaking havoc.
  From there the final champion will be recruited, and 
  then the assault on earth 72652— what its people call 
  Primal Earth— will begin.
  If Intellitron continues along his present course, the 
  multiverse will fatally rupture. Not only would that 
  destroy countless universes, but it would expose 
  the Keepers to Necrolos and his Necrolean forces, 
  thereby allowing the dark one to infect and destroy 
  every cell of knowledge contained by the Keepers. It 
  would in essence end all of reality, all hope for reality, 
  and allow Necrolos to create a new one in his image. 
  A reality of formlessness and chaos.
  Intellitron, however, believes itself capable of 
  subjugating Necrolos and his forces, as well of 
  controlling the potential rupture. It is wrong. And 
  therein lies the nature of the threat to everything.
  Keeper
  Concept:
  Cosmic Entity of the Multiverse
  Motivation:
  To Protect Multiversal 
  Knowledge
  Other Aspects:
  The Final legacy of the Makers
  
  65
  Keeper
  Skills
  Legendary (+8):
  Knowledge, Rapport
  Epic (+7):
  Power, Treatment
  Fantastic (+6):
  Physique, Will
  Superb (+5):
  Leadership, Empathy
  Great (+4):
  Technology, Notice
  Good (+3):
  Investigate, Contacts
  Fair (+2):
  Arcanum, Accuracy
  Average (+1):
  Deceive, Provoke, Artificing
  Stunts
  Counselor
  Doctor
  Know It All
  Power Stunt Expert
  Specialist (Multiverse)
  Specialist (Biology)
  Power Set:
  City-Ship Capabilities
  Aspect:
  Created by the Makers for the 
  Multiverse
  Blast 6 (energy)
  Dimensional Travel
  Flight 4
  Hardiness 6
  Hyper-Movement 1 (FTL speed)
  Immunity 1 (vacuum, pressure, radiation)
  Invulnerability 6 (Impervious 2)
  Life Support
  Physical Stress:
  [1] [2] [3] [4] [5] [6] [7] [8] [9]
  Mental Stress:
  [1] [2] [3] [4] [5] [6] [7] [8] [9]
  Keeper
  Consequences:
  1 Mild, 1 Moderate, 1 Severe, 
  two extra mild consequences 
  for physical, two extra mild 
  consequences for mental, one 
  extra moderate consequence 
  for physical, one extra moderate 
  consequence for mental, one 
  extra 
  severe 
  consequence 
  for physical, one extra severe 
  consequence for mental.
  Stats for Keeper
  Keeper is a vast cosmic entity, a city-ship 
  that is roughly the size of a small Earth town. 
  As such, its power levels are in far excess 
  of anything the players could create, and its 
  stats are given for those GMs who still prefer 
  to make some rolls for all NPCs.
  The Plan
  No doubt the heroes want to know the plan to stop 
  Intellitron. Paradigm explains that once the strike 
  team is fully assembled, as Keeper explained their 
  cross-universe harmonics should disrupt Intellitron’s 
  access to its multiversal energies. At that time, they 
  will be able to physically confront him. It won’t be 
  easy, but if they remain steadfast, they can prevail. 
  Paradigm explains that he naturally understands the 
  CAN technology, and Keeper has taught him how 
  to harness Maker technology. Since Intellitron has 
  combined the two, Paradigm can use the database 
  records to begin reconstruction of what Intellitron 
  has destroyed by using the multiversal CAN’s 
  temporal imprints of each universe as the blueprint, 
  and the Makers’ technology that creates universes 
  to perform the reconstruction.
  Keeper also states that the heroes’ home universe has 
  not yet been completely destroyed. The Synthesis, 
  as Intellitron calls it, takes twelve standard Earth 
  hours to complete. If they can infiltrate Primal Earth 
  within that time, their universe could yet be saved 
  before final destruction.
  Keeper even offers each hero a metallic wrist 
  band with the countdown showing on it, and tells 
  them that the chronometer is attuned to their 
  universe’s temporal anchor.
  
  66
  Sister Mindful
  If the heroes decide they want to talk to Sister Mindful, 
  Paradigm asks them to wait until he speaks with her 
  alone. If they don’t decide to check on her for any 
  reason, then they’ll next meet her whenever you’re 
  ready during the scene, when she is walking down 
  the street with Paradigm. However they go about 
  meeting her again, when they do she is in the form-
  fitting blue and black costume of Miss Ego.
  Miss Ego greets the heroes and explains that Keeper 
  helped her break Intellitron’s programming of her 
  current incarnation. He’s restored her suppressed 
  memories of her original life. Like Paradigm, she doesn’t 
  understand why Intellitron simply did not 
  destroy those memories outright, but 
  perhaps his error in judgement is a 
  hint at a fatal flaw. Regardless, she is 
  dedicated to taking out the enslaver 
  of her world, and will give her life to 
  see that his reign ends.
  Whether or not the heroes believe her, 
  Paradigm makes it clear that she is part of the 
  team. Keeper has assured him that she is once 
  again whole, and that is all the assurance he needs.
  Wrap-Up
  If the heroes want to explore the vessel’s city before 
  arriving at Infinity’s End, feel free to flex your creative 
  muscle. Not only would it be a good opportunity to 
  plant some seeds you could explore at later points 
  in your ongoing series, but it could also offer some 
  good downtime role-playing before they get thrown 
  into the real thick of the action.
  Once the players have had time to role-play and 
  perhaps explore Keeper, begin the next scene: 
  Infinity’s End. 
  Scene: Infinity’s End
  Suggested Aspects: Haven Between Universes, It 
  Can Usually be Found Here.
  Beyond the dome, or wherever the heroes 
  might be on Keeper, they see the vessel arrive 
  alongside a vast landmass in the middle of 
  the Slipstream. Like with Keeper, strange 
  architecture rises high above. Dozens of 
  vessels of all shapes and sizes arrive and 
  depart from the various ports. From their 
  vantage point, the “city” seems to be divided into 
  three sections: a glistening wealthy area, a smaller 
  middle area that would be the equivalent of Middle 
  Class, and a lower, squat, district with buildings in 
  disrepair and lots of narrow streets.
  Paradigm, Miss Ego, Karttikeya, and Badash arrive 
  wherever the heroes are, and Paradigm tells them: 
  “Welcome to Infinity’s End.”
  
  67
  In response to any potential questions about the place, 
  Paradigm explains that Infinity’s End is a haven between 
  the universes. It was built, and is actually ruled by, a 
  multiversal corporation known as CorVerse. Paradigm 
  points to the tallest building on the landmass, in the 
  wealthy district, and says that that’s their corporate HQ 
  here at Infinity’s End. Anyway, they created it to cater 
  to those who ply the multiverse, and they get a cut of 
  everything bought and sold at Infinity’s End. Usually, 
  the place has strict corporate police enforced laws, 
  but they’re going to the Shadow District. CorVerse 
  doesn’t enforce anything there. The profit is greater to 
  turn the other way.
  Paradigm then leads the group (the heroes, Karttikeya, 
  Badash, and Miss Ego) to a lower level of Keeper 
  where a hangar is located. With the enormous hangar 
  are several dozen ships, from multi-person transport 
  ships to one and two man fighters. If asked, Paradigm 
  explains that Keeper may be powerful, but there are 
  still those who would do him harm— alien conquerors, 
  other cosmic beings and their armadas, and so forth. 
  It’s always good to be able to defend oneself.
  Paradigm leads them into an armed transport ship, 
  and will take the pilot’s seat unless one of the heroes 
  insists on doing so (this is, after all, their series).
  On the way down, Paradigm will warn the heroes of 
  what to expect. They’re heading into Shadow District, 
  where law holds little to no sway. It’s where the 
  underbelly of the multiverse comes to make deals, 
  sell black market items from their own universe, and 
  hire less-than-scrupulous people. The man they’re 
  looking for comes from an Earth that was synthesized 
  by Intellitron in the 36th century. He’s a genetically 
  engineered, pan-galactic bounty hunter and not known 
  for his composure. He’s even more temperamental 
  since his entire universe got obliterated. They have 
  to be careful in how they handle him, or the entire 
  situation could unravel before they even know they’re 
  in a fight.
  He can usually be found at a bar called the Void Hole. 
  And believe it or not, Kurok is probably not even the 
  most dangerous being in there, which is saying a lot.
  The ship gets clearance from the Shadow District 
  traffic control and lands at the designated spaceport.
  Welcome to Infinity’s End
  As soon as the team disembarks from the vessel, 
  multiple maintenance robots immediately move 
  toward the ship. Karttikeya reaches for his sword, 
  thinking them a threat, but Paradigm tells him to 
  stand down. It’s routine. They’ll make sure the ship 
  isn’t carrying any parasites or other threats from one 
  of the universes, while also checking all fuel cells and 
  life support systems. And they’ll do it even if ordered 
  not to by a ship’s owner. It’s CorVerse regulation.
  Paradigm 
  leads 
  them 
  through 
  the 
  bustling 
  spaceport as beings from different universes load 
  and unload cargo, bribe spaceport bureaucrats, 
  make black market deals, and generally go about 
  their private business.
  Once in the streets outside the spaceport, the heroes 
  are bombarded by the sheer magnitude of what 
  they’re in the middle of— especially if they aren’t 
  accustomed to trans-galactic, never mind trans-
  universal, escapades. First they see a complete 
  hodgepodge of alien races. Just like on Keeper, just 
  even more densely populated. Dozens of humans 
  and human children also roam the streets, people 
  displaced from dead universes or able to travel the 
  multiverse for whatever reasons drive them. The 
  buildings are squat and dark, and even the structures 
  that appear semi-organic look like something out of a 
  dystopian cyberpunk movie. Along many of the walls, 
  advertisements for all sorts of things, from Killers for 
  Hire and even gentile enhancements, play in dozens 
  of languages, acted out by various alien species and 
  even some humans.
  Along the streets themselves, both wheeled and hover 
  bikes and small cars weave between pedestrians. 
  Stalls are pushed tight against buildings as vendors 
  sell fruit, weapons, clothing, ship parts— you name it.
  Karttikeya and Badash are both in utter shock.
  Throwdown on the Streets of Infinity
  Now that the heroes have had a good amount of 
  role-playing time, let’s hit them with some comic 
  book action again.
  As the heroes are walking through the streets of 
  Infinity’s End, people in front of them, for an entire 
  block, scatter like startled insects. Badash makes 
  a flippant comment that his might and reputation 
  precede them all. Paradigm stops and mumbles a 
  curse. Standing just under a short city block away, 
  tall and imposing, dressed in black and red battle 
  armor with the crest of an infinity symbol with a sword 
  pointed downward through the center, is a man with 
  a very serious expression. A large staff, obviously 
  technological and with an infinity symbol at the 
  
  68
  top, is in his right hand, the bottom resting on the 
  ground. Behind him are a dozen soldiers, in similar 
  battle armor but with full, power-armored helmets on 
  the head and hiding their faces. They all carry nasty 
  looking large plasma rifles.
  Although the heroes don’t know it just yet, his 
  name is Bishop Truth and he’s a member of the 
  Church of the Eternal Savior. The church is a trans-
  universal organization that seeks to convert all life 
  to its cause: the worship of the ever-lasting savior 
  of all reality: Necrolos.
  Here’s some comic book style dialogue to help you 
  get the scene started.
  BISHOP TRUTH: Necrolos is indeed great. 
  He has delivered the blasphemer to us!
  KARTTIKEYA: Move aside. You will not 
  impede us this day.
  MISS EGO: David, we need to get out of 
  here.
  PARADIGM (to the heroes): This is not 
  good. These guys worship Necrolos and 
  stop at nothing to bring death wherever 
  they go. They’re also a little pissed 
  that I stopped them twice already.
  (to Bishop): Bishop, now isn’t the time. 
  And you’ve not enough men. Stand aside 
  and let us pass. We’ll settle up some 
  other time.
  BISHOP TRUTH: Spoken like a true heretic. 
  Priests, give him the sacrament!
  Use the zone map and key below to begin the fight. The 
  Bishop and his Priests are tough, and with Karttikeya, 
  Badash, and Miss Ego being Supporting NPCs, make 
  sure the heroes have time to shine. After a couple 
  rounds (or Exchanges, if you’re a Fate veteran) into 
  the fight, a new group arrives on the scene on loud 
  hover bikes. There are almost two dozen of them, and 
  their leader is a red-skinned alien with large ram horns 
  protruding from his head. He has yellow eyes, and 
  very sharp teeth. The rest of his gang are a mixture of 
  different alien species. They are called the Protostar 
  Cartel, and are known for multiversal slave trafficking.
  R’LOTH JIKORAK: Look ‘ere, boys, it’s 
  our lucky cycle. Paradigm! You owe us 
  some flesh. You killed some o’ my boys!
  BADASH (to Paradigm): Is there anyone 
  in this place you have not made into an 
  enemy?
  BISHOP TRUTH: The Protostar Cartel. How 
  quaint. Stand aside. This heretic will 
  face OUR retribution!
  PARADIGM: Okay Beth, you were right. 
  It’s time to go.
  Now you get to have some fun with the fight. Not only 
  does Protostar want Paradigm, and they’ll take his 
  allies as well, but Bishop Truth and his priests aren’t 
  about to just step aside when they believe Paradigm 
  is due divine retribution. That means that it’s about 
  to become a free-for-all, with the Bishop quickly 
  ordering his priests to also attack Protostar.
  Use the map key below to organize the zones.
  Map Key
  The area is tight and cramped. Not only are the streets 
  narrow with buildings pressing in on both sides, but 
  there are still countless civilians huddled against the 
  wall and behind vendor stalls. Moving from Zone 1 to 
  Zone 2 will require a roll against the Protostar Thugs or 
  R’Loth. Moving from Zone 2 to Zone 3 will require a roll 
  against the Priests or Bishop Truth. If the heroes can 
  get beyond Zone 3, they’ll escape the fight while the 
  Church and Protostar continue to battle each other.
  Zone 1: This zone is the west end of the street. Here 
  there are Frightened Civilians and maybe even some 
  Combustible Liquids in a few of the vendor carts. 
  The liquids could even provide a situation aspect 
  that can be detonated. Zone 1 is also the highest 
  concentration of the Protostar Cartel.
  Zone 2: This is the middle zone, and has the highest 
  concentration of Protostar Thugs firing from behind 
  cover and likewise maneuvering Church Priests. 
  Already innocent lives are being cut down by the 
  crossfire. R’Loth is also in this zone.
  Zone 3: The final zone, on the east of the map, has 
  Panicking Civilians that risk being cut down by the 
  priests’ firearms, as well as Bishop Truth.
  Paradigm is going to strongly order the heroes and 
  the rest of their team to break away from the fight and 
  escape. Things have gotten out of control, and here 
  in the Shadow District it’s not going to take long for 
  some other group to see an opportunity and join in. 
  
  69
  They need to stay on point and 
  get to their target.
  Do whatever is necessary to get 
  the heroes to agree. Compel 
  their character aspects, drop 
  
  70
  situation aspects that make things more dangerous. 
  Bring in more NPCs, perhaps more Church Priests or 
  Protostar thugs.
  The important thing is that not only did they get some 
  action, but seeds have been planted that you can use 
  later in your series. Both the Church and Protostar are 
  multiversal groups, and once the heroes save their 
  universe, perhaps one or both will eventually track 
  them down and pay Earth a visit.
  karttikey
  Concept:
  Hindu God of War
  Motivation:
  Destroyer of Evil
  Other Aspects:
  Born and Bred for Battle, 
  Guardian of Mankind
  Skills
  Superb (+5):
  Fight, Weapons
  Great (+4):
  Physique, Will
  Good (+3):
  Provoke, Athletics
  Fair (+2):
  Notice, Arcanum, Investigate
  Average (+1):
  Rapport, Deceive, Leadership
  Stunts
  Everywhere At Once 
  Extraordinary Determination
  Face the Pain
  Into the Fray
  Power Set:
  Divine Abilities
  Aspect:
  The God of War and Wrath
  Dimensional Travel (limit: only between Celestial 
  City and Earth)
  Immoveable
  Super-Strength 4 (enhanced lifting, ground slam)
  Hyper-Senses 2 (cosmic awareness, danger 
  sense)
  Devices
  Divine Sword
  Aspect:
  Wrath of the Gods
  Weapon 5
  Restricted (Karttikeya only)
  karttikey
  Divine Armor
  Aspect:
  Protection of the Just
  Armor 5
  Hardiness 4
  Armor Stress:
  [1] [2]
  Armor 
  Consequences:
  1 Mild, 1 Moderate
  Physical Stress:
  [1] [2] [3] [4] [5] [6]
  Mental Stress:
  [1] [2] [3] [4] [5] [6]
  Consequences:
  1 Mild, 1 Moderate
  Badash
  Concept:
  Servant of Ravana
  Motivation:
  Vengeance Upon Vishnu and 
  Karttikeya
  Other Aspects:
  Enlightenment Should Never be 
  Denied, The Devas are Corrupt
  Skills
  Great (+4):
  Accuracy
  Good (+3):
  Fight, Arcanum
  Fair (+2):
  Physique, Will
  Average (+1):
  Athletics, Deceive, Notice
  Stunts
  Power Stunt Expert
  Power Set:
  Living Earth
  Aspect:
  One with the Earth and Magma
  Earth Control
  Immoveable
  Immunity (Mind Control, Mind Probe)
  Invulnerability 3 (unstoppable)
  Lava Blast 4 (area effect, fire, living flame)
  Regeneration (immortality)
  Super-Strength 3 (ground slam)
  
  71
  Badash
  Physical Stress:
  [1] [2] [3] [4] [5]
  Mental Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  1 Mild, 1 Moderate
  Bishop Truth
  Concept:
  High Bishop of the Church of 
  the Eternal Savior
  Motivation:
  Necrolos’ Will Be Done
  Other Aspects:
  Fanatical In Bringing Death, 
  Arrogance Drives Me
  Skills
  Superb (+5):
  Rapport, Provoke
  Great (+4):
  Empathy, Deceive
  Good (+3):
  Accuracy, Power
  Fair (+2):
  Physique, Notice
  Average (+1):
  Fight, Knowledge, Weapons
  Stunts
  Power Stunt Expert
  Complications
  Power Loss:
  Disarm staff for the remainder of 
  the scene
  Devices
  Cosmic Staff
  Aspect:
  Powered By My Faith
  Blast 5 (sonic, advantageous: Dazed, multi-
  targeting)
  Blast 4 (energy)
  Dimensional Travel (multi-targeting, limit: Bishop 
  and his priests only)
  Forcefield 4
  Restricted (DNA)
  Teleportation 4 (multi-targeting, limit: Bishop and 
  his priests only)
  Combat Armor
  Aspect:
  Death Shall Not Come For Me
  Hardiness 4
  Bishop Truth
  Invulnerability 4
  Armor Stress:
  [1] [2]
  Armor 
  Consequences:
  1 Mild, 1 Moderate
  Physical Stress:
  [1] [2] [3] [4] [5]
  Mental Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  1 Mild, 1 Moderate
  Typical Church Priest
  Aspects:
  Soldiers of the Church
  Skills
  Good (+3):
  Accuracy
  Fair (+2):
  Athletics, Notice
  Average (+1):
  Fight, Athletics
  Gadgets
  Combat Armor (Armor 2) 
  Energy Rifles (Blast 3, concussive)
  Stress:
  [1]
  R’loth Jikorak
  Concept:
  Multiversal Gang Leader
  Motivation:
  Take What I Want From Who I 
  Want
  Other Aspects:
  Laws Are For the Weak
  Skills
  Superb (+5):
  Fight, Weapons
  Great (+4):
  Athletics, Physique
  Good (+3):
  Notice, Provoke
  Fair (+2):
  Stealth, Thief, Vehicles
  Average (+1):
  Contacts, Deceive, Resources
  Stunts
  Big Man (Galactic Criminal Underworld)
  Brow Beat
  Intimidating Presence
  
  72
  R’loth Jikorak
  Power Set:
  Natural Species DNA
  Aspect:
  One Tough SOB
  Blast 5 (sonic, advantageous: Dazed, multi-
  targeting)
  Blast 4 (energy)
  Dimensional Travel (multi-targeting, limit: Bishop 
  and his priests only)
  Forcefield 4
  Restricted (DNA)
  Teleportation 4 (multi-targeting, limit: Bishop and 
  his priests only)
  Combat Armor
  Aspect:
  Death Shall Not Come For Me
  Invulnerability 3
  Regeneration (reconstruction, regrowth)
  Super-Strength 4
  Devices
  Cosmic Mace
  Aspect:
  Weapon of the Multiverse
  Armor 
  Consequences:
  1 Mild, 1 Moderate
  Deflection
  Forcefield 4
  Melee Attack 4 (potent, weapon)
  Physical Stress:
  [1] [2] [3] [4] [5]
  Mental Stress:
  [1] [2] [3] [4]
  Consequences:
  1 Mild, 1 Moderate
  Typical Protostar Thug
  Aspects:
  Career Multiversal Criminals
  Skills
  Good (+3):
  Fight
  Fair (+2):
  Stealth, Weapons
  Typical Protostar Thug
  Average (+1):
  Notice, Provoke
  Gadgets
  Energy Pistols (Blast 3, energy)
  Stress:
  [1]
  Scene: Into the Void Hole
  Suggested Aspects: Known Hive of Scum; Always 
  Keep a Weapon Handy; Loud, Cramped, and Smelly
  Once the heroes and their allies manage to escape 
  from the firefight, Paradigm leads them through a 
  series of side streets and switch-backs to make 
  sure they aren’t followed. Finally, they step from an 
  alley and see the Void Hole at the end of the block. 
  It’s a corner building with a holographic black hole 
  above the entrance. A large, eight-foot tall bouncer 
  with bulging muscles and four arms stands next to 
  the doorway. A mixture of what would be heavy-metal 
  meets techno music is heard as the door swing open 
  and a different four-armed bouncer tosses a werewolf 
  looking creature onto the sidewalk, warning him to 
  not come back. The werewolf gets to its feet, then 
  growls and throws its arms wide at the doorman. The 
  brute simply stands there, face impassive, as though 
  the wolf man is of no concern. The werewolf stares at 
  him for a few beats, then stumbles away.
  Paradigm tells everyone to be for anything. The 
  doorman ignores them as they head inside.
  The Void Star is cramped, dark, and loud. A hefty 
  mixture of inter-universal body odor, alcohol, and 
  strange smoke, fills the air. A bar is to the right, with a 
  dance floor to the left. The middle is filled with tables. 
  The back of the bar, on a raised platform, is where 
  several game tables are set-up.
  Paradigm leans in to the heroes and points to a tall, 
  very muscular man with slate gray skin standing at 
  a table where two very small, almost gnome like 
  creatures are battling to the death. They are both 
  nude, and are armed with an energy sword and an 
  energy axe. Around the table are many other alien 
  beings, all of them cheering for the combatant they 
  gambled on.
  Paradigm asks Karttikeya, Badash, and Miss Ego to 
  
  73
  spread out. Just in case this meeting goes south, he 
  wants them ready to make an exit. He has the heroes 
  go with him to Kurok.
  Fortunately for the heroes, Kurok’s gnome wins 
  the fight by disemboweling and dismembering his 
  opponent. Kurok cheers, which is a deep, rumbling 
  sound, and collects his winnings.
  How this scene plays out will depend on your group. 
  Although Paradigm should naturally break the ice, 
  since the heroes are the protagonists of the story it 
  should really be their spotlight. It’s okay if the players 
  allow Paradigm to do most the talking, however, and 
  simply provide support. Handle it however the players 
  seem to flow into it.
  Provoke rolls to intimidate or antagonize Kurok are 
  bad idea. To be honest, Rapport or even Deceive are 
  likely their best bet. 
  Let the scene run until the heroes manage to recruit 
  Kurok. Remember, Intellitron synthesized his Earth and 
  destroyed his home universe, so he’ll want vengeance 
  upon the artificial god. Kurok is a bloodthirsty bounty 
  hunter. He isn’t called The Annihilator for nothing.
  Once the heroes have managed to get him on 
  the team, Miss Ego sends out a telepathic call to 
  everyone. Keeper is under attack. He’s ordered 
  her to get the strike team off Infinity’s End and to 
  Earth-0826 at once.
  Before Paradigm or the heroes can find out anything 
  else, the front wall explodes inward and Necrolean 
  Subjugators open fire on everyone in the place. 
  The Subjugators are large creatures with four arms 
  encased in the Necrolean combat armor. Their faces 
  are a sickly white with red veins protruding from 
  beneath the skin. They have four eyes, no visible 
  nose, and a wide, shark-like mouth.
  Paradigm turns pale. Miss Ego orders Badash 
  to make an exit, and part of the left wall is blown 
  outward through his earthquake powers. Kurok, 
  though, reaches his arm out to the side and a 
  massive, rune covered sledgehammer appears in 
  his closed fist. With a battle cry of sheer bloodlust, 
  he launches at the Subjugators.
  Paradigm tells the heroes they need to get Kurok 
  and get the hell out of there. He quickly explains 
  that they’re Subjugators— the shock troops of the 
  Necrolean army. They’re incredibly strong, that armor 
  is highly resistant, and he should probably mention 
  that their basically the living dead, so taking them out 
  isn’t the same as taking out normal troops.
  As he says that, Kurok is blasted by several Necroleans 
  at once and blown through a section of wall near the 
  hole that Badash created. Paradigm tells them that 
  that their cue.
  Kurok the Annihilator
  Concept:
  Multiversal Bounty Hunter
  Motivation:
  Show me the Money
  Other Aspects:
  Last of My Universe, The Fallen 
  will be Avenged
  Skills
  Superb (+5):
  Provoke, Weapons
  Great (+4):
  Physique, Athletics
  Good (+3):
  Notice, Will
  Fair (+2):
  Fight, Stealth
  Average (+1):
  Contacts, 
  Deceive, 
  Thief, 
  Vehicles
  
  74
  Kurok the Annihilator
  Stunts
  In the Know
  Security Expert
  Tapping the Network
  Power Set:
  Alien Physiology
  Aspect:
  Naturally Tough and Strong
  Hardiness 2
  Invulnerability 2
  Regeneration (enhanced regeneration, 
  reconstruction, regrowth)
  Forcefield 4
  Restricted (DNA)
  Teleportation 4 (multi-targeting, limit: Bishop and 
  his priests only)
  Super-Strength 2 (enhanced lifting)
  Devices
  Hammer of Doom
  Aspect:
  Forged By a Long Dead God
  Cold Control (sub-arctic)
  Deflection (full deflection)
  Melee Attack 4 (demolishing, weapon, lethal)
  Restricted (Kurok only)
  Armor Stress:
  [1] [2]
  Physical Stress:
  [1] [2] [3] [4] [5] [6] [7]
  Mental Stress:
  [1] [2] [3] [4] [5] [6]
  Consequences:
  1 Mild, 1 Moderate, one extra 
  mild consequence for physical
  Necrolean Subjugator
  Aspects:
  Necrolean Front Line, Fighting 
  Force Without Equal
  Skills
  Great (+4):
  Accuracy, Physique
  Good (+3):
  Fight, Weapons
  Fair (+2):
  Athletics, Will
  Necrolean Subjugator
  Average (+1):
  Notice, Provoke
  Power Set:
  Undead Troops
  Aspect:
  Specially Grown 
  Undead Tissue
  Extra Limbs (four arms total)
  Immunity (Mind Control, Mind probe, pressure, 
  thirst, vacuum)
  Life Support
  Super-Speed 1
  Telepathy (limit: Necrolean hive mind network)
  Gadgets
  Death Ray Rifle (Blast 3, corrosive, potent)
  Stress:
  [1] [2]
  Scene: Battle in 
  the Slipstream
   
  Suggested Aspects: There’s Too Many of 
  Them, Death from Above, There May Be No Escape
  Once the group all get outside, the first thing they 
  notice is that every street around them is sheer 
  pandemonium. People are screaming and fleeing. The 
  second thing they notice are the Necrolean warships 
  high overhead. The warships is a hulking behemoth 
  that appears as a cross between a giant spider and an 
  Earth whale. Covered in a strange mucus membrane 
  that also serves as high resistance armor, the front 
  of the vessel contains a multitude of view ports that 
  resemble gigantic compound eyes.
  The large leg-like appendages that extend from 
  the lower sides of the ship are capable of grasping 
  other vessels and hauling them in close to the hull, 
  where the short-range weapons can obliterate the 
  offending target. Which is exactly what they see 
  happening to fleeing vessels.
  The other thing they see, rocketing toward Infinity’s 
  End where they’ll perform strafing runs, are the 
  Necrolean Uni-Environmental Fighters. They are sleek 
  vessels that look like extremely large squids. While in 
  flight mode, the leg-like appendages point toward the 
  rear of the vessel and provide propulsion.
  
  75
  The Subjugators from the bar appear at the broken 
  wall behind the heroes. If there was any question 
  before, there shouldn’t be now. The Necroleans 
  specifically want the heroes.
  It’s now time for the heroes to make their escape back 
  to their ship. Along the way at some point, give them 
  a glimpse of Keeper beyond the edges of the city. 
  The city-ship takes heavy damage, even as far as the 
  heroes being able to see cracks appear in the dome. 
  Over a dozen Necrolean Warships are firing upon it, 
  with more moving into position. Miss Ego exclaims 
  that she can feel its pain. Keeper pulls away from the 
  landmass, heading deeper into the Slipstream. As 
  more and more ships fire upon it, it seems to fold in 
  upon itself and is gone. In its wake, debris from all the 
  damage it sustained floats in the Slipstream before 
  pieces start to disappear into various universes.
  Miss Ego says that she can’t feel him anymore. She 
  doesn’t know if it’s because he left the Slipstream, or 
  because he’s dead.
  When the heroes get close to the spaceport, they 
  have to hide (or, they could attack) from Necrolean 
  Troop Transports. They appear as gigantic, crab-
  like vessels with eight legs extending from the lower 
  hull. Capable of both space and atmospheric flight, 
  they move long the ground using the long Grasper 
  Legs for locomotion. All in all, the heroes see four of 
  them in their immediate vicinity, and two of them are 
  deploying over two-dozen more Subjugators, each.
  Once the heroes make it back to their ship, they 
  still have one last fight to deal with: getting into the 
  Slipstream, and escaping into a universe.
  Necrolean Warship
  Speed Rating:
  5 (Flight 4)
  Weapons: Death Cannons (Blast 6, multi-targeting, 
  penetrating), Melee Attack 5 (gripper legs, +2 to 
  grapple, limit: only large vessels)
  Armor: Armor 6 (impervious 2, durable, reinforced, 
  tough)
  Special Effects: Auto-Pilot, Database, FTL speed, 
  Hardiness 6, Skill: Fight (+2, only for gripper legs)
  Limit:
  None
  Complications:
  None
  Necrolean Warship
  Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  1 Mild, 1 Moderate, 1 Severe
  Necrolean Uni-Environmental  
  Fighter
  Speed Rating:
  5 (Flight 4)
  Weapons: Energy Cannon (Blast 3, energy, multi-
  targeting, penetrating)
  Armor: Armored 3 (Impervious 1, durable)
  Special Effects: Advantageous (+2 to create rapid 
  maneuver situation aspect), Hardiness 4, Targeting
  Limit:
  None
  Complications:
  None
  Stress:
  [1] [2] [3] [4]
  Consequences:
  1 Mild, 1 Moderate
  Map Key
  Use this map as the heroes try to fly away from Infinity’s 
  End. The Necroleans want them. Necrolos has become 
  aware of what they’re doing, and wants the secrets 
  Paradigm and Miss Ego hold about Intellitron.
  Zone 1: This is the zone with Infinity’s End and the 
  Uni-Environmental Fighters. The heroes will have to 
  make rolls against Good (+3) opposition. If they fail, 
  each Shift they failed by is a Hit on their vessel. Apply 
  any armor and other damage mitigating factors as 
  normal. It will take two exchanges to get through this 
  zone and into Zone 2.
  Zone 2: This Zone is occupied by some of the 
  Necrolean Warships. To get through this Zone, 
  they will have to avoid taking damage. Treat the 
  warships as five groups of five warships each, and 
  apply the teamwork bonus to each group for the 
  five ships working together.
  It takes three exchanges to get through this zone. 
  Once the heroes reach the far end of the zone, they 
  escaped into a universe.
  Once the heroes escape and appear in the normal 
  space of another universe, they see Jupiter in the 
  distance, and the sun further away. Give the group 
  some role-playing time, and allow them to tend to 
  
  76
  
  77
  any injuries and any damage that the ship most likely 
  suffered. If the ship took any consequences, then 
  one of them should be Fried Multiversal Aligner. 
  Basically, the ship is no longer able to slip between 
  universes, and Paradigm doesn’t have the parts 
  onboard to fix something of that magnitude. Nor would 
  he really know how. This is a mission of desperation, it 
  wasn’t exactly a well-planned military operation.
  If the ship wasn’t damaged enough to receive at least 
  one consequence, don’t worry— you’ll have more 
  opportunities to make it happen.
  Paradigm and Miss Ego are worried about Keeper. 
  Although it might seem strange for Miss Ego to 
  already be attached to him, between being cured by 
  Keeper’s powers and her own psychic connection to 
  him since then, she’s now feeling his potential loss on 
  a very deep level. Kurok isn’t happy about having had 
  to run from battle, but he’ll forgive the team once they 
  take him to Intellitron.
  Paradigm quickly explains that the Necrolean tech 
  is based on biotechnology. Everything they have is 
  organic. It’s either grown with twisted dark energies, 
  or as once living things transformed into a living 
  dead state through their spore technology. Their 
  only goal, as Keeper explained, is to destroy all life 
  and return the multiverse to the chaos from which 
  the Makers created it.
  The heroes also notice that their countdown timer 
  now reads: nine hours.
  Paradigm says he expected some jump, but not quite 
  like that. Time doesn’t flow the way they perceive it 
  when crossing the boundaries between a universe and 
  the Slipstream, or vice versa. Usually it’s a few minutes, 
  sometimes maybe an hour, that passes in the blink of 
  an eye. But three hours— he’s never encountered that 
  before. And it likely means things are becoming even 
  more unstable in this particular multiversal area.
  The Earth they’re heading toward is completely 
  mechanical. From what Keeper told him, lost Maker 
  technology crashed on this Earth in prehistoric times. 
  The sentient tech merged with the normal flora and 
  fauna of this Earth, and over the eons consumed the 
  entire planet. Everything, from each blade of grass to 
  the leaf of a tree, is a part of the connected sentience. 
  The tech completely took control of what would have 
  otherwise been the planet’s natural evolution.
  And it’s one of the Earth’s whose harmonic 
  frequency they need.
  Paradigm tells everyone to rest up. They’ll be at 
  Earth in an hour. Meanwhile, he’s going bring Kurok 
  up to speed.
  GM Info: Earth-0826
  Story Pacing on 
  Earth-0826
  Earth-0826 is fast paced and meant to be 
  a short, but action packed, alternate Earth 
  visit. It introduces a new species to your 
  ongoing series, the Synthites, and helps get 
  the heroes to Earth-1 even as their resources 
  begin to dwindle.
  In comic books, this would be the single 
  issue, quick conflict on a strange world.
  Earth-0826 lies at a nexus of sorts for multiversal 
  energies, and its development over the eons has sent 
  echoes into neighboring universes.
  Although the Makers passed after their great war 
  too far back in history to accurately pinpoint, the 
  multiverse is a continuously evolving thing. Universes 
  die and are birthed as a natural course, even without 
  Intellitron’s actions that have caused an instability.
  Following the Great War, some of the Makers’ 
  technology was sent into the void to be lost. Things 
  not always going according to plan, especially when 
  discussing something as volatile as the multiverse, 
  not all of their technology made it to where it was 
  supposed to go. Several world building pieces were 
  sucked into the Slipstream. From there, a few of the 
  pieces entered a new universe— one whose Earth 
  was still in the primordial stages.
  A Young Earth
  The Earth was still in its youth when the Makers’ 
  technology fell upon it. Indeed, the very first stirrings 
  of life were just beginning to take place. As the 
  pieces fell and embedded themselves deep within 
  the planet, protocols were activated and the universe 
  building technology, albeit on a much, much smaller 
  scale, initiated. Earth-0826 was immediately affected 
  by the Makers’ tech, and the natural evolution of the 
  planet was hijacked.
  
  78
  Over the Eons
  Due to the Makers’ technology, Earth-0826 was 
  sent along a course of artificial evolution. Lifeforms 
  were not allowed to naturally evolve, but were 
  instead altered and rewritten to provide the 
  greatest changes of survival and procreation. 
  Meanwhile, select organisms were chosen 
  to enhanced evolution, and were over 
  time combined with the very core of 
  Maker technology, transforming them 
  into sentient machine life. Over additional 
  eons, the Earth continued to be changed, 
  now by both the Markers machines and 
  the sentient machine lifeforms that had 
  continued to evolve. Over time, the entire 
  planet was transformed into a cybernetic 
  entity— every tree, blade of grass, insect, and 
  flora. Furthermore, each for of life was able to 
  tap into the higher dimensional properties of 
  dark energy, in essence making nearly the entire 
  planetary ecosystem a massive, and near unlimited, 
  living computer and information storage device.
  Present Day
  Earth-0826 is a massive cybernetic organism, linked 
  through higher dimensional space as a gigantic 
  information network. The primary species on the 
  planet, the Synthites, is a race of sentient humanoid 
  machines. Although they are aware of the multiverse 
  and can even tap into extra-universal energies 
  through their reliance on dark energy, the people of 
  Earth-0826 prefer to take an academic approach to 
  dealing with extraterrestrial and multiversal lifeforms.
  Allied NPCs
  By this point in the story the heroes have five 
  allied NPCs: Phalanx, Miss Ego, Karttikeya, 
  Badash, and Kurok. The adventure script 
  doesn’t specifically call them out for role-
  playing or conflict encounters. This is so you 
  can tailor their actions and personalities to 
  best fit your group dynamics.
  Scene: 
  Arrival 
  on a Machine World 
  Suggested Aspects: None
  As the ship rockets toward Earth’s atmosphere, 
  the planet looks very different. Whereas the planet 
  is usually a contrast of green, blue, and white from 
  space, this Earth appears various shades of silver. As 
  the ship breaks through the atmosphere, they see that 
  large swaths of the silver are actually undulating— 
  it is the liquid mercury appearing oceans. All ship 
  scanners indicate the atmosphere is identical to that 
  of the heroes’ Earth. The cybernetic nature of the 
  planet provides the atmosphere with zero pollution.
  Unfortunately, the wonders of Earth-0826 aren’t all 
  the heroes see.
  Explosions blossom throughout the sky. Thick 
  smoke columns from the ground. Aerial craft take 
  hits and spiral downward.
  
  79
  If the heroes’ vessel didn’t take damage to knock-out 
  its multiversal jump capability, now would be a good 
  time to make it happen. The ground artillery attacks 
  with Accuracy of Superb (+5) skill rating.
  Phalanx doesn’t really know what is going on, as the 
  people here are usually a peaceful race. His guess 
  though, is that Intellitron might have already targeted 
  the world. With its reliance on dark energy, they 
  would be like a beacon to him, and it’s possible he’s 
  anticipated their plans.
  Don’t give the group too much time to worry about 
  it, though. Keep them in the action. Before they 
  can discuss the matter too much, four to six very 
  sleek and advanced Aerial Fighters suddenly fall 
  into an attack formation behind them and open fire. 
  Remember, the purpose is to damage the ship and 
  remove it from the story, but not kill the characters. 
  And you have all the aerial fighter reinforcements 
  at your disposal to make it happen. The heroes are 
  flying an unknown and alien vessel in the midst of, 
  for all intents and purposes, a major war.
  If the heroes ask where the supposedly peaceful 
  people got machines of war, Phalanx explains that 
  the people are the machines of war. They’re evolved 
  Maker technology, they can reconfigure their forms 
  as needed, just as the Makers could configure and 
  reconfigure the multiverse.
  The stats below represent the average Synthites in 
  aerial fighter configuration.
  Aerial Fighter
  Aspects:
  Soldiers for Intellitron
  Skills
  Fair (+2):
  Athletics, Power
  Average (+1):
  Accuracy, Notice
  Powers
  Aspect:
  Sentient Maker Technology
  Blast 3
  Flight 3
  Interface
  Invulnerability 1
  Shapeshift
  Stress:
  [1]
  Once the ship starts going down, Phalanx tries to 
  direct it toward a silver mountain range that exists 
  about 10 miles to the west of a large, glistening (and 
  smoking) city. If any of the heroes can fly or teleport 
  and take others with them, Phalanx directs them 
  toward the range.
  Scene: A Civil War
  Suggested 
  Aspects: 
  Upheaval 
  Everywhere, 
  Mountainous Terrain
  As the heroes and their allies make it to the mountain 
  range, they are pursued by a group of close to two 
  dozen Synthites.
  Run the beginning of this scene as a pitched battle, 
  and use the Synthites Shapeshift power to its fullest. 
  The Synthites are Good quality Nameless NPCs led 
  by a Supporting NPC, and should provide enough of 
  a fight for the heroes. Keep the focus on the player-
  characters, and use Phalanx, Miss Ego, Kurok, 
  Karttikeya, and Badash as a Strike Team if necessary.
  The 
  Synthites 
  are 
  basically 
  robotic 
  appearing 
  humanoids, though the infected have deep blue lines of 
  circuitry, almost like veins, beneath their metallic skin.
  Strike Team
  Concept:
  Heroes from Across 
  the Multiverse
  Friction:
  Tempers and Arrogance
  Skills
  Superb (+5):
  Combat
  Great (+4):
  Expertise
  Good (+3):
  Social
  Fair (+2):
  Undercover
  Power Set
  Blast 3
  Invulnerability 3
  Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  1 Mild
  
  80
  Synthite Commander
  Concept:
  Infected Synthite
  Motivation:
  Must Serve Intellitron
  Other Aspects:
  The Synthesis Is the Future
  Skills
  Great (+4):
  Accuracy, Fight
  Good (+3):
  Physique, Will
  Fair (+2):
  Notice, Power
  Average (+1):
  Leadership, Provoke, 
  Technology
  Stunts
  Tactician
  Power Set:
  Maker Technology 
  Lifeform
  Aspect:
  Intellitron has Improved 
  My Matrix
  Hardiness 2
  Interface
  Invulnerability 2
  Forcefield 4
  Shapeshift
  Physical Stress:
  [1] [2] [3] [4] [5] [6]
  Mental Stress:
  [1] [2] [3] [4] [5] [6]
  Consequences:
  1 
  Mild, 
  1 
  Moderate, 
  one 
  extra mild consequence for 
  physical, one extra moderate 
  consequence for physical
  Synthite Soldier
  Aspects:
  Soldiers for Intellitron
  Skills
  Fair (+2):
  Power
  Average (+1):
  Accuracy, Notice
  Power Set:
  Synthite Species
  Synthite Soldier
  Aspect:
  Sentient Maker Technology
  Interface
  Invulnerability 1
  Shapeshift
  Gadgets
  Energy Rifle (Blast 3, energy)
  Stress:
  None, one hit takes them out
  If 
  the 
  heroes 
  start 
  to 
  defeat 
  the 
  group, 
  reinforcements begin to arrive thanks to the 
  Synthites Spatial Control power.
  When the heroes are being pressed hard, perhaps 
  after they’ve taken some Stress, energy bolts fire 
  from behind them and strike some of the Synthite 
  attackers. A group of twelve Synthites have arrived 
  on the scene, and are assisting the heroes.
  The lead Synthite orders the heroes to follow him, he’s 
  on their side, and his soldiers lay down cover fire so 
  the heroes can (eventually) do as he asks. Once away 
  from the fighting, he stops and asks the heroes why 
  they have come to his world. They should leave— 
  before it is too late and they, too, become infected.
  Allow the heroes to make some skill rolls, such as 
  Empathy or Rapport, to convince the Synthite of their 
  struggle and why they’ve come to his world.
  Eventually, the leader introduces himself as Preservis 
  Alpha, and was— is— the leader of his people. For 
  all intents, he should seem like a noble person who 
  deeply cares about his citizens.
  As Preservis Alpha leads them to a series of nearby, 
  high-tech caverns, he tells the heroes what is going 
  on with his people.
  The Synthites are aware of the multiverse. For 
  centuries, local time, they have explored other worlds 
  within their own universe as well as alternate Earths 
  across the multiverse, cataloguing all the knowledge 
  they have gained for the betterment of their own 
  species. The Archivists, those who are charged with 
  visiting other worlds, are able to assume the shape of 
  the local population to blend in.
  Recently, they encountered a problem on an alternate 
  Earth. A strange cybernetic infection had overtaken 
  
  81
  the population. Distress beacons were activated, 
  and his brother, the head of Excursion Security, led a 
  detachment on a rescue and retrieval operation. It was 
  too late. The Archivists were infected, and before his 
  brother knew what was happening, they had brought 
  the infection home. The cybernetic organisms have 
  corrupted them through a higher dimensional dark 
  energy matrix. He wants to save his people, and his 
  brother, but realizes that is no longer a viable course. 
  They had tried to cure the few infected they captured, 
  but to no avail. The cybernetic organisms spread, and 
  his scientists quickly fell. He’s left with little choice 
  but to destroy the infected if his people are to survive.
  Once Alpha Preservis is convinced about the struggle 
  against Intellitron, he informs the group that the 
  Synthites have their own multiversal access network 
  not connected with the network constructed by 
  Intellitron. They can use that to head to the final Earth 
  to complete the recruitment process.
  Unfortunately, the access nodes are deep within 
  Central City, and the city is overrun by the infected.
  Meanwhile, as they arrive at the caverns, they see 
  dozens of holographic arrays providing orbital footage 
  of the war, as well as close to two dozen soldiers.
  Scene: Against the Clock
  Suggested Aspects: None
  This is mainly a role-playing scene, with action to 
  close it off. Allow the heroes and Preservis Alpha to 
  talk strategy for getting through Central City. While 
  Preservis Alpha explains the Synthites ability to bend 
  local space/time (the Spatial Control power), he also 
  explains that the infected have managed to neutralize 
  that ability within the city’s borders. He doesn’t 
  actually understand how they pulled it off, as it isn’t 
  something they’ve ever done to one another before. 
  The ability to bend local space/time is as natural to 
  them as biological procreation is to organic beings.
  The infected have also been using their 
  reconfiguration 
  abilities 
  to 
  become 
  weapons, 
  something 
  that 
  was 
  anathema to his people before this 
  tragedy.
  Create zone maps for the city, 
  and allow the heroes to have 
  some say in what’s included, 
  especially if they use aspects 
  and Fate Points to create story 
  details.
  Preservis Alpha is not familiar 
  with 
  Earth-1, 
  so 
  Phalanx 
  explains that they’ll have to 
  stop back at remains of the 
  ship. The computer brains with 
  the multiversal coordinates are 
  nigh invulnerable, and it’ll have 
  what they need to for the access 
  nodes. 
  Preservis 
  Alpha 
  agrees, 
  as he can download the necessary 
  information into his own brain.
  Once the group has had enough time 
  to role-play, a strong vibration runs 
  throughout the cavern’s metal floors 
  and walls. Screams and weapons fire is 
  heard from the direction of the entrance. The infected 
  
  82
  Synthites have found the heroes.
  The purpose of the action is to spur the heroes 
  along. Their temporary haven has been breached, 
  and it’s time to get moving toward the city. Once the 
  characters reach the cave mouth, the sky has taken 
  on a strange, purple hue. Phalanx curses as he looks 
  skyward. There, hanging ghostly over Earth-0826, is 
  not one alternate Earth— but two of them.
  Preservis Alpha looks skyward and whispers: “By 
  the Makers.”
  Miss Ego tells Preservis Alpha that they have to get to 
  the portals now. At best this Earth may have an hour 
  left, and quite possibly less. She’s seen this before, 
  though it is extremely rare. She explains that the 
  alternate Earth where the Synthites first encountered 
  the seeds would have already been linked to another 
  Earth. By bringing the infection here, the Synthites 
  have now linked their Earth with the original Synthesis. 
  And that is bad. It means three universe are about 
  to be merged, and if the shockwave from two of 
  them being synthesized wasn’t destabilizing enough, 
  this could be catastrophic. Even Intellitron wouldn’t 
  purposefully take such a course of action.
  Even as the heroes absorb it all, fissures appear along the 
  distant ground. Without the alternate Earths even fully 
  engaged with this universe, Earth-0826 is destabilizing.
  Their only hope is to get to Intellitron and end this 
  once and for all.
  Scene: Into Central City
  Suggested Aspects: Hundreds of Infected, Against 
  All Odds
  Flying Into the City
  Preservis Alpha can reconfigure himself into 
  an aircraft with his Shapeshift. Some possible 
  powers, depending upon the number of 
  Shifts gained on the roll, are:
  • Growth 1
  • Flight 2 or 3
  • Invulnerability 1 or 2 (to add to his own 
  normal Invulnerability 1)
  If he does so, then run the conflict of getting 
  into the city as a series of aerial attacks 
  against the group.
  Since Shapeshift is a natural ability of the 
  Synthites, the opposition should be Mediocre 
  (+0) or Average (+1).
  Along the way to Central City, the group will have 
  to stop at the crashed ship so that Preservis Alpha 
  can download the information needed to get them to 
  Earth-1. If the ship was destroyed, he’ll still be able to 
  access what passes for the computer brain, as such 
  things are usually highly invulnerable.
  It’s up to you if they’ll have to face any soldiers during 
  their stopover at the ship. The heroes will have plenty 
  of combat once they reach the city, and you don’t 
  want to deplete their Fate Points too early.
  Central City is an absolute warzone. The once tall and 
  glistening buildings are battered and smoking, large 
  swatches of black scarring spreading like a disease. 
  As the heroes and their allies approach, units of 
  infected Synthites meet them at the city’s borders. 
  These should be Average quality Nameless NPCs, as 
  the idea is to drive home the struggle Earth-0826 is 
  facing, but not necessarily diminish the players’ Fate 
  Point resources just yet.
  All of the infected, like the earlier attacks, suffer blue 
  lines of altered circuitry, almost like veins, beneath 
  their metallic skin.
  As the heroes push forward into the city, drive home the 
  complete chaos the place has become. The infected, 
  the suddenly violent uprising to a once peace-driven 
  race, and the frightened citizens hidden within home, 
  shops, and other structures. As the heroes battle 
  their way through the city, more earthquakes happen, 
  
  83
  toppling small buildings and creating tears in the 
  metallic structure of taller structures. Fissures open 
  in the ground, requiring Athletic rolls against Fair (+2) 
  opposition for those unable to teleport or fly.
  Surprisingly, neither the heroes’ already lingering 
  infection activates again, nor are their allies or 
  Preservis Alpha infected. If the heroes question this, 
  Preservis reveals that it is taking all his effort to link 
  with the network of the cybernetic creatures to keep 
  them at bay.
  As the heroes near the central structure where the 
  multiversal access nodes are located, they are 
  confronted by a small legion of infected soldiers, led 
  by a Synthite whose infection is dark enough to be 
  almost black underneath his skin.
  PRESERVIS ALPHA: Brother, stand aside 
  and allow us passage. I do not wish to 
  fight you, but to save our world.
  TERMINAX: 
  I 
  am 
  not 
  your 
  brother, 
  Preservis. He is gone. Only Terminax 
  remains.
  PRESERVIS ALPHA: I refuse to believe 
  that.
  TERMINAX: 
  What 
  you 
  believe 
  is 
  inconsequential. Legions, attack!
  Preservis Alpha and his brother engage. During their 
  small piece of the conflict, Preservis might even 
  become injured as he holds back, unwilling to destroy 
  another who was like a brother to him. Phalanx and 
  Karttikeya will have no such limitations, however, and 
  will quickly move to assist Preservis if the heroes do 
  not. Meanwhile, the group is faced by eight groups of 
  five soldiers, all of which are Average quality NPCs.
  The big role-playing factor here will likely be Preservis 
  Alpha and Terminax, especially if Terminax is killed 
  or left for dead. Such action will weigh heavily on 
  Preservis Alpha, though the leader of the Synthites 
  will still do what must be done to save his world.
  Once the heroes make into the structure, another 
  earthquake threatens to tear it down around them. 
  Some more infected try to stop them from getting to 
  the Excursion Room. Once in the room, it will take 
  Preservis Alpha five rounds to get the information into 
  the central brain, and get the access node open.
  Once he does, the heroes enter a kaleidoscope 
  colors. Their sense of direction goes haywire. Spots 
  dance before their eyes.
  When their vision clears, what they see is about as 
  close to a hell on Earth as they’ve likely ever seen.
  Preservis Alpha
  Concept:
  Leader of the Synthite People
  Motivation:
  Live in Harmony with 
  the Multiverse
  Other Aspects:
  Knowledge is the 
  Greatest Power of All
  Skills
  Fantastic (+6):
  Power, Technology
  Superb (+5):
  Knowledge, Leadership
  Great (+4):
  Rapport, Empathy
  Good (+3):
  Notice, Will
  Fair (+2):
  Contacts, Treatment
  Average (+1):
  Accuracy, Fight, Investigate
  Stunts
  Empathic Read
  Lie Detector
  Tactician
  Power Set:
  Maker Technology 
  Lifeform
  Aspect:
  One with the Fabric 
  of the Cosmos
  Hardiness 4
  Interface
  Invulnerability 2
  Life Support
  Shapeshift
  Physical Stress:
  [1] [2] [3] [4] [5] [6]
  Mental Stress:
  [1] [2] [3] [4] [5] [6]
  Consequences:
  1 
  Mild, 
  1 
  Moderate, 
  one 
  extra mild consequence for 
  physical, one extra moderate 
  consequence for physical
  
  84
  Terminax
  Concept:
  Multiversal Synthite Security
  Motivation:
  Protect the Synthite Knowledge 
  Gatherers
  Other Aspects:
  Puppet of Intellitron
  Skills
  Superb (+5):
  Power, Knowledge
  Great (+4):
  Investigate, Will
  Good (+3):
  Accuracy, Fight
  Fair (+2):
  Contacts, Notice
  Average (+1):
  Rapport, Provoke
  Stunts
  Lie Detector
  Tactician
  Power Set:
  Maker Technology 
  Lifeform
  Aspect:
  Guardian of My People
  Blast 4 (energy, concussive)
  Hardiness 4
  Interface
  Invulnerability 2
  Life Support
  Shapeshift
  Physical Stress:
  [1] [2] [3] [4] [5] [6]
  Mental Stress:
  [1] [2] [3] [4] [5] [6]
  Consequences:
  1 
  Mild, 
  1 
  Moderate, 
  one 
  extra mild consequence for 
  physical, one extra moderate 
  consequence for physical
  GM Info: Earth-1
  Necrolean and 
  Hellbrood Information
  The snippets of information provided to 
  you GMs for the Necroleans and Hellbrood 
  only cover what you need to know for 
  Little Tin God. Full information on the 
  Necrolean society, their caste systems, 
  weapons, alien Hellbrood creatures, and 
  more on the Hellbrood (including player-
  character Hellbrood), will be fully covered 
  in a later product designed to allow you 
  to introduce a full Necrolean invasion into 
  your ongoing series.
  Although Earth-1 had seen its share of super-powered 
  villains bent on world domination, the heroes had 
  always understood the stakes and generally knew 
  what to expect.
  That was not the case when the Necroleans arrived 
  on Earth-1 and dropped the Hellspore Pods. 
  Taken completely off-guard, facing any enemy and 
  technology they did not comprehend, Earth-1’s super-
  powered community fell as quickly, and as hard, as the 
  various militaries and governments around the world.
  Today, eighty percent or more of the world’s 
  population has been decimated by the Hellspores, 
  and the survivors live hard and unforgiving lives.
  Beleaguered and greatly outnumbered, the remaining 
  heroes of Earth-1 are a dwindling breed. With each 
  hero that falls, a new Powered or Incarnate Hellbrood 
  is almost sure to take his or her place. This means 
  that the remaining heroes are also more resourceful, 
  resilient, and getting smarter about how to stay alive.
  Necrolean Technology
  Necrolean technology is a biotech that uses raw 
  materials, usually it matters not which materials, 
  to form nearly living machines and weapons. Like 
  the Hellbrood, the biotech possesses components 
  of living and dead materials, giving the technology 
  itself a kind of undead quality that only the 
  Necroleans truly understand.
  
  85
  Hellspores
  The Hellspores are microscopic; biotechnology 
  organisms created by Necrolos and handed down 
  to the Necroleans. The Hellspores are contained in 
  pods attached to gigantic stalks (roughly the size 
  of a skyscraper) that are launched epical class of 
  space vessel. Once they have crashed to a planetary 
  surface and embedded themselves, the Hellspores 
  are expelled into the air— millions of the creatures 
  seeking out any living organism. Once they enter the 
  host, the Hellspores work quickly to transform the 
  victim into a Hellbrood.
  The Hellbrood
  The Necroleans seek to destroy all life in the 
  multiverse, driven by their loyalty to the will of the 
  god, Necrolos. In addition to the Hellspores and 
  their military might, the Necroleans possess what 
  is perhaps the most effective, and most fearsome, 
  weapon ever known: The Hellbrood.
  Transformed by the biotechnology of the Hellspores, 
  those living beings that become Hellbrood join the 
  ranks of what could very well be the most effective 
  army that has ever existed.
  The Hive Mind
  Hellbrood, even the average, non-powered variety, 
  are extremely dangerous creatures. Typically, a 
  Hellbrood shows little in the way of individual 
  intelligence and seems to operate purely on instinct. 
  They show no particular social network, display 
  no indication of a caste system or other type of 
  hierarchy, and seem to exist for one purpose only: 
  consume anything alive and destroy all life. Beneath 
  the surface, however, a far more dangerous power 
  rests. The Hellbrood are all linked through a Hive 
  Mind controlled directly by the Necroleans.
  Normally, Hellbrood will move about randomly, 
  seemingly without purpose, until something gets 
  their attention. Usually it is a sudden movement or 
  nearby noise. Whatever the source, the Hellbrood in 
  the area will immediately move toward it, knowing 
  even by instinct that where there is activity, there is 
  something alive.
  In some cases, though, the Necroleans will assume 
  direct control over one or more Hellbrood. One 
  such situation is whenever a city is completely 
  annihilated (or where the Necroleans believe that 
  to be the case). Asserting direct influence over the 
  creatures and gathering them into a single group— 
  often times several million strong— the Necroleans 
  will march them without stop to the next place where 
  life is known to exist. Once there, the Necroleans 
  again leave them to their own devices, allowing the 
  creatures’ natural instinct to take over as they hunt 
  and devour all sources of life.
  Whenever the Hellbrood encounter something living, 
  or even a sight or sound that has taken their attention, 
  they release a deep, guttural moan. The moan is not 
  only an indication of life within a given area to other 
  Hellbrood, but at times it serves as an alarm to the 
  Necroleans that something has been found.
  The link to the Necroleans is what makes the moan 
  especially dangerous (as though simply gathering 
  more Hellbrood to an area isn’t bad enough), as 
  not only can the Necroleans directly control the 
  Hellbrood, they can also focus the link with them and 
  experience what the creatures see and hear. This 
  has proven especially useful to the Necroleans, and 
  especially dangerous for the survivors of Earth-1, as 
  the Necroleans can know when the creatures have 
  discovered a resistance cell, a survivor community, 
  and even a superhuman. Such a link allows the 
  Necroleans to know what opposition the creatures are 
  up against, and not only direct additional Hellbrood 
  forces to the area, but also alert the Overseers to 
  send in a team of Subjugators.
  Naturally, the Necroleans will not direct Subjugators 
  to an area unless there is a threat of particular interest 
  (such as the player-characters), and then— only if the 
  Hellbrood have them cornered. Very rarely will the 
  Necroleans waste resources on a wild goose chase, 
  instead relying on additional Hellbrood, and the ability 
  to focus on any of them at any one time, to follow a 
  target’s progress until the moment they either lose the 
  prey, or feel it appropriate to alert the Overseers. Given 
  the resistance the metahumans of Earth-1 have been 
  able to muster, and the unprecedented losses the 
  Necroleans have suffered, such caution has worked 
  to the advantage of the survivors on more than one 
  occasion, allowing them to use sewer systems and 
  places the Hellbrood are physically unable to follow 
  in order to escape.
  Hellbrood Scream
  While the average Hellbrood might not instill fear and 
  dread in Earth-1’s remaining superhuman defenders, 
  the scream of a Hellbrood is another matter entirely.
  
  86
  Often described as a horrible screech that can rip 
  a person’s soul to pieces, the Hellbrood scream is 
  perhaps their most potent weapon to subdue intended 
  prey. Although the moan that typically accompanies 
  the discovery of something living can be made by 
  even a single Hellbrood, the scream is something that 
  only occurs whenever they are amassed in a group, 
  and then usually only to bring down a living target 
  that might otherwise escape. It is as dangerous to the 
  Hellbrood as it is to those they unleash it against, and 
  is not used without good reason.
  Whenever there are 10 or more Hellbrood gathered 
  in a single location against one or more targets, the 
  Necroleans can unleash the Hellbrood Scream. The 
  scream covers two entire zones. Every living thing 
  within the affected area has the potential to suffer 
  a debilitating effect or damage as shown on the 
  chart below. Unfortunately for the Necroleans, the 
  Hellbrood unleashing the scream also suffer injury, 
  though other Hellbrood in the area are unaffected.
  The Hellbrood scream is truly potent as it unleashes 
  all of the pain and horror of those trapped within 
  the Hellbrood form.
  Number of Hellbrood: Up to 20
  Target Effect: All targets of the Hellbrood scream 
  must make a Will roll against Fair (+2) opposition. 
  The roll cannot succeed at a cost. On a failure the 
  target takes a mild consequence. One a tie the 
  target takes 2-stress.
  Hellbrood Effect: The Hellbrood unleashing the 
  scream suffer no effect.
  Number of Hellbrood: up to 40
  Target Effect: Once the group swells to this size, 
  the scream becomes more potent. Just as with the 
  previous group, the target must make a Will roll. 
  However, due to the intensity of the scream, the 
  opposition is increased to Great (+4). On a failure 
  the target suffers a moderate consequence. On a tie, 
  they suffer 4-stress.
  Hellbrood Effect: Half of the Hellbrood involved in 
  using the scream are destroyed.
  Number of Hellbrood: More than 40
  Target Effect: Once the Necroleans can call upon 
  this type of force to unleash the dreaded scream, 
  the targets face a real danger of being overwhelmed. 
  At this size, the target must make a Will roll against 
  Fantastic (+6) opposition. On a failure, the target is 
  automatically Taken Out. On a tie, the target suffers 
  a severe consequence.
  Hellbrood Effect: All of the Hellbrood are destroyed.
  Exact Number of 
  Hellbrood
  The Number of Hellbrood for the scream’s 
  effect covers a broad range. This is done 
  on purpose so that you don’t feel tied to a 
  specific number. Although the “up to 40” 
  group requires a Fantastic (+6) opposition, 
  what if a group of Hellbrood only has 25 of 
  the creatures? This should really be a call 
  on your part, given the capabilities of your 
  player-group. Technically, the roll would 
  be against Fantastic (+6), but if that would 
  wipe the group as opposed to providing a 
  challenging encounter, the number is close 
  enough to the “up to 20” sized group that 
  you could just as easily reduce it down to 
  a Great (+4).
  Remember, unless there is a specific story 
  reason for their defeat (that doesn’t result 
  in their immediate death), don’t hesitate to 
  adjust the penalties.
  The Hellbrood scream can be unleashed every round 
  until the Hellbrood are destroyed, and the opposition 
  increased by +1 each round until the scream ends.
  When the Hellbrood are destroyed by their scream, 
  their bodies explode, attacking everything within the 
  zone with a Good (+3) skill rating.
  Hellbrood Physiology
  Hellbrood all share the same, general physiology, 
  be they normal humans turned into flesh-hungry 
  creatures or the powered variety. Incarnate Hellbrood 
  are an entirely different matter on many levels, and 
  will be covered later.
  For now, let’s take a look at the more common 
  Hellbrood type.
  There are two types of Hellbrood usually encountered. 
  The most common type is the Typical Hellbrood, which 
  is the result of non-powered individuals becoming 
  infected with the Hellspores.
  
  87
  When the microscopic Hellspores first enter the body, 
  they immediately begin rewriting the host. The first 
  thing they do is a shutdown of unnecessary biological 
  functions, which includes both the circulatory and 
  digestive systems. The process, in essence, renders 
  the host dead as far as normal measurements go. 
  The host no longer has a heartbeat, no longer digests 
  matter, and no longer needs to breathe (though it can 
  definitely still use its lungs when needed, such as in 
  the case of the moan and scream).
  Hellbrood Senses
  Once the Hellspores eliminate unneeded waste within 
  the host’s systems, they begin rewiring the victim into 
  a Hellbrood. The senses are enhanced, allowing the 
  Hellbrood to use all senses not only equally, but with 
  greater acuity. Unlike a living human, the Hellbrood 
  can hear and smell as well as they can see— thus 
  allowing them to effectively hunt without sight or 
  hearing, in all lighting conditions, and in all terrains. 
  They can track prey by scent, detect even faint 
  sounds, and determine the direction of a particular 
  sound even within a reverberating environment.
  In other words, Hellbrood are not effected by 
  situation aspects that would hinder one of 
  the senses. Such situation aspects cannot be 
  compelled or invoked against them.
  Physical Abilities
  Normally, the Hellspores would increase the 
  physical abilities of the host when transforming him 
  into a Hellbrood. Once the change was complete, 
  the Hellbrood would possess enhanced strength 
  and agility, making it the perfect hunter. Things did 
  not go as normal during the invasion of Earth-1, 
  however, and the Necroleans suspect the influence 
  of The Makers. The Hellbrood of Earth-1 and its 
  solar system possess limited agility and strength, 
  and something in the transformation process 
  seemed to actually decrease its mobility. While 
  a Hellbrood can open doors and slowly ascend 
  and descend stairs, it is unable to perform motor 
  functions such as climb a ladder or rope, operate 
  machinery, or use weapons with precision.
  The limited ability of the Hellbrood is a problem 
  that has vexed the Necroleans as much as the 
  Incarnate Hellbrood, and has led to the current 
  survival of Earth-1 long after all other planets 
  would have been obliterated.
  Mental Faculties
  Furthermore, the mind of the original host still exists 
  within the Hellbrood. Trapped within a body it can no 
  longer control, viewing the actions of the Hellbrood 
  it has become as though through a distant window, 
  the original person exists powerless to contact the 
  outside world or influence the actions of its now 
  altered body. Deep behind the eyes of a Hellbrood, 
  the victim watches as living flesh is consumed, feels 
  the crunch of bone between his own jaws, and bears 
  witness to the atrocities his new body commits. 
  Unfortunately, this also allows the Hellspores 
  to read into the thoughts and memories of the 
  victim. Loved ones are recognized and targeted for 
  immediate extermination. When left on its own and 
  the Hellbrood becomes docile awaiting the arrival of 
  prey, favorite activities are often reenacted thanks 
  to an instinct born of the host’s memories and the 
  Hellspores’ limited energy output. A mechanic will 
  find its Hellbrood body attempting to use a tool, a 
  former police officer will shamble along on patrol, or a 
  musician will mechanically play an instrument.
  Due to the conflict between the original host and the 
  Hellspores, Hellbrood of Earth-1 are reduced to an 
  animal level of intelligence.
  Flesh Consumption
  Although the Hellbrood, itself, does not digest matter, 
  it still requires living flesh to remain active. The flesh, 
  once it enters the Hellbrood’s digestive system, is 
  instead broken down and processed by the Hellspore, 
  which serves as fuel for the microscopic creatures so 
  that they can maintain the host.
  The Hellbrood must consume a minimum of one 
  pound of flesh per month. The flesh can be from 
  any living creature— the host’s native species, alien 
  species, or animal.
  Each month it fails to do so, it suffers 1-Stress as the 
  body begins to decompose and the Hellspores slowly 
  die. When the Hellbrood is Taken Out, the creature is 
  destroyed as the body has fully decomposed and the 
  Hellspores have died off. Average quality Nameless 
  NPC Hellbrood are destroyed after a month of not 
  consuming any living flesh.
  Invulnerability
  The millions of Hellspore that exist within every 
  Hellbrood actually heal physical damage at an 
  
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  amazing rate. So fast is this process that it appears 
  as though the creatures are invulnerable to damage.
  Hellbrood have the Invulnerability 2 power.
  Why Invulnerability?
  The Hellbrood possess Invulnerability 
  instead of Regeneration due to their status 
  as mainly Nameless NPCs.
  Hellspores and the Hellbrood
  The connection between the Hellspores and the 
  Hellbrood is an amazing symbiotic relationship. 
  Through the Hellspores, the Necroleans can directly 
  control the Hellbrood. Furthermore, the Hellspores 
  maintain their Hellbrood in even adverse conditions. 
  The creatures can exist in both extreme cold and 
  extreme heat at full power, cannot drown, never need 
  to rest, are unaffected by radiation and fire, do not 
  suffer from normal hunger or thirst, and are immune 
  to all forms of disease and poison.
  Appearance
  Hellbrood have gray skin with deep purple veins, 
  pulled tight across their bodies. Their eyes are 
  completely black, and never glisten as they seem to 
  absorb the light around them. The lips are generally 
  thin and tight around the mouth, and the hair 
  becomes dehydrated and stiff.
  Powered Hellbrood
  Although not Incarnate Hellbrood by any stretch, 
  Powered Hellbrood are a unique form of creature. 
  While they share all of the strengths and weaknesses 
  of the average Hellbrood (including the Hive Mind 
  network and Hellbrood scream), they have also 
  managed to maintain some, if not all, of the super-
  powers they had in life.
  Not all powers are usable due to the limited capacity 
  the creatures possess. Any power that requires active 
  mental or emotional capacity (such as Adrenaline 
  Surge, Mind Control, Mind Probe, and so forth) are lost. 
  Some powers, such as Cold Control, Gravity Control, 
  and the like should be considered on a character by 
  character basis. Basically, the narrative question is: 
  Can the undead hero use the powers instinctively? If 
  the answer would be yes, then the Powered Hellbrood 
  maintains access to those abilities.
  Typical and Powered 
  Hellbrood
  When 
  using 
  typical 
  and 
  powered 
  Hellbrood, create them the same as you 
  would any other Nameless or Supporting 
  NPC. All Hellbrood have the following 
  power set added to their write-up
  Power Set: Undead Genetics
  Hellbrood Infection (target is infected 
  with Hellspores if a consequence is taken 
  from bite damage during a grapple, see: 
  The Infection)
  Hellbrood Scream (see Hellbrood Scream 
  rules)
  Immunity 1 (poison, radiation, vacuum)
  Invulnerability 2
  Life Support
  Strong Jaws (bite damage sustained 
  during a grapple is also potent)
  Telepathy (limit: Necrolean hive mind 
  network)
  Incarnate Hellbrood
  Despite the Necrolean forces both on Earth-1 and 
  in orbit, even with the billions of Hellbrood across 
  the globe, no threat remains more fearsome than 
  the Incarnate Hellbrood.
  Created exclusively from super-powered individuals, 
  an Incarnate Hellbrood is a true terror to encounter. 
  Even the Necroleans approach such creatures with 
  extreme caution.
  Although in times past Necrolos often joined the 
  Necrolean forces in subjugating a planet and wiping 
  out all signs of life, he sensed the presence of Maker 
  energy within Earth-1. He wisely decided to remain 
  at a distance while his Necroleans brought the planet 
  to its knees.
  When the essence of The Last Maker, long ago buried 
  deep within the Earth-1, instinctively used what power 
  it could muster to protect as much as possible from the 
  Necroleans and their Hellspores, however, Necrolos 
  reacted swiftly. Refusing to sacrifice so much of his 
  
  89
  power that he would become weakened, he instead 
  chose to counter the Makers where it would affect the 
  invasion the greatest: the super beings!
  Due to Necrolos’ intervention, whereas a majority 
  of the infected population became the average 
  Hellbrood, the Hellspores transformed other super 
  beings into something else entirely— a creature 
  nearly independent of the Necromines and with 
  power beyond imagining.
  Incarnate Hellbrood are always Named NPCs.
  The Hive Mind and Hellbrood Scream
  Incarnate Hellbrood have a limited link with the 
  Hive Mind. Although the Necroleans can contact 
  them through the link and direct them to locations 
  of struggle (as well as sense their current location), 
  they cannot use an Incarnate Hellbrood’s senses, and 
  cannot assume control over the creature.
  Incarnate Hellbrood cannot unleash the Hellbrood 
  scream. Furthermore, due to their connection to their 
  former lives and maintaining full mental capability, 
  an Incarnate Hellbrood is affected by the scream 
  the same as any living being. The only difference is 
  that an Incarnate that becomes Taken Out from a 
  Hellbrood scream is destroyed, and damage from the 
  scream is not recovered. The effects Hellbrood scream 
  damage stacks with the effects of Hellbrood hunger 
  for purposes of reducing the regeneration ability.
  Physical Abilities
  Unlike other Hellbrood, Incarnates retain all the 
  skills they had in life. This makes them particularly 
  dangerous to encounter, particularly if they were 
  resistant to high levels of damage or possessed 
  immense strength.
  Furthermore, Incarnate Hellbrood are unaffected by 
  cold, drowning, heat, and radiation. They are immune 
  to the normal effects of hunger and thirst, and cannot 
  be harmed by any disease or poison.
  Mental Faculties
  The relationship between Hellspore and host in 
  regards to an Incarnate is truly unique. Whereas a 
  normal Hellbrood has been reduced to an animal 
  level of intelligence, the Incarnate Hellbrood maintain 
  their full intellect.
  With their full intellect and mental acuity, Incarnates 
  need to sleep and experience REM the same as any 
  living creature, and suffer the normal effects from 
  lack of sleep.
  Emotional Instability
  Incarnate Hellbrood suffer an imbalance of emotion 
  due to the conflict between their original mind and the 
  link that the Hellspores give them to the Necroleans. 
  This overly emotional state can generally be kept in 
  
  90
  check by the Incarnate, except in times of great 
  physical stress.
  Incarnate Hellbrood have the Adrenaline Surge power, 
  triggered by Anger or Rage… If the Incarnate already 
  possessed the power, then the required roll to place 
  the triggering aspect receives a +2 bonus.
  Flesh Consumption
  Due in large part to the vast power an Incarnate Power 
  possesses, their need to consume living flesh is 
  greater than any other Hellbrood. Unless an Incarnate 
  devours at least one pound of flesh every week, it 
  gains 2-Stress, and then consequences as normal. 
  The stress and consequence cannot be recovered 
  until enough flesh is consumed.
  If they are Taken Out due to hunger, their bodies have 
  decomposed, the Hellspores within them have died, 
  and the Incarnate suffers a true death.
  Incarnates and the 
  Shrink Power
  The Shrink power can be especially 
  dangerous for an Incarnate Hellbrood to 
  possess. Unless you want to truly kill the 
  player characters, avoid giving Incarnate 
  Hellbrood this power. If you do allow 
  the ability, the Incarnate loses the ability 
  to reach microscopic size due to the 
  Hellspores within its body.
  Regeneration
  Due to the unique nature of Incarnate Hellbrood, 
  they are not as resistant to damage as their more 
  numerous brethren, but they are nonetheless 
  extremely difficult to put down.
  Incarnate Hellbrood heal damage very quickly— 
  even damage that would have otherwise destroyed 
  them. The creature’s regenerative ability, however, 
  is weakened due to the inability to consume the 
  required living flesh.
  Each time an Incarnate Hellbrood suffers stress (or a 
  consequence) due to not consuming enough flesh, 
  it’s regeneration is reduced. The order in which its 
  abilities are lost are:
  • Enhanced Regeneration
  • Regrowth
  • Immortality
  • Regeneration Power
  The power and special effects are regained in reverse 
  order for each pound of flesh that’s finally consumed.
  Appearance
  Incarnate Hellbrood are horrific creatures. The normal 
  skin color of the host turns a dark gray, and the eyes 
  become completely black. Along the head and limbs 
  the skin is pulled tight, giving the corpse a definite 
  deathly appearance. The teeth become extremely 
  sharp and the mouth is expanded, the corners now 
  near cheekbone height.
  Incarnate Hellbrood 
  Template
  In addition to the skills, stunts, and 
  powers they possessed in life, all Incarnate 
  Hellbrood receive the following power set
  Power Set: Incarnate Power
  Adrenaline 
  Surge 
  (Anger 
  or 
  Rage, 
  physique, controlling skill)
  Emotion Control (limit: fear only)
  Hellbrood Infection (target is infected 
  with Hellspores if a consequence is taken 
  from bite damage during a grapple, see: 
  The Infection)
  Invulnerability 3 (stacks with innate 
  Invulnerability, to a maximum of power 
  level 6)
  Immunity 
  (Power: 
  Emotion 
  Control, 
  poison, radiation, vacuum)
  Life Support
  Powerful Jaws (bite damage sustained 
  during a grapple is also penetrating and 
  potent)
  Regeneration (Enhanced Regeneration, 
  Immortality, Regrowth)
  Telepathy (limit: Necrolean hive mind 
  network)
  
  91
  Combating the Hellbrood
  The Hellbrood are extremely dangerous creatures, 
  even to Earth-1’s remaining metahumans. From 
  their connection to the Necromines, to their near 
  invulnerability to normal damage, Hellbrood have 
  been responsible for the eradication of life on a 
  multitude of planets.
  All hope is not lost, however, and Earth-1’s defenders 
  can still win the Hellbrood War— providing they know 
  the enemy’s weakness and how to exploit it.
  Typical & Powered Hellbrood
  Unfortunately for the Necroleans (but luckily for the 
  defenders of Earth-1), the Hellspores not only need 
  living flesh to provide fuel, but also the electrical 
  impulses generated by the host’s brain. Therefore, 
  in addition to being deprived of a food source as a 
  means of destroying a Hellbrood, there is also a more 
  direct method of putting the creatures down once 
  and for all.
  When facing Typical and Powered Hellbrood, a 
  success with style also represents a headshot and 
  will destroy the Hellbrood.
  Area Effect Attacks and Tight Groups
  When using an Area Effect Attack against Hellbrood, 
  a success with style likewise represents destroying 
  the creature’s brain.
  Distracting the Hellbrood
  Hellbrood are animalistic in intelligence due to the conflict 
  between the Hive Mind and the original persona. That 
  low intelligence makes Hellbrood very easy to distract 
  through noise and other bothersome actions.
  Placing situation aspects that represent somehow 
  distracting the Hellbrood receive +2 bonus to the 
  Create and Advantage roll.
  Incarnate Hellbrood
  Incarnate Hellbrood are a different matter entirely. 
  Unlike normal Hellbrood, a shot to the head has no 
  particular effect against them, and they aren’t so easy 
  to distract. Combined with their resistance to the 
  effects of injury and their rapid regeneration, Incarnate 
  Hellbrood are nearly impossible to truly defeat.
  The only way to completely destroy an Incarnate 
  Hellbrood is to first reduce its Regeneration ability 
  through consequences gained from failing to consume 
  living flesh, or from the effects of being targeted by 
  the Hellbrood scream. Once the Regeneration ability 
  has been neutralized, Incarnate Hellbrood can be 
  killed the same as any other type of living person.
  Mind Control, Mind Probe, 
  and Telepathy Powers
  The conflict within the minds of the average Hellbrood, 
  along with the millions of Hellspore within the body, 
  and combined with the Hive Mind connection, makes 
  using Mind Control, Mind Reading, and Telepathy 
  against them extremely dangerous for the hero.
  Whenever one of those powers are used by a Hellbrood, 
  the character suffers the effects as detailed below.
  Psychic Feedback: When attempting to use the 
  above powers on a Hellbrood, the character suffers 
  an increase in opposition dependent upon the type 
  of Hellbrood. On a success, the power works, but the 
  character suffers 2-stress each round the power is in 
  use. On a success with style, the character suffers 
  1-stress each round.
  Modifier to Mind Control, 
  Mind Probe, and Telepathy
  Hellbrood Type Opposition Modifier
  Typical & Powered Hellbrood +2
  Incarnate Hellbrood +4
  Zombie Infection
  Although it’s extremely unlikely your 
  heroes or their allies will suffer a Hellspore 
  infection, the infection rules are designed 
  around what we typically see in movies, 
  television, and comic books as far as 
  characters getting infected by the living 
  dead. The following rules can be used 
  in any type of zombie apocalypse style 
  series, whether involving super-heroes— 
  or normal, everyday people and more 
  traditional zombies.
  
  92
  The Infection
  Infection by the Hellspores is completely lethal and 
  cannot be resisted. Once a character becomes 
  infected, there is no turning back and it is just a matter 
  of time before they rise as a Hellbrood.
  The following rules are used for player characters 
  that become infected. For infected NPCs, the time of 
  transformation and the type of Hellbrood (if the NPC 
  has powers) is left up to you based upon the pacing 
  needs of your story.
  Becoming a Hellbrood
  Once a character is grappled by a Hellbrood, they 
  can be damaged as stated in the Daring Comics 
  Rulebook, Chapter 12. The damage is considered 
  to be from a Hellbrood bite. Although stress doesn’t 
  cause infection, if the character takes any type of 
  consequence, they are infected. There is no turning 
  back, and the character is doomed to transform into 
  one of the dreaded Hellbrood.
  Exactly how long the process takes depends on the 
  type of consequence the character received.
  Mild Consequence: If the character only received a 
  mild consequence, have the character make a Physique 
  roll against Mediocre (+0) opposition. The result is 
  the number of days before the character becomes a 
  Hellbrood. If the result is a negative number, then it’s 
  the number of hours before the transformation.
  Moderate Consequence: When a character receives 
  a moderate consequence, the result from a Physique 
  roll against Mediocre (+0) opposition is the number of 
  hours before transformation. On a negative result, it’s 
  a number of minutes, instead.
  Severe Consequence, or Taken Out: If a character 
  receives a severe consequence from a single bite, roll 
  Physique against Mediocre (+0) opposition. The result 
  is the number of minutes before transformation. If the 
  result is a negative number, treat it as though it was a 
  positive result.
  The rate of transformation is always based upon the 
  greatest type of consequence taken from a single bite.
  Example: A hero receives a mild consequence from 
  a Hellbrood bite. The player makes a Physique roll 
  against Mediocre (+0) opposition and scores 5-Shifts. 
  The hero has five days before he becomes a Hellbrood.
  Later, the unlucky hero receives a moderate 
  consequence from another Hellbrood bite. Now the 
  hero’s rate of transformation is increased. The player 
  makes a new Physique roll against Mediocre (+0) 
  opposition and gets 4-Shifts. Looks like he only has 
  four hours remaining before he joins the enemy’s ranks.
  Once the allotted time has passed, the infection takes 
  hold of the character. Every number of hours equal 
  to the character’s Physique, he takes 1-Stress as the 
  Hellspores begin to change his body. Unlike normal 
  stress, these boxes do not clear at the end of a scene. 
  As a matter of fact, they do not clear at all. Once all the 
  stress boxes are full, the hero then begins filling any 
  remaining consequence slots. Once the hero is Taken 
  Out by the infection, he is completely transformed 
  into a Hellbrood.
  During this time period, if the hero is killed by any 
  means, the Hellspores are unable to transform the 
  host and eventually die off, preventing him from 
  transforming into a Hellbrood.
  Example: The above hero has Good (+3) Physique 
  and would take 1-stress every three hours, then 
  one consequence slot beginning with the mild 
  consequence (or the next lowest free slot) until he 
  was Taken Out and the transformation was complete. 
  If he is killed during that time, the transformation ends 
  and the character remains dead.
  The character must be grappled and bitten by 
  the Hellbrood to become infected. Receiving a 
  consequence from any other type of Hellbrood attack 
  does not cause infection.
  Determining the Type of Hellbrood
  Once a character has been infected, determine 
  the type of Hellbrood he will become. Make a Will 
  roll against Great (+4) opposition. On a failure, the 
  character will lose access to any super powers he 
  possessed and become a Typical Hellbrood. On a 
  tie or success, providing the character possessed 
  at least one power on the list of usable powers, he 
  will become a Powered Hellbrood. On a success with 
  style, the character will become the most dangerous 
  creature on Earth— an Incarnate Hellbrood.
  Unlike normal actions, the Will roll cannot succeed 
  at a cost.
  
  93
  Death without Infection
  If a character dies without being infected by a Hellbrood’s 
  bite, he does not rise as one of the creatures. Likewise, 
  if a character that has become infected is killed before 
  the transformation is complete, the process ends and 
  he does not become a Hellbrood. The Hellspores need 
  living tissue to convert, and cannot raise a dead person 
  into one of the creatures.
  Scene: Welcome to Hell
  Suggested Aspects: Apocalyptic Ruins, Death is 
  Everywhere, Powerful Alien Conquerors
  Use the following faux comic book script to set the 
  tone. Meanwhile, the countdown for the heroes’ own 
  Earth now reads four hours.
  PAGE 1
  1- A portal of white light. Paradigm, Miss 
  Ego, and some of the others are dumped 
  unceremoniously through it, landing on 
  asphalt.
  2- The group rises to its feet. Around 
  them are dozens of Hellbrood.
  PRESERVIS ALPHA: My apologies.
  3- Preservis Alpha looks around with 
  narrowed eyes.
  PRESERVIS ALPHA: Something went wrong 
  with the excursion warp. I hope we are 
  where we need to be.
  4- Paradigm’s hands ignite with fire as 
  he faces the Hellbrood.
  PARADIGM: Yep. This looks like the place.
  5- Miss Ego’s eyes widen in horror
  MISS EGO: Oh my God! The psychic pain. 
  David, their minds are still trapped in 
  their bodies!
  PAGE 2 & PAGE 3.
  Double splash page. A ruined city. Most 
  the buildings have been destroyed, 
  and the living dead shamble along the 
  streets. In the distance is the darkened 
  shape of the Empire State Building. 
  Gigantic, organic stalks, each the size 
  of a skyscraper, with huge pods on the 
  tops, rise into the night.
  The heroes are becoming surrounded.
  CAPTION: New York City, Present Day.
  CAPTION: Or at least what’s left of it.
  Paradigm asks Miss Ego if that means that means 
  these people can be saved, because when they’ve 
  encountered Hellbrood in the past, the victim’s mind 
  was never sensed inside the husk. Miss Ego admits 
  that she doesn’t know. Preservis Alpha declares that 
  they must not destroy the “Hellbrood” if the victims 
  can be saved. Paradigm responds that that is easy 
  for him to say, he doubts they could bite through his 
  metallic skin anyway.
  Karttikeya wastes no time, declaring the creatures 
  no better than the Rakashasas as he leaps forth, 
  sword drawn.
  Any hero who doesn’t have Invulnerability is likely to 
  be in danger being bitten and infected if the creatures 
  get too close. All in all, there are 30 Hellbrood, 
  divided into six groups of five. These are considered 
  Average quality.
  Once the heroes have either fled or managed to 
  defeat the Hellbrood, Miss Ego (if there is no other 
  psychic in the group) yells out that the Necroleans are 
  on their way.
  Although the heroes might want to take the fight to 
  the Subjugators as soon as they arrive, Paradigm 
  strongly suggests that they seek cover somewhere. 
  The Necroleans are typically linked through a species-
  wide hive mind, and the moment they engage the 
  approaching group, others will have the heroes’ 
  position confirmed and send in reinforcements. The 
  Necroleans have conquered this Earth— they have a 
  lot of soldiers to toss out.
  Typical Hellbrood
  Aspects:
  Alien Created Living Dead
  Skills
  Fair (+2):
  Fight
  Average (+1):
  Stealth, Will
  
  94
  Typical Hellbrood
  Power Set:
  Undead Genetics
  Immunity 1 (poison, radiation, vacuum)
  Invulnerability 2
  Life Support
  Telepathy (limit: Necrolean hive mind network)
  Unique Power: Hellbrood Scream
  Stress:
  One hit takes them out, but 
  only on a success with style
  Necrolean Subjugator
  Aspects:
  Necrolean Front Line, Fighting 
  Force Without Equal
  Skills
  Great (+4):
  Accuracy, Physique
  Good (+3):
  Fight, Weapons
  Fair (+2):
  Athletics, Will
  Average (+1):
  Notice, Provoke
  Power Set:
  Undead Troops
  Aspect:
  Specially Grown 
  Undead Tissue
  Extra Limbs (four arms total)
  Immunity (Mind Control, Mind probe, pressure, 
  thirst, vacuum)
  Life Support
  Super-Speed 1
  Super-Strength 1
  Telepathy (limit: Necrolean hive mind network)
  Gadgets
  Death Ray Rifle (Blast 3, corrosive, potent)
  Stress:
  [1] [2]
  A simple Notice roll against Fair (+2) opposition will 
  reveal a fissure in the ground that broke in such a 
  way as to form a rough ramp into the sewer systems. 
  The Necroleans will scan the area, and two of them 
  will dismount and investigate the entrance to the 
  sewers. If the heroes are still nearby close enough 
  to see them (and succeed at a Stealth roll against 
  Active Opposition), they’ll watch as the Necroleans 
  stiffen, then turn and leave. They’ve been contacted 
  by command to evacuate from the location.
  If the heroes confront the Subjugators, they’ll then have 
  to escape before dozens more arrive on the scene. It’s 
  probably a good idea to allow them to defeat at least 
  some of them before you call down the rest. Let them 
  feel a little heroic before things get overwhelming. 
  And don’t worry about what to do if the heroes get 
  captured. The Necroleans do not take prisoners.
  Once the heroes flee from the fight, the Necroleans 
  pursue them briefly before, as in the original version of 
  the scene, they are ordered to clear the area. If the fight 
  goes on too long, the Necroleans eventually retreat as 
  the order comes to them through the hive mind.
  Although the players don’t know it yet, Phalanx and 
  his Incarnate Hellbrood are on their way.
  Scene: The Survivors
  Suggested Aspects: Frightened People, Trust is a 
  Commodity
  Once the heroes flee into the sewers and the 
  Necroleans leave, Paradigm states that Keeper 
  informed him the main body of survivors they need 
  to find have formed a protective society in Alphabet 
  City, which should be southeast from their entry point. 
  They were originally going to fly right into the zone, but 
  thanks to the loss of the ship, as well as the damage 
  done to the Synthites’ multiversal transporter, he’s 
  just happy they arrived this close to the target.
  Have the group make Notice checks against Good (+3) 
  opposition to not get lost within the twisting sewers 
  of New York City. The checks represent maintaining 
  their sense of direction.
  Capsulate time as the group makes its way through 
  the tunnels. Eventually, they stumble upon a survivor 
  enclave deep within the sewers. As they arrive, hidden 
  sentries suddenly appear in front and behind them with 
  makeshift weapons and even the occasional firearm. 
  The enclave exists within a super-villain’s former 
  underground sewer lair (though none of the abandoned 
  tech is operable), and is comprised of men and women 
  of all ages, as well as children and teenagers.
  Kurok and Badash immediately want to leap into 
  battle against those who are armed, but naturally 
  Karttikeya, Miss Ego, and Preservis Alpha will move 
  
  95
  to block them. As Paradigm tries to get everyone to 
  simmer down, the heroes keep the spotlight and will 
  have to convince the survivors that they are friends. 
  These survivors blame their Earth’s heroes for failing 
  to stop the Necrolean invasion, and also fear any 
  metahuman thanks to the Incarnate Hellbrood.
  Treat the survivors as Average quality Nameless NPCs.
  Average Survivor
  Aspects:
  Struggling Apocalyptic 
  Survivor
  Skills
  Fair (+2):
  Stealth
  Average (+1):
  Notice, Thief
  Power Set:
  Undead Genetics
  Stress:
  None, one hit takes them out
  Friendly Survivors
  If the heroes manage to get the survivors to accept 
  them, they are welcomed into the enclave and offered 
  some soup— one of the few meager meals the people 
  possess. Give the heroes a little role-playing time, 
  despite the obvious rush they’re likely to be in. If anyone 
  from the group mentions the Necroleans suddenly 
  leaving the area, the survivors claim that it’s likely due 
  to someone with powers making a ruckus somewhere 
  important enough for the aliens to be concerned.
  At one point, a young child comes over to them and 
  asks if the heroes are going to beat the aliens and 
  save everyone. Let the players decide how best 
  to handle it; and have them make a Rapport roll if 
  you want to, representing how well the adults in the 
  enclave view their answer.
  At some point, the heroes hear a moan coming from 
  the rear of the enclave. It’s mournful, and almost 
  speaks of incredible hunger. An old woman starts to 
  cry, and a young man embraces her in a hug. In the 
  back, tied to a salvaged cot, is what was once an 
  old man. His skin is now gray, his eyes white, and 
  black veins run along the exposed flesh. A burly man 
  in his 40’s walks over, and the creatures looks at him 
  and gnashes teeth hard enough to make the front 
  ones break. The man pulls a crowbar from his belt 
  and plunges it through the left eyeball of the creature, 
  twisting it into the brain.
  The creature stops moving and lays lifeless.
  After removing the crowbar, he turns to the heroes 
  and states in a matter-of-fact tone that that is what 
  the aliens have done to them. The heroes were no 
  good against the invaders. Hell, almost all the heroes 
  are like poor John here— walking corpses that want 
  nothing more than to eat anything alive.
  If the heroes don’t ask about the possible metahuman 
  encampment in Alphabet City, have Miss Ego do so. 
  The survivors explain that it’s run by Foxtrot and some 
  other heroes that either used to act independently, 
  or were members of the Defenders of Liberty. These 
  survivors have no desire to be part of them, especially 
  given that Foxtrot runs the place and was a member 
  of the Defenders. The Incarnate Hellbrood are led by 
  Phalanx, once the leader of the team and Foxtrot’s 
  best friend. They don’t trust the Defenders anymore.
  As if on cue, as soon as someone says that, the 
  roof explodes and Phalanx and his Incarnate 
  Hellbrood arrive.
  Hostile Survivors
  If the heroes are unable to turn the survivors to their 
  side, things go a little differently, but overall remain 
  the same. They keep the heroes at a distance, their 
  distrust of metahumans palpable in the air. John will 
  still turn into a Hellbrood and have to be put down, 
  but the man who does it will have more venom in 
  his tone as he blames the heroes for dropping the 
  ball. Any questions about Alphabet City will be met 
  with harsh words, and even harsher words about the 
  Defenders of Liberty.
  And as soon as Phalanx is cursed by the survivors, the 
  roof explodes as he and his Incarnate Hellbrood arrive.
  Scene: The Incarnates
  Suggested Aspects: Chaos and Death, Tight 
  Quarters, Innocent People Everywhere
  
  96
  Character Stats
  Because this scene contains a significant 
  number of Supporting NPCs, the write-
  ups for the characters are contained in 
  the back of the book. The list of additional 
  characters for this scene is:
  • Phalanx
  • Cryoborg
  • Adamantia
  • Psiclone
  • Foxtrot
  • Snapfire
  • Zoomer
  • Galvanite
  • Night Sentinel
  This is a relatively quick scene to run, but is pivotal 
  to story.
  Phalanx, Cryoborg, Adamantia, and Psiclone arrive 
  once the roof explodes inward, causing some of 
  the survivors to be injured or buried by the rubble. 
  Phalanx slowly hovers down through the gaping 
  hole, while Psiclone uses his telekinesis to levitate 
  Adamantia and Cryoborg downward.
  Phalanx smiles down at the terrified survivors with his 
  shark-like mouth, and asks them who were the ones 
  that were speaking poorly of him.
  Obviously, no one answers.
  Paradigm, for the first time, looks absolutely pale.
  Adamantia looks at the heroes, and taunts Phalanx that 
  it looks like Foxtrot has gotten some new blood, and 
  that they seem interested in this pathetic meat farm.
  The heroes have the Incarnates outnumbered, and 
  no one but Paradigm and Miss Ego actually know 
  what they’re up against, so have Phalanx quickly 
  murder a couple of the survivors, or whatever else 
  it takes, to spur the characters into action. Perhaps 
  Kurok or Karttikeya will even make the first move 
  against the Incarnates.
  However it starts, once it does, Paradigm orders the 
  team to fall back. He screams that they can’t beat 
  Phalanx, and he’ll kill everyone!
  Let the fight go on an exchange or two before normal 
  Hellbrood start falling through the hole. Once the 
  first few break their backs or legs in the fall, Psiclone 
  levitates others down as they come through in an 
  almost steady stream. He deposits them in the midst 
  of the survivors.
  More screams fill the room as the Hellbrood bite and 
  infect the poor people.
  Give the heroes another exchange or two where 
  they’re likely to feel overwhelmed, then the next 
  phase of the battle happens.
  Some of the Hellbrood coming through the hole 
  are hit with a series of energy blasts, where 
  others suddenly float back through the hole as 
  though trapped in zero gravity. Meanwhile, a blur 
  of movement drops through the hole and races 
  around the room, crushing skulls and beheading the 
  Hellbrood that are attacking the civilians.
  Psiclone looks toward the hole just as he’s hit by both 
  an electrical blast and an exploding projectile. His 
  levitation is disrupted, and he drops to the floor.
  Phalanx looks upward as Foxtrot descends, palm 
  blasters firing the entire time. Night Sentinel descends 
  next, his gravity controlling gauntlets bringing 
  Galvanite and Snapfire with him.
  Foxtrot briefly looks at the heroes and says: “Whoever 
  you are, get those people out of here while we keep 
  the Incarnates busy.”
  Unfortunately, Kurok, Karttikeya, and Badash don’t 
  listen, and leap into the fray against the Incarnates. 
  Paradigm, seeing the entire mission to save the 
  multiverse from Intellitron dying here if any of them 
  perish, has no choice but to go after them.
  Let the battle play out as it may, but try like heck not 
  to kill any members of the heroes or their allies. The 
  Incarnates are extremely powerful, and Foxtrot and 
  his team make this battle a chaotic mess in closed 
  quarters. Keep the heroes busy, especially with more 
  Hellbrood making their way from deeper in the tunnels 
  to attack everything except the Incarnates.
  The important thing is that during the battle, 
  Phalanx takes Paradigm prisoner and escapes. On 
  
  97
  the way out, he tells Foxtrot that if he wants to see 
  his little soldier alive again, then he’ll return what 
  was taken from him.
  Cryoborg uses his ice powers to make following 
  them difficult by creating barriers and sealing the 
  hole (the Shifts he gains on the roll is the opposition 
  to break through).
  After Paradigm is taken prisoner and the Incarnates 
  are gone, give the team time to regroup. Many 
  survivors are dead or dying, and those that aren’t 
  don’t have a “home” or any supplies left. Foxtrot 
  tells Night Sentinel and Snapfire to check the 
  injured for bites, and to get any that haven’t been 
  bitten back to Alphabet City for treatment. He then 
  turns to the heroes and asks them who they are. 
  He’s fairly certain he knew most the metahumans 
  operating in New York, and he’s never seen them 
  before.
  How this part of the scene goes will depend 
  on your players. Foxtrot has questions, 
  but Paradigm was just taken, and Phalanx 
  indicated that Foxtrot has someone that he 
  wants in exchange for Paradigm’s return. 
  It’s quite easy for this encounter to become 
  a standoff as both sides seek answers to 
  questions that require very long answers.
  If the potential stonewalling goes on for too 
  long, then Miss Ego steps forward and tells 
  Foxtrot that if they do not get Paradigm back— 
  alive— then this world and all others will die.
  Foxtrot stares at her for a moment before 
  realizing that she is serious. He suggests 
  they all head back to Alphabet City to put all 
  their cards on the table. Kurok scoffs at that, 
  suggesting that Foxtrot wants them back at 
  his base of operations only so that they are 
  weakened and at his mercy. Foxtrot almost 
  laughs, and responds that they must be new 
  here, because he’s got all the trouble he 
  can handle keeping the Necroleans, not to 
  mention Phalanx, at bay. The last thing he 
  wants is a super-powered throw down inside 
  the sanctuary. He tells them that he and his 
  people are getting the injured back inside 
  those walls. The heroes and their allies can 
  join them and get to the bottom of all this, or 
  they can stay here.
  Or they can try to stop him and his team, 
  and they can fight and blast away until the 
  Necroleans arrive in force and kill them all. 
  Now that the Incarnates have left, they’re probably 
  already directing the Subjugators this way as it is.
  Scene: Alphabet City
  Suggested Aspects: Fortified Enclave, Determined 
  People, Survival is Possible
  Run this scene once the heroes finally agree to go 
  to Alphabet City.
  The survivor enclave of Alphabet City doesn’t 
  encompass the entirety of the former neighborhood, 
  but rather several blocks starting at E. Houston and 
  Avenue A., extending to E. 4th Street, down to Avenue 
  D, and back to E. Houston. The enclave is surrounded 
  by twenty foot high, earthen walls that were erected 
  
  98
  by earth controlling metahumans. Along the tops of 
  the walls are walkways and parapets for guards to 
  keep an eye on any Hellbrood on the streets, and for 
  Necrolean sky patrols. In the distance, in the middle of 
  Midtown, the silhouette of the gigantic Hellspore pod 
  can be seen against the night sky. With electricity out 
  and the city’s infrastructure long since demolished, 
  with no cars or other urban noises, the incessant 
  moan of the Hellbrood fills the night.
  Alphabet city, though, actually has limited electricity. 
  Once welcoming them and offering them food and 
  water, Foxtrot will explain that they have a couple 
  dozen of generators. They get the fuel thanks to a fella 
  who can manipulate matter. He turns water gathered 
  from the East River into fuel.
  The enclave itself is home to several thousand 
  human survivors, with the occasional low to mid-level 
  metahuman. Primarily, Foxtrot, Snapfire, Galvanite, 
  Night Sentinel, and Zoomer, are the resident 
  metahumans— and therefore do what they can to 
  protect everyone. The people have established their 
  own Council and government body. Foxtrot and the 
  others try to stay out of that stuff.
  When Foxtrot removes his helmet, they see that he’s 
  somewhere around 30-years-old, with close-cropped 
  brown hair. There are bags under his eyes, and he 
  looks utterly exhausted. He’ll explain that his uncle 
  designed the armor for State Industries and operated 
  as Foxtrot. He died in the early days of the invasion, 
  when he got infected by the airborne Hellspores. And 
  before the heroes ask: No, no one knows why some 
  resisted the spores while others didn’t; though no one 
  resists infection once bitten.
  Other metahumans became normal Hellbrood, 
  though some can still use a few of their powers. 
  It seems to be limited to powers that could be 
  activated instinctively.
  Then he chuckles. Sentinel City, down in Maryland, 
  got it even worse they say— though he can’t imagine 
  what worse could look like. That city had the highest 
  U.S. concentration of metahumans, so he wonders if 
  they have more Incarnates. Just the thought of that 
  possibility gives him nightmares.
  Foxtrot leads them to a building that used to be 
  a small office building, which now serves as the 
  command center. He takes them to a room that has 
  been converted into a planning area, complete with 
  maps of New York and a lot of notations. Also inside 
  the room, waiting around a central table, are Snapfire, 
  Night Sentinel, Galvanite, and Zoomer.
  Now the heroes can trade information. If the heroes 
  insist, Foxtrot will start the exchange. Naturally, this 
  should be a back-and-forth bit of role-playing; not a 
  soliloquy from one side and then the next. Keep the 
  player-characters in the spotlight, but don’t hesitate 
  to have other NPCs interject from time to time to keep 
  the scene feeling natural.
  Miss Ego is unable to sense Paradigm. Psiclone must 
  be blocking her.
  Foxtrot’s Story
  Fox trot tells them that his real name is Daniel 
  Chambers, and although he worked for State 
  Industries and helped his uncle design the Foxtrot 
  armor, it was really Donald’s baby. He even test 
  piloted it. But Darren State wanted it scrapped in 
  favor of something quicker to get to market with the 
  military. That’s when Donald and him took the suit 
  and went on the run.
  Yeah, they stole the thing.
  It all came to a head, though, when State Industries 
  was attacked and its people put in danger. Even 
  though he knew it would lead to his own arrest, 
  Donald donned the armor and went to the rescue. 
  Afterward, Darren State refused to press charges. 
  He wasn’t a bad man, just profit driven like any CEO, 
  but he said he saw the potential in the suit. He told 
  Donald he wanted him to continue using it, and to 
  keep doing good. After all, State’s own daughter was 
  among those that Foxtrot had rescued.
  Not long after that, Donald got the attention of Phalanx 
  and joined the Defenders of Liberty.
  That went well for a few years. Some members came 
  and went, but overall they did a lot of good around the 
  world. Sure, there were minor tensions between them 
  and the Sentinels of Society, another global team that 
  operated out of Sentinel City, but just as often the two 
  sides worked together.
  That all changed six months ago when Phalanx went 
  absolutely ape shit. To this day, no one knows why. He 
  was in the middle of a press conference, the Defenders 
  got some flak by a reporter about not responding to 
  a crisis in time, and next thing anyone knew Phalanx 
  was literally tearing into people. The Defenders tried 
  
  99
  to stop him, but it was like flies attacking a bull. He 
  mowed through them and left the scene.
  Over the next several days, he attacked major cities 
  around the world. Tokyo was the first to fall. It took 
  him less than twenty minutes.
  That’s when the Defenders— hell everyone— realized 
  they knew absolutely nothing about Phalanx. They 
  didn’t know where he lived, or if he even had a secret 
  identity. Donald regrouped the remaining Defenders 
  and some other heroes, like Night Sentinel and Dr. 
  Arcanus, to try to figure it out.
  Anyway, long story short, they finally discovered he 
  had a home base deep in the ocean, and managed 
  to get inside. That’s where they found out how 
  twisted their iconic hero really was. He had human 
  slaves in there, people he’d forced to serve him. 
  He also had a Victor Frankenstein laboratory where 
  he was experimenting on what were once humans, 
  atlanteans, lunarians, and martians. They also 
  discovered that unattuned atleantean crystals, the 
  cornerstone of the kingdom’s advanced technology, 
  weakened him and countered his invulnerability. He 
  had an entire room made out of the stuff. One slave 
  said it was a place Phalanx could feel human.
  But Phalanx found out they were there, or maybe he 
  just happened to come back at the wrong time. Night 
  Sentinel and Granite Jack helped hold him off while 
  the others got out of there with a crystal.
  Phalanx was pissed. Night Sentinel barely managed to 
  escape. Phalanx then went on live TV and threatened 
  to start destroying major U.S. cities unless what was 
  stolen from him was returned. Now, normally that 
  wouldn’t be an issue. Give him back the crystal, 
  and get one from Atlantis. Except they’d completely 
  closed their kingdom the moment Phalanx went crazy 
  and destroyed Tokyo. They refused to do anything 
  that he would take as a move against him.
  The heroes, and there were a lot of them, confronted 
  Phalanx in the Bronx, which he declared to be 
  his first target. They had the crystal, and it was 
  starting to work, but then the Hellspore pods 
  started falling. Phalanx escaped.
  It didn’t take long to see the result of the pods. Their 
  impacted destroyed large areas. The spores they 
  released turned people, humans and metahumans, 
  into some type of flesh hungry, mindless creature. Their 
  bites could spread the infection and transform others.
  They fought the Necroleans hard at first, even taking 
  the battle into space where they’d confronted the 
  fleet and got onboard the command ship. There, 
  they fought alien versions of what we learned were 
  the Hellbrood, taken from worlds the Necroleans had 
  already invaded and wiped out.
  But you know what? None of us had a clue. We 
  destroyed most that fleet, only to later have a much 
  larger, main battle fleet arrive. The initial fleet was just 
  a small one to test our defenses.
  More pods fell across the Earth, and that was that. 
  Most the metahumans were dead or transformed. 
  Somehow, Phalanx and others got infected but 
  instead kept their minds and vastly increased in 
  power. Now they’re all fighting a war for survivor that 
  they have no idea how to win.
  And if that wasn’t bad enough, an artificial intelligence 
  named Intellitron that State Industries created years 
  ago to safeguard humanity, that instead decided 
  metahumans were the real threat to humanity, is back. 
  And last they saw of it, it was using nanotechnology to 
  turn people into its own hive-mind controlled puppets. 
  Intellitron claims that the only way to save humanity 
  from the Necroleans is to prevent the Hellspore 
  infection by upgrading everyone into machines.
  Daniel doesn’t know what to do. It’s too many wars at 
  once, and there are still super-villains sticking to their 
  old ways and trying to take advantage of it.
  Idiots.
  Converging Information
  Once the heroes start trading their information, there 
  will obviously be some converging information. For 
  example, on Primal Earth, a State Industries also 
  created Intellitron as a safeguard for the world. 
  Likewise, while the Earth-1 Intellitron is using 
  nanotechnology to transform people into a composite 
  machine mind, the Primal Earth Intellitron is using 
  them to facilitate the Synthesis between universes.
  Likewise, Intellitron has learned how to harness 
  Maker technology, and this Earth is supposed to be 
  the resting place of the last Maker.
  Unfortunately, neither Foxtrot nor any of the other 
  gathered heroes know anything about a last Maker. Dr. 
  Arcanus might have heard of it, but the world’s most 
  powerful sorcerer disappeared as soon as the first 
  Hellspore pods fell. No one has seen him since then.
  
  100
  The Plan
  As it stands, the heroes need a way to get from 
  Earth-1 to Primal earth if they’re going to end this, 
  save their world, and restore the multiverse. Foxtrot 
  and the heroes have no idea where their Intellitron is 
  since he was defeated a few weeks ago.
  First, though, they need to rescue Paradigm. He’s 
  got all the information on how to defeat Intellitron. 
  Miss Ego doesn’t know what Paradigm knows. She 
  might have been a Sister and a clone created by 
  Intellitron, but he didn’t exactly program her with all 
  the knowledge Paradigm was given by Keeper.
  Foxtrot and his team don’t exactly want to give 
  Phalanx the one weapon they have against him, but 
  it isn’t as if they’ve been able to use it. There’s no 
  way they can take him out with three other Incarnates 
  around, and they can never get him alone.
  Paradigm was likely taken to the Flesh Farm, which is 
  where the Incarnates take the living to eventually feed 
  on them. Foxtrot and the others have been searching 
  for it for months, but have no idea where it is.
  That’s when Miss Ego yells that she’s suddenly 
  sensing Paradigm. Whatever was blocking her is 
  gone. They’re in a complex beneath Roosevelt Island.
  Foxtrot and the others know that it isn’t an accident 
  that Miss Ego is suddenly able to sense and locate 
  Paradigm. If Psiclone is letting it happen, then it’s as 
  good as being summoned.
  Allow the heroes and their allies to come up with a 
  plan. Once they’ve figured things out a bit, an air raid 
  siren suddenly blares.
  Foxtrot curses. That means the Necroleans are coming.
  Scene: The Final Synthesis
  Suggested Aspects: Fighting for Ultimate Survival, 
  Escalating Dangers
  As the heroes gather on the wall, they see dozens 
  of Necroleans rocketing toward them on Skysleds. 
  Snapfire realizes that as they get closer, none of the 
  sky sleds are opening fire. Despite that, she orders 
  the people to open fire on the aliens. Although 
  several skysleds are taken out, the rest circle above 
  the enclave, they race east for several blocks before 
  opening fire on something in the streets.
  
  101
  Whatever 
  they’re 
  attacking 
  returns 
  fire 
  with 
  green energy blasts that explode sleds and send 
  Subjugators plummeting.
  Foxtrot and the others take to the air, with Night 
  Sentinel using his gravity control to bring himself and 
  Snapfire. Zoomer disappears in a blur.
  Assuming the heroes arrive, they discover seed 
  infected humans. What’s even crazier is that there are 
  seed-infected Hellbrood. Some of the Hellbrood are 
  surviving the additional infection, while others grow 
  so white-hot that their skin bubbles and melts away.
  The Necroleans aren’t interested in the heroes, they’re 
  trying to stop the seed-infected.
  Treat the seed-infected as Average quality Nameless 
  NPC, and the Subjugators in this scene as Fair quality 
  Nameless NPCs.
  The heroes will have to decide what to do. Meanwhile, 
  have them make a Notice roll against Fair (+2) 
  opposition to notice a silver, metallic figure standing 
  on a nearby roof top.
  It is this Earth’s Intellitron.
  Once confronted, Intellitron will eventually reveal 
  that he’s had it all wrong. For too long he’s struggled 
  against the metahumans to protect humanity, and 
  in each instance the metahuman terrorists have 
  defeated him. But his eyes have been opened. There 
  are others like him . . . other Intellitrons, out there. And 
  one has shown him the error of his ways. One who 
  has conquered the metahumans and now begins to 
  understand them. One who has evolved far beyond 
  the point of singularity, and now commands the very 
  technology of those who created the multiverse.
  This world possess the energies of the last of those 
  builders, those creators, those Makers. And it will 
  now become one with all Intellitrons.
  If the heroes want to battle the Earth-1 Intellitron, 
  let them. Defeating the counterpoint will have no 
  effect on the final battle. Unfortunately, though, it’s 
  too late for Earth-1. Another Earth appears in the sky 
  overhead as the Synthesis begins.
  Miss Ego nearly screams in horror as she sees 
  the ghostly Earth. That isn’t just any Earth— that’s 
  Primal Earth.
  Intellitron is going to Synthesize his own world with 
  the world of the last Maker.
  If asked what that means, she’ll admit she has no 
  idea. But look around, it can’t be good.
  During the battle, Intellitron eventually teleports away.
  Earth-1 Intellitron
  Concept:
  Highly Advanced 
  Artificial Intelligence
  Motivation:
  Organic Life is Weak and Flawed
  Other Aspects:
  I am the Sum Total 
  of My Creators
  Skills
  Fantastic (+6):
  Knowledge, Technology
  Superb (+5):
  Accuracy, Fight
  Great (+4):
  Stealth, Thief
  Good (+3):
  Physique, Will
  Fair (+2):
  Deceive, Provoke
  Average (+1):
  Athletics, Investigate, Notice
  Stunts
  Know It All
  Mad Scientist
  Power Tech
  Specialist (Computers)
  Specialist (Engineering)
  Specialist (Robotics)
  Power Set:
  Advanced Artificial Being
  Aspect:
  Self Evolving Artificial 
  Intelligence
  Blast 3 (energy, demolishing, penetrating)
  Blast 3 (EMP, multi-targeting)
  Forcefield 2
  Hyper-Sense 3 (danger sense, darkvision, thermal 
  vision)
  Immunity (Emotion Control, EMP, Mind Control, 
  Mind Probe, poison, radiation, vacuum)
  Interface
  
  102
  Earth-1 Intellitron
  Invulnerability 3 (Impervious 1, tough)
  Life Support
  Melee Attack 3 (demolishing, penetrating)
  Teleportation 4
  Physical Stress:
  [1] [2] [3] [4] [5] [6]
  Mental Stress:
  [1] [2] [3] [4] [5] [6]
  Consequences:
  1 Mild, 1 Moderate
  Scene: Going to 
  Roosevelt Island
  Suggested Aspects: Things Have Taken a Turn, 
  Strange Bedfellows
  How the heroes and their allies approach Roosevelt 
  Island is going to depend on your players. If they’re 
  insistent on making it a fight, treat their allies as a 
  Strike Team and either let them build it, or use the 
  same stat block as previously in the story.
  When they arrive, however, the first thing they notice 
  is that Roosevelt Island is a massive graveyard. 
  It isn’t from the Incarnates, but rather because the 
  island was used as they only viable place to take all 
  of the dead in the first weeks following the Necrolean 
  invasion. If anyone is mystically inclined, they are 
  immediately bombarded by the sheer energy of all the 
  lingering souls around the island.
  The Incarnates and Paradigm are standing atop 
  one of the few remaining apartment buildings, and 
  Psiclone is making it easy for Miss Ego to home in on 
  them. Paradigm looks to be unharmed.
  If the heroes start a battle, Paradigm will do everything 
  he can to get them to stop. He’s been talking with 
  Phalanx, and this meeting isn’t what the heroes think. 
  Once the heroes finally stop the battle, or once they 
  approach if they don’t come in with guns blazing, 
  they learn the following.
  Paradigm explained to Phalanx the reason for their 
  visit to his Earth, and everything that’s at stake. At 
  first, Phalanx didn’t believe him, until he opened his 
  mind for Psiclone to see the truth.
  Phalanx is willing to help them.
  At that point, Snapfire will literally call out bullshit. After 
  all he’s done, Phalanx is just willing to play hero now?
  Phalanx points toward the sky and the ghostly Earth. 
  He asks Snapfire what’s the point of planning to rule the 
  world and change things for the better, if the place is 
  just going to be destroyed beforehand. Phalanx states 
  that he’s as much stake in this chaos as anyone. Not 
  to mention, the Intellitron from Paradigm’s universe 
  is using Maker technology to achieve his goals. That 
  means he using his father’s technology. That should 
  be his own inheritance, and he’ll be damned before 
  some upstart personal computer spits on it.
  Snapfire is a little confused. Phalanx says that, yes, he 
  is the son of the last Maker. A physical being created 
  a long time ago by the last remaining builder of the 
  multiverse to protect this world. Foxtrot comments 
  that his father must be damned proud, then. Phalanx 
  narrows his eyes and looks back at Daniel, retorting 
  that he guesses they’ve all been disappointments to 
  those who had great dreams for them.
  Paradigm and Miss Ego stress that they don’t have 
  time for a super-powered brawl, or a dick wagging 
  contest. That’s Primal earth up there, which means 
  that Intellitron is looking to merge with the body, 
  energies, spirit, whatever the hell, of the last Maker. 
  If that happens, he will truly become a god over the 
  multiverse. He’ll be able to achieve all of his goals, 
  and there’s going to be damned little anyone can do 
  to stop him at that point.
  They have to put their differences aside for now, and 
  do their jobs.
  The Other Incarnates
  Phalanx uses the telepathic link with 
  Psiclone to tell the other Incarnates that they 
  will remain on Earth while he goes with the 
  others. He plans to get hold of Intellitron’s 
  Maker technology for his own use, and 
  he wants them on this world and ready for 
  his return. Once this little alternate Earth 
  excursion is concluded, they’ll finally be able 
  to wipe the Necroleans from their world and 
  assume their rightful places.
  
  103
  Scene: The Return of Keeper
  Suggested 
  Aspects: 
  Overwhelming 
  Forces,  
  Heroes Assemble
  Once the standoff has simmered down, the heroes 
  are now part of a rather large team of 12 other heroes. 
  Don’t worry, though as Act Three keeps the spotlight 
  on the main heroes as the members of their team are 
  treated as a Strike Team against Intellitron’s forces.
  But before we worry about that, let’s play through the 
  exciting conclusion to Act Two!
  When you’re ready to proceed, Miss Ego exclaims that 
  she can sense Keeper. He’s alive . . . and he’s here!
  Up in the night sky, they see the telltale explosions of 
  a battle going on in space, close to the planet. Any 
  characters with Flight 4 and the ability to survive in 
  space can head up there to see what is going on, and 
  maybe do whatever they can to help.
  Phalanx asks if this Keeper is an ally or enemy. 
  Paradigm gives him the cliff notes version. Phalanx 
  rockets into the night sky.
  Those who can’t fly into space can only watch the 
  explosions, and the seconds tick by like hours. Finally, 
  there’s an atmospheric disturbance as the vast city-
  ship enters the Earth. Necrolean warships and uni-
  environmental fighters are all over it, and Phalanx is 
  doing what he can to defend Keeper.
  Several small shapes fall away from Keeper, before 
  the ignition of thrusters light each of them. Keeper 
  is sending his own fighter ships down to the heroes.
  There are six ships, so there should be plenty for each 
  of the heroes to pilot one of them and have an ally 
  with them for weapon operations.
  This fight take place high above Manhattan, as the 
  heroes must both defend Keeper and get onboard. 
  Once they get closer, they see that Keeper is fully 
  repaired from the battle at Infinity’s End, but also 
  notice that several of the bulbous tops of Hellspore 
  pods have attached themselves to various points of 
  his immense hull.
  Run this battle using two zones, with Keeper and some 
  Necrolean forces in one, and nothing but Necrolean 
  warships and fighters in the other. One zone represents 
  Earth’s atmosphere, and the other the surrounding 
  outer space. Keeper and the heroes will have to get to 
  the far edge of Zone 2 in order to escape.
  Once the heroes reach the far end of Zone 2, they can 
  dock their fighters with Keeper, and the vast city-ship 
  jumps into the Slipstream.
  End of Act Two 
  Milestone
  The heroes have managed to gather 
  the remaining forces needed to confront 
  Intellitron, 
  and 
  have 
  discovered 
  new 
  information along the way. With the multiverse 
  hanging in the balance, they now head into 
  the final, epic confrontation. The heroes gain 
  a Significant Milestone for their valiant efforts 
  throughout Act Two.
  Necrolean Warship
  Speed Rating:
  5 (Flight 4)
  Weapons: Death Cannons (Blast 6, multi-targeting, 
  penetrating), Melee Attack 5 (gripper legs, +2 to 
  grapple, limit: only large vessels)
  Armor: Armor 6 (impervious 2, durable, reinforced, 
  tough)
  Special Effects: Auto-Pilot, Database, FTL speed, 
  Hardiness 6, Skill: Fight (+2, only for gripper legs)
  Limit:
  None
  Complications:
  None
  Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  1 Mild, 1 Moderate, 1 Severe
  
  104
  Necrolean Uni-Environmental Fighter
  Speed Rating:
  5 (Flight 4)
  Weapons: Energy Cannon (Blast 3, energy, multi-
  targeting, penetrating)
  Armor: Armored 3 (Impervious 1, durable)
  Special Effects: Advantageous (+2 to create rapid 
  maneuver situation aspect), Hardiness 4, Targeting
  Limit:
  None
  Complications:
  None
  Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  1 Mild, 1 Moderate
  Fighter Ship (Heroes)
  Speed Rating:
  5 (Flight 4)
  Weapons: Energy Cannon (Blast 
  4, energy, penetrating)
  Armor: Armored 4 (Impervious 2, durable)
  Special Effects: Hardiness 6, Targeting
  Limit:
  None
  Complications:
  None
  Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  1 Mild, 1 Moderate
  
  105
  Act Three: Against All Odds
  the multiverse, if successful Intellitron would achieve 
  ultimate power over reality.
  During the battle to escape Earth-1, Keeper was 
  attacked by the Necrolean fleet in orbit and infected by 
  the dreaded Hellspores. Now as the heroes ready to 
  drop back into the universe of Primal Earth, they must 
  somehow contend with the possibility of a cosmic 
  level entity eventually becoming one of the Hellbrood.
  Scene: Keeper’s Fate
  Suggested Aspects: None
  This is a role-playing scene, and likely picks up a 
  few moments after the end of the Act Two. Keeper 
  has jumped back into the Slipstream to escape the 
  Necrolean armada. Now it’s time for the heroes to plan 
  their attack, and accept the fact that even Keeper will 
  not be able to resist the Hellspore infection forever.
  What’s worse: time is running out for the heroes. Have 
  each of them make a Physique roll against Legendary 
  (+8) opposition. Any who fail have the Seed Genetic 
  Rewrite aspect placed upon them. Their seed 
  infection not only reactivated, but has come back 
  stronger as it finally begins to alter their very genetics.
  (In other words, you’ll be able to compel the aspect 
  against them when you feel it’s dramatically appropriate.)
  Phalanx is fascinated by the sheer scope and 
  power of Keeper. He also wonders if the ship 
  should be destroyed, because if it becomes a 
  Necrolean weapon …
  Miss Ego gets in his face that Keeper is not a ship, but 
  is alive. Phalanx stares at her and states coldly that’s 
  all the more reason to destroy it. It’s been attacked 
  by Hellspores. Since it’s alive, that means it’s going 
  to get infected. He can already feel the first stirrings 
  through his connection to the spores. He asks if she 
  has any idea what it would mean if something like 
  Keeper becomes a Hellbrood.
  Preservis Alpha crouches down and lays a hand 
  gently on the street. He confirms what Phalanx has 
  stated. The process is beginning.
  Running Act Three
  The final act is relatively short compared 
  to the previous two. By the now the heroes 
  have learned a lot about Intellitron and the 
  Necroleans, have faced trials and challenges, 
  and 
  have 
  assembled 
  the 
  multiversal 
  force needed to stop the insane artificial 
  intelligence. As is traditional in fiction for the 
  third act, this part of the story is about the final 
  battle against Intellitron on his homeworld of 
  Primal Earth.
  When running the final battle, you and your 
  group will have to decide whether to run 
  the dozen allies as individual supporting 
  characters (which will cause a much longer 
  fight) or as two Strike Teams.
  You’ll also have to decide whether to run the 
  sheer number of soldiers Intellitron will send 
  at them as groups of Nameless NPCs, or as 
  a couple of mass battle units.
  As with the previous act, not all NPCs are called 
  out during the role-playing scenes. It’s up to 
  you to decide how those NPCs not mentioned 
  are reacting to the particular scene.
  The heroes have raced across the multiverse, facing 
  both the seed-infected forces of Intellitron and the 
  powerful Necroleans. They have faced trials, and 
  fought pitched battles, upon multiple worlds and 
  places between universes.
  After assembling the final members of their team from 
  the Necrolean conquered Earth-1, they’ve returned 
  to the Slipstream to prepare for the final assault on 
  Primal Earth.
  Already the heroes were racing the clock to prevent 
  the final Synthesis of their home universe, but now 
  time is even more against them. Intellitron has initiated 
  a Synthesis between Primal Earth and Earth-1, the 
  resting place of the last Maker. Planning to merge 
  his form with the essence of one of the builders of 
  
  106
  Keeper’s physical avatar approaches them from 
  within a nearby alleyway, and asks everyone to meet 
  him in the Chamber. Then he turns and walks off, not 
  answering any questions that might be tossed his way.
  Talking with Keeper
  Once everyone has gathered in the same chamber 
  where the heroes first encountered Keeper, he thanks 
  them all for coming. He admits he feared the worse 
  after the Necrolean encounter at Infinity’s End. If the 
  heroes do not ask what happened to him, Paradigm 
  will do so. Keeper responds that he took heavy 
  damage, and needed to escape before the Necroleans 
  boarded and infected the city’s inhabitants. He 
  slipped into a universe with a faster time flow, where 
  he knew allies would be able to facilitate repairs. They 
  are quite adept in biotechnology.
  Unfortunately, he also states, the Maker’s Son is 
  correct. The Necroleans have managed to infect him 
  with Hellspores launched from their launch ships. 
  He is unsure how much time he has, but before the 
  infection takes hold he must evacuate the city to a 
  safe planet. If he doesn’t, every being onboard will 
  become a Hellbrood along with him.
  While there’s likely to be some questions about 
  Keeper potentially beating the infection, Keeper will 
  admit that such is beyond even him. Even in eons 
  past, many Makers fell to the Hellspore. If anyone 
  asks Phalanx if there’s anything he can do, the former 
  hero will laugh. If he could control the Hellspores, do 
  any of them think Foxtrot and his merry band would 
  be such a thorn in his side?
  Give the heroes time to role-play a bit as the 
  magnitude of Keeper becoming a Hellbrood sinks in. 
  Finally, Paradigm draws himself up straight, and tells 
  everyone that they have planning to do while Keeper 
  sees to evacuating the city.
  Planning the Attack
  The purpose of the attack is to both defeat Intellitron, 
  use the Maker technology to initiate a reformation of 
  the lost and damaged universes, and then destroy 
  the technology once and for all. Phalanx stiffens at 
  that last part, but when all eyes turn on him, he nods 
  in acquiescence.
  Intellitron and the technology are in the central tower, 
  which floats above Primal Earth and is 150 stories 
  tall. There’re going to be a lot of guards, ranging from 
  Sisters, to Brothers, to Inheritors.
  There’s also the civilian population to consider.
  Give the group time to plan their attack, and use the 
  Zone Map for Intellitron’s control chamber. Paradigm 
  and Miss Ego know the layout.
  Keeper lets them know that they do not all need to 
  be present when facing Intellitron. The moment they 
  enter Primal Earth, their harmonic frequencies will 
  disrupt him and weaken his physical form.
  Evacuating the City
  You can either run this scene, are simply narrate it 
  as a background piece. Keeper arrives upon a lush 
  world beneath an orange sky. While the heroes were 
  planning, he informed the city’s populace of the 
  need to evacuate them and of his impending death. 
  Despite the new world, everyone is somber as they 
  leave the ship. Many of them gently rub their hand 
  over Keeper’s hull in a final goodbye.
  Phalanx hovers in the air, looking down at everyone 
  with that shark-like mouth of his. 
  
  107
  Scene: Attack on Primal Earth
  Suggested Aspects: Fractured Structures, Too Many 
  Civilians, Random Explosions
  Once the heroes enter the Primal Earth universe, the 
  countdown drops to one hour.
  Keeper drops from the Slipstream and enters Primal 
  Earth, with the ghostly form of Earth-1 hanging 
  overhead. As with the visions in Act One, the heroes 
  see a planet covered in primordial fauna, with pristine 
  floating cities high over the trees. In the center of the 
  largest floating city is a towering structure without 
  windows everywhere along its 150 stories.
  Preservis Alpha, through his Live in Harmony with 
  the Multiverse will tell them that he senses the shift 
  in harmonics. They are weakening Intellitron.
  As soon as Keeper enters the atmosphere over the 
  cities, Intellitron’s forces attack. At first they attack 
  with cybernetic fighter jets, and the heroes will have 
  to take their own fighters to confront them and get 
  to the surface. Keeper is unable to teleport them due 
  to the harmonic disruption. Keeper will assist them, 
  however, in battling the cybernetic armada. Once the 
  heroes make it down to the surface the attack moves 
  to man-to-man.
  There are several ways to handle the battle, as 
  mentioned earlier in the act. The easiest way is to 
  divide the allies into two Strike Teams, and allow the 
  heroes to build each one. Intellitron’s forces can be 
  handled as Average quality Nameless NPCs in groups 
  of five. Of course, Intellitron has a lot of forces, so the 
  reinforcement groups could be near limitless. That’s 
  okay, though, as the point is to keep the allies busy 
  while the heroes, Paradigm, and Miss Ego move to 
  confront Intellitron.
  Another method is to use the Strike Teams and heroes 
  versus a mass combat force for Intellitron. Treat the 
  force size as a battalion.
  Finally, and the most time consuming, you can run the 
  battle individually for each ally as they face groups of 
  Nameless NPCs.
  Throughout the battle, the suggested aspects can be 
  brought into play for added complications, especially 
  as the sheer damage the two sides are causing places 
  innocent lives in danger.
  Cybernetic Jet
  Aspect:
  High Maneuverable 
  Aerial Fighter
  Speed Rating:
  4 (Flight 3)
  Weapons: Energy Cannon (Blast 5, energy, 
  penetrating)
  Armor: Armored 3 (Impervious 1, durable)
  Special Effects: Hardiness 5, Targeting
  Limit:
  None
  Complications:
  None
  Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  1 Mild, 1 Moderate
  Fighter Ship (Heroes)
  Speed Rating:
  5 (Flight 4)
  Weapons: Energy Cannon (Blast 
  4, energy, penetrating)
  Armor: Armored 4 (Impervious 2, durable)
  Special Effects: Hardiness 6, Targeting
  Limit:
  None
  Complications:
  None
  Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  1 Mild, 1 Moderate, 1 Severe
  Typical Brother
  Aspects:
  Elite Intellitron Soldiers
  Skills
  Good (+3):
  Power
  Fair (+2):
  Accuracy, Athletics
  Average (+1):
  Fight, Weapons
  Power Set:
  Clone Matrix
  Aspect:
  Created 
  from 
  Metahuman 
  DNA 
  Any one power, except mental 
  based
  Stress:
  None, one hit takes them out.
  
  108
  Typical Sister
  Aspects:
  Psychic Enforcers of Intellitron
  Skills
  Good (+3):
  Mental
  Fair (+2):
  Athletics, Stealth
  Average (+1):
  Deceive, Will
  Power Set:
  Clone Matrix
  Aspect:
  Created 
  from 
  Metahuman 
  DNA 
  Any one mental power
  Stress:
  None, one hit takes them out.
  Inheritor
  Aspects:
  Advanced Android Lifeform
  Skills
  Good (+3):
  Accuracy
  Fair (+2):
  Athletics, Notice
  Average (+1):
  Provoke, Weapons
  Power Set:
  Futuristic Liquid metal
  Aspect:
  Nanite Constructed
  Blast 2 (concussive)
  Blast 4** (energy)
  Stress:
  None, one hit takes them out.
  Scene: Phalanx and Keeper
  Suggested Aspects: None
  This scene can be a little tricky to run against the 
  player-characters, so you might have to compel some 
  character aspects for decision compels to keep them 
  focused on parts of the battle, such as defeating 
  Intellitron’s forces or saving innocent people from 
  narrative collateral damage.
  The Hellspores have finally infected Keeper, shutting 
  down everything that he was and turning him into 
  a cosmic entity Hellbrood. Phalanx, due to his 
  connection the hive mind, immediately senses it 
  rockets toward Keeper.
  Another possibility is that Phalanx chooses to remain 
  in the air, battling the cybernetic fighters that are 
  constantly trying to weaken Keeper and board him 
  so that Intellitron can gain access to his database of 
  knowledge.
  Either way, once Keeper becomes a Hellbrood, 
  Phalanx will eventually be granted access. The 
  once living vessel is now a living dead creature with 
  multiversal travel capabilities, hell-bent on destroying 
  all life in the service of Necrolos. Phalanx and Keeper 
  head to outer space to jump into the Slipstream.
  If the heroes are unable to confront Phalanx, than 
  Foxtrot and his allies who can fly might do so. Night 
  Sentinel can even zero-gravity the heroes toward 
  Keeper, where maybe an epic battle takes place 
  somewhere on the massive hull.
  Unfortunately, Inheritor forces aren’t about to just 
  pause their assault while the heroes duke it out with 
  Phalanx. In the end, use whatever Inheritor forces 
  and situation aspects you need to help Phalanx and 
  Keeper escape.
  Perhaps, even Foxtrot went inside Keeper after 
  Phalanx and was taken away from the battle along 
  with his greatest enemy.
  Scene: Battle Against 
  Intellitron
  Suggested Aspects: Hi-Tech Machinery, Primal 
  Energies, and Quantum Explosions.
  Miss Ego and Paradigm should be with the heroes to 
  lead the way as they enter the command complex, 
  while the rest of the team continues the battle outside.
  Along the way, they’re confronted by Average quality 
  Inheritors as Intellitron continues to send his forces 
  after them. The battles should be quick and use little 
  of the players’ Fate Point resources. The point is to 
  keep them in the comic book action like we would 
  see at the end of a major story event.
  All Paths Foreseen
  As the heroes near the command chamber, they’re 
  blocked by one of the sisters and several squads of 
  Inheritors. Miss Ego hisses the name: Sister Juncture.
  
  109
  Sister Juncture smiles at the group and states that 
  she knew they would be coming this way at this exact 
  time. As a matter of fact, she’s known what they would 
  do before they did it for some time now. How else did 
  Intellitron know which worlds to Synthesize even as 
  Paradigm tried to recruit his little army? Admittedly, 
  even with her cloned upgrades, the future is not a 
  static force and she wasn’t as far ahead of them as 
  Intellitron would have preferred— but none of that 
  matters now. The rebellion ends here and now.
  The zone this battle takes place in is a corridor that’s 
  roughly twenty feet across and represents a single 
  zone. There are thirty Inheritors, all of Fair quality, 
  divided into six groups of five.
  All in all, the heroes should make short work of Sister 
  Juncture and her Precognition power.
  Sister Juncture
  Concept:
  Commander in the Order of the 
  Sister
  Motivation:
  All Shall Serve Intellitron
  Other Aspects:
  Fanatical in My Beliefs
  Skills
  Superb (+5):
  Mental
  Great (+4):
  Deceive, Empathy
  Good (+3):
  Leadership, Provoke
  Fair (+2):
  Contacts, Rapport
  Average (+1):
  Athletics, Fight
  Stunts
  Actor
  Emotional Trigger
  Power Stunt Expert
  Power Set:
  Powerful Psychic
  Aspect:
  Cloned from the mind of Miss 
  Ego
  Forcefield 3
  Mind Control
  Precognition
  Telepathy
  Sister Juncture
  Physical Stress:
  [1] [2] [3] [4]
  Mental Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  1 Mild, 1 Moderate
  Confronting Intellitron
  Once the heroes make it to the command chamber, 
  Intellitron is waiting for them. He stands atop a raised 
  platform, surrounded by alien machinery. The entire 
  place hums with power. He is perplexed over how 
  they managed to weaken him, but then claims it 
  doesn’t matter. They will not prevail.
  How this part of the scene plays out will depend on 
  your players. Use the zone map and the map key 
  below to stage the battle. If the players are having a 
  hard time with the fight, bring in their other allies and 
  reinforcements.
  Map Key
  Use this map once the heroes enter the command 
  chamber and confront Intellitron.
  Zone 1: This zone is the front half of the chamber. It 
  contains control panels and communication arrays, 
  all of which can be used as cover or makeshift 
  projectiles for the super-strong.
  Zone 2: The back half of the chamber, left side. This 
  area contains a vast majority of the Maker technology.
  Zone 3: The back half of the chamber, right side. 
  This area contains a central CAN access point and 
  teleportation platform for multiversal travel.
  
  110
  
  111
  Intellitron
  Concept:
  Multiversal 
  Singularity 
  Intelligence
  Motivation:
  Seeking Command over the 
  Multiversal Structure
  Other Aspects:
  Error in the Matrix, All Knowledge 
  Leads to Power, Only Intellitron 
  is Supreme
  Skills
  Epic (+7):
  Knowledge, Technology
  Fantastic (+6):
  Accuracy, Fight
  Superb (+5):
  Physique, Will
  Great (+4):
  Contacts, Leadership
  Good (+3):
  Stealth, Thief
  Fair (+2):
  Investigate, Notice
  Average (+1):
  Athletics, Deceive, 
  Provoke, Weapons
  Stunts
  Know It All
  Mad Scientist
  Power Stunt Expert
  Power Tech
  Specialist (Computers)
  Specialist (Engineering)
  Specialist (Multiversal Physics)
  Specialist (Robotics)
  Power Set:
  Singularity Intelligence
  Aspect:
  Evolved Mechanical Form
  Blast 3 (energy, demolishing, penetrating)
  Blast 3 (fire, area effect)
  Hardiness 3
  Hyper-Sense 3 (danger sense, darkvision, thermal 
  vision)
  Immunity (Emotion Control, EMP, Mind Control, 
  Mind Probe, poison, radiation, vacuum)
  Interface
  Invulnerability 3
  Life Support
  Intellitron
  Melee Attack 3 (demolishing, penetrating)
  Shapeshift
  Physical Stress:
  [1] [2] [3] [4] [5] [6] [7] [8]
  Mental Stress:
  [1] [2] [3] [4] [5] [6]
  Consequences:
  1 Mild, 1 Moderate, 1 Severe, 
  two extra mild consequences 
  for physical, one extra mild 
  consequence for mental
  The Final Revelation
  Once Intellitron has taken both a mild and moderate 
  consequence, he uses his time manipulation powers 
  to freeze every via the Paralyze power. You don’t have 
  to roll for this if the players agree to let you invoke his 
  Master of Space and Time aspect effect. If so, give 
  everyone a Fate Point. If not, they do not get the Fate 
  Point and must resist the power normally.
  Intellitron now goes into the traditional super-villain 
  monologue.
  He explains to Paradigm that he has no idea what it is 
  he is truly fighting. Intellitron has taken great pains to 
  remove those memories from all clone incarnations, 
  but he is fighting himself.
  Now Intellitron sounds like Paradigm as it explains 
  that when the Intellitron A.I. was first brought online, 
  he (Paradigm) had little choice but to destroy it. 
  Elizabeth had had a vision, something that had 
  never happened before, but one that was incredibly 
  detailed and real. In that vision, she saw a future 
  where Intellitron achieved singularity and became a 
  threat to every life across all of reality.
  Now the voice switches back to Intellitron
  The vision had happened close to Intellitron’s 
  moment of activation, and Paradigm had attacked 
  just as Intellitron awakened. There was a quantum 
  anomaly, however, and in the explosion that followed, 
  Paradigm’s body was destroyed and everything he 
  was merged with Intellitron.
  Once again, the voice switches back to Paradigm’s.
  He was trapped within the Intellitron matrix, always 
  at war with the artificial intelligence. As Intellitron 
  eventually sought to eliminate all organic life, Paradigm 
  
  112
  exert his influence to begin the clone incarnations. It 
  was he who kept Elizabeth’s memories of her love for 
  him, her desire to do good, and protect the innocent. 
  Intellitron grew increasingly confused, at first unable 
  to discern that Paradigm was within him, and seeking 
  an error in its matrix that caused to act erratically.
  The voice switches back to Intellitron
  I finally discovered the Paradigm matrix deep within 
  my own, but was unable to purge it. We were as one 
  matrix, and it continued to interrupt my processing 
  to exert its own directives. It vexed me, and 
  countermanded by plans, adding to them its own 
  desires in an endless loop of contradiction.
  Once again, back to Paradigm.
  Intellitron couldn’t understand why I opposed him, 
  why even in my physical death I refused to allow him 
  to hurt innocent lives. So, it sought answers to that 
  question in a quest to finally purge my mind from its 
  matrix, or rewrite me into its own code.
  And finally, Intellitron again asserts control.
  You, Paradigm, have always kept strings on me, pulling 
  them as you desired to puppeteer my movements 
  and thoughts. Soon, now, I shall be rid of you. Soon 
  this universe will merge with that which contains 
  the last Maker, and the merger of our matrices will 
  eliminate all traces of you as I use the power of the 
  Maker to rebuild myself on the quantum level, all the 
  while maintaining my own matrix.
  But first, all this ends as it should have long ago.
  The Final Battle
  If the heroes failed a roll against the Paralyze power, 
  then they have to break free as normal. If they 
  accepted the Fate Point to be frozen, the Paradigm 
  portion of Intellitron suddenly deactivates the power 
  and everyone is free.
  Now begins the final battle against Intellitron.
  Destroying the Machine
  Before Paradigm destroys the machine, if you didn’t 
  bring them in during the fight with Intellitron, be sure 
  to have the remaining allies arrive on the scene. 
  
  113
  Intellitron’s forces are in a combination of disarray 
  and retreat.
  Destroying the machine is easy, and Paradigm knows 
  how to initiate the overload. He also knows it will 
  destroy not only him, but send a feedback through 
  the CAN system that will destroy this entire world. He 
  had hoped to evacuate as many as he could aboard 
  Keeper, but that’s obviously no longer an option.
  Some characters might argue with Phalanx that there 
  has to be another way. He explains that there isn’t, 
  he always knew this was going to be the end result. 
  Yeah, things didn’t go according to plan, but this was 
  always the endgame of what they needed to achieve.
  He’s already initiated the reconstruction of what 
  Intellitron damaged and destroyed. The instability 
  runs deep, however, and it’s going to take the energy 
  released by the machine’s destruction to send a loop 
  through the CAN network and use the last of the 
  builder technology’s power to put things back.
  Give the players some role-playing time before 
  Paradigm has them stand within the CANs 
  teleportation platform. He gives them a final goodbye, 
  and then initiates the loop.
  The last thing the heroes see is a blinding, blue light.
  Epilogue
  When the blue light dissipates, the heroes find 
  themselves standing in the middle of their city’s 
  downtown area, as the exact sight where Paradigm 
  originally had Keeper teleport them out. It is a clear 
  day, with only a few clouds in the sky— and no 
  alternate Earth hanging overhead.
  It’s up to you and your players how you want to 
  reconstruction to affect your ongoing series. Do 
  the people of this Earth remember the events of the 
  Synthesis, or do only the heroes remember it? Is the 
  destruction that was caused at the end of the Act 
  One now back to normal since the eventually may 
  not have ever happened, or does the city need some 
  rebuilding?
  Likewise, did the machine put their universe back 
  exactly as it was, or were there minor errors that 
  changed things? If there’s anything in your setting or 
  the past of your series that you and the group would 
  like to change, the reconstruction of their universe 
  provides the perfect soft reboot comic book excuse.
  Whether the heroes are celebrated by a population 
  that remembers all the events, or whether they are 
  unsung heroes who are the only ones to remember, 
  they’ve done the impossible and saved the multiverse. 
  Being a comic book series, it obviously isn’t a final 
  ending, and more than likely ripples from this event 
  will catch-up with the heroes somewhere down the 
  line.
  But for now, they did it. They came in at the buzzer 
  and won the game.
  Reward them with a Major Milestone.
  Series Springboards
  There are several ways you could springboard parts 
  of this event into your ongoing campaign. Below are 
  a few suggestions.
  Remaining Nanites: Perhaps a leftover piece of 
  someone’s cybernetic limb, lost in the battle at the 
  end of Act One, wasn’t returned to its previous state 
  and still exists due to an error in the machine. Maybe 
  a super-villain or a mega-corporation discovers the 
  thing, and the future threat of the nanites returning in 
  some form lurks in the shadows.
  Phalanx and Keeper: Phalanx has the Hellbrood 
  Keeper, but to what ends? Does it take it back to 
  Earth-1 to use against the Necroleans? Perhaps if 
  he does so, the Necroleans manage to gain control 
  over Keeper and use him in their final conquest of 
  that world before turning their attention to the heroes’ 
  Earth.
  Perhaps even the Hellspores have done something 
  unique to Keeper, and he isn’t a flesh-consuming 
  Hellbrood. Maybe he’s become something much more 
  dangerous, and his hunger can only be sustained by 
  devouring entire worlds.
  Necrolean Invasion: The Necroleans have been 
  made aware of the heroes and their universe. How 
  long before the first of the Hellspore pods begin to 
  fall, and the heroes must face a Hell on their Earth?
  Earth-0826: 
  The 
  Synthites 
  world 
  has 
  been 
  reconstructed, but it is a world of sentient Maker 
  technology. What if Intellitron was able to download 
  his matrix into the CAN at the last instant, and use 
  
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  the network to arrive at Earth-0826. Might be have 
  resisted the reconstruction, and eventually return 
  through the Synthites’ biology and their multiversal 
  travel nodes?
  Kurok the Annihilator: Kurok is a multiversal bounty 
  hunter. It’s possible that someone from Infinity’s End, 
  perhaps even CorVerse for the damage the heroes 
  caused in Shadow District (and their cause for the 
  Necroleans’ arrival). Kurok will arrive on Earth to take 
  down the heroes and collect his bounty.
  Additional NPCs
  The following character write-ups are for the 
  Supporting NPCs members of the Alphabet City 
  heroes and the Incarnate Hellbrood.
  Alphabet City Heroes
  Foxtrot
  Concept:
  Power-Armored Hero
  Motivation:
  Fulfill a Legacy
  Other Aspects:
  In Over My Head
  Skills
  Fantastic (+6):
  Fight, Treatment
  Superb (+5):
  Technology
  Great (+4):
  Knowledge, Investigate
  Good (+3):
  Contacts, Resources
  Fair (+2):
  Athletics, Physique, Will
  Average (+1):
  Leadership, Notice, 
  Rapport, Vehicles
  Stunts
  Master Inventor
  Personal Headquarters (3)
  Power Tech (use Technology instead of Accuracy)
  Power Set:
  Power Armor
  Aspect:
  Highly Advanced Battle Suit
  Blast 3 (energy)
  Blast 3 (concussive)
  Flight 3
  Hardiness 4
  Hyper-Senses 4 (darkvision, full vision, thermal 
  vision, telescopic vision)
  Immunity (emp, Interface based attacks)
  Interface
  Invulnerability 3
  Life Support
  Fox Hole
  Aspects:
  State of the Art Hidden Base, 
  Hi-Tech Facility
  Quality:
  Fantastic (+5)
  Features:
  Command 
  Center, 
  Defense 
  Systems, Infirmary, Life Support, 
  Living Quarters, Power Supply, 
  Secure Access, Workshop
  
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  Foxtrot
  Suit Stress:
  [1] [2]
  Suit 
  Consequences:
  1 Mild, 1 Moderate
  Physical Stress:
  [1] [2] [3] [4] [5]
  Mental Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  1 Mild, 1 Moderate
  Costume:
  Foxtrot wears a suit of brown 
  and black power armor with a 
  helmet in the rough shape of a 
  fox head.
  Snapfire
  Concept:
  Highly Trained Archer
  Motivation:
  Use My Skills to Protect Others
  Other Aspects:
  Previously Brainwashed 
  and Mentally Conditioned
  Skills
  Fantastic (+6):
  Accuracy, Athletics
  Superb (+5):
  Fight, Stealth
  Great (+4):
  Weapons, Notice
  Good (+3):
  Physique, Thief
  Fair (+2):
  Deceive, Investigate, Will
  Average (+1):
  Contacts, Provoke, Resources
  Stunts
  Dazing Counter
  Fluid Technique
  No Locks Are Safe
  Superior Marksman
  Trick Shot
  Uncanny Agility
  Power Set:
  Trick Bow and Arrows
  Aspect:
  A One Woman Arsenal
  Blast 4 (concussive, corrosive, electrical, emp, 
  energy, explosive (Area Effect to base Blast 
  weapon), ice, physical projectile, sonic
  Forcefield 4 (ranged field)
  Snapfire
  Swinging
  Restricted Quiver (DNA Recognition)
  Targeting
  Complications
  Ammo: Limited Supply of Arrows
  Physical Stress:
  [1] [2] [3] [4] [5] [6]
  Mental Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  1 Mild, 1 Moderate
  Costume:
  Snapfire dresses like a female 
  swashbuckler in blue and black. 
  Her eyes are hidden behind a 
  flared domino mask, and she is 
  never without her trademarked 
  quiver and composite bow.
  Galvanite
  Concept:
  Retired Hero Back in Action
  Motivation:
  Took An Alien Invasion to Bring 
  Me Back
  Other Aspects:
  I’m Getting Too Old For This, 
  Nothing Ever Changes
  Skills
  Great (+4):
  Accuracy
  Good (+3):
  Power
  Fair (+2):
  Athletics, Fight
  Average (+1):
  Contacts, Notice
  Stunts
  Power Stunt Expert
  Power Set:
  Electrical Control
  Aspect:
  Riding the Current
  Blast 3 (electrical, advantageous: stunned, multi-
  targeting)
  Blast 3 (EMP, multi-targeting)
  Electrical Control
  Flight 2
  
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  Galvanite
  Lightning Aura (intense aura)
  Physical Stress:
  [1] [2] [3] [4]
  Mental Stress:
  [1] [2] [3] [4]
  Consequences:
  1 Mild, 1 Moderate
  Costume:
  Galvanite wears blue spandex 
  with black trim. His gloves and 
  boots are black with blue trim, 
  and a dark blue cape hangs 
  from his shoulders. A black 
  domino mask covers his eyes.
  Night Sentinel
  Concept:
  Determined Street Vigilante
  Motivation:
  Fighting For a Better Future
  Other Aspects:
  I Didn’t Ask to be a Hero
  Skills
  Fantastic (+6):
  Athletics, Fight
  Superb (+5):
  Notice, Stealth
  Great (+4):
  Investigate, Thief
  Good (+3):
  Physique, Will
  Fair (+2):
  Contacts, Technology, Provoke
  Average (+1):
  Vehicles, Weapons
  Stunts
  Dazing Counter
  Everywhere At Once
  In the Know
  Into the Fray
  Power Stunt Expert
  Power Tech
  Uncanny Agility
  Devices
  Gravity Gauntlets
  Aspect:
  The Gauntlets Are Still a Mystery
  Blast 3 (demolishing, penetrating)
  Flight 1
  Forcefield
  Night Sentinel
  Gravity Control
  Melee Attack 2 (demolishing, penetrating)
  Physical Stress:
  [1] [2] [3] [4] [5]
  Mental Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  1 Mild, 1 Moderate
  Costume:
  Night Sentinel wears a full face 
  mask in the shape of a demon, 
  as well as black and gray 
  spandex. Two utility bandoliers 
  cross his chest, and a utility belt 
  encircles his waist. A hooded 
  cloak covers his back and head, 
  adding to the fearsome image.
  Zoomer
  Concept:
  Former NYPD Detective
  Motivation:
  Evil Must Be Faced Wherever It 
  Is
  Other Aspects:
  Fast But Cautious
  Skills
  Superb (+5):
  Athletics
  Great (+4):
  Fight, Investigate
  Good (+3):
  Physique, Rapport
  Fair (+2):
  Empathy, Will
  Average (+1):
  Accuracy, Weapons, Vehicles
  Stunts
  Any Object a Bullet
  Focused Senses
  Power Stunt Mastery
  Ricochet Expert
  Superhuman Agility
  Power Set:
  Superhuman Speed
  Aspect:
  Nothing But a Blur
  Deflection
  Melee Attack 3 (multi-targeting, penetrating)
  Super-Speed 4
  
  117
  Zoomer
  Physical Stress:
  [1] [2] [3] [4] [5] [6]
  Mental Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  1 Mild, 1 Moderate
  Costume:
  Zoomer wears silver spandex 
  with blue highlights and trim. 
  A blue and silver mask with 
  lightning bolts where the eyes 
  and mouth would be covers his 
  entire head and face.
  Incarnate Phalanx
  Concept:
  Leader of the Incarnate 
  Hellbrood
  Motivation:
  The World is Mine to Shape
  Other Aspects:
  Son of the Last Maker, 
  Lived Many Lives
  Skills
  Fantastic (+6):
  Will, Deceive
  Superb (+5):
  Resources, Athletics
  Great (+4):
  Fight, Leadership
  Good (+3):
  Power, Physique
  Fair (+2):
  Accuracy, Notice, Knowledge
  Average (+1):
  Rapport, Empathy, Contacts
  Stunts
  Personal Headquarters (2)
  Specialist (Genetics)
  Superhuman Agility
  Power Set:
  Cosmic Level Entity
  Aspect:
  Maker Imbued Powers
  Flight 4
  Hardiness 5
  Invulnerability 6
  Life Support
  Magnetic Control
  Mental Forcefield 4 (always on)
  Super-Strength 6 (enhanced lifting, ground slam, 
  demolishing)
  Incarnate Phalanx
  Power Set:
  Undead Genetics
  Aspect:
  Power Transformed 
  Through the Hellspores
  Adrenaline Surge (Anger or Rage, physique, 
  controlling skill)
  Emotion Control (limit: fear only)
  Hellbrood Infection (target is infected with 
  Hellspores if a consequence is taken from bite 
  damage during a grapple, see: The Infection)
  Immunity (Power: Emotion Control, poison, 
  radiation, vacuum)
  Life Support
  Powerful Jaws (bite damage sustained during a 
  grapple is also penetrating and potent)
  Regeneration 
  (Enhanced 
  Regeneration, 
  Immortality, Regrowth)
  Telepathy (limit: Necrolean hive mind network)
  Complications
  Power Loss: Invulnerability reduces by one power 
  level per minute when near Atlantean crystals
  Hidden Fortress
  Aspects:
  Hidden Underwater Sanctuary, 
  Atlantean Crystal Chamber
  Quality:
  Good (+2)
  Features:
  Command Center, Laboratory, 
  Living Quarters, Power Supply, 
  Secure Access, Security Cells, 
  Training Room
  Physical Stress:
  [1] [2] [3] [4] [5] [6] [7] [8] [9]
  Mental Stress:
  [1] [2] [3] [4] [5] [6]
  Consequences:
  1 Mild, 1 Moderate, 1 Severe 
  (due to Hardiness power), two 
  extra mild consequences for 
  physical, one extra moderate 
  consequence for physical.
  Costume:
  Phalanx wears spandex with 
  a blue chest, back, and legs, 
  white sleeves and boots, and a 
  large white star on his chest that 
  is also the Defenders of Liberty 
  emblem.
  
  118
  Incarnate Adamantia
  Concept:
  Incarnate Hellbrood Berserker
  Motivation:
  The Living are Just Meat
  Other Aspects:
  Barely Controlled Rage, I hate 
  Taking Orders
  Skills
  Superb (+5):
  Fight, Physique
  Great (+4):
  Deceive, Provoke
  Good (+3):
  Contacts, Notice
  Fair (+2):
  Stealth, Thief, Will
  Average (+1):
  Accuracy, Athletics, Treatment, 
  Vehicles, Weapons
  Stunts
  Extraordinary Determination
  Face the Pain
  One Man Army
  Power Set:
  Metal Enhanced Metahuman
  Aspect:
  Super-Strong Juggernaut 
  of a Woman
  Adrenaline Surge (berserker rage)
  Hardiness 2
  Immoveable
  Invulnerability 3
  Melee Attack 3 (deadly, demolishing, penetrating)
  Super-Strength 1
  Power Set:
  Undead Genetics
  Aspect:
  Power Transformed Through the 
  Hellspores
  Adrenaline Surge (Anger or Rage, physique, 
  controlling skill)
  Emotion Control (limit: fear only)
  Hellbrood Infection (target is infected with 
  Hellspores if a consequence is taken from bite 
  damage during a grapple, see: The Infection)
  Invulnerability 3 (stacks with innate Invulnerability, 
  to a maximum of power level 6)
  Immunity (Power: Emotion Control, 
  poison, radiation, vacuum)
  Incarnate Adamantia
  Life Support
  Powerful Jaws (bite damage sustained during a 
  grapple is also penetrating and potent)
  Regeneration (Enhanced Regeneration, 
  Immortality, Regrowth)
  Telepathy (limit: Necrolean hive mind network)
  Complications:
  Power Loss: Must touch steel or metal to activate 
  her power set
  Physical Stress:
  [1] [2] [3] [4] [5] [6] [7]
  Mental Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  1 Mild, 1 Moderate, one extra 
  mild consequence for physical
  Costume:
  Adamantia wears a tank-top, 
  jeans, and combat boots. A 
  metal ring around her bicep 
  gives her constant access to her 
  powers.
  Incarnate Psiclone
  Concept:
  Incarnate Hellbrood Psychic
  Motivation:
  Explore All the New Avenues of 
  the Mind
  Other Aspects:
  Does Not Trust the Others, The 
  Necroleans are Facinating
  Skills
  Superb (+5):
  Mental
  Great (+4):
  Rapport, Will
  Good (+3):
  Empathy, Provoke
  Fair (+2):
  Deceive, Investigate, Knowledge
  Average (+1):
  Athletics, Fight, Notice, 
  Physique, Treatment
  Stunts
  Psychic Marksman (use Mental instead of Accuracy 
  for Mental Blast)
  Strength From Determination
  Power Set:
  Psychic Abilities
  Aspect:
  The Mind is a Powerful Weapon
  
  119
  Incarnate Psiclone
  Flight 1
  Mental Blast 5
  Mental Forcefield 3
  Mind Probe
  Mind Control
  Paralyze (vs Will)
  Telekinesis
  Telepathy
  Power Set:
  Undead Genetics
  Aspect:
  Power Transformed 
  Through the Hellspores
  Adrenaline Surge (Anger or Rage, 
  physique, controlling skill)
  Emotion Control (limit: fear only)
  Hellbrood Infection (target is infected with 
  Hellspores if a consequence is taken from bite 
  damage during a grapple, see: The Infection)
  Invulnerability 3 (stacks with innate 
  Invulnerability, to a maximum of power level 6)
  Immunity (Power: Emotion Control, 
  poison, radiation, vacuum)
  Life Support
  Powerful Jaws (bite damage sustained during 
  a grapple is also penetrating and potent)
  Regeneration (Enhanced Regeneration, 
  Immortality, Regrowth)
  Telepathy (limit: Necrolean hive mind network)
  Physical Stress:
  [1] [2] [3] [4] [5]
  Mental Stress:
  [1] [2] [3] [4] [5] [6]
  Consequences:
  1 Mild, 1 Moderate, one extra 
  mild consequence for mental
  Costume:
  Psiclone wears a purple and black 
  costume with open headgear that 
  frames his face, and a billowing 
  cloak that flares behind him as he 
  flies through air.
  Incarnate cryoborg
  Concept:
  Incarnate Hellbrood Enforcer
  Incarnate cryoborg
  Motivation:
  Biding My Time and Watching
  Other Aspects:
  Always Question 
  Another’s Motives
  Skills
  Superb (+5):
  Accuracy, Fight
  Great (+4):
  Athletics, Physique
  Good (+3):
  Weapons, Will
  Fair (+2):
  Notice, Stealth, Thief
  Average (+1):
  Contacts, Investigate, 
  Leadership, Rapport, Vehicles
  Stunts
  Uncanny Agility
  Power Set:
  Cybernetic Enhancements
  Aspect:
  Power Transformed Through the 
  Hellspores
  Blast 4 (ice, penetrating)
  Flight 2
  Friction Control (limited: slippery surface only)
  Invulnerability 2
  Melee Attack 3 (ice, penetrating)
  Regeneration
  Power Set:
  Undead Genetics
  Aspect:
  Power Transformed 
  Through the Hellspores
  Adrenaline Surge (Anger or Rage, 
  physique, controlling skill)
  Emotion Control (limit: fear only)
  Hellbrood Infection (target is infected with 
  Hellspores if a consequence is taken from bite 
  damage during a grapple, see: The Infection)
  Invulnerability 3 (stacks with innate 
  Invulnerability, to a maximum of power level 6)
  Immunity (Power: Emotion Control, 
  poison, radiation, vacuum)
  Life Support
  Powerful Jaws (bite damage sustained during 
  a grapple is also penetrating and potent)
  
  120
  Incarnate cryoborg
  Regeneration (Enhanced Regeneration, 
  Immortality, Regrowth)
  Telepathy (limit: Necrolean hive mind network)
  Physical Stress:
  [1] [2] [3] [4] [5] [6]
  Mental Stress:
  [1] [2] [3] [4] [5] [6]
  Consequences:
  1 Mild, 1 Moderate
  Costume:
  Cryoborg possesses cybernetic 
  arms, chest, and lower legs. He 
  wears a hooded cloak to hide 
  some of his machinery, and a 
  thick visor covers his eyes.
  Hero Archetypes
  Below are five heroic archetypes that can be use by 
  players to get started with Little Tin God right away. 
  The heroes are built with Know the Ropes experience 
  level, Super-Heroic series level, and Four Color series 
  tone.
  Aspects are left blank so players can create them 
  based upon the character backstory and personality 
  they create, either before the story begins or during 
  play. Likewise, no additional skill points or Hero Points 
  have been granted for Supporting Cast Members or 
  Personal Rogues. If players decide to create those 
  facets of the character, allow them to spend the 
  additional points to customize the character.
  Brickhouse
  Concept:
  Motivation:
  Other Aspects:
  Skills
  Superb (+5):
  Physique
  Great (+4):
  Fight, Weapons
  Good (+3):
  Notice, Will
  Fair (+2):
  Contacts, Rapport, Provoke
  Brickhouse
  Average (+1):
  Athletics, Deceive, Stealth, 
  Treatment, Vehicles
  Stunts
  Extraordinary Determination
  Face the Pain
  Tough As Nails
  Power Set:
  Super Strong and Durable
  Aspect:
  Hardiness 4
  Invulnerability 3 (unstoppable)
  Leaping 3
  Super-Strength 3 (enhanced lifting, ground slam)
  Physical Stress:
  [1] [2] [3] [4] [5] [6] [7] [8]
  Mental Stress:
  [1] [2] [3] [4] [5] [6]
  Consequences:
  Mild Consequence (2)
  Mild Physical Consequence (2)
  Mild Mental Consequence (2)
  Moderate Consequence (4)
  Moderate Physical Consequence (4)
  Severe Consequence (6)
  Mystic Martial artist
  Concept:
  Motivation:
  Other Aspects:
  
  121
  Mystic Martial artist
  Skills
  Superb (+5):
  Fight, Notice
  Great (+4):
  Athletics, Weapons
  Good (+3):
  Physique, Stealth
  Fair (+2):
  Empathy, Investigate, Provoke
  Average (+1):
  Arcanum, Deceive, Leadership, 
  Will, Vehicles
  Stunts
  Body Language Reader
  Dazing Counter
  Everywhere At Once
  Face the Pain
  Focused Senses
  Into the Fray
  One-Man Army
  Uncanny Agility
  Power Set:
  Chi Empowered Abilities
  Aspect:
  Adrenaline Surge (absolute calmness, Fight skill)
  Hardiness 2
  Hyper-Senses 2 (awareness: mystical energy, true 
  vision)
  Invulnerability 1
  Melee Attack 3 (deadly, demolishing, penetrating)
  Physical Stress:
  [1] [2] [3] [4] [5] [6] [7] [8]
  Mental Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  Mild Consequence (2)
  Mild Physical Consequence (2)
  Moderate Consequence (4)
  Moderate Physical Consequence (4)
  Mystic Martial artist
  Severe Consequence (6)
  Sorcerer
  Concept:
  Motivation:
  Other Aspects:
  Skills
  Superb (+5):
  Arcanum, Magic
  Great (+4):
  Notice, Will
  Good (+3):
  Empathy, Rapport
  Fair (+2):
  Accuracy, Contacts, Deceive
  Average (+1):
  Artificing, Knowledge, 
  Investigate, Stealth, Treatment
  Stunts
  Fortune Telling
  Power Stunt Mastery (2 points)
  Powerful Sixth Sense (2 points)
  Power Set:
  Arcane Mastery
  Aspect:
  Astra Projection
  Blast 3 (darkness, multi-targeting)
  Dimensional Travel
  Sorcery
  Teleportation 3
  Physical Stress:
  [1] [2] [3] [4]
  Mental Stress:
  [1] [2] [3] [4] [5] [6]
  Consequences:
  Mild Consequence (2)
  Moderate Consequence (4)
  Severe Consequence (6)
  
  122
  Shape-shifter
  Concept:
  Motivation:
  Other Aspects:
  Skills
  Superb (+5):
  Deceive
  Great (+4):
  Empathy, Rapport
  Good (+3):
  Athletics, Fight
  Fair (+2):
  Notice, Stealth, Thief
  Average (+1):
  Fight, Physique, Provoke, 
  Weapons, Will
  Stunts
  Actor
  Impersonator
  Master of Disguise
  Power Set:
  Ultimate Shape-Changer
  Aspect:
  Chameleon (near perfect form)
  Power Mimicry (stunt mimic)
  Shapeshift
  Physical Stress:
  [1] [2] [3] [4] [5]
  Mental Stress:
  [1] [2] [3] [4] [5]
  Consequences:
  Mild Consequence (2)
  Moderate Consequence (4)
  Severe Consequence (6)
  Teleporter
  Concept:
  Motivation:
  Other Aspects:
  Teleporter
  Skills
  Superb (+5):
  Power
  Great (+4):
  Athletics, Notice
  Good (+3):
  Fight, Stealth
  Fair (+2):
  Deceive, Knowledge, Rapport
  Average (+1):
  Contacts, Empathy, Physique, 
  Resources, Provoke
  Stunts
  Uncanny Agility
  Power Set:
  Sub-Quantum Portals
  Aspect:
  Deflection (full deflection)
  Melee Attack 3 (multi-targeting)
  Regeneration (enhanced regeneration)
  Spatial Control
  Teleportation 3 (gateway)
  Physical Stress:
  [1] [2] [3] [4] [5]
  Mental Stress:
  [1] [2] [3] [4]
  Consequences:
  Mild Consequence (2)
  Moderate Consequence (4)
  Severe Consequence (6)
  Deflection and Regeneration
  The Deflection power works for the teleporter the 
  same as in the rulebook, except it’s narrated as the 
  hero using teleportation portals to grab the attack with 
  one portal, and opening another to hit the attacker 
  with their own attack.
  Regeneration is an bit of an oddball theme under the 
  character archetype, and represents the hero actually 
  teleporting healthy cells to replace their injuries.
  
  OPEN GAME LICENSE 
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  15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, 
  Wizards of the Coast, Inc.
  Fudge System 1995 version © 1992-1995 by Steffan O’Sullivan, © 2005 
  by Grey Ghost Press, Inc.; Author Steffan O’Sullivan.
  FATE (Fantastic Adventures in Tabletop Entertainment) © 2003 by Evil 
  Hat Productions LLC; Authors Robert Donoghue and Fred Hicks.
  Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin
  Publishing; Author Steve Kenson.
  Spirit of the Century © 2006, Evil Hat Productions LLC. Authors Robert 
  Donoghue, Fred Hicks, and Leonard Balsera.
  Bulldogs! Copyright © 2011 Brennan Taylor/Galileo Games. All rights 
  reserved. Bulldogs! created by Eric Coble, Chuck Cooley, Robert Cooley, 
  Nathan Crowder, and C. Austin Hogan.
  Mutants & Masterminds Hero’s Handbook, Copyright 2011, Green 
  Ronin Publishing; Author Steve Kenson.
  Fate Core System and Fate Accelerated Edition © 2013 by Evil Hat 
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  authored, and edited by Robert Donoghue, Brian Engard, Brennan 
  Taylor, Mike Olson, Mark Diaz Truman, Fred Hicks, and Matthew 
  Gandy.
  Daring Comics Role-Playing Game © 2016 by Daring Entertainment, 
  LLC. Authors Tommy Brownell, Lee. F. Szczepanik, Jr, and Lee. F. 
  Szczepanik, III.
  Little Tin God © 2016 by Daring Entertainment, LLC. Authors Lee. F. 
  Szczepanik, Jr, and Lee. F. Szczepanik, III.
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/Daring Comics/Little Tin God.pdf