TEXT: ICONS • Casino of Corruption 
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  A string of robberies, committed by a gang of gambling-themed supervillains, 
  attracts the heroes’ attention. Cardsharp, Roulette, Snake Eyes, and Poker Face are 
  obviously powerful, but have never been seen before! Anticipating the next heist, 
  the heroes ambush the villains. Once captured, it is revealed that until recently, all 
  four were ordinary people—until they gambled in a secret underground casino. 
  There, they lost everything, including their souls! They were oﬀered a chance to 
  “buy back their markers” by the mysterious Mr. Jack, owner of the casino, by 
  committing crimes. On the hunt for Mr. Jack, the heroes go to the secret casino. 
  Confronting him requires that they participate in his otherworldly games of chance, 
  gambling their powers, convictions, and perhaps their own souls against this 
  darkest of supernatural foes in...The Casino of Corruption!
  Start oﬀ the adventure by reading the following aloud to the players:
  “This is Bozz Phillips with the Action 6 News Team, bringing you breaking news 
  about a disturbing trend: We’re getting reports that the McKenzie Company, dealers 
  in ﬁne jewelry and gems, is being robbed by costumed criminals—making the third 
  such incident in this week’s sudden crime wave! The Metropolitan Bank and Trust, 
  Gonsalvo Brothers Gold and Coin Exchange, and now McKenzie jewelers; all three 
  targets of daring daylight robberies by a new team of super-powered thieves. Now 
  over to Caitlin Browne, at the scene…” 
  “Thanks, Bozz. I’m here at McKenzie—you can see behind me the Metro PD are 
  putting up a cordon around the building. We’ve only just arrived; Captain Burtell of 
  the police stated that a 911 call was received from an observer on the street, who 
  claimed to have seen four costumed individuals enter. So far, there have been no 
  reports of anyone leaving the building. The situation here is tense. Captain Burtell is 
  concerned that it might turn into a hostage crisis…”
  HEY, PLAYERS...
  If you are not planning to act as Game Master for this adventure, read no 
  further! You may spoil some of the surprises in the story for yourself and 
  your fellow players by doing so. Game Masters should familiarize themselves 
  with the entire adventure and its contents, particularly the capabilities of the 
  main villains, before running it.
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  The heroes have only minutes to respond to this crime. Ask the players where their 
  characters are and what they are doing when they hear the news report. This is a 
  chance for the players to explore their heroes “oﬀ duty” lives a bit, and show oﬀ 
  their Aspects.
  Players who frame their characters conveniently close to the crime scene gain a few 
  pages worth of actions before the other heroes arrive. 
  • Heroes who regularly monitor the news and the police radio bands hear the 
  report, and may have movement powers that can get them to the scene almost 
  as fast as the police.
  • A hero who regularly patrols the city might be in the neighborhood of the 
  McKenzie Company, and spot the villains entering the building, or spot the police 
  cars and the Action 6 News van as they pull up outside.
  Players who place their characters in situations that create temporary complications 
  for themselves should be rewarded with Determination. Suggest one of the 
  possibilities below to any character with an appropriate Aspect: 
  • Heroes with secret identities might be shopping in the area (possibly 
  accompanying a friend, family member, or other Connection). They might even be 
  in the McKenzie building, looking at jewelry…
  • A hero with a Connection to someone who might plausibly be in the building 
  (working for or shopping at the McKenzie Company) might get an alarming text 
  message or call from inside the crime scene.
  • A hero in civilian identity could be practically anywhere; at work, on a date, having 
  a business lunch, or coaching a Little League team, and catch part of the news 
  report on a conveniently-located television screen.
  Heroes with a friend or loved one in danger should get a point of Determination. 
  Heroes busy with their ordinary lives when the emergency arises can also get a 
  point of Determination by ﬁnding a way to duck out of their current commitments in 
  order to respond. 
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  Inside Job
  The villains use the same plan here that they have used for their previous crimes: 
  Cardsharp leads the way, using her throwing cards to destroy something and make 
  a scene, attracting attention and frightening the workers and customers. Roulette 
  uses her Probability Control to cause the security cameras and alarms to 
  “unfortunately” fail. Snake Eyes rapidly disarms or knocks out any guards. 
  Cardsharp orders everyone to lie face down on the ﬂoor and remain still. Roulette 
  strips the display cases, shoving all the jewelry into a black nylon gym-bag. Once 
  the situation on the sales ﬂoor is under control, Poker Face rips open the vault, and 
  Snake Eyes ﬁlls the remaining bags with the loot. Cardsharp and Roulette enter the 
  vault, pulling the door closed after themselves. Inside the vault, Poker Face uses a 
  stunt of his super-strength to Burrow through the ﬂoor, ﬁrst into the basement, then 
  into the city’s storm drain network. Once below ground, the villains split up; 
  Cardsharp and Roulette change out of their costumes (stuﬃng them into the gym-
  bags with their shares of the loot) and exit the drain system separately, blocks away 
  from the crime. Snake Eyes teleports from a sewer drain grating into a waiting 
  (stolen) vehicle with his bag. Poker Face simply reverts to his human form and 
  saunters out of the tunnels through a maintenance exit, carrying a bulky gym-bag 
  like any workman getting oﬀ shift might carry.
  Thus far, each robbery has been based on inside information: Metropolitan Bank & 
  Trust was the bank Snake Eyes used to manage, Poker Face did business with 
  Gonsalvo Brothers, and Roulette’s husband works at the Mckenzie Company. 
  The Getaway
  Heroes who arrive on the scene quickly ﬁnd four police cars and the Action Six 
  news van parked in the street, forming a rough semi-circle around the entrance to 
  the McKenzie building. Eight police oﬃcers are securing the area under the 
  command of Captain Kevin Burtell. The driver of the news van, a TV cameraman, 
  and reporter Caitlin Browne are directed by the oﬃcers to a safe distance across 
  the street.
  Heroes who have to extricate themselves from their normal lives before responding 
  arrive at the scene ten minutes or so later – long enough for the villains to have 
  completed their plans, and just in time for the ﬁrst of the hostages inside the 
  building to realize that the villains have gone. Three of the sales staﬀ, Dolores 
  Gonzales, Susan Wyatt, and Ronald Knapp, will herd the half-dozen customers out 
  through the main doors. 
  Any hero who speaks to the escaping staﬀ or customers can get a basic description 
  of the four villains who committed the robbery and a description of what they each 
  did before entering the vault and closing the door. Heroes with a positive 
  relationship with the police who speak to Captain Burtell can get the information 
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  that previous robberies by this crew have included a hole in the ﬂoor of the vault, 
  leading down into the city’s storm drains.
  During the getaway, the villains potentially square oﬀ against one or more heroes. 
  Refer to the write-ups at the end of this adventure for notes on their general tactics. 
  Each villain also has one or more ways to throw the heroes oﬀ their trail:
  Cardsharp attempts to evade a single hero who spots her, using Power Nulliﬁcation 
  to remove movement powers, or ranged attacks that might harm her. She uses 
  Reﬂection against any attacks thrown at her, but beyond that, she simply runs. If 
  she spots her pursuers early, and it seems as if she is going to be cornered, she 
  drops the gym-bag and performs a stunt with her Wizardry to throw a card at it and 
  make it invisible. No loot in her possession and no witnesses who can identify her 
  out of costume means no arrest.
  Snake Eyes ﬂees the scene in a stolen car. He is not above rolling down the 
  window, tossing the Skull Dice into (or through) the window of another vehicle, and 
  teleporting across! This leaves his original car careening out of control down the 
  freeway, endangering everyone nearby. He might do this several times, creating a 
  chain of hazards in order to make good his escape!
  Poker Face, if he is stopped and questioned in human form, attempts to brazen it 
  out, denying every accusation and claiming to be an oﬀ-duty sewer worker at the 
  end of his shift. “The gym bag? Those are my work clothes—you don’t want me to 
  open that up, the smell is bad, you know?” The problem is, Theo ironically hasn’t 
  got much of a poker face. Normally, a hero might have to test Awareness against 
  someone else’s Intellect to notice a lie, but Theo doesn’t have a chance. As soon as 
  he realizes the heroes are on to him, he transforms into Poker Face to slug it out. If 
  more than one hero is at conversational distance, Theo takes the –4 modiﬁer to 
  attack multiple targets on his ﬁrst panel as he grows to full size.
  Roulette utilizes the terrain to her advantage. If the heroes catch up to her in the 
  storm drains, she telekinetically pulls bricks out of the arched roof to throw at them, 
  then uses Probability Control to retcon a roof collapse. Not only do the heroes have 
  to get past the rubble ﬁlling the tunnel, there is be a car-sized hole in the city street 
  above with a mini-van headed straight for it!
  Outside the drains, Roulette uses a Telekinesis stunt to leap away from her 
  pursuers, twirling like a ballerina. Then she uses Probability Control to create a 
  distraction to keep them oﬀ her tail. Possibilities include a traﬃc-signal malfunction 
  causing green lights in both directions and potential collisions, the sudden failure of 
  the brakes on a nearby city bus, or a gas-main break that ﬂoods the area with 
  volatile and hazardous fumes.
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  Given their head starts, it is unlikely any of the villains will be captured at this point, 
  but this ﬁrst skirmish should give the heroes some idea of the villains’ powers and 
  abilities.
  Investigation
  There is no indication that the villains’ crime spree will stop at three robberies, so it 
  is likely that your players will begin to wonder about their foes’ next target.
  The heroes can learn a lot by checking out the reports of the previous robberies, or 
  by visiting the scenes of those crimes. 
  At the Metropolitan Bank and Trust:
  The bank manager, Neville Hanson, disappeared two weeks before the robbery. His 
  assistant, Caroline Pulaski, has taken over in his absence. She is the oﬃcial contact 
  for any heroes who inquire about the robbery. The bank is still closed, since the 
  vault has to be completely re-built. Ms. Pulaski is happy to show any heroes with 
  positive reputations the damaged vault; its door has been ripped half-oﬀ its hinges. 
  The locking pins, each a steel bar as big around as a soda can, are bent and 
  mangled where they were pulled out through the armored face of the vault. “We’ve 
  already had the ﬂoor replaced, but you should have seen the hole they left—eight 
  feet across, and twenty feet deep! The vault sits on a reinforced foundation, all 
  concrete and those re-bar things, but the hole went all the way down into the city 
  storm drains.”
  Inquiries about the missing manager elicits the following. “I don’t know Mr. Hanson 
  that well… He’s a very private man. He wasn’t married, or dating, at least as far as I 
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  know. When he took vacations, it was always to somewhere sunny – he’d come 
  back sun-burned, but vacations didn’t seem to relax him at all. He always seemed 
  to be under stress, but when he disappeared, no one thought that he might have, 
  well, you know…” Ms. Pulaski doesn’t want to say that she suspects, now, that Mr. 
  Hanson killed himself. “Oﬃcially, the police still list him as a missing person, but 
  they say they don’t suspect kidnapping; there wasn’t a ransom demand or 
  anything...” 
  A Moderate Success or better on a Willpower test is required to convince Ms. 
  Pulaski to let the heroes examine Mr. Hanson’s oﬃce, which has been locked since 
  he was reported missing. Inside, among the usual papers, is a folder of travel 
  brochures in a bottom drawer, for places like Las Vegas, Lake Tahoe, Atlantic City, 
  and anywhere else that legal casinos might be found. A check of Mr. Hanson’s 
  computer reveals his browser history has records of visits to a number of internet 
  gambling sites… something deﬁnitely against company policy, and indicative that 
  Mr. Hanson suﬀers from a desperate addiction.
  At Gonsalvo Brothers Gold and Coin Exchange:
  Jorge and Hector Gonsalvo have operated the city’s largest retail gold exchange for 
  over a decade. Their storefronts are found in strip-malls and shopping centers 
  across the city, but the robbery occurred at their main facility, located in an 
  industrial oﬃce park. Their business has two sides; one dealing with collectible 
  coins and gold bullion, the other with gold jewelry and reclaimed “industrial” gold. 
  There is a smelting furnace at the central facility, where reclaimed and scrap gold is 
  melted into small ingots which are then stored in a very modern high-tech vault.
  If the heroes ask permission from the owners to inspect the damaged vault, they get 
  it. Jorge Gonsalvo shows visitors around the facility, keeping up a steady ﬂow of 
  nervous chatter about the reclamation process. Hector does his best to ignore the 
  heroes’ presence, hiding out in the main oﬃce until the heroes have gone.
  The vault shows the marks of forced entry, similar to the vault at the bank. There is a 
  nearly-identical hole in the ﬂoor, leading down through the facility’s basement and 
  once more into the storm drains. 
  Allow heroes to test Awareness when speaking with either of the business’ owners. 
  Specialties in Investigation or Business apply. Heroes with at least a Moderate 
  Success realize the Gonsalvo Brothers don’t look too deeply into the origin of the 
  gold they buy. They melt most of it down anyway, so they have no particular reason 
  to worry about whether it was stolen or not… 
  Attempts to pressure one of the brothers into revealing the identities of the criminals 
  they fence gold for will require Intimidation tests against Jorge’s Willpower of 3 or 
  Hector’s Willpower of 4. Jorge will cave easily, and start listing names. Hector can 
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  be intimidated into giving up the information, but will be outraged all the same. “I’m 
  just trying to run a business here! We were the victims of a crime, remember? Why 
  are you coming after us?”
  The probably-illegal source of some of the Gonsalvo Brothers’ reclaimed gold is a 
  potential red herring for the heroes. It’s a (pardon the expression) gold mine of 
  information relating to low-level crime in the city, but it has nothing further to do with 
  the adventure at hand.
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  With three successful daylight robberies under their belts, the villains will certainly 
  strike again. The problem for the heroes is to determine where and when…
  The heroes can call upon their various resources and contacts to get information 
  about possible targets. A check of the local business news sources shows that a 
  large quantity of cash is scheduled to come into the city. Because of the recent 
  high-proﬁle bank robbery, there have been runs on banks as nervous patrons 
  withdraw their cash. The Federal Reserve is transferring several million dollars in an 
  eﬀort to ensure a ready supply of cash and to shore up consumer conﬁdence in the 
  banking system. The Guardian Armored Truck Company transports most high-value 
  shipments in the city, and this one is no exception.
  Heroes in good standing with the local business community, or who have cultivated 
  a positive relationship with Captain Burtell of the Metro PD, can ﬁnd out the route 
  taken by the armored truck. With that information, they can formulate a plan to 
  stake out the route and ambush the robbers.
  The villains, of course, have their own means of ﬁnding out the route the armored 
  truck will follow, it will also leave a clue behind. A hero with the Occult Specialty 
  who visits the Guardian Armored Truck Company will certainly sense something 
  amiss—the faint scent of brimstone in the air for those sensitive to it. This might hint 
  to the heroes that there is something serious going on beyond just a string of 
  robberies.
  THE HEIST
  The villains have developed a successful method of conducting a robbery, so they 
  stick to what they know. They include slight variations to account for the mobile 
  target. Roulette uses her powers to stop traﬃc, causing a couple of large vehicles 
  (such as tractor-trailers or city busses) to suﬀer catastrophic mechanical 
  breakdowns at an intersection the villains have picked out in advance.
  As soon as the armored truck comes to a stop on the selected mark, Poker Face 
  strikes from below, burrowing through the street and ripping open the underside of 
  the vehicle! Snake Eyes teleports himself and Cardsharp into the rear compartment, 
  and disables the guards. They break through the bulletproof glass viewport into the 
  cab, and disable the driver as well.
  They move quickly, and Poker Face immediately starts dumping bags of loot down 
  through the hole he created. As soon as the guards are out of commission, Snake 
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  Eyes and Cardsharp assist him. They have bags and packs waiting below to help 
  them move their haul. 
  Hitting the Streets
  Here’s where the villain’s plan meets the heroes: Depending on where the players 
  have positioned their characters along the armored truck’s route as they follow the 
  target, the ﬁght may be at close range or spread across a city block.
  FOILED!
  The villains have an exit strategy, in case something goes wrong during the heist. As 
  soon as it looks as if the heroes might prevent the robbery, they fall back on their 
  getaway plans: Roulette uses her abilities to cause any equipment, gadgets, or gear 
  carried by the heroes to malfunction, preferably in a way that endangers nearby 
  civilians. Poker Face exits the armored truck by bursting out through the back 
  doors, then throws the truck at the toughest-looking hero! Cardsharp and Snake 
  Eyes engage any heroes who are threatening their escape route. After two rounds of 
  combat, Cardsharp makes a run for the hole in the street, attempting to exit the 
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  ﬁght with at least some of the loot. Poker Face burrows a new hole, and Roulette 
  does her best to vanish into the gathering crowd of gawkers. Snake Eyes, always 
  unpredictable, either tries to teleport away, or take a civilian hostage to use as a 
  human shield.If the heroes have a good plan and stick to it, they will most likely 
  prevail against at least a couple of the villains this time around.
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  Once at least two of the villains are incapacitated, bring on the Metro PD. Several 
  squad cars and a SWAT van arrive on the scene, reinforcing the heroes and helping 
  to corral any ﬂeeing villains. Captain Burtell takes a personal interest in capturing 
  these criminals. 
  Ordinarily, once villains are in custody, the heroes’ job is done. In this case, 
  however, there is still an outstanding question: What did they do with the money, 
  gems, and gold they’ve already stolen? Captain Burtell wants answers, and he’s 
  willing to let the heroes assist him in questioning the prisoners.
  LAWYERED UP
  Cardsharp tries to prevent her compatriots from answering any questions, ordering 
  them to shut up if any of the heroes attempts to question them. She knows the 
  team won’t be spending much time in custody: Mr. Jack will “call them home” 
  before long. 
  It’s not diﬃcult for her to prevent Poker Face from telling his story, at least so long 
  as he stays in his villain form. Roulette barely speaks English, so getting anything 
  out of her is a challenge. Telepathy, the ability to speak Russian, or extreme 
  patience is required. For her part, Cardsharp waits quietly until she is at the police 
  station downtown, then she demands her one phone call. She’ll call the Fishhook 
  Casino and, within the hour, her attorney shows up. Cardsharp refuses to say 
  anything without council present, but her call itself is a clue pointing toward the 
  casino, if the heroes follow up on it.
  The most likely source of information for the heroes is Snake Eyes. He rolls the dice 
  to decide whether or not to answer questions. (Go ahead and roll a pair of dice for 
  each question; it’s one of the few times in a game of ICONS that you’ll get to do so!) 
  On an 8 or better, he answers a question truthfully. On a 2, he goes into a violent 
  frenzy. On any other number, he lies, and the lies he tells will not be consistent with 
  each other. Let the players see the rolls, and try to ﬁgure out the pattern for 
  themselves.
  When he’s truthful, he explains that he gambled at the Fishhook Casino, lost 
  everything he had, and was given a marker by the owner, Mr. Jack. When he lost the 
  money he had been loaned, Mr. Jack called in the marker, and wanted his soul, 
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  payable immediately. There was, however, one other possibility: Mr. Jack oﬀered 
  him a job, of sorts. He was granted superhuman powers, so he could get the money 
  he needed to buy back his soul—but there was a catch; it had to be cash, or gold, 
  or jewels, and it had to be stolen, not earned.
  ESCAPE!
  Cardsharp was right; Mr. Jack won’t allow his catspaws to be incarcerated for long. 
  As soon as the captured villains are alone, they vanish! Handcuﬀs, strait-jackets, or 
  other restraints are left behind, but the villains and their costumes and props blink 
  out of existence so quickly that even the video security systems at the police station 
  show only that they were there one frame, and gone the next.
  Heroes with appropriate powers (magic or psychic, for example) may be able to 
  track the villains back to their source based on the mystical residue or emanations 
  their vanishing act left behind. In that case, mention the impression of a faint stench 
  of brimstone left behind in their cells.
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  Armed with the information they have learned from the captured villains, the heroes 
  can now seek out the mysterious source of their transformations. 
  GOING UNDERGROUND
  The Fishhook Casino is a private, underground club. No one seems to know just 
  when it opened, or who owns it. Any hero with underworld contacts or connections 
  can ﬁnd out the Fishhook just seemed to appear one day, a few months ago. 
  Technically a private club, the casino welcomes anyone with money to gamble, so 
  long as they can ﬁnd the place. It seems popular with a certain crowd; members of 
  the city’s wealthy elite who enjoy a certain illicit thrill to their entertainment. 
  The casino is located in the city’s warehouse district, in what appears to be a 
  dilapidated and disused building, most likely a former warehouse. 
  On The Hook
  The Fishhook Casino, on the inside, is as opulent and tawdry as any casino 
  anywhere. A pair of enormous letter J’s, outlined in blinking chase-lights, hover over 
  the main entrance. They are shaped rather like ﬁshhooks, but that is the only 
  “nautical” element to the décor. Raucous slot machines ﬁll the main room, 
  surrounding the central gaming pit. Scantily-dressed cocktail waitresses circulate 
  with drinks, and a crowd of zombie-like patrons ﬁll the main ﬂoor. A wide marble 
  staircase with gold-plated nude statues on the bannisters sweeps upward at the 
  opposite side of the casino from the entrance. At the top of the stairs are a set of 
  THE NEW PLACE IN TOWN
  If your game takes place somewhere there are legal casinos, the Fishhook is 
  instead a newly-constructed venue that seemed to go up almost overnight, 
  on the edge of a bad part of town. Everyone in the business is speculating 
  about the “new joint,” but no one has any real information. The rumor mill 
  can tell heroes with connections in the industry this: At the Fishhook, they 
  aren’t hiring, they aren’t advertising, and they haven’t made any eﬀort to 
  poach patrons from the established casinos in the area. It makes people 
  wonder how the owners of the place intend to stay in business.
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  carved mahogany doors, ﬂanked by two burly bouncers in pinstriped suits. Beyond 
  the doors is the exclusive High Limits room, where Mr. Jack’s “select customers” 
  are permitted to play.
  The dealers, waitresses, and bouncers are dressed in a retro-1940’s style, almost 
  like parodies of gangsters. All the female staﬀ wear the same shade of bright 
  crimson lipstick. Allow any hero who examines a member of the casino staﬀ closely 
  to make an Awareness test, on a Major Success or better the hero notices the staﬀ 
  member seems to have tiny devil-horns on his or her forehead, partially concealed 
  by their hairstyle. Any hero with the Occult Specialty or the ability to Detect magic 
  immediately feels something is Not Right about the Fishhook Casino, Awareness 
  test or no. There is evil at work here.
  LET THE GAMES BEGIN
  While exploring the casino (presumably out of costume), heroes who play the table 
  games or slot machines feel a powerful draw… The games have an almost 
  mesmerizing eﬀect.
  Allow any hero who spends a little time nosing around, and who has a plausible 
  reason to know the casino business (or who has the Business Specialty), to test 
  Awareness. On a Moderate Success or better, the hero realizes this isn’t a real 
  casino; it’s just a façade that looks like a casino. Real casinos have Count Rooms 
  for handling money, break rooms, rest rooms, dining areas for the staﬀ, and 
  business oﬃces full of oﬃce workers handling paperwork about everything from 
  purchasing to payroll. There should be maintenance people, housekeepers, and 
  technicians handling the details behind-the-scenes that make everything on the 
  gaming ﬂoor run smoothly. The Fishhook has none of these; it’s all front with no 
  back, no more real than a Hollywood set.
  Attempts to interact with the staﬀ, or try to get into the High Limits room, are quickly 
  rebuﬀed. Questions directed at any staﬀ member receive a polite but negative 
  response, followed by an oﬀer of a drink or a suggestion for a game of chance to 
  try. Persistent badgering of a staﬀ member draws the attention of the bouncers, 
  who intervene.
  The crowd of players, mostly well-dressed members of the city’s wealthy elite, move 
  in a slow but constant swirl of activity between the rows of slot machines and the 
  gaming tables. They exhibit an air of languid glamor, sipping champagne and 
  gambling with hardly a murmur of conversation. Any hero making at least a 
  Moderate Success on an Awareness test notices something strange about how the 
  players are acting—they seem completely self-involved, paying attention to 
  whatever game they are playing, and nothing else. A normal crowd would include at 
  least some people who are socializing with one another in search of companionship, 
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  camaraderie, or sex. These people act as if each of them is alone in the casino; 
  nothing attracts their notice except the games.
  Heroes with links to the local community recognize some of the important people 
  among the zombie-like patrons. Any hero with a positive relationship with city 
  government or law enforcement spots the Mayor or District Attorney. Bozz Phillips, 
  the news anchorman, is recognizable by any hero who keeps an eye on the local TV 
  news. Most importantly, any heroes with connections to particular wealthy or 
  inﬂuential individuals recognize their friends among the crowd! This counts as a 
  temporary Challenge, worth Determination to the aﬀected heroes.
  Attempts to interact with the patrons, especially celebrities or their own 
  acquaintances, result in a disturbing discovery: those people barely recognize or 
  acknowledge the heroes presence. They are all caught up in the mesmerizing snare 
  of the casino.
  Any hero scouting around for the villains ﬁnds no direct evidence of their presence
  —but a Moderate or better success on an Awareness test allows a hero to notice 
  that the dealers at the Fishhook Casino are uniformed in a style very similar to 
  Cardsharp’s costume.
  CASINO DENIZENS
  Treat the gamblers as Bystanders (ICONS, p. 116), the various dealers as Cultists 
  (ICONS, p. 116), and use the following for the bouncers.
  DEMON BOUNCERS
  PROWESS 5 • COORDINATION 5 • STRENGTH 6
  INTELLECT 3 • AWARENESS 3 • WILLPOWER 2
  STAMINA 8
  SPECIALTIES: Wrestling
  POWERS: Invulnerability 3
  The Fishhook Casino bounders are hellish parodies of Maﬁosi; thuggish 
  brutes in ill-ﬁtting pinstriped suits, with slicked-back hair that barely conceals 
  tiny horns on their foreheads.
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  By now, the heroes have drawn the attention of Mr. Jack himself. He strolls down 
  the stairs from the High Stakes room, making a grand entrance, and introduces 
  himself to the heroes. He’s already been informed by the villains that local 
  superheroes have gotten involved. Even without his arcane sources of knowledge, 
  he can put two-and-two together when strangers show up at this place asking 
  questions. He singles out the heroes, glancing over the crowd and zeroing in on 
  them at once.
  After a brief bit of banter, during which he reveals nothing and implies a great deal, 
  Mr. Jack oﬀers a “sporting proposition:” The heroes engage him in a little game of 
  chance, playing for the souls of their celebrity friends (and perhaps the souls of the 
  villains, if the heroes have realized they aren’t entirely villainous). If the heroes 
  accept, they’re whisked into the High Stakes Room. If they decline, they’re whisked 
  out onto the street. In either case, the eﬀect is all but instantaneous, a use of Mr. 
  Jack’s Wizardry and Time Control powers. The open use of abilities inside the 
  casino signals that from this point onward, the kid gloves are oﬀ; Mr. Jack is no 
  longer interested in keeping up a façade of normalcy.
  THE HIGH STAKES ROOM
  The private HIgh Stakes Room at the Fishhook Casino is decorated in a more 
  classical yet even-more-overwrought style than the rest of the property. The 
  woodwork and furnishings are 17th Century Italian, and the ﬂoor gleaming marble. 
  The walls and ceilings are painted with Renaissance frescoes—the ceiling is a 
  reproduction of the ceiling of the Sistine Chapel, albeit with certain impious 
  modiﬁcations. Enormous statues, all tasteful Grecian nudes, ﬂank the heavy 
  mahogany doors.
  There are slot machines here, of course, but the primary draw of this room are the 
  high limit tables – Blackjack, Baccarat, Roulette, Chemin-de-Fer, and Craps to the 
  right of the entrance door, and high stakes Poker to the left. One poker table is 
  separated from the others behind a crimson velvet rope.
  Inside the High Stakes Room the dealers, both male and female, are more 
  attractive, the cocktail servers more scandalously dressed, and the pinstripe-suited 
  bouncers even more muscular. There are four of these obviously-demonic 
  ICONS • Casino of Corruption 
  Page 17
  
  bouncers, two ﬂanking the entrance doors, and one each on either side of the velvet 
  rope surrounding the exclusive private poker table.
  The heroes will see local celebrities, members of the city’s “jet set,” and any 
  inﬂuential friends they noticed earlier gathered around the High Limit games. In 
  here, their faces seem pale and haggard. Their eyes shine with a feverish light, but 
  they seem to be drained—their vitality and their hope for the future siphoned away.
  The Final Table
  With a ﬂourish, Mr. Jack opens the 
  velvet rope barrier, and seats himself 
  at the private table. “Ladies and 
  gentlemen, I won’t insult your ‘virtue’ 
  by oﬀering to play for the same stakes 
  as my other guests. Your souls are, 
  undoubtedly, oﬀ the market.” Mr. Jack 
  has a more interesting game in mind—
  he intends to oﬀer the heroes a 
  chance to win back the souls of those 
  he’s already hooked, but they will have 
  to risk something they might consider 
  even more precious.
  The ﬁnal gamble will be no-limit poker. 
  Mr. Jack will have Cardsharp sit down 
  as the dealer, and provide her with a 
  fresh deck of cards, ice cold and razor 
  edged. Roulette, Snake Eyes, and 
  Poker Face will be directed to seats 
  alternating with those taken by the 
  heroes. 
  As soon as they sit down, each 
  participant in the game ﬁnds a pile of 
  tokens has suddenly come into being 
  in front of them. The tokens are all 
  diﬀerent, symbolic of that person’s 
  powers, identity, and beliefs. It is up to 
  the GM to deﬁne what tokens are 
  provided for the heroes, but keep in 
  mind that Mr. Jack runs the show 
  here, and he will create tokens that 
  somehow “cheapen” their references, 
  if at all possible. For example; a 
  ICONS • Casino of Corruption 
  Page 18
  
  character with Flight might ﬁnd a set of brass pilot’s wings or a single pigeon feather 
  among his tokens. Someone with ice powers might ﬁnd a thermometer, someone 
  who controls light might ﬁnd a 40-watt bulb. Heroes with gadget-based powers will 
  ﬁnd cheap toy versions of their gear. A cop might have a tin sheriﬀ’s badge, a 
  photographer a toy camera, and so on. Tokens symbolic of beliefs are a bit harder 
  to come up with; someone who values justice might have a tiny set of scales, a 
  patriotic hero might have a toy ﬂag, etc. Each hero should have between two and 
  four tokens, each one associated with a Power or Quality. 
  Roulette’s tokens are a toy top (representing her spiraling Telekinesis), a Russian 10-
  kopeck coin (representing her Probability Control), and a small round bell on a cat-
  collar (representing her Danger Sense). Poker Face has only a chunk of granite 
  (representing his Strength), and a small white replica of a frowning theatrical mask 
  (symbolizing his emotionless transformation). When Snake Eyes sits down, no 
  tokens appear—his bone dice represent both his Teleportation and his Blast attack 
  powers. “I’m not much of a card player, anyway.” He’ll quip, rolling them onto the 
  table. Alone among the villains, he seems unconcerned about sitting in on this 
  game.
  Mr. Jack places a stack of thirteen red-tinged gold coins on the green felt in front of 
  him. “If wishes were ﬁshes,” he murmurs with a chuckle, riﬄing through the stack 
  with a trill of atonal clinks.
  THE TURN OF AN UNFRIENDLY CARD
  Mr. Jack explains his little game. “Ladies and gentlemen, the game is no-limit Texas 
  Hold-‘Em. If you can win these wishes from me, you can use them to satisfy your 
  heart’s desires. If you want to waste them reclaiming the souls of your friends over 
  there…” He languidly waves at the zombie-like leading lights of the city. “Well, that’s 
  your aﬀair; I won’t stop you. I am a great believer in free will, as you well know.” 
  Poker is a game of skill as much as chance. Both Intellect and Awareness play a 
  part; Intellect to judge and calculate a player’s chances, and Awareness for reading 
  an opponent.
  Each round is simulated by a set of die rolls. Everyone in the game antes a token of 
  their choice, forming a pot in the center of the table, beneath Cardsharp’s watchful 
  eye. Have each hero describe the sort of strategy they wish to use, then Test 
  Intellect combined with Awareness (ICONS, p. 57).. The villains at the table don’t roll; 
  just calculate their Intellects combined with their Awareness, modiﬁed by any 
  Specialties that apply (see below). The totals for all participants are compared, and 
  the highest total wins the round, raking in all the tokens. If the highest total is a 
  Major Success against anyone, the hand was so masterfully played that those 
  players were bluﬀed into betting (and losing) an additional token.
  ICONS • Casino of Corruption 
  Page 19
  
  A hero (or villain) might have Specialties that can be applied to the Test, depending 
  upon the character’s speciﬁc background and their poker strategy. A Specialty in 
  Business or Computers implies ability to accurately calculate odds. Psychiatry can 
  give an edge in detecting an opponent’s tells. Sleight of Hand applies if a hero 
  decides to cheat, or tries to detect Cardsharp cheating. Finally the Occult Specialty 
  is very useful to someone attempting to “read” Mr. Jack. Allow and encourage 
  players to be creative in the application of their heroes’ Specialties.
  The ﬁrst time a hero loses a token, he or she feels a terrible wrenching deep inside. 
  Instantly, the hero will become aware of the true meaning of the token that was lost: 
  Each is a Power or Quality, and when they are lost, they can no longer be used. 
  Likewise, anyone winning a group of tokens feels an intoxicating rush of energy, as 
  new and possibly confusing abilities are bestowed upon them.
  Anyone who loses their entire “bank” of tokens is out of the game—unless, of 
  course, they wish to accept the same deal from Mr. Jack the villains all took. Heroes 
  who do so will ﬁnd that their lost traits instantly return, along with a new Challenge: 
  “In Debt to Mr. Jack”. 
  Showdown
  Initially, the game isn’t rigged – but Mr. Jack holds a signiﬁcant advantage. The 
  second time a hero scores a Major Success at the table, Mr. Jack signals Cardsharp 
  to begin cheating; she uses her Sleight of Hand expertise to give Mr. Jack a +2 
  bonus or to give a –2 penalty to a hero who is “all in” on a round.
  Sooner or later, it will come to a ﬁght—a ﬁght the heroes are likely to lose! Even if 
  they have managed to gain some powers from the villains, chances are they’ve lost 
  more to Mr. Jack. The ﬁght can start for any of several reasons. Perhaps one of the 
  heroes realizes they are losing the poker game, and are facing the complete loss of 
  their powers. Mr. Jack can’t help but gloat a bit as he rakes in the tokens, and he’s 
  absolutely willing to risk taunting the heroes into a ﬁght they can’t win. Alternatively, 
  if the heroes refuse to be provoked, one of the villains comes to a similar 
  conclusion; Mr. Jack is taking away the only things they have left, the powers they 
  sold their souls for. Poker Face is the most likely to act out of desperation, but 
  Snake Eyes is the most volatile; one or the other will crack under the pressure, and 
  desperately attack the hero who has the biggest “bank”.
  The ﬁght won’t last long—only long enough for every character to get a chance to 
  use the powers they have won, and to miss the powers they have lost. If a hero 
  starts the ﬁght, the Demon Bouncers join in immediately. If a villain starts the ﬁght, 
  the Bouncers hang back for a round or two, until Mr. Jack gestures for them to get 
  involved. Before any hero is reduced to 0 Stamina, Mr. Jack shouts “Enough!” and 
  transforms! His massive, red-tinged musculature and great dark wings ﬁll the High 
  Stakes Room, scraping the Sistine Chapel ceiling. The poker table goes ﬂying, 
  tokens scatter across the carpeted ﬂoor—then vanish! 
  ICONS • Casino of Corruption 
  Page 20
  
  The heroes may continue to ﬁght, but against Mr. Jack’s fearsome demonic form, 
  they have little chance of success in a physical battle.
  TRUTH OR CONSEQUENCES
  The heroes best chance to overcome Mr. Jack is to trick him, using the wishes they 
  won during the poker game. Heroes can use the wishes they possess to force Mr. 
  Jack to swear something, but they should be very careful; he is under no obligation 
  to free the souls of anyone in his power, and won’t do so unless a wish is used: one 
  wish per soul. Especially dangerous is a wish used to make Mr. Jack “leave this 
  place” or “never come to Earth again.” Such a wish will be honored immediately if 
  Mr. Jack still has souls in his possession—and he’ll vanish laughing with his prizes!
  The riskiest method for the heroes is to use their very limited supply of wishes to 
  constrain Mr. Jack’s actions, then verbal trickery to get what they want from him. He 
  is the Lord of Lies, but he prides himself on always including a modicum of truth in 
  his deceptions. Further, he is bound by his own oaths: If he swears to do (or not do) 
  something, he can’t go back on the deal, no matter what. Moreover, Jack can be 
  bluﬀed; he can’t read minds or control the mind of anyone who hasn’t willingly lost 
  to him.
  Play Mr. Jack as supremely over-conﬁdent in this scene; he is a master of contract 
  negotiations, and certain that he is smarter than the heroes. That may become his 
  downfall. He won’t make foolish mistakes, but he also won’t think too far ahead in 
  his verbal fencing with the heroes; he doesn’t respect them enough for that. He 
  wants to keep control of the city’s leading citizens, and he also wants to continue 
  snaring ordinary people and turning them into chaos-creating supervillains. Still, Mr. 
  Jack always takes the long view: If the heroes get the upper hand, he will abandon 
  his current scheme without remorse. While he may be willing to admit that he’s been 
  beaten, he is certainly a sore loser. Unless the heroes have protected themselves via 
  the use of verbal logic or wishes, he will make some sort of angry ﬁnal attack before 
  vanishing in a cloud of brimstone stench, or warn the heroes to look over their 
  shoulders because, one day, he’ll be back...
  ICONS • Casino of Corruption 
  Page 21
  
  With the defeat of Mr. Jack, the Fishhook Casino disappears as well. The entire 
  place was created and maintained by Jack’s power. The heroes, the other villains, 
  and the zombie-like casino patrons are left standing in a dank and dusty 
  warehouse. Any power losses, gains, or swaps are undone as well—they were all 
  eﬀects of Mr. Jack’s Transformation Ray power, and thus no longer valid. In fact, the 
  powers granted to Mr. Jack’s villains are gone as well, as they soon discover.
  It’s up to the heroes whether the former villains should be returned to custody or 
  not. They are technically escaped fugitives, and guilty of three robberies and one 
  attempted robbery, but the players might view the “big-picture” events surrounding 
  their crimes as extenuating circumstances, and allow them to go free. In the event 
  that the heroes don’t immediately try to re-capture them, Cardsharp takes 
  advantage of the moment and orders the others to scatter! If the heroes pursue, the 
  villains’ attempts to use their powers to cover their escape prove fruitless, revealing 
  their abilities vanished along with Mr. Jack.
  The casino patrons begin to blink and awaken from their stupor—and most feel 
  immediate shame and embarrassment at being caught in such a situation. They all 
  remember the drive or desire that ﬁrst led them to the Fishhook Casino, even if they 
  are a bit hazy about exactly what happened once they entered.
  EXTENDING THE ADVENTURE
  Cardsharp, Roulette, Snake Eyes, and Poker Face might return in a future 
  adventure. Their initial empowerment at the hands of Mr. Jack left a latent mark 
  upon their psychic and genetic structures. As time passes, each of them could 
  slowly regain powers similar to those bestowed by Mr. Jack. What they might do 
  with them is up to you… 
  Mr. Jack might make a future appearance as well, to “bedevil” the heroes again. The 
  casino motif of his initial appearance was simply a method of attracting people 
  whom he wished to “hook.” His next attempt might be to appear as a self-help 
  guru, a motivational speaker, or any situation in which he can easily dupe vulnerable 
  people into compromising their beliefs for personal gain. His true appearance 
  (monstrous as it is) won’t change, but his outward seeming will suit his assumed 
  identity. Self-help guru Harry Smoke appears healthy, tanned, and dressed in eco-
  friendly tie-dyed shirts and Birkenstocks. Motivational speaker Byron DeVille, on the 
  other hand, is charming, gray-haired, immaculately dressed in a three-piece suit, 
  and wears a gold Rolex.
  ICONS • Casino of Corruption 
  Page 22
  
  Casinos are a world apart; places where (people hope) what happens in the casino 
  stays in the casino. That illusion of separation is maintained, in part, by the use of 
  special jargon and slang terms. Here are a few pieces of casino slang to pepper the 
  speech of the NPCs in this adventure:
  All In: A term used to indicate that someone has wagered his or her entire bankroll 
  on a single event of chance, such as a single hand of cards or a single throw of the 
  dice.
  Cage: The cashiering area of a casino, where the patrons can go to exchange 
  money for casino checks, and vice-versa.
  Checks: In a casino, gamblers play with little round pieces of clay and plastic 
  instead of cash – what other people call “poker chips.” Casino employees and 
  frequent players call them “checks.” 
  Comp: Short for ‘compensation’, comps are freebies and other beneﬁts given to 
  players who spend a lot of time and money in the casino. The word can also be 
  used as a verb; to comp someone something is to give it to them for free.
  Dealer: Any casino employee who runs a table game—including Craps and 
  Roulette games, even though there are no cards to “deal.”
  Flea: A player who spends very little money in the casino. Sometimes also used to 
  refer to an annoying player. Also see Whale.
  High Roller: A player who wagers a lot of money in a casino. It doesn’t necessarily 
  have to be on a dice game. See Whale.
  Pit: A pit is a cluster of table games. A “pit boss” is a supervisor in charge of the 
  dealers within a table games Pit.
  Pot: In a Poker game, the pot is the accumulated wagers and raises of all the 
  players. Generally, the winning hand takes the whole pot.
  Push: Any wager which neither wins nor loses is referred to as a “push.” A pair of 
  wagers which mutually cancel one another out can also sometimes be referred to as 
  a “push.”
  Tell: Any mannerism, reaction, or sign of emotion that betrays whether or not a 
  gambler has a good hand can be referred to as a “tell.” Poker players, in particular, 
  learn to read one another’s tells in order to detect whether someone is bluﬃng or 
  not.
  Whale: A player with a big bankroll, or one who spends a lot of money in the casino. 
  Whales are cultivated by casino hosts, and encouraged to stay, play more, and 
  come back often. Also see Flea.
  ICONS • Casino of Corruption 
  Page 23
  
  PROWESS 
  5
  COORDINATION 8
  STRENGTH 
  4
  INTELLECT 
  4
  AWARENESS 
  5
  WILLPOWER 
  5
  STAMINA 
  9
  Specialties
  Acrobatics
  Power (Blast)
  Sleight of Hand Expert
  Powers
  Blast Device 6 (Shooting): Deadly razor-edged 
  throwing-cards
  Wizardry 5 (Cosmic Power – Awareness): Card 
  eﬀects:
  Absorption: “Catching” an attack in a card, then 
  throwing it at a target.
  Power Nulliﬁcation: Powered-up card that “cuts” a 
  targets power.
  Qualities
  Catchphrase: "Dealer's choice!"
  Identity: Blackjack Dealer turned career criminal
  Challenges
  Personal: Won't harm a woman
  Social: Vanity (easily swayed by ﬂattery)
  Background
  Belinda Bernardi is the only member of Mr. Jack’s team of villains who was not a 
  patron of the Fishhook Casino—she applied for a job as a blackjack dealer there. 
  Once, Belinda worked in Vegas, honing her card-handling skills. Then she decided 
  to help rob the casino she worked at. It didn’t turn out well. After ﬁve years in 
  ICONS • Casino of Corruption 
  Page 24
  
  prison, Belinda found herself blacklisted in the casino industry. It was some sort of 
  miracle, she thought, that the Fishhook Casino was willing to hire her. That hasn’t 
  turned out well, either.
  Cardsharp can turn any deck of cards she touches into a deadly weapon, but if the 
  cards are knocked from her grasp, her powers are severely curtailed, at least until 
  she can get her hands on another deck. Her Wizardry power represents the ability 
  to add extra eﬀectiveness to cards before she uses them. She can power-up a card 
  to nullify a particular power of a target she hits with it. She can “catch” an incoming 
  attack by holding a card up in front of it, and absorbing the attack into the card. On 
  her next panel, she can throw the card at a target, delivering the absorbed attack. 
  With stunts, Cardsharp can attach virtually any power to a card; Power Theft is a 
  favorite, blending her Nulliﬁcation and Absorption abilities, but Belinda has also 
  tried Alteration Ray (Invisibility) to make objects invisible, and the Images version of 
  Illusion to cause cards to appear to be something else entirely. She might also Bind 
  targets by pinning their clothing or costumes to a wall with thrown cards, or use 
  Fast Attack by riﬄing oﬀ a number of cards at the same time.
  Years of tolerating the sexist comments of drunken blackjack players have made 
  Belinda sympathetic toward other women, and cynical toward most men. 
  Cardsharp avoids harming women; but she is perfectly willing to disorient, confuse, 
  or restrain a woman who is causing her grief.
  ICONS • Casino of Corruption 
  Page 25
  
  PROWESS 
  6
  COORDINATION 3
  STRENGTH 
  5
  INTELLECT 
  6
  AWARENESS 
  7
  WILLPOWER 
  7
  STAMINA 
  12
  Specialties
  Power (Precognition)
  Power (Telekinesis)
  Stealth
  Powers
  Danger Sense 8 
  Telekinesis 5 
  Defending
  Probability Control 5 (Bad Luck)
  Qualities
  Epithet: Hard luck woman
  Motivation: "Now my bad luck belongs to you!"
  Challenges
  Personal: Fear of living in poverty
  Social: Speaks haltingly in English, with a thick Russian 
  accent
  Background
  Alina Lebedeva was born in Russia, and dreamed of being a ballet dancer. 
  Unsuccessful in her ambitions, she became despondent, and decided to make a 
  change in her life. She contacted a “placement agency” in Moscow and emigrated 
  to the U.S. as an internet “mail-order bride,” hoping to marry a rich American. 
  Unfortunately, her husband Ron was not the wealthy and handsome man he had 
  pretended to be online. He didn’t own a diamond mine, he worked in a jewelry 
  store; he wasn’t 6’2” with six-pack abs, he was 5’6” and built more like a keg. 
  Alina’s dreams had once again been dashed. Desperate to change her fortune, she 
  ICONS • Casino of Corruption 
  Page 26
  
  found her way to the Fishhook Casino, and gambled everything she had on a single 
  spin of the roulette wheel.
  Roulette’s telekinetic power mimics the spinning of a roulette wheel; it is always 
  composed of circular motions. In defense, Alina twirls on her toes like a ballet 
  dancer; attacks and projectiles are swept aside by her power. When she 
  telekinetically moves or throws objects, it is always along a curved path. Because of 
  her Danger Sense, Alina is usually a step ahead of any opponents, and diﬃcult to hit 
  in a ﬁght. If necessary, she can use a Stunt to combine her telekinesis and her 
  dancer’s leg muscles to make a balletic Leap to anywhere within visual range. Alina 
  generally reserves her Probability Control to retcon devices, weapons, or vehicles 
  malfunctioning. She might also use it to retcon a weak pillar collapsing a ceiling or a 
  faulty gas-main springing a leak; creating temporary Challenges for any heroes in 
  the area to distract them and cover her escape.
  ICONS • Casino of Corruption 
  Page 27
  
  PROWESS 
  8
  COORDINATION 5
  STRENGTH 
  4
  INTELLECT 
  5
  AWARENESS 
  4
  WILLPOWER 
  3
  STAMINA 
  7
  Specialties
  Acrobatics Expert
  Martial Arts
  Powers
  Blast Device 3 (Shooting): Skull Dice thrown as a 
  weapon
  Fast Attack Device 6 
  Teleportation Device 4: Teleports to where the 
  Skull Dice land when thrown
  Qualities
  Catchphrase: "Let’s roll the bones!"
  Identity: Gambling addict
  Challenges
  Weakness: Indecisive - can't make a decision without 
  rolling the Skull Dice
  Weakness: Teleportation limited to locations the Skull Dice can reach - not through 
  solid barriers
  Background
  Neville Hanson was an ordinary man, a branch manager for a local bank who fought 
  middle-age spread by practicing karate. But Neville had a secret vice: gambling. 
  Neville’s passion for craps led him to the Fishhook Casino, and the clutches of Mr. 
  Jack. When Neville lost everything he had to loose, Mr. Jack oﬀered him a marker 
  for his soul. When he lost even that, Neville was given one last gamble—a chance to 
  “buy back” his soul committing crimes as the villain Snake Eyes!
  ICONS • Casino of Corruption 
  Page 28
  
  The cursed dice Mr. Jack gave to Neville are made of bone—probably human—and 
  marked with skulls in place of the 1 pips. When thrown, they are deadly weapons 
  which teleport back to his hand after striking; alternately, they can magically carry 
  Snake Eyes to the spot where they land, returning to his ﬁst as he appears. With 
  three attacks per panel, Snake Eyes can throw a die at two separate targets, and 
  still make a melee attack.
  The Challenge limiting his teleportation means he cannot teleport through barriers 
  he can’t break with his Blast attack, and includes the fact that he has to use both 
  dice together to teleport. Any attacks he makes in the same panel he teleports must 
  therefore be melee attacks.
  As Snake Eyes, Neville is increasingly erratic. The stress of losing his soul and 
  becoming Mr. Jacks’s slave is causing him to act irrationally. He has developed the 
  nervous habit of rolling the Skull Dice in order to make decisions—and when he rolls 
  snake eyes, his decision is always to go for the kill!
  ICONS • Casino of Corruption 
  Page 29
  
  PROWESS 
  6
  COORDINATION 6
  STRENGTH 
  7
  INTELLECT 
  3
  AWARENESS 
  5
  WILLPOWER 
  6
  STAMINA 
  13
  Specialties
  Mental Resistance
  Wrestling Master
  Powers
  Density 5
  Growth 2 
  Qualities
  Epithet: Faceless Giant
  Slow but solid
  Challenges
  Lousy liar
  Weakness: Cannot speak or show emotion when 
  Growth & Density are activated
  Weakness: In human form all Abilities are their 
  normal level or 5, whichever is less.
  Background
  Theo Butler had always been a lousy Poker player. He 
  just couldn’t keep the truth oﬀ his face. Regular losses at the 
  table meant that he often had to look to…irregular…sources of income. Theo 
  became a petty criminal, doing whatever it took to support his gambling habit.
  Then, it all changed; Theo actually won, for once. He had gambled at a new place, 
  the Fishhook Casino, where things were supposed to be a little special. He wound 
  up losing all his cash, but winning one of the owner’s special chips—a chip that was 
  supposed to be worth an actual, just-like-from-a-genie-in-a-bottle wish! Theo saw 
  an opportunity, and took it; he was a good player, he could beat any poker player 
  ICONS • Casino of Corruption 
  Page 30
  
  alive, if only he had a decent poker face… Theo learned a hard lesson that day; be 
  careful what you wish for. His wish was more like a curse. He was now a living 
  statue, faceless, silent, and completely under the thumb of the mysterious Mr. Jack.
  Theo spends most of his time in his villain form; huge, faceless, and silent. He 
  seldom transforms back into Theo Butler—maybe he is slowly forgetting how, or 
  maybe it’s just that he can’t bear to look himself in the face any more… In combat, 
  Poker Face moves in close to wrestle opponents into submission. He sometimes 
  utilizes stunts related to his superhuman strength, size, and density, such as 
  Burrowing through barriers or punching the ground to create a shockwave, but Theo 
  isn’t very creative on his own.
  ICONS • Casino of Corruption 
  Page 31
  
   
  PROWESS 6
  COORDINATION 6
  STRENGTH 6
  INTELLECT 8
  AWARENESS 8
  WILLPOWER 10
  STAMINA 16
  Specialties
  Occult Mastery
  Business Mastery
  Powers
  Emotion Detection 6
  Invulnerability 5 
  Time Control 10 
  Freeze Time (Paralysis)
  Suspended Animation
  Transformation Ray 9
  Wizardry 10 (Magic—Willpower)
  Elemental Control (Darkness)
  Extra Body Parts (Wings, Tail)
  Qualities
  Catchphrase: "Let's make a deal..."
  Identity: Lord of Lies
  Temptation is his stock in trade
  Challenges
  Enemy: All that is Holy
  Weakness: Bound by his own oaths
  Background
  Is Mr. Jack the Devil himself, or just a powerful cosmic entity that gets its kicks 
  being mistaken for Lucifer? That is for you, the GM, to decide for your game. He 
  peppers his speech and manner with obscure references to the Adversary, but it 
  might all be an act, in the end.
  ICONS • Casino of Corruption 
  Page 32
  
  An example of this is his answer to anyone who asks about the peculiar name of his 
  establishment. “Both sides of this eternal struggle can be ‘ﬁshers of men,’ can’t 
  they? The other side ﬁshes by casting nets, gathering people indiscriminately—but I 
  prefer to get them by hook or by crook. I catch a few—a select few—but once Old 
  Jack’s hook is in them, they don’t get away.” His current pseudonym, “Mr. Jack,” 
  derives from the same source as the casino’s name. Card players have referred to 
  Jacks as “ﬁshhooks” because of the shape of the letter, for almost as long as 
  playing cards have been around.
  Mr. Jack is cosmically powerful, and as such is more of a plot device than an 
  opponent. Direct confrontations, particularly on his “home turf” are inadvisable. 
  Heroes need cleverness—and a fair amount of Determination—to beat the Devil at 
  his own game
  ICONS • Casino of Corruption 
  Page 33
  
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  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Fudge System Reference Document Copyright 2005, Grey Ghost Press, Inc.; Authors Steﬀan 
  O’Sullivan and Ann Dupuis, with additional material by Peter Bonney, Deird’Re Brooks, Reimer 
  Behrends, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, Sedge Lewis, Gordon 
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  Casino of Corruption, Copyright 2012, Ad Inﬁnitum Adventures, Author Dain Lybarger.
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/Icons/ICONS_Casino_of_Corruption.pdf