TEXT: 1 
   
  Collin Terrell 2010 
   
  Nighthawks 
   
   
   
   
   
   
   
   
  Version 1.2 
       
   
   
   
            Collin Terrell 
   
   
   
  
  2 
   
  Collin Terrell 2010 
   
   
   
   
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at 
  www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle 
  Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the 
  quality, viability, or suitability for purpose of this product. 
  The Elevator Pitch: 
  This is a low-powered Superheroes setting that strives to emulate the gritty, street-level heroics of comics 
  like Batman, Punisher, Daredevil, Hawkeye, The Shadow and Watchmen (sans Dr. Manhattan). 
   
  Setting & Flavor:  
  This campaign is set in a fictitious metropolis called King City.  The world is an alternate reality facsimile of 
  Earth and the timeline is equivalent to the current millennium.  Crime has gone out of control all over the 
  world and costumed vigilantes have emerged as an augmentation of beleaguered law enforcement 
  agencies everywhere.  The popular media has taken to calling these vigilantes "Nighthawks" because they 
  typically prey on crooks under the cover of darkness.  In spite of the shared moniker, most Nighthawks 
  work independently so that their secret identities won't be discovered, but a few small teams and duos 
  have formed over the years. 
   
  Very few people possess anything in the way of real super powers.  Most Nighthawks are simply people of 
  extraordinary fitness, training and wealth who have chosen to answer the call to protect the general 
  peace.  Experimentation into super science and occult mysticism has, in isolated cases, produced 
  individuals with truly supernormal abilities. 
   
  In response to this new class of law enforcement that is not bound by due process, the criminal 
  underworld has also started to bankroll "Nighthawks" of their own.  In many ways this has made the 
  streets more dangerous than they ever were, but there is no shortage of would-be heroes who are willing 
  to don the mask and dispense street justice. 
   
  Character Creation: 
  All characters in this setting are human and gain one free Edge at creation. 
   
  In addition to the normal Edges and Skills that every character receives, Wild Cards receive one "Super 
  Edge".  Super Edges define the special powers that a Nighthawk character has.  See "Super Edges" below 
  for more details. 
   
  Edges, Skills & Hindrances: 
  There are no rank prerequisites for Edges in this setting.  You can purchase any Edge you like regardless of 
  rank so long as the other prerequisites are satisfied. 
   
   
  
  3 
   
  Collin Terrell 2010 
   
  New Edges: 
   
  There are no Arcane Backgrounds in this setting.  Some Super Edges (see below) will permit the use of 
  magic-like powers. 
   
   
  Ground and Pound 
  You are skilled in a variety of martial arts wrestling techniques.  When grappling with a foe, you can 
  decide whether to inflict Fatigue damage or normal Wound damage.  
   
   
   
   
   
  New Skills: 
   
  Knowledge: Nighthawks (Smarts) 
  You are a costumed vigilante trivia buff.  You know the names of most Nighthawks and can identify them 
  on sight.  With a successful skill check you can reveal some fact about the Nighthawk (i.e. their affiliation, 
  reputation, etc.)  A skill check may also be required to identify a lesser known Nighthawk (particularly one 
  just starting their career).  With a raise you can learn the key powers of the Nighthawk. 
   
  It is common to take the Fighting skill in this setting, but to add flavor it is a good idea to specify which 
  fighting disciplines your character is trained in.  For instance: 
   
  Style 
  Description 
  Boxing 
  A striking discipline that focuses on straight punching to subdue a foe.  Relies on great 
  balance and quickness to throw fast, accurate combinations.  Practitioners of boxing 
  specialize in knockout punches. 
  Capoeira 
  Combining traditional Amazonian war dances with modern martial arts, Capoeira is 
  primarily a ground technique that uses erratic movements and leg strikes to destabilize 
  foes. 
  Savate 
  This early form of kickboxing was developed in France.  Savateurs use a variety of leg, 
  body and head kicks to quickly incapacitate their opponents before they can close to 
  punching or wrestling range.  
  Muay Thai 
  This style of boxing developed in Thailand uses knee and elbow strikes to devastating 
  effect.  It leverages the human body's natural hard points to deliver brutal knockout 
  blows. 
  Wing Chun 
  Masquerading as a form of exercise when it became outlawed for a time in Ancient 
  China, Wing Chun, or Kung Fu, is now a ubiquitous Chinese martial art that is 
  extraordinarily versatile.  The Shaolin Monks who developed all of the modern 
  iterations of Wing Chun pattern the forms of their art after the movements of animals 
  and natural forces. 
  Karate 
  Originated in Japan, this classic martial art is a striking discipline that uses the knuckle, 
  heel and palm of the hand as well as an array of spinning, side and straight kicks to 
  neutralize opponents. 
  Taekwondo 
  The "Foot Fist Way" is a Korean martial art that emphasizes open hand and leg strikes.  
  Many of the kicks in this art are executed from a mobile stance, resulting in some 
  spectacular aerial displays. 
  Jeet Kune Do 
  Also known as the "Way of the Intercepting Fist", this hybrid martial art was developed 
  by the legendary fighter Bruce Lee who took the best elements of several martial arts 
  disciplines and combined them into a unique fighting style.  Lee believed that in a street 
  fight results mattered more than technique and his efficient, streamlined martial art 
  reflects that ethos. 
  Krav Maga 
  The ultimate street fighter martial art, Krav Maga was developed by the Israeli military 
  as a practical self-defense technique.  It emphasizes quick kill strikes and freely blends 
  armed and unarmed combat styles.  Practitioners of Krav Maga are accustomed to 
  
  4 
   
  Collin Terrell 2010 
   
  fighting in situations where they are outnumbered or physically restricted. 
  Judo 
  This Japanese wrestling art utilizes throws and submission holds to immobilize and 
  subdue an opponent.  The Judoka tries to put his opponent on the ground as quickly 
  and efficiently as possible where he can press for submission with painful joint locks and 
  choke holds. 
  Jujutsu 
  Also called the "Way of Softness" or the "Way of Yielding", Jujutsu is a martial art form 
  that was developed during the time of the Samurai as a way of defeating an armed 
  opponent without using weapons.  Jujutsu employs principles of balance, leverage and 
  momentum to overcome opponents with a combination of joint locks and throws. 
  Aikido 
  Known as the "Way of the Harmonious Spirit", Aikido blends martial wrestling 
  techniques with philosophical non-violence to neutralize opponents while inflicting as 
  little injury as possible.  The practitioner uses an attacker's own energy against them, 
  "leading" the aggressor into a compromised posture so that they can be subdued easily. 
  Sambo 
  This relatively new martial art was developed by the Russian Red Army as part of its self-
  defense training program.  It blends concepts from Judo, Karate and various folk 
  wrestling techniques into a freestyle grappling style. 
  Greco-Roman 
  Wrestling 
  An ancient martial art, Greco-Roman wrestling employs throws and pins to put an 
  opponent on their back so that they can be wrapped up and subdued.   This style 
  features an array of arm drags, bear hugs and headlocks that are used to bodily 
  manipulate an opponent. 
  Fencing 
  The genteel sport of fencing may appear gentlemanly on the surface, but is all about 
  swiftly and efficiently perforating a foe with a foil or rapier.  Practitioners of this style of 
  sword fighting fight one-handed and prefer to pick their opponents apart with a 
  combination of speed and patient defense. 
  Kendo 
  This Japanese sword-fighting technique hearkens back to the days of the Samurai when 
  martial excellence was defined by one's skill with a katana.  Kendo is exemplified by 
  powerful two-handed sword strikes and parries. 
  Silambam 
  This Indian staff fighting technique is named after the bamboo staff that is typically 
  employed by the practitioner.  An accomplished Silambam fighter can drop their 
  opponent quickly with blinding combinations of staff strikes and leg sweeps. 
  Silat 
  A combination of several Southeast Asian fighting systems employed in and around the 
  Malay peninsula, Silat is a martial art that blends the use of throws, joint locks and 
  melee weapons to devastating effect.  Some of the deadliest knife fighters in the world 
  practice this art. 
   
  New Hindrances: 
   
  Busted Identity (Major): Your cover has been blown.  Your secret identity is public knowledge.  You are 
  unable to go anywhere without a train of media-types, fans and detractors getting in your way.  Any loved 
  ones or close associates may also become targets. 
   
  Archnemesis (Major): Somewhere out there is a Nighthawk who has it out for you big time. This 
  Nighthawk is more powerful than you are and has a personal score to settle for some past slight. At the 
  GM’s discretion, this Archnemesis may show up and make an already bad day a whole lot worse for your 
  character.  
   
  Dependent (Major): You have someone special in your life whom you are completely devoted to (i.e. best 
  friend, child, spouse, personal trainer, etc.) This person doesn’t have any special powers but still insists 
  upon hanging around you and your Nighthawk cohorts. You will do absolutely everything in your power to 
  safeguard this person’s life. If your dependent dies, you become terminally depressed and heartbroken 
  and can only find peace when you claim vengeance against your dependent’s killer. 
   
  
  5 
   
  Collin Terrell 2010 
   
  Hubris (Minor): Your sin is pride. You are so enamored with your prowess that you cannot resist the 
  opportunity to hold forth on how incredible you are. This means stopping in mid-fight when the occasion 
  presents itself to boast about what you’re going to do before you do it. If you’re a villain, this means 
  revealing your diabolical plan right before you try to kill the heroes.  
   
  Super Edges: 
  Super Edges work just like normal Edges in Savage Worlds except that they entitle the character to use 
  special powers.  Nighthawks get one and only one Super Edge at creation.  There is no way to gain 
  additional Super Edges. 
     
  Anonymous: 
  You have an uncanny ability to escape notice.  People forget about you almost the instant after you leave 
  the room.  Even photographic evidence of your passing is inconclusive.  Through a combination of guile 
  and a carefully constructed trail of false IDs you cannot be traced or tracked.  Your secret identity remains 
  safe as long as you choose to keep it so.  With a successful Stealth roll you can disappear into any group of 
  non-hostile people. 
   
  Chameleon: 
  You are a disguise artist skilled in mimicry and deception.  Gain a +2 bonus to Charisma.  You can spend a 
  Benny to perfectly disguise yourself as another person.  This can either be a fictitious alter ego created by 
  the Chameleon or an actual person that the Chameleon has had a chance to study closely.  Once you have 
  invoked a particular disguise, you can re-use it during the gaming session without spending an additional 
  Benny.  It takes 10 minutes to change into a disguise. 
   
  chemist: 
  You are a chemist and can brew potions and drugs that temporarily boost abilities.  You are able to brew a 
  number of potions per game session equal to ½ your Smarts die +1 (Example: a Chemist with a d8 Smarts 
  can brew 5 potions per session).  The chemist can consume these potions themselves or give them to 
  other people.  The types of things a chemist can brew are: 
   
   
  Combat Drug: Increases all of the target's physical stats (STR, AGI, VIG) by 2 die types for the 
  duration of one combat. 
   
  Healing Elixir: Removes 1d4 Wounds from the target and eliminates the Shaken condition. 
   
  Sovereign Glue:  Creates an ultra-strong epoxy-like resin that dries as hard as steel.  Includes a 
  solvent to break down the glue. 
   
  Aqua Regia:  A super-strong acid that can eat through metal.  Inflicts 2d10 damage if touched. 
   
  Poison: A virulent, ingested toxin that can kill any living target that fails a Vigor -2 check within 
  minutes.  Includes an antidote. 
   
  Hallucinogen:  Creates a potent psychotropic drug that can be transmitted through the skin.  
  Causes erratic behavior in the target.  Every combat round the target must succeed a Spirit -2 
  check or become immobilized by hallucinations.  This drug can also be used as a truth serum.  
  Drug lasts for 1d12 hours. 
   
  Clarity Drug: Increases the target's Smarts and Spirit by 1 die type and negates all Fatigue.  Lasts 
  1d4 hours. 
   
  Connected: 
  You have some serious high level contacts and can call in major favors to help you overcome obstacles.  
  You can call in a number of favors per game session equal to your Charisma score (minimum 1).  Here are 
  some examples of favors you can call in: 
   
   
  Borrow cash for an expensive purchase 
   
  Gain access to rare .mil weaponry 
  
  6 
   
  Collin Terrell 2010 
   
   
  Receive a detailed dossier on a target of interest 
   
  Get released from jail 
   
  Summon an emergency airlift to a hospital 
   
  Erect police barricades around a city block 
   
  In addition, draw two cards during character creation and consult "Appendix B: Contacts".  These contacts 
  are close personal friends that you can call upon at any time for assistance. 
   
  Crack Shot: 
  Whether its bows, throwing knives or guns, you are a natural with ranged weaponry.  You gain a +2 bonus 
  to all Shooting and Throwing rolls. 
   
  Daredevil: 
  The daredevil is right at home working in high-wire environments.  You are sure-footed, gaining a free 
  reroll any time you fail an Agility based movement check, and only sustain half damage from falls, car 
  crashes and other movement related injuries.  Daredevils also gain one of the following special movement 
  powers: 
   
   
  Swinging: Using some sort of grapnel device attached to a secure cable you can move 12 squares 
  point to point, ignoring all intervening obstacles.  You can also use your cable to suspend yourself 
  indefinitely in mid-air and to string together a number of swinging maneuvers so that you can 
  traverse open air spaces (such as the space between two skyscrapers). 
   
  Wall Crawler: You have climbing claws and are adept in their use.  You can scale vertical surfaces 
  at your normal pace and only need to make Climb checks when attempting to scale sheer or slick 
  surfaces. 
   
  Vaulter:  You carry a collapsible staff that can be used to attempt large pole vaults.  You can leap 
  8 squares vertically and 16 squares horizontally as a regular movement. 
   
  Glider: You have some sort of gliding membrane attached to your costume and can safely 
  descend from any sub-atmospheric height.  While gliding you have a limited flight capability.  You 
  can travel a number of squares horizontally equal to the altitude that you descend.  Example: if 
  you glide off of a 100' tall building, you can travel 20 squares horizontally. 
   
  Diehard: 
  You are like a bad penny -- no matter what your enemies do to you, you keep turning up.  You have an 
  improbable propensity for soaking damage.  Diehard characters get to make a free soak roll every time 
  they are wounded without spending a Benny to do so.  They can still become Shaken normally. 
   
  Fortunate: 
  You always seem to have a knack for ending up in the right place at the right time.  You are exceptionally 
  lucky and frustrating to play cards with.  Fortunate characters begin each session with twice the normal 
  number of Bennies.  Every time you use a Benny, you roll a d6.  On a result of 5 or 6 you keep the Benny 
  you just spent. 
   
  Genius: 
  Your IQ is off the scale.  You are a true genius and polymath.  Increase your Smarts by 3 die types.  You 
  have also managed to parlay your superior intellect into some kind of earthly reward; gain one of the 
  following special benefits: 
   
   
  Secret Lair: You have constructed a hidden base somewhere with one special enhancement (see 
  "Gear" below). 
   
  Vehicle: You have a custom-built super ride with one special enhancement (see "Gear" below). 
  
  7 
   
  Collin Terrell 2010 
   
   
  Super Weapon: You have designed and built some kind of unique weapon that is much more 
  powerful than a common melee weapon or firearm.  Your weapon has two special 
  enhancements (see "Gear" below). 
   
  Super Defense: You've developed some kind of special armor or shield that grants you 
  supernormal protection.  Your armor comes with one special enhancement (see "Gear" below). 
   
  Hacker: 
  You are exceptionally skilled at accessing computer information and disrupting electrical systems.  You are 
  able to execute a number of hacking feats per game session equal to ½ your Smarts die +1 (Example: a 
  Hacker with a d10 Smarts can execute 6 feats per session).  The types of feats that a Hacker can perform 
  are: 
   
   
  Spoofing Surveillance: Avoiding detection by electronic surveillance systems such as electric eyes, 
  cameras, security droids, motion sensors, etc. 
   
  Cracking Systems:  Breaking into a secured computer system to steal data. 
   
  Encryption/Decryption:  Making any piece of encrypted data readable or causing a piece of data 
  to become unreadable to anyone (besides another Hacker). 
   
  Data Mining:  You can make a Knowledge check on any subject, including classified topics, to 
  learn basic facts about it. 
   
  Bypassing Electronic Locks:  Ability to gain entry through any code-locked door, including doors 
  with biometric scanners. 
   
  Identity Purge:  Completely scrub someone’s police records, media footprints and financial 
  records to give them a clean slate. 
   
  Identity Theft:  Emulate another person’s login ID while accessing a computer system. 
   
  Short Circuit:  Causing an electronic device to overload and explode for 2d6 points of electrical 
  damage over a Small Blast Template area. 
   
  Network Snooping:  Injecting code into a system that alerts you when that system is accessed, by 
  whom, and what they are looking for. 
   
  Magician: 
  You are a dabbler in the magical arts and carry a variety of bizarre talismans and tomes on your person.  In 
  this setting Magicians can't do anything flashy: they are confined to subtle workings.  You are able to 
  produce a number of magic tricks per game session equal to ½ your Spirit die +1 (Example: a Magician 
  with a d12 Spirit can conjure 7 tricks per game session).  There are five primary types of workings that a 
  Magician can create: 
   
   
  Wards:  The magician can either magically seal a portal so that only they can open it or create an 
  invisible barrier that sends a telepathic alert to the magician when it is penetrated.  Both effects 
  last 1 full day. 
   
  Scrying:  Automatically succeed one Knowledge check of your choice or discern the location of a 
  person or object that you are intimately familiar with (i.e. a personal friend, not a nemesis). 
   
  Hexes: The magician can steal a Benny from an enemy Wild Card or cause a target to critically fail 
  their next action. 
   
  Charms:  The magician gives the target a "lucky charm" that grants them an extra Benny. 
   
  Vanish:  The magician causes the target person or object to disappear, rendering them invisible 
  for 3 full rounds. 
   
  Mastermind: 
  You are always attended by a small gang of henchmen.  You can have a number of extras follow you 
  around equal to 1/2 your Spirit die.  These extras carry whatever equipment you arm them with.  If an 
  extra dies in the line of duty, you can replace them after 1 day (after you make the necessary phone calls, 
  etc.)  Your extras are totally devoted to you and will take a bullet for you. 
  
  8 
   
  Collin Terrell 2010 
   
   
  Medium: 
  You a psychically sensitive and have a weak ability to read minds and influence people.  With a successful 
  opposed Spirit check you can detect the surface thoughts of any sentient being within 12 squares and can 
  issue subtle compulsions, such as making a person feel a sudden desire to leave a place, holster their 
  weapons or ignore your presence entirely.  This power can only be focused on one individual at a time. 
   
  Midas-touched: 
  You aren’t just rich; you practically make money without trying to.  On your own you may not be the most 
  powerful person, but you are able to use your wealth to make other people do things for you.  You begin 
  play with $100,000 above and beyond any cash you make with the Rich and Filthy Rich edges.  At the start 
  of every gaming session you make an additional $10,000 from your various investments. 
   
  Ninja: 
  Your stealth abilities border on the mystical.  When you succeed a Stealth check you literally become 
  invisible and can vanish from view even in broad daylight (using smoke bombs for cover, etc.)  This effect 
  lasts for 3 full rounds.  Additionally, you can use your Parry statistic to resist ranged attacks. 
   
  Olympian: 
  You are a true physical specimen.  Your physical attributes are well above average, putting you in the 
  same category as a star athlete.  Increase your Strength, Agility and Vigor by 2 die types. 
   
  Savant: 
  You seem to be effortlessly good at just about everything you try.  You gain a d12 skill rating in any 3 skills 
  you wish per gaming session.  They do not have to be the same skills from one session to another.  You 
  can wait and choose your skills at opportune moments -- you don't need to declare them at the beginning 
  of the session.  Your choices remain in effect for the entire session.  Savants also get to use a d8 as their 
  Wild Card die. 
   
  Scrapper: 
  You fight like a caged animal with an intensity that belies your stature.  Every time you take a hit in melee 
  combat you get a free retaliatory attack against your attacker.  This attack is resolved before any damage 
  you would take from the attack.  You can make retaliation strikes against an unlimited number of 
  attackers.  Also, whenever you land a successful Frenzy or Two Fisted attack on a target (striking them 
  twice in one round) you gain a third attack for free. 
   
  Super Soldier: 
  You are an exceptionally well-trained veteran of some highly selective military organization (i.e. Navy 
  Seals, SAS, etc.)  The government has spent a pretty penny turning you into a human weapon.  You gain 4 
  additional Edges at creation and can access military weaponry (see “Gear”). 
   
  Tech-Head: 
  You always have a few gadgets and inventions on hand.  You can spend a Benny to produce an item from 
  your "utility belt" that you just happened to bring along for your current mission.  Exactly what is available 
  on the utility belt is left to the Game Master's discretion but utility belt items cannot be weapons -- they 
  must be useful objects that help the player overcome an unforeseen obstacle.  The objects also need to 
  be reasonably sized (you cannot pull a speedboat out of your pocket, for instance).  Here are some 
  examples of common "utility belt" items that would be permitted: 
   
   
  Grapple Gun 
   
  Gas Mask 
   
  Slim-line Parachute 
   
  Electronic Lockpick 
  
  9 
   
  Collin Terrell 2010 
   
   
  Night Vision Goggles 
   
  Field Medical Kit 
   
  Once an item is produced from the utility belt it remains usable for the rest of the gaming session.  
   
  
  10 
   
  Collin Terrell 2010 
   
  Gear: 
  The unit of currency used in this setting is the dollar bill.  Every character begins life with 500 dollars in 
  their account.  All of the standard Savage Worlds equipment is available. 
   
  Any item that has an asterisk listed next to their cost means that they cannot be purchased over the 
  counter.  They must be obtained by someone with military or black market connections. 
   
  Common Weapons 
  Weapon Name 
  Cost 
  Effect 
  Baton 
  $10 
  STR + d4 damage 
  Knife 
  $25 
  STR + d4 damage 
  Combat Gauntlets 
  $100 
  STR +2 damage 
  Rapier 
  $150 
  STR + d4 damage; Parry +1 
  Katana 
  $1000 
  STR + d6 +2 damage; AP: 2 
  One-Hitter 
  $100 
  5/10/20 range; 2d6 damage; one shot; concealable 
  9mm Pistol 
  $200 
  12/24/48 range; 2d6 damage; AP: 1; Semi-Auto 
  Revolver 
  $250 
  12/24/48 range; 2d6+1 damage; AP: 1; Revolver 
  Desert Eagle 
  $300 
  15/30/60 range; 2d8 damage; AP: 2; Semi-Auto 
  Sub-Machine Gun 
  $300 
  12/24/48 range; 2d6 damage; ROF: 3; AP: 1; Full Auto 
  Hunting Rifle 
  $300 
  24/48/96 range; 2d8 damage; AP: 2 
  Compound Bow 
  $200 
  12/24/48 range; 2d6 damage 
  Crossbow 
  $250 
  15/30/60 range; 2d6 damage; AP: 2; 1 action reload 
  Shotgun 
  $350 
  12/24/48 range; 1d6-3d6 damage 
  Sniper Rifle 
  $5000* 
  50/100/200 range; 2d10 damage; AP: 4; HW; Snapfire 
  Assault Rifle 
  $500* 
  24/48/96 range; 2d8 damage; ROF: 3; AP: 2; Full Auto 
  Combat Shotgun 
  $1000* 
  12/24/48 range; 1d6-3d6 damage; Semi-Auto 
  Frag Grenade 
  $50* 
  Throwing range; 3d6 damage; HW; M.B.T. 
  Gas Grenade 
  $25* 
  Throwing range; Special damage; M.B.T. 
  Hellbore Hand Cannon 
  $600* 
  15/30/60 range; 2d8+1 damage; AP: 4; HW; Semi-Auto 
  XM-25 Smart Gun 
  $5000* 
  12/24/48 range; 2d6 damage; S.B.T.; HW; Semi-Auto; fused 
  munitions 
  * = equipment that can only be obtained by people with military connections. 
   
  Baton: Any sort of fighting stick, such as a standard issue law enforcement night stick or a tonfa. 
   
  Knife:  Sharp.  Pointy.  Fun. 
   
  Combat Gauntlets:  These synthetic or leather gloves have carbon fiber plates and lead weights woven 
  into them to turn a puncher's fist into an anvil. 
   
  Rapier:  Lightweight fencing blade with a basket hilt. 
   
  Katana:  Super-sharp two-handed curved sword. 
   
  One-Hitter:  This concealable "squeeze gun" can be easily palmed.  It holds a single round that can only be 
  fired over short ranges. 
   
  9mm Pistol:  Your run of the mill light pistol. 
   
  Revolver:  Packs a bit more punch than your average 9mil but falls short in rate of fire. 
   
  
  11 
   
  Collin Terrell 2010 
   
  Desert Eagle:  Powerful Israeli hand gun.  Makes big holes. 
   
  Sub-Machine Gun:  Compact, fully-automatic weapon that can lay down a hail of bullets. 
   
  Hunting Rifle:  Standard long arm used for hitting targets over range. 
   
  Sniper Rifle:  This is what the military calls a "Hunting Rifle".  Much longer range and greater armor 
  piercing capability. 
   
  Assault Rifle: Fully-automatic combat rifle that is standard issue for any soldier. 
   
  Shotgun:  This weapon fires pellets in a spread pattern to maximize the chances of turning a target into 
  hamburger. 
   
  Combat Shotgun:  The semi-automatic version of the shotgun.  Used as a roomsweeper by the military. 
   
  Compound Bow:  Modern bow and arrow system that uses cables and pulleys to impart maximum force to 
  the projectile. 
   
  Crossbow:  Trigger-actuated, horizontal bow that is mounted on a rifle stock.  Slower rate of fire but 
  greater range and piercing power than a traditional bow. 
   
  Frag-Grenade:  Standard military issue grenade that produces a cloud of deadly shrapnel. 
   
  Gas Grenade:  Canister containing tear gas or some other irritant.  Targets in area of effect must succeed a 
  Vigor -2 check or become Shaken. 
   
  Hellbore Hand Cannon:  The Hellbore Arms Company is the latest gun manufacturer to come onto the 
  Defense industry scene.  They have created the world's most powerful handgun: a 60 caliber semi-
  automatic pistol that has been rated against tank armor. 
   
  XM-25 Smart Gun:  Just recently approved for military use, the XM-25 Smart Gun is a bullpup configured 
  semi-automatic grenade launcher that fires 25mm shells.  The grenades are fused so that the gun's on-
  board computer can set them to detonate at any specified range. 
   
  Common Armor 
  Armor Name 
  Cost 
  Effect 
  Trilex Bodysuit 
  $100 
  Armor +2 
  Kevlar Vest 
  $250 
  Armor +2/+4 vs. Ballistics; negates up to AP: 4 
  Riot Shield 
  $200 
  Parry +2; Armor +2 vs. ranged 
  DragonSkin Jacket 
  $2500 
  Armor +4/+8 vs. Ballistics; negates up to AP: 4 
  Battle Suit 
  $3500* 
  Armor +5/+10 vs. Ballistics; negates up to AP: 4; Stealth +1 
  Carbon Plate Armor 
  $5000* 
  Armor +8 
  Exo Rig 
  $2500* 
  +1 increase to STR die; Pace +2; 1d6 vertical jump; 2d6 broad 
  jump 
  Milligent Power Armor 
  $10000* 
  Armor +8; Deflection +2; +1 increase to STR die; Pace +2; 1d6 
  vertical jump; 2d6 broad jump; Shooting +1 
  * = equipment that can only be obtained by people with military connections. 
   
  Trilex Bodysuit:  Trilex is an industrial grade synthetic fiber that is valued for its strength to weight ratio.  
  In addition to being tough, the material breathes well making it ideal for the production of armored 
  clothing.  Trilex has been used by motorcycle riders and extreme sportsmen for years. 
  
  12 
   
  Collin Terrell 2010 
   
   
  Kevlar Vest:  Your standard issue bullet protection.  Thin enough to be worn under a jacket. 
   
  Riot Shield:  This clear, impact-resistant plastic shield is used by law enforcement agencies to deflect 
  incoming projectiles without sacrificing visibility. 
   
  DragonSkin Jacket:  Combining the latest in synthetic ballistic-resistant fiber technology with overlapping 
  ceramic inserts, the DragonSkin bulletproof jacket is the best bullet protection that can be purchased over 
  the counter. 
   
  Battle Suit:  A Battle Suit offers lightweight, full body protection against a range of ballistic and impact 
  threats.  Generally available to Special Forces teams only, this form fitting, black synthetic mesh uniform is 
  ideal for night ops and infiltration missions. 
   
  Carbon Plate Armor:  This modern take on the old medieval invention of articulated full-body plate mail 
  replaces steel with lightweight carbon fiber plates to surround the wearer in a hard shell of impact 
  resistant laminate. 
   
  Exo Rig:  The Exo Rig is an exo-skeletal body frame that delivers power assisted strength to the wearer's 
  limbs.  Individuals wearing an Exo Rig can carry exceptionally heavy loads and can wield vehicle mounted 
  weapon systems.  The Exo Suit does not provide any defensive protection on its own. 
   
  Milligent Power Armor:  The Armor Systems division of the Milligent Corporation has produced the first 
  fully integrated, mass produced Plate Armor Exo-Suit which they have dubbed "Power Armor".  It 
  combines all of the advantages of Carbon Plate Armor and an Exo Rig. 
   
   
  Super Armor 
  Some Nighthawks have the smarts or the cash to develop unique super armor that can't be obtained from 
  any merchant.  This armor can take pretty much whatever form the inventor wishes (i.e. full suit armor, 
  energy field, exotic material suit, etc.) 
   
  The base cost of Super Armor is always 10,000 dollars and offers a level of armor protection equal to 
  Carbon Plate Armor (Armor +8).  Each enhancement must be paid for separately on top of this base cost.  
  A Super Genius with laboratory facilities and sufficient time (1d4 months) is required to construct a suit of 
  Super Armor. 
   
  Enhancements cannot be added incrementally to a suit of Super Armor after it is created.  An entirely new 
  suit must be constructed with the enhancements built-in. 
   
  Enhancement Name 
  Cost 
  Effect 
  Heavy Armor Plating 
  $10000 
  Can only be harmed by Heavy Weapons and Called Shots 
  Force Field 
  $4000 
  Deflection +2 (stackable) 
  Fire Retardant 
  $3000 
  Immune to Fire damage 
  Insulated 
  $3000 
  Immune to extreme Cold 
  Hermetic 
  $5000 
  Immune to gas weapons and oxygen starvation 
  Stealth 
  $8000 
  +4 to Stealth checks; electronic countermeasures 
  Hardened 
  $2000 
  Immune to EMP weapons & radiation 
  Grounded 
  $3000 
  Immune to Electricity damage 
  Rocket Booster 
  $5000 
  Fly (stackable) 
  Myomers 
  $10000 
  +2 increase to Strength die 
   
  
  13 
   
  Collin Terrell 2010 
   
  Fire Retardant:  The suit is designed to conduct heat away from the wearer's body and has advanced heat 
  sinks integrated to maintain a comfortable internal temperature. 
   
  Force Field:  A powerful electro-static field enables this armor to deflect incoming projectiles.  The wearer 
  has a +2 deflection bonus vs. ranged attacks.  This enhancement can be taken multiple times. 
   
  Grounded:  Custom designed channels in the armor guide any dangerous electrical pulses harmlessly into 
  the ground. 
   
  Hardened:  The armor is shielded against all forms of radiation and is immune to the effects of electro-
  magnetic pulse weapons.  Any electronic devices carried by the wearer of this armor are protected from 
  EMP. 
   
  Heavy Armor Plating:  The exterior of the armor is treated with some experimental substance or energy 
  that resists the effects of common weapons entirely.  The wearer can only be harmed by heavy, anti-
  vehicle weapons and called shots aimed at specific weak points (i.e. joint seams, eye plates, exhaust 
  vents, etc.) 
   
  Hermetic:  The armor is a shell that contains its own atmosphere and oxygen scrubbers.  The wearer of 
  this armor is immune to all hostile gas attacks and can survive for several hours in an anaerobic 
  environment (such as outer space or underwater). 
   
  Insulated:  The interior of the suit is heated to resist the effects of cold and the joints of the suit are 
  treated with anti-freezing agents to prevent the formation of ice crystals. 
   
  Myomers:  Myomers are specially treated polymers that behave like artificial muscles.  When an electric 
  current is applied to a myomer bundle, it contracts like a bicep.  Armor with myomer fibers woven into 
  the limbs grants the wearer a +2 increase to their Strength die. 
   
  Rocket Booster:  The armor is equipped with rocket jets that grant the wearer short-range flight 
  capabilities.  As a move action the wearer can fly up to 24 paces in a single burst but they must succeed an 
  Agility check to land on their feet.  After using this power, the boosters require 3 rounds to cool down 
  before they can be used again.  This enhancement can be taken multiple times, increasing the flight range 
  by 24 with each application. 
   
  Stealth:  This armor is loaded with an ECM (Electronic Countermeasures) package and optical warping 
  capability that gives its wearer a +4 bonus to all Stealth rolls.  The wearer is invisible to all electronic 
  detection systems (i.e. radar, thermal imaging, security cameras, etc.) 
   
   
  Super Weapons 
  Similar to Super Armor, Super Weapons are special melee weapons and firearms developed by 
  exceptionally smart or wealthy Nighthawks. 
   
  Super Weapons are made by modifying an existing weapon with bolted on attachments to give it extra 
  properties.  The base cost of a Super Weapon is equal to the cost of the weapon being modified +$1000.  
  Then, each enhancement must be paid for separately (for example, if you add the "Incendiary" 
  enhancement to a Hunting Rifle, the total cost would be $3900: $1300 for the base cost of the weapon, 
  plus the Base cost again x2).  A Super Genius with laboratory facilities and sufficient time (1d4 weeks) is 
  required to construct a Super Weapon. 
   
  
  14 
   
  Collin Terrell 2010 
   
  Weapon enhancements can be added to a Super Weapon incrementally, as most enhancements are 
  simple attachments. 
   
  Enhancement Name 
  Cost 
  Effect 
  Armor Piercing 
  Base x1 
  Armor Piercing +4 (stackable) 
  Incendiary 
  Base x2 
  +1d6 fire damage; Burn 
  Explosive 
  Base x3 
  Small Blast Template; Heavy Weapon; Ranged only 
  Corrosive 
  Base x2 
  +1d10 acid damage 
  Poisonous 
  Base x3 
  Vigor -2 check or suffer a Wound 
  Cryonic 
  Base x2 
  +1d6 cold damage; Slow 
  EMP 
  Base x2 
  Short-circuit electronics 
  Targeting Assist 
  Base x2 
  Adds +1 to attack rolls 
  Alpha Strike 
  Base x4 
  Fires entire clip in one shot; Ballistic only 
   
  Alpha Strike:  An Alpha Striking weapon has a special firing mode that allows the user to empty their 
  entire clip in a single pull of the trigger.  This works like the normal rules for Suppression Fire except that 
  targets suffer a -4 to their Spirit check.  This enhancement can only be granted to ballistic weapons and 
  can only be used on a full clip of ammunition.  If used at point blank range, a single target is hit by all of 
  the rounds at once. 
   
  Armor Piercing: Special alloys give this weapon the ability to ignore 4 points worth of armor.  This 
  enhancement can be taken multiple times. 
   
  Corrosive:  Corrosive weapons secrete a highly  concentrated acid that burns the target for an additional 
  1d10 points of damage. 
   
  Cryonic:  A cryonic weapon has a super-cooled core that delivers a painful, numbing chill to the target.  In 
  addition to suffering an additional 1d6 cold damage, the target suffers from a -2 Pace for 1 round. 
   
  EMP:  This weapon is electro-magnetically charged so that any target struck by it suffers the effects of an 
  EMP blast.  All electronic devices carried by or integrated into the target short-circuit and become 
  inoperable.  This effect works on vehicles as well. 
   
  Explosive:  The ammunition of this weapon carries an explosive payload that detonates like a 20mm 
  grenade.  The weapon inflicts "Heavy Weapon" damage and covers a Small Blast Template area.  This 
  enhancement can only be applied to ranged weapons (for obvious reasons). 
   
  Incendiary:  An incendiary weapon or bullet bursts into flames when it is used in combat.  The searing 
  heat inflicts an additional 1d6 points of fire damage and has a 1 in 6 chance of setting the target on fire. 
   
  Poisonous:  Poisonous weapons are treated with a durable resin that carries a virulent contact poison in 
  its cellular structure.  Any target who sustains damage from a poisonous weapon must succeed a Vigor -2 
  check or sustain 1 Wound (in addition to any other Wounds that may have been inflicted). 
   
  Targeting Assist:  Built in sensors and integrated communication systems give the user of this weapon 
  real-time aim correction feedback.  They gain a +1 bonus to any attack rolls made with this weapon. 
   
   
  Secret Lairs 
  Exceptionally wealthy Nighthawks and certain mad scientists may construct secret lairs which can be used 
  as a safe haven during challenging assignments. 
   
  
  15 
   
  Collin Terrell 2010 
   
  A basic lair is an apartment sized space hidden in a location of the Nighthawk's choosing (i.e. a cave, 
  sewer, basement, penthouse, etc.)   Lairs are always accessed by some kind of secret door (Notice -4 to 
  detect).  Every lair has its own power generator and utilities so that it can exist off the grid.  A basic lair 
  only has sufficient resources to support two long term occupants and costs $100,000 dollars. 
   
  Each enhancement to a lair adds another apartment-sized section of square footage to the lair's footprint. 
   
  Enhancement Name 
  Cost 
  Effect 
  Laboratory 
  $100,000 
  Computers and work bench for making Super items 
  Medical Suite 
  $80,000 
  Fully functional hospital facilities 
  Defense Grid 
  $40,000 
  Intrusion detection and automated defenses 
  Containment Cells 
  $40,000 
  Secured vault for storing prisoners and/or rare items 
  Situation Room 
  $80,000 
  Communication center with map projections and satellite feeds 
  Recreation Room 
  $20,000 
  Plush seating area with top end entertainment center 
  Living Quarters 
  $20,000 
  Food and living space for 4 long term occupants 
  Garage 
  $40,000 
  Room for two vehicles 
   
  Containment Cells:  Steel-reinforced holding cells that can hold up to four prisoners or any amount of rare 
  merchandise.  The cell doors are hardened against explosives and have biometric and physical locks. 
   
  Defense Grid:  The entire lair is wired up for surveillance and the perimeter is secured by thermal and 
  laser sensors to detect intruders.  At all entry points there are two, computer controlled, turret mounted 
  heavy machine guns that will fire upon anyone that is not authorized to access the lair.  Machine guns 
  have the following statistics: 24/48/96 range; 2d8 damage; ROF: 3; AP: 2; Full Auto; Heavy Weapon. 
   
  Garage:  The garage has enough room to store 2 vehicles along with all of the necessary tools and 
  facilities to maintain those vehicles.  Every garage comes connected to a secret passage of some sort that 
  allows vehicles to enter and exit the lair stealthily. 
   
  Laboratory:  This workspace has all the tools and materials that a Super Genius would need to construct 
  Super Items (i.e. Weapons, Armor, Vehicles, etc.).  There's a 3D holo-screen for manipulating CAD 
  drawings, huge work benches, a hydraulic press and a robotic crane for lifting heavy objects. 
   
  Living Quarters:  Spacious rooms that can comfortably house 4 additional long term occupants.  Living 
  Quarters are attached to a shared galley and bathroom with sufficient food and supplies to last for several 
  weeks. 
   
  Medical Suite:  This clean room is fully stocked with all of the medical equipment a physician would need 
  to perform any surgical procedure.  The medical suite comes complete with a full complement of 
  pharmaceuticals and a bedside robotic assistant that can perform simple nursing duties. 
   
  Recreation Room:  This large common area is handsomely furnished with comfortable leather chairs and 
  couches, a large state-of-the-art entertainment center, and enough refreshments to throw several small 
  parties.  Characters who recuperate here can naturally heal at twice the normal rate. 
   
  Situation Room:  This darkened room contains a large conference table with integrated computer 
  terminals and a gigantic wall screen depicting global satellite imagery.  From here it is possible to view any 
  live news feed and to tap into encrypted military communications anywhere on Earth. 
   
   
   
   
  
  16 
   
  Collin Terrell 2010 
   
  Super Vehicles 
  Exceptionally wealthy Nighthawks and certain geniuses may construct Super Vehicles.  It is assumed the 
  Super Vehicle is some kind of ground car or motorcycle unless it has enhancements that permit it to travel 
  in other mediums.  Ground cars have the same base statistics as a Mid-Sized Sedan or Sports Car. 
   
  The base cost of a Super Vehicle is $40,000 for a Sedan, $80,000 for a Sports Car and $10,000 for a 
  motorcycle.  Each enhancement must be paid for separately on top of this base cost.   
   
  Vehicle enhancements can be added to a Super Vehicle incrementally. 
   
  Enhancement Name 
  Cost 
  Effect 
  Flamethrower 
  Base x10% 
  2d10 fire damage; Conefire; ignores Armor 
  Rocket Launcher 
  Base x10% 
  24/48/96 range; 4d8 damage; M.B.T.; HW; AP: 20 
  Machine Gun 
  Base x10% 
  24/48/96 range; 2d8 damage; ROF: 3; AP: 2; Full Auto 
  Pursuit Countermeasure 
  Base x10% 
  Pursuing vehicles must succeed a Driving -2 check (stackable) 
  Heavy Armor Plating 
  Base x50% 
  Can only be harmed by Heavy Weapons and Called Shots 
  Turbo Boost 
  Base x20% 
  Doubles vehicle speed for 3 rounds (stackable) 
  Escape Pod 
  Base x20% 
  Driver's life is saved during crashes 
  Amphibious 
  Base x30% 
  Vehicle can travel underwater 
  Self Destruct 
  Base x10% 
  Vehicle can be remote detonated for 6d6 damage 
  Supercharged 
  Base x20% 
  The Acceleration and Top Speed of the vehicle are increased by 
  10% (stackable) 
   
  Amphibious:  The vehicle is capable of traveling on land or underwater without any loss of speed or 
  maneuverability.  Oxygen tanks carry a supply of air sufficient to sustain passengers for several hours. 
   
  Escape Pod:  The escape pod automatically deploys when the Super Vehicle is destroyed, safely depositing  
  the driver and passenger 1d4 miles away from the crash site.  The driver can manually deploy the Escape 
  Pod any time they wish, but doing so totals the vehicle. 
   
  Flamethrower: The flamethrower can be hard mounted on the front, side or rear of the vehicle or 
  mounted in a turret configuration on top.  Turret mounted guns are more difficult to control while driving; 
  Shooting rolls with a turret are made at a -2.   
   
  Heavy Armor Plating:  The vehicle's speed and acceleration is reduced by 2 but it is now immune to small 
  arms fire. 
   
  Machine Gun:  The machine gun is a belt-fed Gatling gun that can be hard mounted on the front, side or 
  rear of the vehicle or mounted in a turret configuration on top.  Turret mounted guns are more difficult to 
  control while driving; Shooting rolls with a turret are made at a -2.  Each machine gun carries 100 rounds. 
   
  Pursuit Countermeasure:  Pursuit Countermeasures take many forms, including rear-deployed oil slicks, 
  smoke screens, tire tacks and magnesium flares.  Countermeasures force any pursuing drivers to succeed 
  a Driving -2 check to avoid crashing their vehicles.  A Countermeasure can only be used once before it 
  needs to be reloaded in a Garage facility.  This enhancement can be taken multiple times.  Multiple 
  applications of Pursuit Countermeasures can be deployed one at a time or all at once for a cumulative 
  Driving penalty. 
   
  Rocket Launcher:  The rocket launcher can be hard mounted on the front, side or rear of the vehicle or 
  mounted in a turret configuration on top.  Turret mounted launchers are more difficult to control while 
  driving; Shooting rolls with a turret are made at a -2.  Each rocket launcher carries 4 rockets.  If a vehicle 
  
  17 
   
  Collin Terrell 2010 
   
  carrying rockets sustains a wound, there is a 1 in 6 chance that all rockets on board explode in a chain 
  reaction. 
   
  Self Destruct:  The vehicle is wired to explode whenever the driver sends a specially encrypted signal.  
  Detonation is instantaneous and inflicts 6d6 points of fire and shrapnel damage over a Large Blast 
  Template area.  The Self Destruct signal has a line of sight range.  The explosive compounds are neutral 
  until activated, so there is no risk of accidental detonation. 
   
  Supercharged:  The vehicle's engine is modified to improve the richness of its air-fuel mixture, increasing 
  performance.  This enhancement can be taken multiple times. 
   
  Turbo Boost:  The Turbo Boost doubles the vehicle's acceleration and top speed for 3 rounds.  A boost can 
  only be fired one time before it needs to be reloaded in a Garage facility.  Multiple applications of the 
  Turbo Boost permit you to boost multiple times but cannot be deployed all at once.  A Turbo Boost can be 
  used to propel a vehicle into the air, allowing it to avoid intervening obstacles. 
   
   
   
  
  18 
   
  Collin Terrell 2010 
   
  Gameplay: 
  This section outlines some suggestions for setting the proper tone in a Super Hero/Super Villain game and 
  is primarily aimed at Game Masters. 
   
  Capers: 
  Sometimes you need to come up with some random criminal activity on the fly for the players to deal 
  with – the sort of stuff any self-respecting Nighthawk would pick up over the police scanner.  Use this 
  mission generator to come up with quick ideas for a criminal caper.  Simply draw three cards from a 
  standard deck of playing cards (Jokers included) and see what sort of combination you can come up with.  
  It’s up to you to figure out how to build a caper around these descriptors; keep or lose whatever works for 
  you. 
   
  Crime Generator  
  Card 
  1st Draw 
  2nd Draw 
  3rd Draw 
  2 
  A Lone Gunman 
  Stealing Money 
  In a Quiet Suburb 
  3 
  A Gang of Hoodlums 
  Molesting Civilians 
  Downtown 
  4 
  A Serial Killer 
  Stealing a Vehicle 
  In the Ghetto 
  5 
  The Mafia 
  Robbing at Gunpoint 
  At the Mall 
  6 
  The Black Mask 
  Murdering Innocents 
  At a Government Building 
  7 
  Armed Robbers 
  Destroying Property 
  At the Zoo/Aquarium 
  8 
  Crooked Cops 
  Kidnapping 
  At a School 
  9 
  Terrorists 
  Holding Hostages 
  In an Office Building 
  10 
  Visigoths 
  Firing Indiscriminately 
  At a Hospital 
  J 
  Chaositeers 
  Mugging 
  At a Museum or University 
  Q 
  Drug Fiends 
  Fleeing the Scene 
  In the Park 
  K 
  A Para-Military Group 
  Committing Arson 
  At a Police Station 
  A 
  Professional Assassins 
  Fighting the Cops 
  In a Bank or Corporation 
  Joker 
  A Nighthawk criminal 
  Issuing a City-wide Ultimatum 
  In a Dangerous Pursuit 
   
  Armed Robbers:  This organized band of 1d4+1 armed men are up to no good.  They have the same stats 
  as Police Officers and likely have a wheelman in tow driving a getaway vehicle. 
   
  Bank/Corporation:  An important Bank or Corporate Headquarters has been targeted by these criminals.  
  1d4 executives are in danger as well as 2d10 regular office staffers.  Large quantities of money or 
  intellectual property are also at risk. 
   
  Black Mask: 1d6+2 agents of the Black Mask are pulling some caper for a rival Nighthawk (possibly 
  Shadowmiser or Zeitgeist).  They have the same stats as Flunkies. 
   
  Chaositeers:  These techno-crooks thrive on high risk, high reward capers.  1d4+1 of these power suited 
  thieves are making ready to pull off some scheme with their customary tactical precision.  They have the 
  same stats as an Omega Team Soldier. 
   
  Committing Arson:  These criminals have set fire to some important structure.  They will attempt to burn 
  more buildings unless they are stopped. 
   
  Crooked Cops:  This unscrupulous band of 1d4 Police Officers is either engaging in a crime or allowing one 
  to take place. 
   
  Dangerous Pursuit:  The criminals are engaged in a reckless high speed chase with 1d6 Police cruisers.  
  They are not afraid to harm civilians or property if it will ensure their getaway. 
   
  
  19 
   
  Collin Terrell 2010 
   
  Destroying Property: This band of crooks is simply out to break stuff.  They’ve already caused 1d12*400 
  dollars’ worth of damage and are threatening to inflict a lot more if they can. 
   
  Downtown:  The crimes are being committed Downtown.  1d12+4x4 innocent bystanders are endangered 
  by this caper. 
   
  Drug Fiends:  1d4+1 petty criminals are trying to boost some easy cash to score more dope.  They have 
  the same stats as Flunkies. 
   
  Fighting the Cops:  These criminals are already engaged in a gun battle with 1d6+1 Police Officers.  As per 
  the usual protocol, the police have blockaded the escape routes with their vehicles and are using them for 
  cover. 
   
  Firing Indiscriminately:  These crooks are armed and probably high on something.  They are discharging 
  their weapons in public with little concern for the well-being of nearby civilians. 
   
  Fleeing the Scene:  These criminals have already committed some sort of crime and are trying to evade 
  pursuit.  There’s a 50% chance that they are fleeing on foot.  Their goal is to reach their hideout in a more 
  remote part of the city (typically Vandergrift or Slagtown). 
   
  Gang of Hoodlums:  1d6+2 Flunkies are hassling the citizens of King City.  They are typical ghetto thugs not 
  associated with any particular organization.  
   
  Ghetto:  The crimes are being committed in a Ghetto like Vandergrift.  1d10+2x2 innocent bystanders are 
  endangered by this caper. 
   
  Government Building:  These bold criminals are committing crimes in a government building such as City 
  Hall, an Embassy or a Departmental Office.  1d8 officials are in the line of fire.  It is very likely that 1d4+6 
  Police Officers or Soldiers are already on the scene. 
   
  Holding Hostages:  These criminals have 1d6+4 innocent civilians held at gunpoint for negotiating 
  purposes.  They have some sort of demand they would like fulfilled in exchange for the release of the 
  hostages.  Typically this will be something political rather than financial. 
   
  Hospital:  The criminals have targeted a hospital for their caper, likely King City General, located 
  Downtown.  1d4+1 Doctors and 2d12 Patients are in the line of fire.  It is very likely that 1d4+6 Police 
  Officers are already on the scene. 
   
  Issuing a City-Wide Ultimatum:  These criminals have either seized a media facility or have attracted the 
  attention of the city’s reporters so that they can deliver a list of demands to the Mayor.  If these demands 
  aren’t met in 24 hours, something catastrophic is promised (i.e. detonating a suitcase nuke, causing a 
  blackout, bombing a civilian target, introducing poison into the water supply, etc.) 
   
  Kidnapping:  These criminals have kidnapped a high-value target and are holding this individual in a secure 
  location.  They have some sort of demand they would like fulfilled, either a ransom or the release of a 
  compatriot. 
   
  Lone Gunman: A crazed gunman with the same statistics as a Soldier has situated himself in a position 
  with good sight lines and heavy cover.  If he feels threatened he won’t hesitate to open fire on civilians. 
   
  Mafia: 1d6+2 Mafia goons are running some errand for their Capo.  They have the same stats as Flunkies. 
   
  
  20 
   
  Collin Terrell 2010 
   
  Mall:  The crimes are being committed at a shopping mall.  1d10+2x2 innocent bystanders are 
  endangered by this caper as well as 1d8+1 businesses.  1d4+1 mall security agents are waiting for help to 
  arrive. 
   
  Molesting Civilians:  These crooks are out to spread some fear.  They have at least 1d4 innocent civilians 
  cornered and are proceeding to do nasty things to them. 
   
  Mugging:  These criminals are ambushing civilians from some concealed location and taking their money 
  at weapon point.  Their first instinct will be to run and hide if confronted by a show of force. 
   
  Murdering Innocents:  These criminals are the worst sort, they’re simply out for blood.  1d4+1 civilians 
  already lie dead and several more are in immediate danger. 
   
  Museum/University:  One of the Museums or University buildings is being threatened by criminals.  2d12 
  civilians are in danger, as well as 1d4 Professors/Curators.  There’s a risk of damage being done to some 
  priceless works of art. 
   
  Nighthawk:  A criminal Nighthawk has decided to make a public appearance.  Randomly select one from 
  Appendix A or generate your own. 
   
  Office Building:  Some general white-collar operation has been targeted by these criminals.  1d12+4 office 
  workers are being threatened.  1d4+1 building security agents are waiting for help to arrive. 
   
  Para-Military Group:  A band of 1d6+4 very well-armed commandos are attempting to execute an 
  important mission for whatever faction or criminal organization they represent.  They have the same stats 
  as Special Forces Commandos. 
   
  Park:  The criminals have targeted Butcher Park for their criminal activities.  At any time of day you can 
  find 1d12+4 civilians enjoying the jogging trails or the benches in the Park. 
   
  Police Station:  These brazen thugs have decided to attack the Law where it lives.  They are in a shootout 
  with 2d12x2 Police Officers. 
   
  Professional Assassins:  A crew of 1d4+1 “mechanics” have been called in to make somebody dead.  They 
  have the same stats as Ninjas but use gunpowder weapons instead of swords and throwing stars. 
   
  Quiet Suburb:  For whatever reason, these criminals have chosen to conduct their affairs in a quiet suburb 
  like Eastpoint.  They are directly threatening an innocent family of 1d4+1 people. 
   
  Robbing at Gunpoint:  These crooks have entered either a residence or a place of business and are 
  demanding all cash and valuables at gunpoint.  If threatened they will likely cause harm to 1d6+2 innocent 
  civilians. 
   
  School:  The criminals have taken over a classroom full of students.  3d10+6 students and one teacher are 
  in immediate danger. 
   
  Serial Killer:  Some psychopath has decided to start up a murder spree.  He or she has the same stats as a 
  Ninja but none of the Ninja’s gear or powers.  Serial Killers usually have some idiom or calling card that 
  signifies their grim work. 
   
  Stealing Money: These criminals are out for cash, plain and simple.  They are either in the midst of a 
  burglary or a simple mugging.  If things get too hot, they’ll beat feet. 
  
  21 
   
  Collin Terrell 2010 
   
   
  Stealing a Vehicle:  These criminals are in need of transportation.  They are trying to boost a vehicle 
  appropriate to their needs.  There’s a 25% chance that the vehicle’s security system has been activated. 
   
  Terrorists:  Representing some obscure cause or cult, this group of 1d6+4 Terrorists poses a direct threat 
  to King City.  They have the same stats as Soldiers. 
   
  Visigoths:  One of the more notorious gangs in King City, these Visigoths have come up from their 
  stomping ground in Vandergrift to cause general chaos.  There are 1d6+2 gangsters with the same stats as 
  Flunkies.  If they get in over their heads, they will likely call in their homies for reinforcements. 
   
  Zoo/Aquarium:  The crooks have either busted into the Butcher Park Zoo or the Harborside Aquarium to 
  threaten 1d8+1x2 civilians.  They aren’t above causing harm to the animals if they don’t get what they 
  want. 
   
  Creating a proper Comic Book narrative: 
  In this setting more so than some others telling a good story should take precedence over whether or not 
  the players “win” a particular scenario.  Game Masters should constantly be on the lookout for 
  opportunities to heighten the drama, raise the stakes and put the players in cliffhanger situations.  
  However, and this is important, this should be a “low lethality” setting.  Killing characters kills the story.  A 
  player who is not playing deflates the excitement in the room.  The threat of mortal danger should be 
  saved for the final chapter of a story as the action builds to a climax.  If a character is in a situation where 
  his or her life is in jeopardy, consider knocking the character out instead of killing them outright.  In some 
  cases, this may be the perfect way to raise the tension of a scenario without making everyone fear for 
  their lives.   
   
  If a character is “knocked out” how do you keep them involved and interested in the game?  You have a 
  couple of options here: 
   
   
  You could let the player take over a Flunky until their character is back in play.  Flunkies under 
  the temporary control of a player gain a Wild Card die and three Bennies (becoming a ‘Super 
  Flunky’) 
   
  Let the player help the Game Master control Villains in larger battles. 
   
  If no Flunkies or spare Villains are in play consider introducing a surprise Sidekick into the mix.  If 
  the player has a spare character in their folder who isn’t on the scene, write them into the story.  
  Have them suddenly swing in through a window in dramatic fashion and join the fight. 
   
  To create a Comic Book feel, break your scenarios down into Chapters or Episodes.  This accomplishes two 
  things: it creates a lot of natural break points in the narrative where you could stop the action, take 
  breaks, etc. and it condenses the action into focused bursts.  Think of it in terms of scripting an action 
  film: you want each Episode to be built around a “set piece”, a major action scene with stunts and effects.  
  This gives each Episode a sense of urgency and gives the players lots of opportunities to do heroic things. 
   
  Embrace the notion of recurring adversaries.  If the players defeat an opponent or foil their scheme have 
  the opponent make a getaway so that they can fight another day.  If it is the final Episode of a long 
  scenario you might allow the players to capture or incapacitate their opponent.  If they want to kill their 
  opponent, that is perfectly fine, but death always has repercussions – that opponent probably has allies 
  who will seek revenge for such actions. 
   
  Being good doesn’t mean being a boy scout.  If you want to play things that way, that’s fine, but just 
  because you work on the side of law doesn’t mean you have to hand out flowers to old ladies.  If a ‘good’ 
  character wants to rub out a persistent adversary or beat up a couple of cops who are in their way, they 
  
  22 
   
  Collin Terrell 2010 
   
  can do this without any sort of meta-game penalties.  All repercussions should be in game (i.e. mess with 
  the cops and they will consider you a crook).  Encourage players to stick to a common behavior theme but 
  don’t penalize them harshly when they have a personality lapse.  The flip side of this is also true: not all 
  ‘bad guys’ need to be slavering psychopaths. 
   
  Defending the Innocent: 
  While Nighthawks aren’t strictly expected to go out of their way to protect the innocent (after all, that’s 
  the job of the police) if they are publically involved in a situation where civilians are killed or injured this 
  will reflect badly on the Nighthawk.  This can manifest itself in temporary or permanent Charisma 
  penalties.  Conversely, a Nighthawk who clearly goes out of their way to save lives can earn Charisma 
  bonuses for their costumed persona.  Charisma can sometimes be as valuable as currency; a hero with 
  enough good opinion on his side could cashier his reputation for material favors at the Game Master’s 
  discretion. 
   
  Extras vs. Wild Cards: 
  Savage Worlds lends itself nicely to the notion that player characters are above average individuals.  They 
  tend to be stronger, faster, more skilled and luckier than the average guy.  In this setting, it is important to 
  make sure that this separation is very pronounced.  A Wild Card should be head and shoulders above any 
  Extra in the game.  You should almost never have a case where a mere Extra takes down a Wild Card with 
  a lucky shot.  Super Heroes and Arch Villains simply don’t go out that way. 
   
  Take away the “mob bonus” from Extras.  Normally, a character would get a +1 to attack for each 
  character that assists them in a fight.  Because Flunkies will always have a numerical advantage over Wild 
  Cards, take this bonus away to avoid having underwhelming battles where the Nighthawks simply get 
  dog-piled into submission. 
   
  If a Wild Card becomes ‘Killed’ by an Extra, they are simply “knocked out” and injured.   
   
  Flunkies: 
  Flunkies, Goons and Hirelings are an important part of the Superhero ecosystem.  It’s these normal guys 
  that make super powered characters feel truly super.  Many heroes and most villains need Flunkies to 
  handle mundane day to day stuff.  Flunkies are disposable human resources; they realize its dangerous 
  business to associate with super powered individuals but are willing to do so out of a sense of loyalty, a 
  desire for riches, or the cachet of hanging out with famous and powerful people.  Liberally sprinkle your 
  scenarios with Flunkies; they provide lots of meat for the players to grind. 
   
  In game terms, think of Flunkies as another term for Extras. 
   
  Grappling: 
  To simplify grappling in combat use the following rules.  All grappling checks are resolved as an opposed 
  roll between the aggressor and the defender.  The defender must be within the aggressor's reach in order 
  for a grapple to commence, but no combat roll is required to establish contact.  The aggressor rolls their 
  Strength or Fighting die and the defender gets to choose whether to roll Strength, Fighting or Agility to 
  resist.  If the aggressor rolls a success, they establish a hold meaning that the defender is immobilized 
  until they break free.  If either party succeeds with a raise, they inflict one level of Fatigue damage on 
  their opponent.   
   
  The defender can attempt to break free on their turn by succeeding another opposed roll.  As before, it's 
  the defender's privilege to decide whether they'd like to use Strength to muscle free or Agility and 
  Fighting to slip free.  A defender who gets a raise on their escape roll can perform an additional action at 
  no penalty. 
   
  
  23 
   
  Collin Terrell 2010 
   
  Once an aggressor has their target held, they can maintain the hold indefinitely until the defender breaks 
  it.  Every round the aggressor can make another opposed roll to attempt to inflict additional Fatigue 
  damage.  A target that is already held gains a Fatigue level on a success or a raise. 
   
  Sidekicks: 
  Encourage your players to roll up more than one character.  You can use spare characters as dramatic 
  replacements when a player’s character is knocked out or otherwise detained.  Also, a higher level 
  character may bring along one of their lower level characters as a Sidekick, which is essentially a Wild Card 
  Flunky who follows the character around. 
   
  
  24 
   
  Collin Terrell 2010 
   
  Monsters: 
  There aren’t very many monsters in this setting per se – most adversaries are humans or super powered 
  beings.  Included below are a few ideas for monsters you might wish to unleash to liven up a gaming 
  session, along with some common opponents a hero or villain may encounter. 
   
  Flunky: 
  If the action is slow there is nothing better to inject some excitement into the proceedings than to drop a 
  group of Flunkies into the picture.  All groups in the game world have Flunkies, so you could represent any 
  faction you wish by throwing in a few masked and costumed extras at the party. 
  Flunky 
  Strength: d6 
  Smarts: d4 
  Agility: d6 
  Spirit: d4 
  Vigor: d6 
  Pace: 6 
  Parry: 5 
  Toughness: 5 
  Shooting: d6 
   
  Gear:   
  9mm Pistol (12/24/48; 2d6 damage; AP: 1; Double Tap); 2d20 dollars 
  Shotgun: 12/24/48 range; 1d6-3d6 Damage; ROF = 1 
  Uzi: 12/24/48 range; 2d6 damage; ROF = 3; AP = 1; Full Auto 
  Powers:  None 
   
  Car: 
  In a setting where guns don’t always hurt their intended target, sometimes drastic measures are called for.  
  A hero or villain who gets hit by a speeding car (thrown or otherwise) still needs to take care. 
  Car (compact) 
  Strength: 0 
  Smarts: 0 
  Agility: Driver’s Skill 
  Spirit: 0 
  Vigor: 0 
  Pace: 10/30 
  Parry: 0 
  Toughness: 10 (3) 
   
   
  Gear:  None 
  Powers:  Trample: 1d6 Damage per 5 squares of Pace; Heavy Weapon 
  If a car is thrown, damage is STR+d12+d4 
   
  Ninja: 
  Ninja are highly trained assassins who use martial arts and dirty tricks to bring down their targets. 
  Ninja (WC) 
  Strength: d8 
  Smarts: d8 
  Agility: d10 
  Spirit: d8 
  Vigor: d8 
  Pace: 8 
  Parry: 8 
  Toughness: 6 
  Fighting: d10 
   
  Gear:  Katana: STR+d6+2 damage; AP = 2 
  Throwing Stars: Throwing range; STR+d4 damage; ROF = 3 
  Powers: Block; First Strike; Fleet Footed 
   
  Nuke: 
  The most powerful weapon available to humankind is still the nuclear bomb.  Sure, there’re laser guns 
  and other high-tech gadgets out there, but nothing yet eclipses the sheer brutal power of a nuke.  The 
  stats below are for a "dirty" suitcase nuke. 
  Nuke 
  Strength: 0 
  Smarts: 0 
  Agility: 0 
  Spirit: 0 
  Vigor: 0 
  Pace: 0 
  Parry: 0 
  Toughness: 0 
   
   
  Gear:   
  Powers: unlimited range; 10d10 Damage; Heavy Weapon; AP = 20; Large Burst Template; Fallout (save vs. 
  Vigor or gain the Terminally Ill Hindrance); Knockback: 3d6 squares; affects all 
   
  Omega Team Soldier: 
  The Milligent Corporation funds its own private army called the "Omega Team".  These ex-Special Forces 
  soldiers are equipped with the latest and best defense technology that Milligent can afford. 
  
  25 
   
  Collin Terrell 2010 
   
  Omega Team Soldier 
  Strength: d10 
  Smarts: d8 
  Agility: d8 
  Spirit: d6 
  Vigor: d8 
  Pace: 8 
  Parry: 6 
  Toughness: 15(7) 
  Shooting: d10+1 
   
  Gear:   
  Milligent Power Armor (Armor +8; Deflection +2; +1 increase to STR die; Pace +2; 1d6 vertical jump; 2d6 
  broad jump; Shooting +1)  
  Hellbore Hand Cannon (15/30/60 range; 2d8+1 damage; AP: 4; HW; Semi-Auto) 
  Powers: Brawny 
   
  Police: 
  Depending upon which side of the law you come down on, the local Police can either be a friend or a foe.  
  Your average policeman doesn’t present much of a challenge to a super villain, but they can be dangerous 
  in groups. 
  Police Officer 
  Strength: d6 
  Smarts: d6 
  Agility: d6 
  Spirit: d6 
  Vigor: d6 
  Pace: 6 
  Parry: 5 
  Toughness: 7 (9) 
  Shooting: d6 
   
  Gear:  .38 Special (12/24/48; 2d6 Damage; AP: 1; Double Tap) 
  Baton (STR+d4) 
  Bullet Proof Vest (+2/+4 vs. Bullets); 2d20 dollars 
  Powers: None 
   
  Soldier: 
  The mayor won't call for the National Guard unless there's a certifiable city-wide menace affecting the 
  City -- to do so prematurely would make him appear weak. 
  Soldier 
  Strength: d6 
  Smarts: d6 
  Agility: d6 
  Spirit: d6 
  Vigor: d8 
  Pace: 6 
  Parry: 6 
  Toughness: 8(10) 
  Shooting: d8 
   
  Gear:  M-16: 24/48/96 range; 2d8 Damage; ROF = 3; AP = 2; 3RB; Full Auto 
  Rocket Launcher: 24/48/96 range; 4d8 Damage; Medium Blast Template; AP = 8; Heavy Weapon; 1 action 
  reload 
  Grenade: 5/10/20 range; 3d6 Damage; Medium Blast Template; HW 
  Kevlar Vest (+2/+4 vs. bullets Armor; blocks armor piercing) 
  Powers: None 
   
  Special Forces: 
  When the cops and the army aren’t enough, the government will call in Special Forces to neutralize a 
  problem.  These represent the best soldiers that normal humans can produce.   
  Special Forces Commando (WC) 
  Strength: d8 
  Smarts: d8 
  Agility: d8 
  Spirit: d6 
  Vigor: d8 
  Pace: 6 
  Parry: 6 
  Toughness: 11(16) 
  Shooting: d10+1 
   
  Gear:  Battle Suit (Armor +5/+10 vs. Ballistics; negates up to AP: 4; Stealth +1) 
  XM-25 Smart Gun  (12/24/48 range; 2d6 damage; S.B.T.; HW; Semi-Auto; fused munitions) 
  Sniper Rifle: 50/100/200 range; 2d10 Damage; Heavy Weapon; AP = 4; Snapfire 
  Laser Scopes (+1 to Shooting rolls) 
  Powers:  
   
   
   
   
   
   
   
  
  26 
   
  Collin Terrell 2010 
   
  Tank: 
  When the situation is especially grim, the Army can call in Tanks.  Tanks possess weaponry that is capable 
  of hurting most Supers but the military will be reluctant to call these valued assets into harm’s way unless 
  they are absolutely necessary. 
  Tank 
  Strength: 0 
  Smarts: 0 
  Agility: Driver’s Skill 
  Spirit: 0 
  Vigor: 0 
  Pace: 10/30 
  Parry: 0 
  Toughness: 30 (10)* 
  Shooting: d8+1 
   
  Gear:   
  Heavy Armor Plating 
  Cannon: 75/150/300 range; 4d8 Damage; Heavy Weapon; Medium Burst Template; AP = 8; 1 action 
  reload 
  M-60 Machine Gun: 30/60/120 range; 2d8+1 Damage; ROF = 3; AP = 2 
  Powers: 
  Trample: 1d10 Damage per 5 squares of Pace; Heavy Weapon 
  If a tank is thrown, damage is STR+2d12 
  * = denotes Heavy Armor 
   
  
  27 
   
  Collin Terrell 2010 
   
  Power Groups: 
   
  Milligent Corporation:   
  A Government contractor and major employer in King City, Milligent Corporation is a behemoth in the 
  Defense sector.  Being the biggest corporation in King City has its privileges; Milligent has many highly 
  placed contacts in local government and law enforcement.  Primarily, the executives at Milligent wish to 
  be left to their own devices and the unofficial corporate policy is to "not rock the boat".  If their privacy is 
  breached, however, the legal and military response is incredibly swift. 
   
  Over the years, Milligent has been accused of conducting shady arms deals with known criminal 
  organizations but they've never been indicted.  The CEO and his viceroys are careful to avoid any brazen 
  crimes.  Milligent is so deep into the City's pockets that the mayor has granted the company 
  extraterritoriality over their corporate holdings, meaning that city law does not apply within Milligent's 
  walls. 
   
  Milligent houses a private army of power armored soldiers called the Omega Team.  They are seldom seen 
  outside the glass and steel walls of the corporate headquarters. 
   
  The Black Mask: 
  The Black Mask is essentially a flunky outsourcing company that markets itself to the criminal underworld.  
  They rent out their low level goons to criminal masterminds who need additional muscle.  The Black Mask 
  have offices in most countries and only do business with people based on proper referrals.  They usually 
  set up lairs in unremarkable warehouses in the industrial parts of cities.  Members of this organization can 
  be identified by their iconic black demi-masks. 
   
  The Signet: 
  The Signet is an organization as old as King City.  This secret society of the City's richest and most 
  influential families is tied up in all sorts of white collar crime, trafficking, money scams and occultism.  
  Most who have heard of this group assume it is some sort of fraternity similar to the Freemasons or the 
  Oddfellows but the truth is that the Signet wants to achieve nothing less than total domination of King 
  City.  Members of the Signet view themselves as "the power behind the throne", guiding careers and 
  making decisions behind closed doors that impact the city's power structure. 
   
  The Mob: 
  The Mob has had a strong presence in King City from back in the days when foreign immigrants flooded 
  into the City from Europe.  They are the most organized criminal element in King City.  The Mob is such a 
  prominent fixture that they don't even really try to hide their activities; the police know exactly where to 
  find every high ranking mafia boss but won't do anything with that information while the threat of reprisal 
  exists.  Mafia gangsters are business men first; they don't want to do anything that would jeopardize their 
  lucrative rackets.  The Mob only resorts to violent crimes when somebody takes a shot at them first, but 
  then they strike with all the strength and fury they can muster. 
   
  The Visigoths: 
  King City is home to lots of gangs, but no street gang is more brutal than the Visigoths.  These pierced, 
  tattooed punks terrorize King City's ghetto neighborhoods and are responsible for most of the violent 
  crimes committed elsewhere in town.  They have become such a problem that the Police Department has 
  set up a special Task Force to handle the steady flow of Visigoth related cases.  The gang is actually a 
  confederacy of smaller gangs so there is no central leadership; each war chief makes his own decisions 
  about who and what to hit.  Some of the gang's more infamous chiefs and sub-lieutenants are Skullhead, 
  Juan Eight-Seven, Hollowpoint, Creeper and El Presidente. 
   
   
  
  28 
   
  Collin Terrell 2010 
   
  The Chaositeers: 
  About 10 years ago the Chaositeers emerged on the scene as King City's newest criminal organization.  
  Their stated charter is to bring down the Establishment by any means necessary  They are one part Robin 
  Hood and one part Guy Fawkes, performing bold acts of burglary and sabotage at unpredictable intervals.  
  These gangsters are techno-thieves: they wear audacious power armor rigs and frequently engage in 
  daredevil stunts such as base jumping and hang gliding to pull off tricky heists.  Nobody knows how the 
  Chaositeers get the funding for their expensive kits but they are clearly backed by someone with real 
  influence. 
   
  
  29 
   
  Collin Terrell 2010 
   
  Gazetteer: King City 
  King City is a sprawling, dense metropolis modeled after massive population centers like New York, 
  Shanghai and London. 
   
   
   
  Zenith Heights: 
  This is a ritzy, upper-class neighborhood where a lot of the City's big money lives.  The high-rise condos 
  here cost more per square foot than most people make in a month.  Mostly big-shot company types live 
  here, but some of the Old Money keep "city places" in the Heights for when they want to have a late night 
  on the town.  A number of very expensive specialty shops are located here catering to the needs of the 
  super rich.  If you need to find and extravagant suit or a half-million dollar watch, Zenith Heights is the 
  place for you.  The local police keep a close eye on the Heights but the residents here don't take any 
  chances: many employ their own private security and all of the residential buildings are kept under heavy 
  electronic surveillance. 
   
  Downtown: 
  Downtown is the administrative and commercial center of King City.  All government buildings including 
  City Hall and Police Headquarters are located here.  Skyscrapers dedicated to every major corporation and 
  bank in the City line the streets.  Downtown is a furious hub of activity day or night.  The Butcher Park side 
  of Downtown is the City's unofficial "cultural district": the Museum, Theater of Performing Arts and 
  University are situated there in the shade of the Park's old-growth oaks. 
   
  LoDo:  
  The Lower Downtown neighborhood is the old heart of the City.  It's classic stone buildings have been 
  reclaimed by artists, hipsters, young urban professionals and start-up companies.  The streets here are 
  
  30 
   
  Collin Terrell 2010 
   
  tight and difficult to navigate; parking is virtually non-existent.  Numerous popular bars and clubs adorn 
  the LoDo nightscape.  This is where most people go when they want to unwind on a Saturday night. 
   
  One of the major features of this neighborhood is the Third Eye Magick Shoppe, a sprawling labyrinth 
  dedicated to cheap magic tricks, all forms of pseudo-science and the truly bizarre.  It embodies the spirit 
  of eccentricity that is valued by those that live in LoDo. 
   
  Butcher Park: 
  This old neighborhood borders the City's largest park.  It is full of brick brownstones, cluttered alleyways 
  and ethnic eateries.  Back when King City's population was still booming from immigration, most families 
  moved into the Butcher Park neighborhood where the rents were still reasonably cheap.  They opened 
  restaurants, grocery stores and bars and created small cultural enclaves representing their respective 
  home countries. 
   
  The Mob arrived with the Butcher Park immigrants and they maintain their stronghold here today.  Most 
  locals see the Mob as "guardian angels" of a sort who keep the ghetto gangs out and lend money in a 
  pinch. 
   
  Harborside: 
  Harborside is King City's waterfront district.  Shipping cranes, piers and warehouses crowd this part of the 
  city.  So much trade passes through here daily that the Port Authority has difficulty detecting the 
  contraband that piggy-backs on legit cargo loads.  During the day, the waterfront bustles with blue-collar 
  dock workers; at night the place is a graveyard, which makes it an ideal spot for shady business deals. 
   
  Eastpoint: 
  Eastpoint is a working class neighborhood on the waterfront side of King City.  There are a lot of older 
  homes here and tree lined streets.  Crime isn't as prevalent in Eastpoint because there's not a whole lot 
  here worth stealing. 
   
  Mercy Island, located just off the tip of Eastpoint, is a maximum security sanitarium for the criminally 
  insane.  A drawbridge connects this rocky island to the mainland and can be raised any time there's a 
  situation in the prison. 
   
  Slagtown: 
  At King City's height it was a manufacturing powerhouse.  The city produced cars, steel, trains and 
  industrial machinery.  Over the past couple of decades a lot of heavy industry work has departed King City 
  for more amenable markets, leaving rusted out factories in its wake.  Now called "Slagtown" by the locals, 
  this moribund industrial district attracts vagrants instead of venture capital. 
   
  Slagtown is mostly deserted today and is underserved by the local police.  A few old-timer businesses still 
  cling tenaciously to a diaphanous thread of commerce but most of the pitted and rusted out warehouses 
  have become home to a less savory element.  This isn't the part of town you want to be in when night falls. 
   
  There are reports that the Chaositeers have some sort of a meeting place set up here but no one knows 
  where for sure. 
   
  Vandergrift: 
  Named after one of the original mayors of King City, this once pleasant neighborhood has transformed 
  over the decades into a tenement-infested slum.  Only the poorest of the poor live here now.  Drugs and 
  prostitution are rampant in Vandergrift; all of it is controlled by the local gangs.  Though every block has 
  its own gangsters who band together for mutual protection, they all shudder under the rule of the 
  Visigoths.  If City Hall has forgotten about Vandergrift, the Visigoths haven't; this is their empire. 
  
  31 
   
  Collin Terrell 2010 
   
   
  Brookwood: 
  If Brookwood has a motto, it would be "Unaffordable Affluence".  Located on the edge of City Limits, this 
  posh, old money neighborhood is home to all of King City's blue-bloods.  Spacious mansions occupy vast 
  tracts of land separated by golf courses, private lakes and quiet country roads.  Most communities in 
  Brookwood are gated and defended by mercenary security teams who have the backing of the city's best 
  lawyers, so if someone were to, say, accidentally get shot while trespassing on private property -- let's just 
  say the City wouldn't get too worked up about it. 
   
   
  
  32 
   
  Collin Terrell 2010 
   
  Appendix A: Nighthawks 
  All Nighthawks are Wild Cards. 
   
   
  Gargoyle 
  Strength: d8 
  Smarts: d8 
  Agility: d12 
  Spirit: d10 
  Vigor: d6 
  Pace: 6 
  Parry: 11(10) 
  Toughness: 10(5) 
  Fighting: d12 
   
  Gear & Weapons:  Battle Suit (Armor +5/+10 vs. Ballistics; negates up to AP: 4; Stealth +1);  
  Combat Gauntlets (d8+2 damage)x2 
  Edges: Acrobat, Improved Block, First Strike, Improved Frenzy, Improved Sweep, Improved Dodge 
  Super Edge: Daredevil (Gliding) 
  Gargoyle is one of the more notorious Nighthawks in King City.  He's made a name for himself in the past 
  couple of years with some flashy takedowns, always seeming to appear out of nowhere to ambush his 
  prey.  He combines his talent for base jumping with an array of technical toys, leading many to speculate 
  that he's ex-military and either independently wealthy or supported by rich benefactors. 
   
   
   
  Kestrel 
  Strength: d8 
  Smarts: d10 
  Agility: d12 
  Spirit: d6 
  Vigor: d6 
  Pace: 6 
  Parry: 7 
  Toughness: 7(5) 
  Shooting: d12+2 
   
  Gear & Weapons:  Sniper Rifle (50/100/200 range; 2d10 damage; AP: 4; HW; Snapfire); 
  Trilex Bodysuit (Armor +2) 
  Edges: Marksman, Dead Shot, Alertness, Attractive, Quick Draw 
  Super Edge: Crack Shot 
  Kestrel is a masked sharpshooter with a reputation for thwarting crimes from long distance.  She's been 
  known to shoot guns out of bank robbers' hands from 10 blocks away.  Kestrel has a reputation for 
  working mercenary jobs from time to time, so long as they don't involve assassination.  She has a some 
  personal history with the criminal Nighthawk named Killswitch and will take any job that involves 
  opposing him. 
   
   
   
  
  33 
   
  Collin Terrell 2010 
   
   
  Nightstick 
  Strength: d10 
  Smarts: d6 
  Agility: d12 
  Spirit: d10 
  Vigor: d8 
  Pace: 6 
  Parry: 10 
  Toughness: 10(8) 
  Fighting: d12 
   
  Gear & Weapons: Carbon-Fiber Batons (d10+d4)x3 ; Trilex Bodysuit (Armor +2) 
  Edges: Improved Frenzy, Two Fisted, Improved Block, Improved Sweep, Improved Nerves of Steel, First 
  Strike, Ambidextrous 
  Super Edge: Scrapper 
  Nightstick likes to take crime on where it lives, in the alleys and slums of King City.  He's earned the 
  enmity of King City's street gangs -- the Visigoths in particular.  They have made it their personal mission 
  to try and bring Nightstick down any way they can.  There are some who speculate that Nightstick was a 
  cop who got fed up with department red tape and decided to turn Nighthawk. 
   
   
   
  Paladin 
  Strength: d12 
  Smarts: d6 
  Agility: d12 
  Spirit: d8 
  Vigor: d12 
  Pace: 8 
  Parry: 13(12) 
  Toughness: 11(9) 
  Fighting: d12 
   
  Gear & Weapons:  Trilex Bodysuit (Armor +2); Fists (d12)x2 
  Edges:  Brawny, Improved Block, Improved Frenzy, Natural Leader, Attractive, Master of Arms, Improved 
  First Strike, Harder to Kill, Improved Nerves of Steel, Fleet Footed, Acrobat, Improved Dodge 
  Super Edge: Olympian 
  Paladin is the original Nighthawk.  You wouldn't know he was in his early sixties to look at him but he's 
  been fighting crime in King City since the 70's.  As Nighthawks go, Paladin is pretty popular.  City 
  government and the police even seem to tolerate him, but he's also curtailed much of his crime-fighting 
  activities in recent years.  Those who have seen Paladin in action remark that he's incredibly strong and fit 
  for his age. 
   
   
  The Moonlighter 
  Strength: d8 
  Smarts: d8 
  Agility: d12 
  Spirit: d10 
  Vigor: d8 
  Pace: 6 
  Parry: 8 
  Toughness: 8(6) 
  Shooting: d12 
   
  Gear & Weapons:  Matched Desert Eagles (15/30/60 range; 2d8 damage; AP: 2; Semi-Auto); 
  Kevlar Vest (Armor +2/+4 vs. Ballistics; negates up to AP: 4) 
  
  34 
   
  Collin Terrell 2010 
   
  Edges: Two Fisted, Ambidextrous, Quick Draw, Thief, Level Headed, Dead Shot, Combat Reflexes 
  Super Edge: Ninja 
  The Moonlighter is enigmatic.  When he first emerged on the scene, his dark, shrouded appearance made 
  everyone falsely assume that he was a villain.  His first couple tags were prominent mob bosses.  The Mob 
  has it out for the Moonlighter big time; they've put a half-million dollar bounty on his head. 
   
   
  Dark Horse 
  Strength: d6 
  Smarts: d10 
  Agility: d8 
  Spirit: d12 
  Vigor: d6 
  Pace: 6 
  Parry: 6 
  Toughness: 5 
  Fighting: d8 
  5 Bennies 
  Gear & Weapons:  Black Corvette "Dark Horse Special Edition" (Turbo Charged, Escape Pod, Heavy Armor 
  Plating, Machine Gun); Pearl-inlaid Engraved 9mm  (12/24/48 range; 2d6 damage; AP: 1; Semi-Auto) 
  Edges: Filthy Rich, Great Luck, Improved Level Headed, Charismatic, Improved Dodge, Connections, Ace 
  Super Edge: Fortunate 
  As heroes go, Dark Horse is a bit unlikely.  He doesn't go out of his way to prevent crime but has a habit of 
  just being in the right place at the right time.  This carouser and gambler may not take crime-fighting 
  seriously, but he's addicted to pushing his luck just to see how far it will go.  He's cocksure and won't back 
  down from any two-bit thug who tries to put the squeeze on him. 
   
   
  Blackmoor the Magician 
  Strength: d8 
  Smarts: d10 
  Agility: d8 
  Spirit: d12 
  Vigor: d6 
  Pace: 6 
  Parry: 7 
  Toughness: 7(5) 
  Fighting: d8 
  Charisma: +2 
  Gear & Weapons:  Sword Cane (STR+d6), One-Hitter x6 (2d6 damage); Trilex Bodysuit (Armor +2) [under 
  clothes] 
  Edges: Block; Charismatic; Florentine; Investigator 
  Super Edge: Magician (7 Tricks) 
  Blackmoor the Magician is a very well known Nighthawk.  He's actually made a couple of scheduled 
  television appearances and can be found out and about in LoDo from time to time.  Blackmoor is mainly 
  concerned with battling charlatans and con artists who bilk innocent people out of their money.  He holds 
  a personal grudge against the illusionist named Bar Sinister. 
   
   
   
  
  35 
   
  Collin Terrell 2010 
   
   
  Crackerjack 
  Strength: d12+1 
  Smarts: d4 
  Agility: d6 
  Spirit: d6 
  Vigor: d12 
  Pace: 6 
  Parry: 7 
  Toughness: 11(9) 
  Fighting: d8 
   
  Gear & Weapons:  Trilex Bodysuit (Armor +2); Fists (d12+1)x2 
  Edges: Brawny, Berserk, Block, Fast Healer, Frenzy, Improved Nerves of Steel, Improved Sweep 
  Super Edge: Diehard 
  Crackerjack is an enthusiastic brawler that is built like a tank.  He's a skilled boxer and likes to square off 
  one on one with the biggest, meanest punks he can find.  The "Back Alley Brawler" as he's sometimes 
  called has started to win a small following in the Butcher Park neighborhood. 
   
   
  Killswitch 
  Strength: d8 
  Smarts: d12 
  Agility: d10 
  Spirit: d4 
  Vigor: d6 
  Pace: 6 
  Parry: 5 
  Toughness: 10(5) 
  Shooting: d12+4 
   
  Gear & Weapons:  Custom Sniper Rifle (50/100/200 range; 2d10 damage; AP: 4; HW; Snapfire), Night-
  Vision Goggles, Battle Suit (Armor +5/+10 vs. Ballistics; negates up to AP: 4; Stealth +1) 
  Edges: Marksman, Improved Trademark Weapon, Improved Level Headed, Dead Shot 
  Super Edge: Crack Shot 
  Killswitch is a notorious assassin-for-hire.  He is a master sniper and is known to be very eccentric about 
  his work -- he won't just take any contract that comes his way.  He's turned down several opportunities to 
  eliminate his chief rival, Kestrel, over the years.  Many believe this is because Killswitch enjoys the cat-
  and-mouse games that they play with each other. 
   
   
  The Revenant 
  Strength: d8 
  Smarts: d6 
  Agility: d6 
  Spirit: d10 
  Vigor: d12 
  Pace: 6 
  Parry: 6 
  Toughness: 10(8) 
  Fighting: d8 
   
  Gear & Weapons:  Trilex Bodysuit (Armor +2); Fists (d8); Infravision Contact Lenses 
  Edges: Harder to Kill, Improved Nerves of Steel, Fast Healer, Combat Reflexes 
  Super Edge: Diehard 
  Rumors of the Revenant's death are greatly exaggerated.  He's been taken down by the King City police no 
  less than six times but always seems to survive gunshot wounds, tasings, beatings and incarceration.  His 
  visage is grim, bearing testament to the numerous near-lethal injuries he has sustained.  He plays up his 
  gruesome reputation by dressing in frightening costumes. 
  
  36 
   
  Collin Terrell 2010 
   
   
   
  The Lithuanian 
  Strength: d12 
  Smarts: d4 
  Agility: d10 
  Spirit: d10 
  Vigor: d12 
  Pace: 6 
  Parry: 10 
  Toughness: 11(9) 
  Fighting: d12 
   
  Gear & Weapons:  Fists (d12)x2, Desert Eagle (15/30/60 range; 2d8 damage; AP: 2; Semi-Auto); Trilex 
  Bodysuit (Armor +2) 
  Edges: Two Fisted, Frenzy, Brawny, Hard to Kill, Improved Block, Mighty Blow, Combat Reflexes, No Mercy 
  Super Edge: Scrapper 
  An ex-soldier and war criminal from the Baltic Republics, the hired thug known only as "The Lithuanian" 
  does a lot of odd jobs for the Mob -- especially the sort that involve bone breaking.  He's the ringer that 
  the Mafia Dons will call in when they have a pointed message to deliver.  He doesn't speak a lick of English 
  and has been extensively tortured in his life, so pain doesn't frighten him at all. 
   
   
   
  Dr. Cyanide 
  Strength: d6 
  Smarts: d12 
  Agility: d6 
  Spirit: d8 
  Vigor: d8 
  Pace: 6 
  Parry: 5 
  Toughness: 6 
  Fighting: d6 
   
  Gear & Weapons:  Poison Patch (touch attack can deliver contact poison) 
  Edges: Jack-of-all-Trades, Improved Level Headed, Rich, Scholar, Healer 
  Super Edge: Chemist 
  Once a respected researcher, Dr. Cyanide used to develop medicines for the Novagen Pharmaceutical 
  corporation in Bern, Switzerland before the lure of easier money convinced him to become a maker of 
  designer street drugs.  The Mob brought him out to King City and he has set up shop as the premier drug 
  maker and distributor in town, backed by the Mob's muscle. 
   
   
   
  Zeitgeist 
  Strength: ?? 
  Smarts: ?? 
  Agility: ?? 
  Spirit: ?? 
  Vigor: ?? 
  Pace: ?? 
  Parry: ?? 
  Toughness: ?? 
  Fighting: ?? 
   
  Gear & Weapons:  ??  
  Edges: ??   
  
  37 
   
  Collin Terrell 2010 
   
  Super Edge: ?? 
  Zeitgeist, the Millennial Genius, is known in name only.  He always conducts his capers through 
  intermediaries, never using the same people twice, and often covers his involvement through double and 
  triple blinds.  Those who have studied Zeitgeist struggle to find any real motive or pattern to his crimes; 
  their true impact usually isn't felt until months after the actual event.  Zeitgeist toys with the police by 
  leaving stopped time pieces as calling cards at every one of his crime scenes. 
   
   
   
  Shadowmiser 
  Strength: d6 
  Smarts: d12 
  Agility: d6 
  Spirit: d12 
  Vigor: d10 
  Pace: 6 
  Parry: 6 
  Toughness: 7 
  Fighting: d8 
   
  Gear & Weapons:  Hellbore Hand Cannon (15/30/60 range; 2d8+1 damage; AP: 4; HW; Semi-Auto) 
  Edges: Command, Natural Leader, Hold the Line!, Great Luck, Fervor 
  Super Edge: Mastermind 
  Also known as the "Prince of Shadows", Shadowmiser is a notorious criminal mastermind and is perhaps 
  the biggest thorn in King City's side at this moment.  Nobody knows what he looks like but his costumed 
  goons, the Fell Jesters, have their fingers in just about every major heist in the city. 
   
   
  Bar Sinister 
  Strength: d6 
  Smarts: d10 
  Agility: d6 
  Spirit: d10 
  Vigor: d8 
  Pace: 8 
  Parry: 5 
  Toughness: 6 
  Fighting: d6 
   
  Gear & Weapons:  9mm Pistol (12/24/48 range; 2d6 damage; AP: 1; Semi-Auto) 
  Edges: Scholar, Fleet Footed 
  Super Edge: Magician (6 Tricks) 
  Bar Sinister is an unscrupulous illusionist and fraudster who has chosen to use his nascent magical talents 
  to turn a quick buck.  Most of his capers are fairly small time but he's earning a far more lucrative living as 
  a crook than he ever could've as a stage magician.  His cons have attracted the attention of Blackmoor the 
  Magician, who has made it his personal quest to bring Bar Sinister down. 
   
   
   
   
  
  38 
   
  Collin Terrell 2010 
   
   
  The Bogeyman 
  Strength: d10 
  Smarts: d6 
  Agility: d8 
  Spirit: d12 
  Vigor: 10 
  Pace: 6 
  Parry: 6 
  Toughness: 7 
  Fighting: d8 
   
  Gear & Weapons:  Knife (STR+d4), Manacles 
  Edges: Thief, Quick, Harder to Kill, Improved Nerves of Steel, Improved Dodge 
  Super Edge: Ninja 
  This mass murdering costumed psychopath escaped from the Mercy Island Sanitarium about 5 years ago.  
  According to the papers, the criminal mastermind Shadowmiser was responsible for breaking the 
  Bogeyman free but it is unknown if the two have maintained any kind of professional association.  What is 
  known is that the Bogeyman has returned to his homicidal ways, emerging every few months to commit a 
  string of seemingly random murders. 
   
   
  Bombshell 
  Strength: d6 
  Smarts: d8 
  Agility: d10 
  Spirit: d12 
  Vigor: d8 
  Pace: 6 
  Parry: 7 
  Toughness: 8(6) 
  Fighting: d10 
  Charisma: +6 
  Gear & Weapons:  Trilex Bodysuit (Armor +2) 
  Edges: Charismatic, Very Attractive, Strong Willed 
  Super Edge: Medium 
  Bombshell is a strikingly attractive, athletic woman who began pulling off brazen heists about two years 
  ago.  Security footage has captured her walking into a bank, receiving all of the teller's money simply by 
  asking for it, and waltzing out while waving coquettishly at the camera.  It's clear she has some sort of 
  unexplained mental power that she's able to use to get what she wants. 
   
   
  Gaslight 
  Strength: d4 
  Smarts: d10 
  Agility: d8 
  Spirit: d8 
  Vigor: d6 
  Pace: 6 
  Parry: 6 
  Toughness: 5 
  Fighting: d8 
   
  Gear & Weapons:  Gas Grenades, Incendiary Grenades, One-Hitter [Gas Jet] x2, Fire Retardant Jacket 
  Edges: Level Headed, Steady Hands, Quick Draw, Thief, McGyver 
  Super Edge: Chemist 
  
  39 
   
  Collin Terrell 2010 
   
  Gaslight is a self-styled "Agent of Chaos" who seems to commit crimes just to upset convention.  Using a 
  combination of bathtub chemistry and various mind-altering drugs, Gaslight preys on the normal and the 
  mundane. 
   
   
   
  The Armiger 
  Strength: d8 
  Smarts: d8 
  Agility: d10 
  Spirit: d8 
  Vigor: d6 
  Pace: 6 
  Parry: 8 
  Toughness: 9(5) 
  Fighting: d10+1 
   
  Gear & Weapons:  Super Sword (STR+d8; Armor Piercing +4); DragonSkin Jacket (Armor +4/+8 vs. 
  Ballistics; negates up to AP: 4) 
  Edges: Very Rich, Frenzy, Trademark Weapon, Block, Dodge, First Strike 
  Super Edge: Scrapper 
  The Armiger is a sword-swinging Nighthawk with the flair of a swashbuckler.  Using a sword made from 
  some undocumented alloy, the Armiger has been known to shear through reinforced security doors when 
  pursuing a target.  The Armiger has some sort of vendetta against The Black Mask and will go out of his 
  way to foil any plot involving that criminal organization. 
   
   
   
  Yellowjacket 
  Strength: d8(d6) 
  Smarts: d10 
  Agility: d8 
  Spirit: d10 
  Vigor: d6 
  Pace: 8(6) 
  Parry: 6 
  Toughness: 13(5) 
  Fighting: d8 
   
  Gear & Weapons:  Power Armor (Armor +8; Deflection +2; +1 increase to STR die; Pace +2; 1d6 vertical 
  jump; 2d6 broad jump; Shooting +1), Rocket Booster, Rocket Launcher (24/48/96 range; 4d8 damage; 
  M.B.T.; HW; AP: 20)x2 
  Edges: Very Rich, Great Luck, Mr. Fix It, McGyver, Ace, Dodge 
  Super Edge: Tech-Head 
  Yellowjacket is the reputed leader of the Chaositeers gang.  He's been connected with a number of high-
  tech heists over the years and has made a point of undermining the authority of King City's mega-
  corporations.  A lot of very rich and powerful people on both sides of the law would like to see 
  Yellowjacket go down. 
   
   
  
  40 
   
  Collin Terrell 2010 
   
   
  Blitzkrieg 
  Strength: d10(d6) 
  Smarts: d12+2 
  Agility: d6 
  Spirit: d10 
  Vigor: d4 
  Pace: 6 
  Parry: 5 
  Toughness: 12(4) 
  Fighting: d6 
   
  Gear & Weapons:  Super Armor (Armor +8, Heavy Armor Plating, Grounded),  Lightning Blasts [Tesla 
  Bolts] (12/24/48 range; 2d6 electrical damage) 
  Edges: Scholar, Mr. Fix It, McGyver 
  Super Edge: Genius 
  The sinister inventor known as Blitzkrieg is a human tank wrapped in cutting-edge power armor.  This 
  one-man wrecking crew has robbed a number of King City banks by simply blasting a hole in the wall and 
  clanking his way into the vault.  It's almost as if he's daring the police to try and stop him. 
   
   
  [Insert Name] 
   
   
   
  d20 
  Super Edge 
  STR 
  AGI 
  SMA 
  SPI 
  VIG 
  Skill/Edge 
  1 
  Anonymous 
  d4 
  d8 
  d8 
  d6 
  d6 
  Stealth: d12 
  2 
  Chameleon 
  d6 
  d6 
  d6 
  d6 
  d6 
  Persuasion: d12 
  3 
  Chemist 
  d4 
  d6 
  d12 
  d4 
  d4 
  Healing: d12 
  4 
  Connected 
  d6 
  d4 
  d6 
  d8 
  d6 
  Charismatic, Attractive 
  5 
  Crack Shot 
  d4 
  d12 
  d6 
  d4 
  d4 
  Shooting: d12 
  6 
  Daredevil 
  d6 
  d8 
  d4 
  d6 
  d6 
  Climbing: d12 
  7 
  Diehard 
  d6 
  d4 
  d4 
  d6 
  d10 
  Nerves of Steel 
  8 
  Fortunate 
  d6 
  d6 
  d6 
  d6 
  d6 
  Luck, Great Luck 
  9 
  Genius 
  d4 
  d4 
  d12+3 
  d6 
  d4 
  Knowledge: d12 
  10 
  Hacker 
  d4 
  d6 
  d12 
  d4 
  d4 
  Knowledge: d12 
  11 
  Magician 
  d4 
  d6 
  d6 
  d10 
  d4 
  Persuasion: d12 
  12 
  Mastermind 
  d4 
  d4 
  d10 
  d8 
  d4 
  Intimidation: d12 
  13 
  Medium 
  d4 
  d6 
  d4 
  d12 
  d4 
  Persuasion: d12 
  14 
  Midas Touched 
  d6 
  d6 
  d8 
  d4 
  d6 
  Rich, Filthy Rich 
  15 
  Ninja 
  d6 
  d10 
  d6 
  d4 
  d4 
  Stealth, Fighting: d12 
  16 
  Olympian 
  d12 
  d12 
  d4 
  d4 
  d10 
  Fighting: d12 
  17 
  Savant 
  d6 
  d6 
  d8 
  d6 
  d4 
  MacGyver 
  18 
  Scrapper 
  d6 
  d12 
  d4 
  d4 
  d4 
  Fighting: d12 
  19 
  Super Soldier 
  d8 
  d8 
  d4 
  d4 
  d6 
  Shooting, Fighting: d12 
  20 
  Tech-Head 
  d6 
  d6 
  d10 
  d4 
  d4 
  Repair: d12 
   
  
  41 
   
  Collin Terrell 2010 
   
  Appendix B: Contacts 
   
  Need to produce a contact on the fly?  Use this generator to come up with random personalities 
  anywhere in King City.  Each Personality has a playing card number associated with them.  This list can be 
  used during game sessions to randomly draw “People of Interest” for your encounters.  Every contact has 
  a defining stat or skill listed to represent their particular area of expertise; feel free to flesh these 
  characters out further if you wish. 
   
  Card 
  ♣Club♣ 
  ♠Spade♠ 
  ♦Diamond♦ 
  ♥Heart♥ 
  2 
  Steed Whiskey 
  Zoe Harlow 
  Dr. Norman Pollard 
  Juliet Chastaine 
  3 
  Clint Case 
  "Numbers" Al Farmer 
  Brock Ward 
  Beulah Whitney 
  Knowles 
  4 
  Prof. Thurman 
  Blankenship 
  Louie Cotton 
  Slate McQuaid 
  Nixon Carter 
  5 
  Danilo "Danny" 
  Flores 
  Elvin Cole 
  Dr. Angelica Jarvis 
  Lt. Sterling Sparks 
  6 
  Sabrina Evereski 
  Remo Castelton 
  Sydney Emerson 
  Imogene Blanchard 
  7 
  Kane Hogan 
  Morgan Duskrow 
  Dr. Marie Blackwell 
  Chastity Hull 
  8 
  Dr. Edna Galloway 
  Deandre Dennis 
  Prof. Astrid Van Allen 
  Drake Seeger, P.I. 
  9 
  Michelle Vega 
  Tanisha Kramer 
  Jacklyn Livingston 
  Isabelle McCormick 
  10 
  Diana DeWinter 
  Judith Rojas 
  Ceilie Waterford 
  Col. Kelvin Washington 
  J 
  Councilman Roland 
  Dane 
  Deena Curry 
  Kurt Fitzpatrick 
  Tyrese Mason 
  Q 
  Cleopatra 
  Ardworthy 
  Hester Yang 
  Minerva Spence 
  Guinivere Murphy 
  K 
  Mayor Terrence 
  Lloyd 
  Dylan Sykes 
  Forrest Hellbore 
  Captain Troy Lansing 
  A 
  Patton Langley 
  Nicholas French 
  Pearl Howell 
  Taylor Cross 
  Joker 
  The Fixer 
   
   
  (2 ♦) Dr. Norman Pollard  (2 ♦) 
  Healing: d12 
  Knowledge (Medicine): d10 
   
   
  Dr. Pollard runs his own private practice out of an office in Zenith Heights.  He caters to a higher class of 
  customer, the sort that values discretion and is willing to pay for it.  From time to time, Dr. Pollard will 
  treat Nighthawks who wish to keep their identities and their injuries out of the papers.  Though he's 
  willing to work on the sly, Dr. Pollard is very principled in his own way and never betrays a confidence.  
  He'd hate to lose repeat business. 
   
  (3 ♦) Brock Ward  (3 ♦) 
  Driving: d10 
  Toughness: 6 
      Parry: 5 
  Shooting: d6 
    
  Brock Ward is a private limo driver and bodyguard-for-hire.  He used to be a cop so he's handy with a gun, 
  is licensed for concealed carry and knows how to take care of himself in a fist fight.  Brock makes a pretty 
  fair living escorting V.I.P.s around King City.  A man in his position sees and hears a lot -- and is paid extra 
  to forget about it. 
   
  (4 ♦) Slate McQuaid  (4 ♦) 
  Knowledge (Acting): d8 
  Very Rich 
    
  
  42 
   
  Collin Terrell 2010 
   
  Slate McQuaid is an action movie star famous for such films as "Bloody Vengeance", "Bloody Vengeance 
  2: Blood Trails", "Deadly Heat" and "Total Impact".  While his range as an actor isn't great, he's a highly 
  recognizable celebrity with a substantial cult following.  Slate is known for his "tough guy" roles and 
  sometimes has difficulty slipping out of character. 
   
  (5 ♦) Dr. Angelica Jarvis  (5 ♦) 
  Repair: d12 
  Knowledge (Robotics): d12 
    
  Dr. Jarvis is an award winning roboticist working for King City University.  She fabricates her own machine 
  parts in her privately funded university laboratory and constructs her robotic creations by hand.  Dr. 
  Jarvis' workshop is full of automatons in various states of completion.  Her personal robotic assistant, 
  Cleo, is never far from her side. 
   
   (6 ♦) Sydney Emerson (6 ♦) 
  Knowledge (Occult): d12 
    
  Sydney Emerson runs the "Third Eye Magick Shoppe" in the LoDo district of King City.  He's an avid 
  illusionist and occult researcher who spends much of his free time obtaining and studying ancient texts.  
  Sydney's harmless, if a bit odd, but that comes with the territory in his line of work.  Folks in LoDo believe 
  that his shop adds a lot of eccentric character to their neighborhood.  Sydney is friends with the well 
  known Nighthawk, Blackmoor the Magician.  Blackmoor sometimes drops by Sydney's shop to pick up 
  reagents for new tricks. 
   
  (7 ♦) Dr. Marie Blackwell  (7 ♦) 
  Healing: d12 
  Knowledge (Medicine): d12 
    
  Dr. Blackwell is an Emergency Room physician at King City Hospital.  She's one of the most talented 
  Doctors in the city and is skilled at treating a wide range of ailments.  In her free time (what little of it she 
  gets) Marie guest lectures on virology and exotic diseases at King City University.  She's always keen to 
  learn about some new pathogen that she hasn't come across before. 
   
  (8 ♦) Prof. Astrid Van Allen (8 ♦) 
  Knowledge (Science): d12 
    
  Professor Van Allen is the chair of the Physics Department at King City University.  Her life's work has been 
  the study of particle physics and she's co-developed a number of patents that have ended up in energy 
  applications for the military.  Typical of her breed, Astrid is a sober and serious individual.  She is a great 
  source of general science information and is a close associate of the University's Dean. 
   
  (9 ♦) Jacklyn Livingston  (9 ♦) 
  Knowledge (Business): d12 
  Rich 
    
  Jacklyn Livingston is the Chief Operations Officer at the Hellbore Arms Company and is CEO Forrest 
  Hellbore's most trusted advisor.  Jacklyn was brought in to run the business side of things while Forrest 
  focused on product development.  Together they have taken the arms business by storm.  Jacklyn is 
  young, attractive and successful.  She's on a real fast track in King City's social scene.  In addition to being 
  business partners, Jacklyn and Forrest are very close friends.  She often worries that Forrest is working 
  himself too hard. 
   
  (10 ♦) Ceilie Waterford  (10 ♦) 
  Charismatic 
  Attractive 
  Dancing: d12 
  
  43 
   
  Collin Terrell 2010 
   
    
  Ceilie is a professional dancer who performs with a local troupe at the King City Performing Arts center.  
  She lives in a small studio in LoDo and is a regular fixture in that part of town.  Ceilie is very popular with 
  the wealthy patrons at the Performing Arts center and can supply introductions to any number of 
  important King City socialites. 
   
  (J ♦) Kurt Fitzpatrick  (J ♦) 
  Toughness: 8  
   
  Shooting: d10 
   
  Fighting: d10       
  Persuasion: d8 
    
  Called "Fitzy" by his friends, Kurt Fitzpatrick is employed by the Mob as a "cleaner", someone who makes 
  problems disappear.  He's the point man that the Mob calls on whenever they need someone with a 
  diplomatic touch to resolve a situation before it turns to blows.  When Fitzy shows up at your door, you 
  know it's because the Mob wants something bad and that they won't ask nicely the second time. 
   
  (Q ♦) Minerva Spence  (Q ♦) 
  Very Rich 
   
  Minerva Spence is a multi-millionaire widower and one of the most active philanthropists in the City.  She 
  is extremely well liked and well connected; the papers refer to her as the "Godmother" of King City.  
  Minerva spends most of her time on her estate in Brookwood but she also maintains a couple of lavish 
  condos in the City.  When she travels (which is frequent) she will often let close friends stay in her homes. 
   
  (K ♦) Forrest Hellbore  (K ♦) 
  Knowledge (Weapons): d12 
  Repair: d12 
  Very Rich 
    
  Forrest Hellbore is the founder and CEO of the Hellbore Arms Company, one of the leading manufacturers 
  of firearms in the world.  While Hellbore isn't the biggest gun maker, they are arguably the best, 
  producing some of the most experimental and expensive armaments around.  The flagship product in the 
  Hellbore catalog is their famous "Hand Cannon", a 60 caliber semi-automatic handgun that has become 
  iconic in a series of popular "vigilante cop" action movies.  Forrest himself is a fairly reserved man.  He still 
  takes the greatest pride in his work and is seldom found outside of his workshop, where he's constantly 
  inventing new prototypes.  He leaves the running of his successful company to his trusted right hand, 
  Jacklyn Livingston. 
   
  (A ♦) Pearl Howell  (A ♦) 
  Charisma: +2 
  Very Rich 
    
  Pearl Howell is a very well known socialite who throws the City's biggest parties every year; she's the 
  grand dame of the City.  Ms. Howell is connected to all of the greatest and oldest families in King City.  
  With a word she can suddenly bring cash and visibility to any cause.  She is divorced from her industrialist 
  husband and courts a number of wealthy, successful suitors.  Pearl is one of the principal members of the 
  secret organization known as The Signet. 
   
  (2 ♣) Steed Whiskey (2 ♣) 
  Musician: d12 
    
  Steed Whiskey is a blues-rock guitarist who made a name for himself playing dive bars in LoDo.  He's 
  achieved a fairly high level of success as a musician and has a couple of gold albums to his credit.  Steed is 
  careful to avoid "selling out" so he continues to play in the run down clubs where he got his start.  He has 
  a very loyal following.  He's the sort of person that gets a lot of complementary free stuff everywhere he 
  goes. 
  
  44 
   
  Collin Terrell 2010 
   
   
  (3 ♣) Clint Case (3 ♣) 
  Knowledge (Computers): d12 
    
  Clint Case is a freelance software programmer who has made a tidy living for himself as a "white hat" 
  hacker.  He's seldom seen outside of his crowded studio apartment but within the computer scene he's a 
  pretty major big shot.  Clint sport hacks different networks just for fun and shares the results with his 
  targets so that they can harden their networks.  Clint is a good person to know if you need to need access 
  to restricted information.   
   
  (4 ♣) Prof. Thurman Blankenship (4 ♣) 
  Knowledge (Literature): d12 
  Knowledge (Nighthawks): d8 
   
  Rich 
    
  Professor Blankenship is a Humanities professor at King City University and published author.  He has 
  written a couple of pieces of popular fiction detailing the exploits of an imaginary Nighthawk named 
  "Raven".  Professor Blankenship is a heavy drinker and is addicted to recognition.  He can often be found 
  in the City's nicer bars hob-nobbing with fans of his work and "visualizing" his next novel. 
   
  (5 ♣) Danilo "Danny" Flores (5 ♣) 
  Knowledge (Shipping): d10 
   
  Danny Flores is an operations manager for the TransOcean shipping company based out of Harborside.  
  While he's not very high up on the totem pole, he has his fingers on most of the ocean freight that comes 
  in and out of King City.  He's got a sick mother and four kids to put through college.  If someone were to, 
  you know, slip him a couple of bucks, he might let on when certain containers are coming into port.  If you 
  know what I mean. 
   
  (6 ♣) Sabrina Evereski (6 ♣) 
  Lockpicking: d10  
  Climbing: d10 
   
  Stealth: d10 
  Very Rich 
    
  By day Sabrina Evereski is the proprietor of a high end jewelry store in Zenith Heights; by night she's an 
  infamous cat burglar.  Sabrina uses her contacts in the jewelry industry to fence the pieces she steals and 
  has managed to translate this into a considerable fortune.  Her fatal flaw is her attraction to glitz and 
  luxury; she can never steal enough to satisfy her hunger for wealth and the life that comes with it. 
   
  (7 ♣) Kane Hogan (7 ♣) 
  Repair: d10 
  Knowledge (Engineering): d10 
  Shooting: d10 
  Lockpicking: d10 
    
  Kane Hogan is an ex-member of the Chaositeers, the high-tech gang that plagues King City's corporate 
  citizens.  Kane served prison time for some high profile burglaries that he pulled off back in his Chaositeer 
  days but now he claims to walk the straight and narrow.  He's a natural wizard for mechanical engineering 
  and runs a car restoration shop.  It's rumored he sidelines in other more exotic projects for those with the 
  right kind of cash and connections. 
   
  (8 ♣) Dr. Edna Galloway  (8 ♣) 
  Knowledge (Medicine): d12 
  Persuasion: d12 
    
  Dr. Galloway is the Chief Psychiatrist at the Mercy Island Sanitarium.  She keeps detailed files on a number 
  of King City's most notorious criminals, many of whom were guests of hers at one time or another.  Dr. 
  Galloway works closely with the Research & Development arm of the NovaGen Pharmaceutical company 
  to develop experimental anti-psychotic and mood suppressing drugs.  Her use of inmates as test subjects 
  
  45 
   
  Collin Terrell 2010 
   
  has stirred considerable controversy, but powerful advocates within the city government support her 
  work. 
   
  (9 ♣) Michelle Vega  (9 ♣) 
  Investigation: d12 
  Knowledge (Forensics): d12 
  Shooting: d6 
    
  Michelle is a medical examiner and forensic pathologist for the King City Police Department.  Like most in 
  her profession, she's a night owl with an obsession for details.  Michelle can often be found working crime 
  scenes in some of King City's most insalubrious neighborhoods.  Her dedication to her work has prevented 
  her from having much of a personal life but she enjoys the rough camaraderie of her fellow officers. 
   
  (10 ♣) Diana DeWinter (10 ♣) 
  Charisma: +2 
  Very Rich 
  Connections 
   
  Young and spoiled, Diana DeWinter is a privileged party girl that freely spends her doting father's money 
  on drugs, fashion and travel.  She can often be found at whichever club is considered the hottest at any 
  particular nano-second in time.  Diana can be very charming when she wants to be and is well connected 
  with King City's "young and rich" scene. 
   
  (J ♣) Councilman Roland Dane  (J ♣) 
  Charisma: +2 
  Connections 
    
  Councilman Roland Dane is that rare sort of politician who actually tries to do some good with the power 
  he's given.  On an otherwise moribund City Council he provides a spark of reform.  Though most of his 
  efforts are thwarted by his bought and paid cohorts, Dane uses what influence he has to affect change in 
  other ways.  He is sympathetic toward Nighthawks and will use his political connections to help costumed 
  heroes who get in a bind. 
   
  (Q ♣) Cleopatra Ardworthy (Q ♣) 
  Knowledge (Occult): d12 Very Rich 
    
  Cleopatra Ardworthy is the curator of the King City Natural History Museum.  Her specialty is ancient 
  religious artifacts but she is conversant on just about any historical topic you wish to engage in.  When she 
  isn't busy working overtime cataloging exhibits she can often be found at the University conducting 
  private research.  Cleopatra comes from old money so she is able to afford a luxurious lifestyle. 
   
  (K ♣) Mayor Terrence Lloyd  (K ♣) 
  Charisma: +2 
  Very Rich 
    
  Mayor Lloyd is your typical city bureaucrat.  He's not terribly interested in rocking the boat and just wants 
  to keep a lid on the City's problems until the next election cycle is over.  Terrence is serving his second 
  term as mayor and is deeply in bed with powerful corporate interests.  He has grown fat and happy on the 
  perks of his job.  When he isn't pushing papers at his big desk he's playing a round at the Brookwood 
  Country Club or schmoozing with his campaign donors. 
   
  (A ♣) Patton Langley (A ♣) 
  Knowledge (Finance): d12  
  Very Rich 
  Golfing: d10 
   
  Patton Langley is the most powerful banker in King City and sits on the board for the Brookwood Country 
  Club.  It goes without saying that he's also a member of the Signet.  The Langleys have been important 
  players in King City since it was founded.  Two of Patton's ancestors were mayors and Patton maintains 
  
  46 
   
  Collin Terrell 2010 
   
  very close ties with the current administration.  His primary vice is playing golf; he has a soft spot for 
  anyone who can shoot a scratch round. 
   
  (2 ♥) Juliet Chastaine (2 ♥) 
  Streetwise: d8 
   
  Connections: Church 
    
  Juliet Chastaine runs a Rescue Mission in King City's ghetto.  She provides food and sleeping quarters for 
  homeless individuals and is also involved in education and employment programs.  Her organization is 
  supported by donations from the City's churches and she has great access to church authorities.  Because 
  of the nature of her work, Juliet sees and hears a lot about what's going on in the street. 
   
  (3 ♥) Beulah Whitney Knowles (3 ♥) 
  Knowledge (All): d10 
  Investigation: d8 
   
  Beulah is the head librarian at the King City Library.  This older, African-American woman has tremendous 
  recall for anything she's read.  She's a literal fountain of odd knowledge and likes nothing more than a 
  tricky research challenge to break up the monotony of her day. 
   
  (4 ♥) Nixon Carter (4 ♥) 
  Knowledge (Mixology): d12 
  Persuasion: d10  
  Charismatic 
   
  Nixon Carter runs one of the more popular bars in Zenith Heights.  His classy, wood-paneled 
  establishment attracts upscale clientele so Nixon hears a lot of interesting gossip about the goings on of 
  the jet set.  He has a smooth, personable demeanor that has made him a favorite of the locals. 
   
  (5 ♥) Lt. Sterling Sparks (5 ♥) 
  Toughness: 6 
   
  Parry: 6  
  Shooting: d10 
    
  Detective Sparks is a hard working investigator in King City's Homicide division.  Unlike many of his 
  brethren in the Shield, Lieutenant Sparks admires the work of King City's Nighthawks.  He has personally 
  witnessed Nighthawks saving innocent lives on a number of occasions.  He's willing to look the other way 
  when a piece of vigilante justice gets dispensed and will even go so far as to provide information to 
  costumed heroes on a quid pro quo basis. 
   
  (6 ♥) Imogene Blanchard (6 ♥) 
  Knowledge (Art): d12 
  Artist: d12 
  Boating: d10 
   
  Imogene is an artist who lives on her father's boat in Harborside.  When she isn't painting, she freelances 
  as an art appraiser.  Imogene frequently takes the boat out on private cruises so that she can be alone 
  with her muse.  She knows the waterways around King City as well as any sailor in town. 
   
  (7 ♥) Chastity Hull (7 ♥) 
  Very Attractive 
  Rich 
    
  Chastity is one of the hottest models in King City.  Her image can be found on billboards and television 
  commercials all over town.  Chastity always seems to have a different escort on her arm every time she 
  makes a public appearance and speculation about her romantic life is the subject of every scandal rag on 
  the newsstand. 
   
  (8 ♥) Drake Seeger, P.I. (8 ♥) 
  Toughness: 5 
   
  Parry: 5  
  Shooting: d6 
  Investigation: d12 
  
  47 
   
  Collin Terrell 2010 
   
   
  Drake Seeger is a private investigator working out of a Downtown office in King City.  He's worked for a 
  number of very wealthy clients over the years and now has the luxury of cherry picking the cases he wants 
  to take on.  Drake is an excellent investigator with a broad network of contacts.  Though he does his best 
  to steer clear of trouble, he's familiar enough in the use of his snub-nosed revolver to protect himself.  His 
  hobby is collecting dirt on Nighthawks. 
   
  (9 ♥) Isabelle McCormick (9 ♥) 
  Piloting: d12 
  Shooting: d8 
    
  Isabelle is a helicopter pilot who works for the local television news.  When she isn't flying on assignment, 
  she'll often rent her services out as a private pilot for visiting V.I.P.s  Isabelle has a military background 
  and hangs out with other veterans in her free time. 
   
  (10 ♥) Col. Kelvin Washington (10 ♥) 
  Toughness: 6 
  Parry: 7  
  Shooting: d10 
  Military Connections 
    
  Colonel Kelvin Washington serves the R&D Directorate of the United States Armed Forces.  The Joint 
  Chiefs in D.C. deployed him to King City to work on development and procurement contracts with 
  Milligent Corporation and the Hellbore Arms Company.  When he isn't being wined and dined by defense 
  contractors he's usually working on some undisclosed errand for his superiors.  Though he would never 
  admit it officially, Kelvin is a good person to know if you need to discreetly get your hands on some 
  military hardware. 
   
  (J ♥) Tyrese Mason (J ♥) 
  Strength: d12 
    
  Tyrese Mason is the All-Star point guard for the local professional basketball franchise, the King City 
  Knights.  He's one of the most popular people in the City and is seldom seen without an entourage of 
  bodyguards and hangers-on.  Tyrese is a regular fixture in King City's club scene and maintains strong ties 
  with the gangs from his home neighborhood.  Though he has some shady associates, Tyrese keeps his 
  nose clean and is a generous friend. 
   
  (Q ♥) Guinivere Murphy (Q ♥) 
  Investigation: d12 
  Knowledge (Nighthawks): d12 
   
  Guinivere Murphy is the three-time Hearst award winner for top journalist in King City.  Over a decorated 
  career she has broken huge stories on the escapades of the Nighthawks.  Gwen is always on the lookout 
  for new leads and is tenacious when working a story.  Ms. Murphy has long chestnut hair and glasses, 
  looking more like a grad student than a hardened newshound.  It is rumored by some that Gwen actually 
  knows the secret identities of several Nighthawks and uses this knowledge to scoop her competition. 
   
  (K ♥) Captain Troy Lansing (K ♥) 
  Toughness: 6 
  Parry: 6  
  Shooting: d10 
    
  Captain Lansing of the King City Police Department has a well documented dislike of Nighthawks.  He 
  believes that their vigilante tactics do more harm than good and is frequently quoted in the papers airing 
  his anti-Nighthawk sentiments.  Secretly Captain Lansing is concerned that costumed vigilantes will put 
  honest, hard-working cops out of business.  Troy leads a secret club of officers within the Department that 
  share his views.  Together they work to smear the reputations of any Nighthawks they can. 
   
  
  48 
   
  Collin Terrell 2010 
   
  (A ♥) Taylor Cross (A ♥) 
  Knowledge (Business): d12 
  Very Rich 
   
    
  Ms. Cross is the CEO of Image, an advertising and marketing company that caters to the biggest clients in 
  King City.  She built the company up herself from a one-woman operation to a nationwide powerhouse.  
  Taylor is extremely driven and career oriented.  She's not above using dirty tricks to get ahead and will 
  sometimes use privileged information to extort favors from other executives. 
   
  (2 ♠) Zoe Harlow (2 ♠) 
  Charisma: +4 
   
  On the surface Zoe Harlow looks like a young, beautiful heiress.  She has movie star looks, is always 
  dressed in extravagantly expensive fashions and speaks several languages.  She projects the image of a 
  hard-nosed, successful businesswoman.  The truth is that she is the most sought after escort in the city.  
  She sells her time and affections to rich executives and visiting tycoons.  There isn't a party in the City that 
  Zoe can't get herself invited to. 
   
  (3 ♠) "Numbers" Al Farmer (3 ♠) 
  Streetwise: d12 
   
  Numbers is a bookie working for the Mob.  He spends most of his time hanging out in smoky dives laying 
  odds on sporting events and collecting bets from suckers.  He's usually accompanied by a couple of thick-
  necked goombas that protect him from his shadier clients.  Even though he's low on the totem pole, 
  Numbers is well connected and can set up meetings with Mafia Lieutenants pretty easily. 
   
  (4 ♠) Louie Cotton (4 ♠) 
  Toughness: 6 
   
  Parry: 6  
  Shooting: d10 
   
  Louie is a mid-level Mafia enforcer.  He's usually running some kind of errand for his Captains but when he 
  isn't he spends his free time carousing in pool halls and such.  The Mafia values professionalism in its 
  soldiers so Louie is almost always found dressed in a good suit.  He keeps a concealed weapon on his 
  person at all times. 
   
  (5 ♠) Elvin Cole (5 ♠) 
  Billiards: d12+2 
   
  This blind pool shark is a legend in the bar scene.  Even though he's blind in both eyes, he has tremendous 
  hearing and a supernatural feel for the game of billiards.  Elvin is extremely popular and is regarded by 
  younger players as some kind of guru.  He's never  found without his pork pie hat, dark shades and 
  custom Balabushka pool cue.  Elvin hears just about everything -- including things he shouldn't -- which 
  makes him an unusually good source of seedy gossip. 
   
  (6 ♠) Remo Castleton (6 ♠) 
  Toughness: 7 
   
  Parry: 7  
  Shooting: d10 
   
  Fighting: d10 
   
  Remo served in Marine Recon for a number of years including two tours in the Gulf.  After leaving the 
  Corp, he hooked up with a private security firm (read: mercenary company) for awhile and then decided 
  to go freelance.  He now hires himself out as a personal bodyguard for wealthy V.I.P.'s and does an 
  occasional bit of vigilante crime fighting on the side.  Remo is giving real consideration to becoming a 
  Nighthawk but currently lacks the resources. 
   
  
  49 
   
  Collin Terrell 2010 
   
  (7 ♠) Morgan Duskrow (7 ♠) 
  Toughness: 6 
   
  Parry: 8  
  Shooting: d10 
   
  Fighting: d12 
   
  Morgan Duskrow is a security consultant under the employ of the Milligent Corporation.  She is an 
  accomplished black belt and federally trained marksman.  Morgan maintains a severe, professional look at 
  all times: gray suits, glasses and tightly bound hair.  She leads a team of 'troubleshooters' that deal with 
  violent threats to the executives and assets of Milligent.  Her knowledge of Milligent's security systems is 
  second to none. 
   
  (8 ♠) Deandre Dennis (8 ♠) 
  Toughness: 6 
   
  Parry: 5  
  Shooting: d8 
  Streetwise: d12 
    
  Deandre Dennis is a small time hood from King City's ghetto.  He's always working on some new scam or 
  running down errands for some gang chief or another.  Deandre has his finger firmly on the pulse of 
  what's going down in King City's underworld.  Sometimes he works as a Confidential Informant for the 
  Police, trading tidbits of information in exchange for their leniency toward his nefarious activities. 
   
  (9 ♠) Tanisha Kramer  (9 ♠) 
  Knowledge (Law): d10 
    
  Tanisha Kramer works in the District Attorney's office as a prosecutor.  She acknowledges that her job is 
  largely thankless, but that doesn't stop her from trying to put away dangerous Nighthawks that get 
  brought in on charges.  Someone close to her was killed during a gun duel between Nighthawks and she's 
  fostered a private vendetta ever since. 
   
  (10 ♠) Judith Rojas (10 ♠) 
  Piloting: d10 
  Music: d10 
  Streetwise: d10 
    
  Judy Rojas is a cab driver and struggling musician who knows the city like the proverbial back of her hand.  
  She grew up on the poor side of town and is furiously proud of her city.  She's willing to work "off the 
  clock" if the price is right and knows how to keep her eyes and ears shut. 
   
  (J ♠) Deena Curry (J ♠) 
  Charismatic 
   
  Streetwise: d8 
   
  Knowledge (Common): d10 
    
  Deena Curry is a popular radio personality who covers the night shift on King City's biggest radio station.  
  Just about every nut job in the city calls into her show, so Deena is kept up to date on the latest 
  conspiracies and street happenings.  On more than one occasion Deena has slipped warnings into her 
  broadcasts to alert certain Nighthawks of incoming danger. 
   
  (Q ♠) Hester Yang (Q ♠) 
  Knowledge (Business): d12 
  Very Rich 
    
  Hester Yang is a Director-level executive at Milligent Corporation.  She's driven, ambitious and very 
  wealthy.  Tales of her cutthroat tactics have made the rounds in the business world so her competitive 
  rivals regard her with the utmost respect.  Hester's social circle includes other executives, high-end 
  lawyers and investment bankers.  She's a striver who would like very much to claim a Vice Presidency and 
  move into the "old money" scene in Brookwood. 
   
   (K ♠) Dylan Sykes (K ♠) 
  Fighting: d12 
  
  50 
   
  Collin Terrell 2010 
   
    
  Dylan is a champion martial artist and Kendo master that runs a high-priced dojo in Zenith Heights.  She 
  provides private instruction in self-defense techniques for wealthy clients.  Sometimes she will be hired by 
  one of her students to work personal security at exclusive events. 
   
   (A ♠) Nicholas French  (A ♠) 
  Fighting: d12 
  Shooting: d12 
  Attractive 
    
  Nicholas French is an ex-CIA assassin who does contract jobs for cash.  He projects the image of an 
  independently wealthy playboy living the good life in his Zenith Heights condo.  Whenever he has a job to 
  work, he schedules some "international business" and drops off the face of the earth until the job is done.  
  The mafia currently holds Nicholas' retainer. 
   
  (Joker) The Fixer  (Joker) 
  ??? 
    
  The Fixer is an enigmatic character who doesn't live in King City but passes through frequently.  He goes 
  by no other name besides "The Fixer" or "Mr. Fix".  The Fixer is an information broker and fence.  There 
  isn't anything he can't move, obtain or learn given enough time and resources.  The Fixer has no ties to 
  any local syndicates but is known to work for some international power group with significant clout.  It's 
  generally understood that if you lay hands on The Fixer, you'll earn an appointment with a bullet.  He 
  always dressed in dark clothes, wears sunglasses indoors and usually has a metal briefcase cuffed to his 
  wrist. 
  
  51 
   
  Collin Terrell 2010 
   
   
   
   
   
  2♣
  Steed Whiskey
  Rock Guitarist
  2♦
  Dr. Norman Pollard
  Private Physician
  2♠
  Zoe Harlow
  Executive Escort
  2♥
  Juliet Chastaine
  Humanitarian
  3♣
  Clint Case
  Hacker
  3♦
  Brock Ward
  Bodyguard/Driver
  3♠
  “Numbers” Al Farmer
  Bookie
  3♥
  Beulah Knowles
  Librarian
  4♣
  Prof. Blankenship
  Sensationalist Author
  4♦
  Slate McQuaid
  Action Star
  4♠
  Louie Cotton
  Mob Enforcer
  4♥
  Nixon Carter
  Bar Owner
  5♣
  Danilo Flores
  Freight Manager
  5♦
  Dr. Angelica Jarvis
  Roboticist
  5♠
  Elvin Cole
  Blind Pool Shark
  5♥
  Lt. Sterling Sparks
  Homicide Cop
  6♣
  Sabrina Evereski
  Cat Burglar
  6♦
  Sydney Emerson
  Occultist
  6♠
  Remo Castleton
  Mercenary
  6♥
  Imogene Blanchard
  Artist
  7♣
  Kane Hogan
  Ex-Chaositeer
  7♦
  Dr. Marie Blackwell
  ER Doctor
  7♠
  Morgan Duskrow
  Milligent Security
  7♥
  Chastity Hull
  Fashion Model
  8♣
  Dr. Edna Galloway
  Psychiatrist
  8♦
  Prof. Astrid Van Allen
  Physicist
  8♠
  DeAndre Dennis
  Small Time Crook
  8♥
  Drake Seeger, P.I.
  Private Investigator
  9♣
  Michelle Vega
  Forensic Pathologist
  9♦
  Jacklyn Livingston
  COO of Hellbore Arms
  9♠
  Tanisha Kramer
  Idealistic Lawyer
  9♥
  Isabelle McCormick
  Helicopter Pilot
  10♣
  Diana DeWinter
  Spoiled Rich Kid
  10♦
  Ceilie Waterford
  Dancer/Socialite
  10♠
  Judith Rojas
  Cab Driver
  10♥
  Col. Kelvin Washington
  Military R&D
  J♣
  Roland Dane
  City Councilman
  J♦
  Kurt Fitzpatrick
  Mob Cleaner
  J♠
  Deena Curry
  Radio D.J.
  J♥
  Tyrese Mason
  Professional Athlete
  Q♣
  Cleopatra Ardworthy
  Museum Curator
  Q♦
  Minerva Spence
  Philanthropist
  Q♠
  Hester Yang
  Milligent Exec
  Q♥
  Guinivere Murphy
  Star Reporter
  K♣
  Mayor Terrence Lloyd
  Elected Official
  K♦
  Forrest Hellbore
  Weapon Inventor
  K♠
  Dylan Sykes
  Martial Arts Instructor
  K♥
  Capt. Troy Lansing
  Police Captain
  A♣
  Patton Langley
  Banker/Golfer
  A♦
  Pearl Howell
  Aristocratic Rich
  A♠
  Nicholas French
  Assassin
  A♥
  Taylor Cross
  CEO of Image
  Joker
  Mr. Fix
  Fence/Information Broker
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Nighthawks (Super Heroes).pdf