TEXT: vOLUME TwO: viLLain TEaMs
  
  HERO System™® is DOJ, Inc.’s trademark for its roleplaying system.
  HERO System Copyright © 1984, 1989, 2002, 2009 by DOJ, Inc. d/b/a Hero Games. All rights 
  reserved. 
  Champions, Dark Champions, and all associated characters © 1981-2009 Cryptic Studios, Inc. All 
  rights reserved. “Champions” and “Dark Champions” are trademarks of Cryptic Studios, Inc. 
  “Champions” and “Dark Champions” are used under license from Cryptic Studios, Inc. 
  Fantasy Hero Copyright © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Pulp Hero Copyright © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Star Hero, Justice Inc., Danger International, and Western Hero Copyright © 2002 by DOJ, Inc. 
  d/b/a Hero Games. All rights reserved.
  No part of this book may be reproduced or transmitted in any form 
  or by any means, electronic or mechanical, including photocopying, 
  recording, or computerization, or by any information storage and 
  retrieval system, without permission in writing from the Publisher: 
  DOJ, Inc., 226 E. 54th Street, #605, New York, NY 10022-48541.
  Printed in the USA. First printing September 2010.
  Produced and distributed by DOJ, Inc. d/b/a Hero Games.
  Stock Number: DOJHERO1104 
  ISBN Number: 978-1-58366-131-4
  http://www.herogames.com/
  Authors
  Steven S. Long
  Additional Contributions
  Scott Bennie, Dean Shomshak, Darren Watts, the creators at Cryptic Studios, and many of the 
  other authors who’ve contributed villains to the Champions Universe over the past thirty years 
  Editing and Development
  Steven S. Long
  Layout and Graphic Design
  Fred Hicks
  Cover Art
  Brian & Brendon Fraim
  Interior Art
  Brett Barkley, Storn Cook, Brian & Brendon Fraim, Katherine Guevara, Mark Helwig, 
  Sam Kennedy, James Nguyen, Christian N. St. Pierre, Jonathan Wyke
  And From Cryptic Studios
  Aléjandro Garza, Joshua Guglielmo, Chris Legaspi, and Imario Susilo
  Dedication
  The Champions Universe has grown organically over thirty years thanks to the contributions of dozens of talented 
  people who created the first versions of many of the villains in this trilogy. Champions Villains is dedicated to them.
  vOLUME TwO: viLLain TEaMs
  
  TABLE OF CONTENTS
  TABLE OF CONTENTS ............................................................ 3
  INTRODUCTION ..................................................................... 4
  VILLAIN DESCRIPTIONS ........................................................ 4
  THE BRAIN TRUST ................................................................. 6
  THE OVERBRAIN .................................................................. 9
  APE-PLUS ......................................................................... 10
  BLACK MIST ...................................................................... 13
  LYNX ................................................................................. 14
  MR. ZOMBIE ...................................................................... 16
  THE CIRCLE OF THE SCARLET MOON .................................. 18
  ARCHDRUID AIRETACH ....................................................... 21
  MARTIKA DUQUESNE ......................................................... 25
  ROGER DUQUESNE ............................................................ 28
  CIRQUE SINISTER ................................................................ 31
  AMNESIA........................................................................... 32
  CAULDRON ....................................................................... 34
  FLOW................................................................................ 36
  MINIMAX ........................................................................... 38
  BOBBY HOLMES ................................................................ 41
  THE CRIME LORDS ............................................................... 43
  DREADNAUGHT ................................................................. 44
  MORGAINE THE MYSTIC ..................................................... 47
  STARFLARE ....................................................................... 49
  TIGER LILY ......................................................................... 51
  WARHAMMER ................................................................... 53
  THE CROWNS OF KRIM ....................................................... 55
  DARK SERAPH ................................................................... 57
  BLOODSTONE ................................................................... 61
  ECLIPSE ............................................................................ 63
  FORCE .............................................................................. 64
  PHOENIX ........................................................................... 64
  TEMBLOR .......................................................................... 67
  DEATHSTROKE .................................................................... 70
  REQUIEM ........................................................................... 71
  FROST .............................................................................. 72
  THE DEVIL’S ADVOCATES ..................................................... 75
  THE DEMONOLOGIST ......................................................... 77
  GOLEM ............................................................................. 80
  GYRE ................................................................................ 84
  KAPILASA .......................................................................... 87
  TARTARUS ......................................................................... 91
  VILSIMBRA ........................................................................ 92
  EUROSTAR .......................................................................... 96
  FIACHO ............................................................................. 98
  DURAK ............................................................................ 101
  FEUERMACHER ................................................................ 103
  MENTALLA ...................................................................... 105
  PANTERA ........................................................................ 106
  SCORPIA ......................................................................... 109
  ULTRASONIQUE ............................................................... 112
  DER WESTGOTE .............................................................. 114
  THE FUTURISTS................................................................. 117
  THE FIEND ....................................................................... 118
  MORTICUS ...................................................................... 120
  GRAB ................................................................................. 123
  BLACK DIAMOND ............................................................. 124
  BLUEJAY ......................................................................... 126
  CHESHIRE CAT................................................................. 128
  HUMMINGBIRD ................................................................ 131
  MERC-FORCE 1 ................................................................. 134
  STAREYE ......................................................................... 135
  PILEDRIVER ..................................................................... 138
  THE CAHOKIAN ................................................................ 138
  PSI .................................................................................... 142
  PSIMON .......................................................................... 145
  MEDUSA ......................................................................... 148
  MIND SLAYER .................................................................. 150
  DEUCE ............................................................................ 152
  HYPNOS .......................................................................... 154
  SOULFIRE ........................................................................ 156
  RED WINTER ...................................................................... 158
  THE SOVIET GUARD ......................................................... 159
  DRAGO ........................................................................... 163
  HAMMER......................................................................... 164
  RED DAWN ...................................................................... 167
  SICKLE ............................................................................ 168
  WHITE WOLF ................................................................... 170
  SMOKE AND MIR RORS ...................................................... 173
  THE SYL VES TRI CLAN ........................................................ 176
  PATRIARCH...................................................................... 178
  ASTRALLE ....................................................................... 182
  CORNELIUS LIEFELD ........................................................ 183
  BOCAL McFARLANE ......................................................... 188
  THE TIGER SQUAD ............................................................. 192
  GRANITEMAN .................................................................. 195
  RED BULLET .................................................................... 195
  SUMMER CLOUD ............................................................. 197
  TECHNOCRAT .................................................................. 199
  WINTER DRAGON ............................................................ 201
  THE ULTIMATES ................................................................. 204
  BINDER ........................................................................... 207
  BLACKSTAR..................................................................... 208
  CYCLONE ........................................................................ 210
  ORION ............................................................................. 214
  SLICK .............................................................................. 215
  THUNDERBOLT ................................................................ 217
  THE VANDALEURS ............................................................. 220
  ADRIAN VANDELEUR ........................................................ 223
  EDUARD AND ANAIS VANDALEUR ..................................... 227
  CHATOYANT .................................................................... 230
  TOBIAS “THE TOAD” VANDALEUR ..................................... 233
  
  4 n Introduction 
  Hero System 6th Edition
  INTRODUCTION
  ABBREVIATIONS
  This book uses the 
  following abbre-
  viations to refer to 
  other HERO System 
  books:
  6E1: The HERO 
  System 6th Edition, 
  Volume I: Character 
  Creation
  6E2: The HERO 
  System 6th Edition, 
  Volume II: Combat 
  And Adventuring
  APG: The HERO 
  System Advanced 
  Player’s Guide
  CU: Champions 
  Universe
  CV 1, 2, 3: The 
  respective three 
  volumes of Cham-
  pions Villains. This 
  book is CV2; CV1 
  covers master 
  villains and CV3 
  describes solo 
  villains.
  HSB: The HERO 
  System Bestiary
  HSG: The HERO 
  System Grimoire
  HSMA: HERO 
  System Martial Arts
  HSS: HERO System 
  Skills
  A
  s fun and fascinating a place as it is, 
  the Champions Universe wouldn’t be 
  nearly as exciting a setting for superhero 
  roleplaying campaigns without one major 
  element: the villains. Player Characters are impor-
  tant, but without equally as impressive adversaries, 
  antagonists, and foils, there wouldn’t be much 
  reason for them to be heroes.
  Champions Villains — a trilogy of Champions 
  supplements — describes the bad guys of the 
  Champions Universe in thorough detail. It doesn’t 
  describe every single villain, of course (three 
  books, even big ones, aren’t enough for that), 
  but within these three volumes you’ll find over 
  300 villains — the most important, intriguing, 
  dangerous, and defining supercriminals in the 
  setting. This book, Volume 2, covers villain teams: 
  groups of villains (usually of roughly equal power) 
  who form a group so they can commit more prof-
  itable crimes, protect one another, and perhaps 
  even take over the world. (Volume 1 covers master 
  villains, and Volume 3 solo villains.)
  Although the characters in Champions Villains 
  are tied to the Champions Universe setting (which 
  is detailed in the aptly-named Champions Universe 
  book), you can adapt them to your game in just a 
  few seconds if you’re not using that campaign. Just 
  change the background, and perhaps the name, 
  and voila! — you’ve got a new villain for your 
  game. Nothing could be simpler.
  Similarly, you should feel free to re-arrange 
  or revise the villains in this book to suit your 
  campaign. If you’d rather have Ogre in the Ulti-
  mates instead of Blackstar, you can easily make 
  the switch. If you need more teams instead of solo 
  villains, pick some likely candidates from Volume 
  3 and group them into a gang. If Gravitar is too 
  powerful for your game, decrease her Character-
  istics and the Active Points in her powers. Each 
  character comes with a “Campaign Use” section 
  that includes suggestions on how to make him 
  stronger or weaker, in case you have to adapt 
  him to the power level of your campaign. After 
  all, each game is a little different, so not every 
  published character fits every GM’s preferences 
  as-is. The Campaign Use section also discusses 
  possible ways to integrate the character into your 
  game, interesting plot hooks associated with him, 
  and how he’d function as a Hunted, and so on.
  As an enemies book, Champions Villains is 
  designed primarily for use by GMs. If you’re not 
  a GM, you may still find it useful as a source of 
  example powers and character ideas, but get the 
  GM’s permission to read it. Some GMs may prefer 
  to keep the information in this book secret until 
  they reveal it during game play, and may not ever 
  want players to read villains’ character sheets.
  OTHER USES FOR VILLAINS
  Although all the characters in Champions 
  Villains are costumed supercriminals from a 
  Comic Book Superheroes setting, there are plenty 
  of other ways you can use them if you’re running 
  some other type of HERO System game than 
  Champions. For example, they could be:
  
  n a fallen god the heroes battle in a Fantasy 
  campaign
  
  n a demon who tempts and attacks the heroes in 
  an Urban Fantasy game
  
  n a powerful alien in a Science Fiction campaign
  
  n a mad scientist’s creation run amok in a Pulp 
  Hero game
  Beyond that, you can adapt specific types of 
  villains to certain campaigns. Any of the martial 
  arts or Oriental-themed villains (such as Dr. Yin 
  Wu, Cheshire Cat, or Spirit Fist) could appear in 
  some form as NPCs in a Ninja Hero campaign, for 
  example.
  VILLAIN DESCRIPTIONS
  In addition to a character sheet, each villain in 
  this book has a description covering the following 
  subjects:
  Background/History: This section covers the 
  villain’s early life, origin, and general personal 
  history.
  Personality/Motivation: In many ways the most 
  important part of a villain’s entire description, this 
  section explains how he thinks and why he does 
  what he does. It discusses the traits that give rise 
  to his Psychological Complications, Enrageds, 
  and the like, but may also touch on aspects of 
  his personality that don’t rise to the level of 
  Complications.
  
  Champions Villains Volume Two: Villain Teams n Introduction 
  5
  MMO INTO RPG, 
  RPG INTO MMO
  The three volumes of Champions Villains 
  include material based on the massively multi-
  player online (MMO) roleplaying game Cham-
  pions Online created by Cryptic Studios. While 
  a lot of effort has been devoted to making sure 
  the MMO content is accurately represented in 
  these books in HERO System terms, MMOs 
  and RPGs aren’t the same type of game, so 
  the same type of content isn’t appropriate for 
  each one. For example, a villain’s lair in an 
  MMO is deliberately simple, often with one 
  room leading to another to guide game play. 
  That doesn’t make much sense for an RPG, 
  where it’s possible (and often very useful) to 
  expand things beyond the scope of an MMO. 
  Similarly, a villain or costume that works 
  well on-screen in an MMO might not be as 
  appropriate for a paper-and-pencil RPG (and 
  vice-versa!).
  Thus, the MMO-based information in 
  this book, while containing the essence of the 
  Champions Online presentation, may add to 
  it, or rework it in minor ways, to make things 
  more “realistic” and appropriate for an RPG. 
  Characters who have one or two simple abili-
  ties in Champions Online may get fleshed out 
  into more detailed characters with a greater 
  variety of powers in this book, since an RPG 
  character sheet isn’t constrained by the same 
  restrictions as an MMO. And of course, there 
  may be some MMO secrets that you should 
  only be able to learn by playing the MMO 
  itself.
  So don’t be surprised if you see a some 
  slight variation between the Champions 
  Universe as portrayed in this book and the 
  Champions Universe of Champions Online. 
  The differences are just the result of the book 
  taking the wonderful elements Cryptic Studios 
  has created and doing even more with them.
  DePaRTMeNT 
  Of DefeNse 
  DesIGNaTIONs
  Accompanying most character sheets 
  is an icon — a stylized A, B, Δ, or Ω — 
  representing that villain’s classification 
  in the Department of Defense’s annual 
  Superhuman Survey (Alpha, Beta, Delta, 
  or Omega). See CU 44 for more informa-
  tion on the Survey. If a villain doesn’t have 
  an icon, that means he’s not ranked by the 
  Survey for some reason, typically because 
  the Department isn’t aware of him. (In the 
  case of villains who are presumed dead, 
  the icon indicates the rank they’d have if 
  known to be alive.)
  Quote: A memorable quote that epitomizes the 
  villain.
  Powers/Tactics: A general review of the villain’s 
  powers and how he prefers to use them in combat. 
  This section may be short and simple, or long and 
  detailed, since not all villains are combat-oriented.
  Resources: Master villains, some teams, and 
  some other villains have a section reviewing the 
  resources available to them.
  Campaign Use: A brief discussion of how the 
  villain could function in your campaign, as 
  mentioned above.
  Associates, Allies, And Adversaries: Some villains 
  have a section discussing their relationships with 
  other members of the Champions Universe. Not 
  every villain’s description includes this section, 
  since not every villain has notable associations.
  Appearance: A description of the villain, his 
  costume, and so forth.
  Additionally, most character sheets include a 
  sidebar of Facts concerning that villain. These are 
  tidbits of information the GM can tell PCs if they 
  succeed with a Skill Roll at the indicated penalty. 
  (“N/R” means “no roll required” [any character 
  knows that particular fact if necessary, or if he 
  asks]; “K/R” means “knowable with research” 
  [anyone can learn that particular fact after no 
  more than an hour’s research (and often much 
  less!) using the Internet, newspaper archives, and 
  similar readily-available sources of information].) 
  This assumes the PCs use general Knowledge 
  Skills like KS: The Superhuman World or KS: 
  Supervillains. If they have more specific KSs, such 
  as KS: Supervillains Of [City] or KS: The Crowns 
  Of Krim, the GM should reduce the listed penalty 
  for knowing a particular fact, or even change it to 
  an N/R or K/R fact. If more than one fact is listed 
  for a particular modifier, the GM chooses which 
  one to reveal (or may reveal them all if he prefers).
  
  6 n The Brain Trust 
  Hero System 6th Edition
  THE BRAIN TRUST
  Membership: The Overbrain, Ape-Plus, Black 
  Mist, Lynx, and Mr. Zombie
  Background/History: “I’m sorry, Dr. Herzog, 
  but there’s no doubt: it’s lung cancer. Had you 
  been more diligent about having regular health 
  checkups, we might have caught it in time to treat 
  it, but now it’s too far advanced. Six months — 
  that’s all I can realistically give you.”
  Turning away from the doctor in impotent 
  fury, Crandall Herzog raged against the injustice 
  of it all. That he, one of the greatest geniuses of the 
  age, should fall victim to physical weakness was 
  cosmic irony. More than that, it was a tragedy of 
  the first water. Who knows what discoveries now 
  would not be made, what inventions now would 
  not be developed, because of his death? While it 
  was true that the mainstream science community 
  had rejected him and his work due to “concerns 
  over the ethical implications of your methods and 
  goals,” the fact remained that his gifts would be 
  lost. Just because he’d spent the past several years 
  exercising them on behalf of criminal organiza-
  tions, secret government projects, and terrorist 
  organizations didn’t eclipse his value to the world.
  Then it hit him: there was no escape from the 
  hard, cold fact that his body had to die... but did 
  his brain have to die with it?
  For the next three months Herzog devoted 
  every resource he had, and every neuron in his 
  immensely gifted mind, to the goal of keeping 
  his brain alive outside his body. With his body 
  increasingly weak, he thought he’d finally discov-
  ered a way to do it. With great care he built the 
  artificial-surgery machines, the neuro-preserva-
  tion tank, the waldoes and other tools he could 
  operate with thought alone, and the precisely-
  calibrated computer equipment that would run it 
  all. When everything was in readiness, he strapped 
  himself onto the operating table, administered an 
  anaesthetic, and drifted off to sleep.
  When he awoke, the world was... different. He 
  could feel the gentle bubbling of the thick nutrient 
  solution around him. He could “see” with the 
  devices attached to the neuro-preservation tank. 
  It had worked! The brain of Dr. Crandall Herzog 
  lived!
  Yes, it had worked... in some ways better 
  than expected. Freeing his brain from its meaty 
  shackles allowed it to begin to develop powers 
  most people only dreamed over — psionic powers, 
  
  Champions Villains Volume Two: Villain Teams n The Brain Trust 
  7
  telekinetic powers, senses unknown to normal 
  humans, and faster, clearer thought processes. But 
  brains aren’t meant to live outside bodies, and it 
  didn’t take long for Herzog’s situation to begin to 
  take its toll. His natural selfishness, vanity, and 
  criminal tendencies became stronger and stronger 
  until at long last he could deny them no more. 
  Why should the world continue to be run by fools 
  and bunglers when the greatest brain the world 
  had ever known could be in charge? No, more 
  than just a brain... an Overbrain.
  The Overbrain embarked on the conquest of 
  the world, beginning with various schemes to 
  increase his personal fortune to astronomical 
  levels. It was during one of these capers that he 
  first encountered, and was defeated by, the simian 
  superhero known as Dr. Silverback. Defeat was 
  bad enough, but at the hands of a monkey? Well, 
  if that fool Moreau could create a thinking gorilla, 
  the Overbrain could do even better. After a little 
  maneuvering to obtain a mountain gorilla, the 
  Overbrain went to work. A few months later, he 
  had his first follower: Ape-Plus.
  The Overbrain found that he enjoyed having 
  minions to do his bidding; they were a lot more 
  fun than robots. So he set out to recruit more. 
  Knowing his “team” needed some subtlety, he 
  reached out through his underworld contacts to 
  “hire” a skilled ninja known as the Black Mist. 
  When the Black Mist reported for work, the Over-
  brain took control of his mind. Over the next few 
  weeks, the hapless ninja was brainwashed until his 
  loyalty to the Overbrain was assured.
  Another opportunity soon fell the Overbrain’s 
  way when a young woman approached one of 
  the underground surgical laboratories he main-
  tained with a request to be transformed into a 
  “cat-girl.” Sensing something useful about the girl, 
  and knowing that any master villain worthy of 
  the name had a beautiful woman or three in his 
  presence, he agreed to do the plastic surgery she 
  desired. She awakened as Lynx, a true cat-girl... 
  one with genetically-implanted devotion to the 
  Overbrain.
  The last of the Overbrain’s followers (for now) 
  stumbled out of a graveyard and into one of his 
  secret labs totally by chance. Somehow pollut-
  ants from one of the Overbrain’s experiments in 
  creating artificial life leaked into the grave of a 
  recently-deceased man and brought him back 
  to life... of a sort. Christened “Mr. Zombie” by 
  Lynx, he chose to stay with the Overbrain’s group 
  because he saw no alternative.
  The Overbrain remains alert for any oppor-
  tunity to swell the ranks of his followers, but for 
  now his “team” has stabilized at four. With him as 
  their leader, the group the press has dubbed “the 
  Brain Trust” has been committing crimes all over 
  the United States, choosing targets that either net 
  them a lot of money or valuable technological 
  components. No one’s entirely certain just what 
  the Overbrain’s up to, but one thing’s for sure... it 
  won’t be pleasant.
  Group Relations: The Brain Trust gets along very 
  well, since they all share a “programmed” loyalty 
  to the Overbrain. They do what he says, when he 
  says to do it, without any quibbling.
  Tactics: In combat the Brain Trust relies on a two-
  pronged attack that they can coordinate perfectly 
  due to their Mind Link. Black Mist, Lynx, and 
  Mr. Zombie are all melee fighters, so they close 
  to HTH Combat distance and begin pummeling 
  opponents. The Overbrain and Ape-Plus hang 
  back and attack from range; the Overbrain often 
  uses Mind Control to slow down, distract, or 
  “recruit” opponents to help tip the odds in his 
  team’s favor. In the event that things go against 
  the Brain Trust, the Overbrain makes a break for 
  it while the others do anything they can to ensure 
  his successful escape.
  Campaign Use: Although the Overbrain has as his 
  ultimate goal the conquest of the world, the Brain 
  Trust is by and large a “general” villain group that 
  you can use nearly any way you see fit. If you want 
  a team to perform a smash-and-grab robbery, then 
  the Brain Trust needs money and plans just such 
  a job. If you’ve got an insidious conspiracy story 
  in mind, the Overbrain’s using his powers and his 
  minions to take control of people and organiza-
  tions as the first step of his plan to control the 
  world. The list is practically endless.
  Since the Overbrain’s more or less always on 
  the lookout for new recruits, you can easily make 
  the Brain Trust tougher by adding members. 
  Beyond that, the Overbrain can use his twisted 
  scientific genius to augment his existing minions 
  with improved powers, more powers, or gadgets. 
  To weaken the team, weaken the Overbrain’s hold 
  on his “minions.” Instead of having brainwashed 
  them, he has to keep the team together through 
  diplomacy, flattery, and similar means, which 
  diminishes the team’s effectiveness in combat and 
  its overall efficiency.
  Associates, Allies, And Adversaries: The Brain 
  Trust enjoys good relations with most of the 
  underworld. Partly to build up his “war chest,” 
  and partly to satisfy his own ego, the Overbrain 
  has hired his group out to assist the likes of 
  VIPER, ARGENT, and the Ultimates with various 
  schemes. On the other hand, he refuses to work 
  for employers he regards as “idiots” and “fools,” 
  such as Holocaust and Interface. Aside from that, 
  between the Overbrain’s own goals and plans and 
  those of the people he works for, your PCs could 
  encounter the Brain Trust just about anywhere 
  doing nearly anything criminal.
  BRAIN TRUST 
  FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  the Brain Trust if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: The Brain Trust 
  is a supervillain 
  team led by the 
  Overbrain, a disem-
  bodied brain with 
  mental and psycho-
  kinetic powers.
  K/R: Other members 
  include Ape-Plus, 
  Black Mist, Lynx, and 
  Mr. Zombie.
  -2: The Overbrain 
  sometimes claims to 
  be leading his group 
  in the conquest 
  of the world, but 
  the team mostly 
  seems to commit a 
  variety of mundane 
  crimes rather than 
  launching major 
  schemes to take 
  over Earth.
  -4: The Brain 
  Trust is unusually 
  coordinated and 
  effective in combat; 
  it’s possible they’re 
  all mentally linked 
  somehow.
  -6: The Brain Trust 
  has worked for 
  VIPER, ARGENT, 
  and various master 
  villains and other 
  villain teams; it 
  seems to enjoy 
  generally good rela-
  tions with the darker 
  side of the Super-
  human World.
  
  8 n The Brain Trust 
  Hero System 6th Edition
  THE OVERBRAIN
  Val Char Cost Roll Notes
  0 
  STR 
  -10 9- 
  Lift 25 kg; 0d6 HTH damage [1]
  10 DEX 
  0 11-
  20 CON 
  10 13-
  30 INT 
  20 15- PER Roll 15-
  30 EGO 
  20 15-
  20 PRE 
  10 13- PRE Attack: 4d6
  3 
  OCV 
  0
  3 
  DCV 
  0
  12 OMCV 27
  10 DMCV 21
  6 
  SPD 
  40 	
  Phases: 2, 4, 6, 8, 10, 12
  8 
  PD 
  6 	
  Total: 20 PD (12 rPD)
  8 
  ED 
  6 	
  Total: 20 ED (12 rED)
  4 
  REC 
  0
  40 END 
  4
  10 BODY 
  0
  30 STUN 
  5  
  Total Characteristics Cost: 159
  Movement: 
  Running: 
  0m
   
  Flight: 
  24m
  Cost Powers 
  END
  67 
  Brainpower: Multipower, 67-point reserve
  12v 
  1) Brainwashing: Mind Control 12d6 
  6
  12v 
  2) Brainscapes: Mental Illusions 12d6 
  6
  12v 
  3) Brainwaves I: Mental Blast 6d6 
  6
  12v 
  4) Brainwaves II: Mental Blast 4d6 
  6
  Constant (+½)
  10v 
  5) Brainwaves III: Mental Blast 3d6 
  6
  Does Knockback (+¼), Double Knockback (+½)
  13v 
  6) Brainblast: RKA 1d6+1
  ACV (uses OMCV against DMCV; +¼), AVAD (Mental 
  Defense; +1), Does BODY (+1)
  15 
  Brainwashing: Mind Control +6d6 
  9
  Increased Endurance Cost (x3 END; -1)
  60 
  Brainspeech I: Telepathy 12d6 
  6
  30 
  Brainspeech II: Mind Link (any eight minds at once) 
  0
  60 
  Brainscan: Mind Scan 12d6 
  6
  80 
  Psychokinetic Power: Telekinesis (20 STR), Fine 
  Manipulation 
  0
  ACV (uses OMCV against DCV; +0), Line Of Sight 
  (+½), Reduced Endurance (0 END; +½)
  36 
  Psychokinetic Force-Field: Resistant Protection 
  (12 PD/12 ED) 
  0
  80 
  Psychokinetic Force-Field: Damage Negation (-8 DCs 
  Physical and Energy) 
  0
  13 
  Psychokinetic Blocking And Dodging: +4 DCV 
  2
  Costs Endurance (-½)
  15 
  Strong Mind: Mental Defense (15 points) 
  0
  10 
  Strong Mind: Power Defense (10 points) 
  0
  36 
  Psychokinetic Flight: Flight 24m 
  0
  Reduced Endurance (0 END; +½)
  -12 
  No Legs: Running -12m (0m total)
  -2 
  No Legs: Swimming -4m (0m total)
  39 
  Neurosense: Spatial Awareness (no Sense Group), 
  Increased Arc Of Perception (360 Degrees), Telescopic 
  (+4 versus Range Modifier) 
  0
   
  Perks
  15 
  Money: Filthy Rich
   
  Talents
  5 
  Eidetic Memory
  3 
  Lightning Calculator
  20 
  Universal Translator 15-
   
  Skills
  24 
  +4 with All Mental Powers
  3 
  Computer Programming 15-
  3 
  Criminology 15-
  3 
  Cryptography 15-
  3 
  Deduction 15-
  3 
  Demolitions 15-
  3 
  Electronics 15-
  3 
  High Society 13-
  3 
  Inventor 15-
  3 
  Mechanics 15-
  3 
  Paramedics 15-
  3 
  Persuasion 13-
  3 
  PS: Play Chess 15-
  3 
  Systems Operation 15-
  3 
  Scholar
  2 
  1) KS: Art History 15-
  2 
  2) KS: History 15-
  2 
  3) KS: Literature 15-
  2 
  4) KS: Politics And Current Events 15-
  2 
  5) KS: The Scientific World 15-
  2 
  6) KS: The Superhuman World 15-
  3 
  Scientist
  2 
  1) SS: Astronomy 15-
  2 
  2) SS: Biology 15-
  2 
  3) SS: Chemistry 15-
  2 
  4) SS: Genetics 15-
  2 
  5) SS: Materials Science 15-
  2 
  6) SS: Mathematics 15-
  2 
  7) SS: Medicine 15-
  2 
  8) SS: Physics 15-
  2 
  9) SS: Psychology 15-
  2 
  10) SS: Robotics 15-
  2 
  11) SS: Superhuman Biology 15-
  2 
  12) SS: Surgery 15-
  Total Powers & Skills Cost: 746
  Total Cost: 905
  
  Champions Villains Volume Two: Villain Teams n The Brain Trust 
  9
  THE OVERBRAIN
  Background/History: See above.
  Personality/Motivation: The Overbrain’s behavior 
  is driven primarily by his intellectual vanity and 
  desire to control others (and, ultimately, to rule 
  the world). He always had a strong streak of arro-
  gance, but becoming a superpowered living brain 
  has sent that trait into overdrive. He’s convinced 
  that he’s intellectually superior to everyone else on 
  the planet, and that he deserves to control Earth 
  and all its people. As some heroes have learned, 
  it’s sometimes possible to distract him from his 
  schemes with an intellectual challenge, even some-
  thing as simple as a game of chess, a particularly 
  difficult puzzle, or a trivia contest.
  Quote: “Ha! You fool! No one of your minuscule 
  intellectual capacity could possibly hope to thwart 
  the plans of the Overbrain!”
  Powers/Tactics: Freeing his mind from his body 
  gave Crandall Herzog significant psionic and 
  psychokinetic powers. While he’s no Menton, 
  he can take control of others’ minds with ease, 
  communicate telepathically, generate psionic illu-
  sions, and move objects with psychokinetic force. 
  He can also use his telekinetic powers to levitate 
  and protect himself.
  But these powers come at a significant price. 
  Lacking limbs, the Overbrain cannot exert 
  strength, walk, or swim. If he needs to manipulate 
  objects, he has to use telekinesis or waldoes he can 
  operate with mental power. Lacking a mouth, he 
  cannot speak; he communicates either telepathi-
  cally, or through a “speech box” that he attaches 
  to his neuro-preservation tank or carries with 
  him via Telekinesis. The box creates a rasping, 
  obviously electronic speech that many people 
  find chilling (an effect he enjoys). Nor can he eat 
  or drink; he derives nutrition from the chemical 
  soup in his neuro-preservation tank. He has to 
  spend as much time in the tank as ordinary people 
  do eating, and at roughly the same intervals, or 
  begin to suffer the effects of starvation. And since 
  chemical or drug-based attacks can affect his brain 
  directly, they tend to affect him more strongly.
  In combat the Overbrain prefers to use his 
  Mind Control; he finds making people his puppets 
  immensely satisfying. He tends to fight cautiously, 
  taking full advantage of his powers’ Line Of Sight 
  range; the thought of being hurt or captured 
  both frightens and infuriates him, so he’s quick 
  to cut and run if a battle starts to go against the 
  Brain Trust.
  Campaign Use: The Overbrain is sort of a master 
  villain-in-the-works. All he needs is the power, 
  the resources, and to some extent the stability. 
  While he can’t match the personal power of Dr. 
  Destroyer or Gravitar, he’s got enough, and his 
  ambition is the equal of any other villain’s on the 
  planet. His main focus right now is building up his 
  resources, since he’s not fool enough to think he 
  can conquer Earth without an army of minions, 
  dozens of hidden bases, and the like.
  If you want to make the Overbrain more of a 
  true master villain, ramp up his mental powers 
  until he’s just about the equal of Menton. You may 
  also need to buy an Endurance Reserve or make 
  the powers cost no END, since he has relatively 
  little END as currently written. To weaken him, 
  remove the Reduced Endurance (0 END) from his 
  powers so he can’t use them as frequently.
  Appearance: The Overbrain is a slightly larger 
  than normal human brain that lives independently 
  of a human body. While he can levitate itself and 
  fly around using his psychokinetic powers (in 
  which case he’s surrounded by a faint, 
  smoky green “haze” light effect), he 
  normally resides in a tank of bubbling 
  greenish-yellow nutrient fluid.
  400 Matching Complications (75)
  15 
  Physical Complication: Tiny (.25m; +18m KB) 
  (Frequently, Slightly Impairing)
  20 
  Physical Complication: Very Limited Manipulation 
  (Frequently, Greatly Impairing)
  10 
  Physical Complication: Depends On Machines For 
  Speech And Normal Senses (Infrequently, Slightly 
  Impairing)
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  20 
  Hunted: various superhero teams (Infrequently, Mo Pow, 
  NCI, Capture)
  15 
  Psychological Complication: Megalomaniacal; Wants To 
  Rule The World (Common, Strong)
  15 
  Psychological Complication: Intellectual Vanity; Thinks 
  He’s Smarter Than Everyone Else, And Will Prove It If 
  Necessary (Common, Strong)
  15 
  Social Complication: Secret Identity (Crandall Herzog) 
  (Frequently, Major)
  20 
  Vulnerability: 2 x Effect from Chemicals/Drugs/Gases/
  Poisons (Common)
  Total Complications Points: 75
  Experience Points: 505
  OVERBRAIN FACTS
  Here are some facts characters and NPCs might know about 
  the Overbrain if they succeed with an appropriate Skill Roll:
  N/R: The Overbrain is a large, disembodied brain with 
  psionic and psychokinetic powers; he leads the Brain Trust.
  K/R: The Overbrain’s main psionic power seems to be 
  mental control, but he can also read minds, project blasts 
  of mental force, manipulate objects with pychokinesis, and 
  psychokinetically fly and protect himself from attacks.
  -1: The Overbrain’s clashed with Dr. Silverback before and 
  considers the sentient simian a major enemy and nuisance.
  -2: The Overbrain has immense intellectual vanity and arro-
  gance; some heroes have found ways to use this against 
  him to thwart his schemes.
  -6: The Overbrain’s “body” is sensitive to chemicals and 
  drugs; they’re highly effective when used against him.
  -10: His Secret Identity is Dr. Crandall Herzog.
  
  10 n The Brain Trust 
  Hero System 6th Edition
  APE-PLUS
  Background/History: Ape-Plus was an ordinary 
  mountain gorilla until the day poachers captured 
  him. Ordinarily he’d have gone to some zoo that 
  wasn’t picky about its sources of supply, but the 
  poachers got a better offer from a man working for 
  the Overbrain. After undergoing weeks of painful 
  tests and procedures, the gorilla became sentient. 
  Months of training and indoctrination followed 
  until he was Ape-Plus, the Overbrain’s most loyal 
  servant and bodyguard.
  Personality/Motivation: Ape-Plus was created as 
  a mirror image of (and in the Overbrain’s eyes, 
  an improvement on) Dr. Silverback. It’s not as 
  intelligent or learned as Silverback, but possesses 
  a craftiness and cunning the simian hero lacks... 
  and it’s got more brute strength and speed to back 
  up its guile. Where Silverback is kind and heroic, 
  Ape-Plus is a savage killer who serves only the 
  Overbrain, not some lofty principles.
  Quote: ::simian snarl:: “Do not mistake me for 
  some animal! The mind is as strong as the body... 
  and the body is strong enough to tear you limb 
  from limb.”
  Powers/Tactics: Ape-Plus possesses the strength, 
  speed, and endurance of a mountain gorilla who 
  engages in intensive regular exercise after having 
  been genetically, chemically, and surgically 
  “improved” by the Overbrain. Compared to most 
  humans he has a genius intellect, and the Over-
  brain’s trained him to use it in scientific pursuits. 
  In addition to his standard equipment (a blaster 
  pistol, six energy grenades, and a force-field belt), 
  Ape-Plus can concoct all sorts of gadgets from the 
  spare parts it carries.
  In combat Ape-Plus prefers to engage foes in 
  HTH Combat and pummel them to death with 
  his large fists... but he’s smart enough to know 
  that’s usually a poor use of his skills, and condi-
  tioned enough to not want to leave the Overbrain 
  vulnerable to attack. Thus, he usually hangs back 
  with the Overbrain (or as close to 
  him as he can get) and uses his 
  Blaster Pistol and other weapons 
  to attack from Range. If 
  circumstances permit 
  he’ll come to a battle 
  prepared with a weapon 
  or two designed specifi-
  cally for that encounter. 
  See The HERO System 
  Equipment Guide for dozens of 
  example gadgets he could have.
  Campaign Use: Ape-Plus 
  mainly serves as a bodyguard 
  and Gorilla Friday for the 
  Overbrain, a role he’s been 
  conditioned to serve. You 
  might be able to create some 
  interesting stories (or story 
  elements) playing off his duality 
  with Dr. Silverback, or addressing 
  what happens if his conditioning 
  starts to weaken or fade.
  To make Ape-Plus tougher, you 
  have several options. First, you can 
  increase the size of his Gadget Pool so 
  he can have more weapons and gear 
  available to him at once. Second, you 
  can emphasize his brute strength and 
  bestial nature by giving him various 
  abilities involving HTH Combat, such 
  as an HKA representing the power to 
  literally tear people limb from limb or 
  snap their necks.
  Appearance: Ape-Plus is a large 
  mountain gorilla given human 
  sentience. He normally wears military 
  fatigue pants and a flak vest; he 
  usually has a blaster pistol holstered 
  on his right hip and a few grenades 
  attached to the vest. He often smokes 
  cheap cigars.
  APE-PLUS FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  Ape-Plus if they 
  succeed with an 
  appropriate Skill Roll:
  N/R: Ape-Plus is an 
  intelligent, evil gorilla 
  who’s a member of 
  the Brain Trust.
  K/R: Ape-Plus usually 
  carries a blaster pistol 
  and grenades, but can 
  use his gadgeteering 
  skills to create many 
  different weapons 
  and devices suitable 
  to the Brain Trust’s 
  current scheme or 
  his perceived tactical 
  needs.
  -1: The Overbrain 
  created Ape-Plus to 
  be an “evil twin” to 
  his hated enemy Dr. 
  Silverback, though 
  he’s even stronger 
  and tougher than his 
  heroic counterpart.
  -2: Ape-Plus is totally 
  devoted to the Over-
  brain and would do 
  anything for him.
  -4: Ape-Plus claims to 
  be a far better poker 
  player than Dr. Silver-
  back, and also to have 
  better fashion sense.
  
  Champions Villains Volume Two: Villain Teams n The Brain Trust 
  11
  aPe-PLUs
  Val Char Cost Roll Notes
  30 STR 
  20 15- Lift 1,600 kg; 6d6 [3]
  21 DEX 
  22 13-
  25 CON 
  15 14-
  20 INT 
  10 13- PER Roll 13- 
  15 EGO 
  5 12- 
  20 PRE 
  10 13- PRE Attack 4d6
  7 
  OCV 
  20
  7 
  DCV 
  20
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  5 
  SPD  
  30 	
  Phases: 3, 5, 8, 10, 12
  10 PD 
  8 	
  Total: 28 PD (21 rPD)
  10 ED 
  8 	
  Total: 28 ED (21 rED)
  11 REC 
  7
  50 END 
  6
  15 BODY 
  5
  50 STUN 
  15  
  Total Characteristics Cost: 207
  Movement: 
  Running: 
  12m
   
  Swimming: 
  0m
  Cost Powers 
  END
  75 
  Weapons And Gadgets: Variable Power Pool, 
  60 Pool + 60 Control Cost 
  var
  OAF (-1)
  45 
  Blaster Pistol: Multipower, 60-point reserve 
  [60]
  60 Charges for entire reserve (+½); all OAF (-1)
  3f 
  1) Standard Setting: Blast 12d6
  OAF (-1)
  2f 
  2) Lethal Setting: RKA 2d6
  Armor Piercing (+¼), +2 Increased STUN Multiplier 
  (+½); OAF (-1), Requires 3 Charges Per Use (-½)
  30 
  Grenades: Blast 12d6 
  [6]
  Area Of Effect (26m Radius Explosion; +½); OAF (-1), 
  Range Based On STR (-¼), 6 Charges (-¾)
  7 
  Conditioned Strength: +10 STR 
  1
  Only When Directly Protecting The Overbrain (-½)
  12 
  Arm Swing: HA +3d6 
  1
  Hand-To-Hand Attack (-¼)
  8 
  Bite: HKA ½d6 (1d+1 with STR) 
  1
  Reduced Penetration (-¼)
  7 
  Roar: +15 PRE 
  0
  Incantations (-¼), Only For Fear-Based Presence 
  Attacks (-1)
  40 
  Force Shield Belt: Resistant Protection 
  (18 PD/18 ED/4 Power Defense) 
  0
  OIF (-½)
  3 
  Thick Skin: Resistant (+½) for 3 PD/3 ED 
  0
  -2 
  Nonswimmer: Swimming -4m (0m total)
  3 
  Heightened Senses: +1 PER with all Sense Groups 
  0
  5 
  Feet Like Hands: Extra Limbs (2) 
  0
   
  Talents
  5 
  Eidetic Memory
  3 
  Lightning Calculator
   
  Skills
  12 
  +1 Overall
  16 
  +2 with Ranged Combat
  6 
  +2 with Blaster Pistol
  4 
  +2 OCV with Arm Swing
  3 
  Acrobatics 13-
  3 
  Breakfall 13-
  3 
  Climbing 13-
  3 
  Combat Driving 13-
  3 
  Computer Programming 13-
  3 
  Demolitions 13-
  3 
  Electronics 13-
  1 
  Gambling (Card Games) 8-
  1 
  Inventor 8-
  2 
  KS: The Superhuman World 11-
  3 
  Lockpicking 13-
  3 
  Mechanics 13-
  13 
  Power: Gadgeteering 18-
  3 
  Security Systems 13-
  3 
  Stealth 13-
  2 
  Survival (Tropical) 13-
  3 
  System Operations 13-
  3 
  Scientist
  2 
  1) SS: Biology 13-
  2 
  2) SS: Chemistry 13-
  2 
  3) SS: Physics 13-
  2 
  4) SS: Robotics 13-
  Total Powers & Skills Cost: 350
  Total Cost: 557
  400 Matching Complications (75)
  15 
  Enraged: if takes BODY damage (Common), go 11-, 
  recover 14-
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  20 
  Hunted: various superhero teams (Infrequently, Mo Pow, 
  NCI, Capture)
  5 
  Physical Complication: Inconvenient Size And Propor-
  tions (Infrequently, Barely Impairing)
  25 
  Psychological Complication: Totally Loyal To The Over-
  brain (Very Common, Total)
  15 
  Psychological Complication: Cruel And Sadistic 
  (Common, Strong)
  Total Complications Points: 75
  Experience Points: 157
  
  12 n The Brain Trust 
  Hero System 6th Edition
  BLACK MIST
  Val Char Cost Roll Notes
  15 STR 
  5 12- Lift 200 kg; 3d6 HTH Damage [1]
  20 DEX 
  20 13-
  20 CON 
  10 13-
  18 INT 
  8 13- PER Roll 13-
  15 EGO 
  5 12-
  20 PRE 
  10 13- PRE Attack: 4d6
  7 
  OCV 
  20
  8 
  DCV 
  25
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  12 PD 
  10 	
  Total: 24 PD (12 rPD)
  12 ED 
  10 	
  Total: 24 ED (12 rED)
  10 REC 
  6
  40 END 
  4
  15 BODY 
  5
  40 STUN 
  10  
  Total Characteristics Cost: 184
  Movement: 
  Running: 
  18m
   
  Leaping: 
  18m
   
  Swimming: 
  6m
  Cost Powers 
  END
  12 
  Ninja-to: HKA 1½d6 (2½d6 STR) 
  2
  OAF (-1)
  10 
  Shuriken: RKA 1d6 
  [9rc]
  Autofire (3 shots; +¼), 9 Recoverable Charges (+¼); 
  OAF (-1), Range Based On STR (-¼)
  25 
  Ninja Mind Control: Mind Control 10d6 
  5
  Concentration (½ DCV throughout use; -½), No 
  Range (-½)
   
  Martial Arts: Ninjutsu
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Atemi Punch 
  -1 
  +1 
  3d6 NND(1)
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Choke Hold 
  -2 
  +0 
  Grab One Limb, 3d6 NND(2)
  4 
  Dodge 
  — 
  +5 
  Dodge, Affects All Attacks, 
  Abort
  5 
  Kick 
  -2 
  +1 
  9d6 Strike
  4 
  Knife Hand 
  -2 
  +0 
  2d6 HKA (2 DC)
  4 
  Punch 
  +0 
  +2 
  7d6 Strike
  5 
  Takeaway 
  +0 
  +0 
  Grab Weapon, 35 STR to take 
  weapon away
  3 
  Throw 
  +0 
  +1 
  5d6 +v/10; Target Falls
  8 
  +2 Damage Classes (already added in)
  2 
  Use Art with Blades, Staffs
  24 
  High-Tech Concealed Ninja Armor: Resistant 
  Protection (12 PD/12 ED) 
  0
  OIF (-½)
  5 
  Strong Mind: Mental Defense (5 points) 
  0
  27 
  Black Mist Form: Desolidification (affected by air/wind 
  and cold) 
  4
  Cannot Pass Through Solid Objects (-½)
  6 
  Strong Leaper: Leaping +12m (18m forward, 10m 
  upward) 
  1
  6 
  Strong Runner: Running +6m (18m total) 
  1
  2 
  Strong Swimmer: Swimming +4m (8m total) 
  1
   
  Talents
  3 
  Lightning Reflexes: +3 to act first with All Actions
  3 
  Lightsleep
   
  Skills
  20 
  +2 with All Combat
  10 
  +2 with Ninjutsu
  4 
  +2 OCV with Ninja-to
  6 
  +1 with Agility Skills
  3 
  Acrobatics 13-
  3 
  Ukemi: Breakfall 13-
  3 
  Climbing 13-
  3 
  Intonjutsu: Concealment 13-
  3 
  Tonjutsu: Contortionist 13-
  10 
  Defense Maneuver IV
  3 
  Henshojutsu: Disguise 13-
  3 
  Iaijutsu: Fast Draw (Common Melee Weapons) 14-
  1 
  KS: The Espionage World 8-
  1 
  KS: The Military/Mercenary/Terrorist World 8-
  3 
  KS: Ninjutsu 13-
  1 
  KS: The Superhuman World 8-
  2 
  Language: English (fluent conversation; Japanese is 
  Native)
  2 
  Language: Ninja Clan Codes & Symbols (fluent 
  conversation)
  3 
  Lockpicking 13-
  4 
  PS: Ninja 13-
  3 
  SS: Pharmacology/Toxicology 13-
  3 
  Security Systems 13-
  3 
  Shadowing 13-
  3 
  Sleight Of Hand 13-
  3 
  Shinobi-iri: Stealth 13-
  3 
  Streetwise 13-
  2 
  TF: Ninja Water-Walking Devices, Small Rowed Boats
  9 
  WF: Common Melee Weapons, Common Martial Arts 
  Melee Weapons, Common Missile Weapons, Garrote, 
  Blowgun, Fukimi-bari
  Total Powers & Skills Cost: 287
  Total Cost: 471
  400 Matching Complications (75)
  10 
  Distinctive Features: Style (Not Concealable; Always 
  Noticed And Recognizable; Detectable By Large 
  Group)
  25 
  Hunted: Sekihara ninja clan and the Cult of the Red 
  Banner (Frequently, Mo Pow, NCI, Kill)
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  20 
  Hunted: various superhero teams (Infrequently, Mo Pow, 
  NCI, Capture)
  15 
  Psychological Complication: Loyal To The Overbrain 
  (Common, Strong)
  20 
  Psychological Complication: Casual Killer (Very 
  Common, Strong)
  15 
  Psychological Complication: Greedy; Mercenary Attitude 
  (Common, Strong)
  Total Complications Points: 75
  Experience Points: 71
  
  Champions Villains Volume Two: Villain Teams n The Brain Trust 
  13
  BLACK MIST 
  FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Black Mist if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: Black Mist is 
  a ninja who’s a part 
  of the Brain Trust 
  supervillain team.
  K/R: His nom du 
  crime comes from 
  the fact that he has 
  one superhuman 
  power: the ability to 
  transform himself 
  into a cloud of mist.
  -2: Actually, Black 
  Mist has two super-
  human powers; the 
  other is the ability to 
  control minds.
  -4: Black Mist was 
  trained by the Seki-
  hara ninja clan; the 
  clan wants to kill 
  him for defecting 
  from its ranks.
  -8: The mysterious 
  and deadly Cult 
  of the Red Banner 
  also seems to want 
  Black Mist dead.
  BLACK MIST
  Background/History: The man who would 
  become known to the world as the Black Mist was 
  born into the mysterious Sekihara clan of Japan. 
  For countless centuries the Sekihara had lived in 
  deep, hidden places and served the infamous Cult 
  of the Red Banner (see CU 145). Like other clan 
  children, he was tested in various ways until he 
  was six years old, and based on those tests he was 
  assigned to ninja training.
  For over a dozen years he worked, and sweated, 
  and bled to learn the skills of the Sekihara ninja, 
  including the simplest of their ninja magics (such 
  as the ability to transform into a cloud of dark 
  mist, or to steal the will of others). When he had 
  completed his training satisfactorily, the clan sent 
  him into the world to work the will of the Cult.
  And that was a mistake. Exposure to the 
  greater world intrigued and enthralled him, and 
  he soon decided he had no interest in serving 
  some bizarre, nihilistic religious sect for the rest of 
  his life. He wanted all the wealth and excitement 
  the world had to offer. He defected from the clan 
  and became a mercenary, offering his hard-won 
  skills to the highest bidder.
  One day the Black Mist received an offer of 
  employment from a new contractor. Eager to 
  expand his sources of income, he went to the 
  meeting... only to find his mind ensnared by the 
  Overbrain! Over several weeks the Overbrain 
  broke his will completely until his only wish was 
  to serve not himself, but the master of the Brain 
  Trust.
  Personality/Motivation: Like the other 
  members of the Brain Trust, the Black 
  Mist is loyal to the Overbrain, but his 
  loyalty isn’t quite as strong. His powerful 
  mind and years of ninja training make 
  it harder for the Overbrain to dominate 
  him psionically. To keep from straining 
  his “conditioning,” the Overbrain is 
  careful not to give the Black Mist any 
  orders he’d object to too strongly, and 
  always tries to “sweeten the deal” by 
  pointing out how much the ninja stands 
  to gain — even now, as a member of the 
  Brain Trust, Black Mist remains a greedy 
  mercenary, interested most in what he, 
  personally, stands to gain from any mission.
  Quote: None. The Black Mist rarely speaks at all; 
  when he does, his voice is rusty from disuse.
  Powers/Tactics: The Black Mist is a highly-
  trained ninja with a wealth of skills pertaining to 
  deception, infiltration, subterfuge, and assassina-
  tion. He can pick locks, disguise himself to look 
  like someone else, pass undetected through 
  guarded areas, and strike killing blows. But 
  more than that, he knows two of the ancient 
  mystical secrets taught to the Sekihara by 
  the Cult of the Red Banner: the power 
  to transform himself into a black mist 
  (hence his name); and the ability to control others’ 
  minds. He left the Sekihara before he could learn 
  any others, but he’d love to expand his arcane 
  repertoire.
  The Black Mist prefers to open combat with an 
  ambush or surprise attack; he functions best that 
  way. In open battle he relies on his Martial Arts 
  and ninja-to sword, keeping most of his Combat 
  Skill Levels in DCV to protect himself. One of 
  his favorite tricks is to transform into a mist and 
  pretend to flee, then double back to attack his foe 
  from behind.
  Campaign Use: The Black Mist gives the Over-
  brain a subtle servant with which to implement 
  his schemes. The PCs aren’t likely to see the Black 
  Mist until he wants them to... at which point it’s 
  probably too late for them.
  To make the Black Mist tougher, you can take 
  several approaches. First, you can give him more 
  ninja gadgets and weapons, perhaps even mystical 
  ones. Second, you can give him more ninja 
  magical powers, such as the ability to become 
  invisible, to kill people with just a touch, to sense 
  danger, or the like. (See HSMA for plenty of ideas 
  along both lines.) If he’s already too tough for your 
  campaign, reduce his DEX to 18 and SPD to 4.
  Appearance: The Black 
  Mist is a classic ninja — 
  he’s a Japanese male of 
  average height, but you 
  can’t see his features due 
  to his black ninja garb, 
  mask, gloves, and tabi 
  boots. He carries a ninja-
  to sword, shuriken, and 
  other weapons and tools 
  of the ninja’s trade.
  
  14 n The Brain Trust 
  Hero System 6th Edition
  LYNX
  Background/History: Ever since she can 
  remember, Felicia Murrow’s been a rabid fan of 
  anime (Japanese animation and cartoons) and 
  manga (Japanese comic books). She watched and 
  read them for hours a day, and even studied Japa-
  nese enough that she could follow most of what 
  was said or written without the need for subtitles. 
  Her favorite characters were the “catgirls,” the 
  half-woman half-cat characters found in so many 
  of these stories. She often daydreamed about 
  being one.
  One day Felicia heard a rumor that there was 
  a doctor who could transform a willing woman 
  into a catgirl through advanced surgical proce-
  dures... but no one seemed to know anything 
  definite. Determined to find out if there was a 
  kernel of truth to the tales, Felicia journeyed into 
  the deepest, darkest recesses of anime and furry 
  fandom, getting close to anyone who seemed likely 
  to know anything and probing them for informa-
  tion. It wasn’t the most pleasant of tasks, but it was 
  the only way to find out the truth. And her hard 
  work paid off. Eventually she found a fan who, 
  after much persuasion, gave her a name: Robert 
  Tanner.
  When she finally tracked down Dr. Tanner, 
  he agreed to perform the transformative surgery 
  in exchange for a substantial up-front cash 
  payment... but there were no guarantees. She could 
  end up hideously maimed; the procedure wasn’t 
  fully tested and didn’t always work as hoped. But 
  it was her only chance; she had to take it. She 
  committed several robberies to earn the cash, but 
  when she had enough for Tanner’s payment, she 
  went under the knife.
  Unbeknownst to Felicia, Dr. Tanner was just a 
  puppet of the Overbrain — one of many doctors 
  and scientists he kept under semi-permanent 
  mental control to help him with his experiments. 
  Sensing that Felicia might make a useful minion, 
  the Overbrain assisted Dr. Tanner to increase the 
  chances of success.
  And the procedure worked! Felicia awoke to 
  find herself with catgirl features, and over the 
  next few weeks she grew catgirl fur over her entire 
  body. But the Overbrain had altered her mentally 
  as well as physically, and now she felt as strong a 
  compulsion to serve him as she’d felt to become a 
  catgirl in the first place.
  Personality/Motivation: Of all the Brain Trust, 
  Lynx (not to be confused with the Beast Moun-
  tain-based singing star of the same name) is 
  probably the most “normal” in terms of attitude 
  and outlook. (In fact, sometimes she’s a little 
  bothered about always hanging out with a such a 
  freakish group.) If not for her genetically-instilled 
  loyalty to the Overbrain, she probably wouldn’t be 
  a criminal at all. When not working on one of his 
  schemes, she spends her time indulging her rabid 
  obsession with anime and manga; occasionally she 
  even attends a convention by pretending that she’s 
  wearing a catgirl costume.
  Quote: “Don’t forget... cats have claws.”
  Powers/Tactics: As you’d expect of a catgirl, Lynx 
  is fast, agile, graceful, and seductive. She can move 
  around the battlefield easily thanks to her SPD, 
  Combat Running, Leaping, and Acrobatics, so she 
  rarely just stays put and slugs it out with a single 
  opponent. She relies on her claws and fangs for 
  the most part, but she can punch pretty hard if she 
  doesn’t want to seriously hurt her foe. She can also 
  fall back on her “feminine charms” if necessary.
  Campaign Use: Lynx provides a way to introduce 
  romantic subplots into games involving the Brain 
  Trust. She’s very likeable compared to her team-
  mates, isn’t really a bad person, could easily be 
  reformed if her genetic conditioning were broken, 
  and is quite attractive.
  To make Lynx tougher, remove her Suscepti-
  bility and give her some other cat-powers, such as 
  Mind Control over cats and the ability to Summon 
  cats. You could also give her more Combat Skill 
  Levels or some Martial Arts (usable both with fists 
  and claws). To weaken her, reduce her SPD to 5 
  and remove her CSLs with Claws.
  Appearance: Lynx is a cat-girl in the traditional 
  image: she’s an attractive, well-proportioned 
  woman with short, soft, gold-colored fur over her 
  body (shading to white on her stomach/chest, 
  feet, and hands), tiny cat’s ears poking up through 
  her long, luxurious brown hair, claw-like finger-
  nails, feline eyes, and a tail. Her costume consists 
  primarily of a black-and-gold pair of bikini-like 
  trunks, black and gold bracers and leggings, with 
  no mask.
  LYNX FACTS
  Here are some facts characters and NPCs might 
  know about Lynx if they succeed with an appro-
  priate Skill Roll:
  N/R: Lynx is a cat-woman who’s a member of the 
  Brain Trust; she’s fast, accurate, and has very sharp 
  claws.
  -2: Lynx is obsessed with anime and manga.
  -6: Lynx feels intense pain when exposed to 
  extremely loud noises.
  -10: Her Secret Identity is Felicia Murrow.
  
  Champions Villains Volume Two: Villain Teams n The Brain Trust 
  15
  LYNX
  Val Char Cost Roll Notes
  20 STR 
  10 13- Lift 400 kg; 4d6 HTH damage [2] 
  23 DEX 
  26 14- OCV: 8/DCV: 8
  20 CON 
  10 13-
  10 INT 
  0 11- PER Roll 11-
  10 EGO 
  0 11- MCV: 3
  15 PRE 
  5 12- PRE Attack: 3d6
  8 
  OCV 
  25
  10 DCV 
  35
  3 
  OMCV 
  0
  3 
  DMCV 
  0
  6 
  SPD 
  40 	
  Phases: 2, 4, 6, 8, 10, 12
  10 PD 
  8 	
  Total: 13 PD (5 rPD)
  10 ED 
  8 	
  Total: 13 ED (5 rED)
  8 
  REC 
  4
  40 END 
  4
  15 BODY 
  5
  40 STUN 
  10  
  Total Characteristics Cost: 190
  Movement: 
  Running: 
  18m
   
  Leaping: 
  20m
  Cost Powers 
  END
  22 
  Claws: HKA 1d6 (2d6+1 with STR) 
  0
  Reduced Endurance (0 END; +½)
  9 
  Fang-Like Teeth: HKA 1 point (1d6+1 with STR) 
  0
  Armor Piercing (+¼), Reduced Endurance 
  (0 END; +½)
  7 
  Inspires Panic: +15 PRE 
  0
  Only For Fear-/Intimidation-Based Presence Attacks (-1)
  2 
  Tough Skin: Resistant (+½) for 2 PD/2 ED 
  0
  6 
  Runs Like A Cat: Running +6m (18m total) 
  1
  9 
  Combat Running: Running +18m 
  2
  Only To Make Half Moves In Combat (-1)
  8 
  Leaps Like A Cat: Leaping +16m (20m forward, 10m 
  upward) 
  1
  6 
  Animalistic Senses: +2 to PER Rolls with all Senses 
  0
  5 
  Cat’s Eyes: Nightvision 
  0
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
  6 
  Striking Appearance +2/+2d6
   
  Skills
  16 
  +2 HTH
  4 
  +2 OCV with Claws
  3 
  Acrobatics 14-
  3 
  Breakfall 14-
  3 
  Charm 12-
  3 
  Climbing 14-
  1 
  Computer Programming 8-
  3 
  Conversation 12-
  7 
  KS: Anime And Manga 16-
  3 
  KS: Anime And Furry Fandom 12-
  1 
  Language: Japanese (basic conversation; English is 
  Native)
  3 
  Persuasion 12-
  3 
  Shadowing 11-
  3 
  Stealth 14-
  3 
  Tracking 11-
  Total Powers & Skills Cost: 145
  Total Cost: 335
  400 Matching Complications (75)
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  20 
  Hunted: various superhero teams (Infrequently, Mo Pow, 
  NCI, Capture)
  20 
  Psychological Complication: Loyal To The Overbrain 
  (Common, Total)
  15 
  Social Complication: Secret Identity (Felicia Murrow) 
  (Frequently, Major)
  10 
  Susceptibility: takes 2d6 instantly from Hearing Group 
  Flashes and similar intense, loud noises (Uncommon)
  Total Complications Points: 75
  Experience Points: 0
  
  16 n The Brain Trust 
  Hero System 6th Edition
  MR. ZOMBIE
  Background/History: Robert Reynolds had a great 
  life — a good job, a loving wife, 2.5 kids, a dog, 
  house with a white picket fence, all the usual stuff. 
  Everything was going well... and then he found out 
  about the cancer. Too late to do anything about it, 
  his doctors said. It’s spread throughout your body. 
  I’m sorry, but our best estimate is six months.
  They were right — six months later, Robert 
  Reynolds was dead. But he didn’t stay that way 
  for long.
  Not far from the cemetery, the Overbrain 
  had a lab where he’d been working on artificial 
  life experiments. They hadn’t gone well, so he’d 
  abandoned the project. Over time, some of the 
  materials for and byproducts of his work leaked 
  out of their containment units and into the nearby 
  ground. Somehow they worked their way into 
  Robert Reynolds’s grave just a few days after he 
  was buried.
  Reynolds awoke with a start. He dimly remem-
  bered bright lights, someone holding his hand, 
  rhythmic sounds behind his head. But none of 
  that mattered; what was important was that he 
  was apparently trapped in a cloth-lined box of 
  some sort — he had to get out! He raised his arms 
  and pushed... and to his astonishment the wood 
  gave way before him like it was made of paper. He 
  discovered he’d somehow been buried alive, but he 
  had the strength to deal with that. It was all very 
  confusing, but he dug his way out of the grave in 
  short order.
  After he’d made his way to the surface, Reyn-
  olds felt a strange compulsion to walk over to 
  a nearby abandoned factory — the Overbrain’s 
  former lab. When he broke in he triggered a 
  security device, and soon the Overbrain showed 
  up to find out what was going on. It didn’t take 
  long for him to deduce why Reynolds was there 
  and looking like the walking dead... and not 
  much longer to convince Reynolds that he should 
  become one of the Overbrain’s minions.
  Personality/Motivation: Mr. Zombie (a name 
  chosen for him by Lynx) is, to put it mildly, 
  confused. He can dimly, oh so dimly, remember 
  his former life, when he was “truly” alive, but he 
  can’t recall any useful details. He’s become one of 
  the Overbrain’s minions partly because the Over-
  brain has promised to help find out who he is and 
  where he comes from (a promise the Overbrain 
  has no intention of keeping), but mostly because 
  he thinks there’s really nothing else for him to do. 
  He’s some sort of bizarre freak now; he should be 
  with other bizarre freaks.
  Quote: None. Mr. Zombie rarely speaks in combat, 
  though his harsh, ragged breathing makes a 
  distinctive sound.
  Powers/Tactics: Mr. Zombie isn’t literally one of 
  the walking dead, but he’s a mighty close approxi-
  mation. He’s immensely strong, feels very little 
  pain, enjoys eating his food raw, doesn’t need 
  to breathe, and for a superhuman moves slowly. 
  He takes little initiative in combat, preferring to 
  simply follow orders; left to himself he’ll usually 
  Hold his Action unless he’s got an obvious target 
  (such as someone who’s attacking or has recently 
  hurt him).
  Campaign Use: Mr. Zombie’s main job is to serve 
  as the Overbrain’s “muscle” (though as bricks go 
  he’s fairly weak — something the Overbrain’s been 
  working to improve). His desire to find out about 
  his past may spark a subplot or two, especially if 
  one of the PCs is a relative or friend of his.
  To make Mr. Zombie tougher, assume the 
  Overbrain has succeeded in “improving” him and 
  make him more of a standard brick, with STR 60. 
  To weaken him, reduce his SPD to 3 and Running 
  to 6m (which also makes him more like a “tradi-
  tional” horror movie zombie, though he still reacts 
  quickly compared to ordinary humans).
  Appearance: Mr. Zombie looks like a classical 
  zombie — he’s six feet tall with the greyish flesh, 
  sunken eyes, and vacant expression of the recently 
  dead (though he’s quite alive). When he first 
  joined the Brain Trust he wore torn and tattered 
  clothing, but these days he sports a more stylish 
  ensemble: a black tuxedo jacket and pants with red 
  cummerbund and bow tie (and dull red lapels), 
  and a black top hat. He usually walks with a slow 
  shuffle.
  MR. ZOMBIE FACTS
  Here are some facts characters and NPCs might 
  know about Mr. Zombie if they succeed with an 
  appropriate Skill Roll:
  N/R: Mr. Zombie is, apparently, some sort of 
  undead, similar to a traditional horror movie 
  zombie but stronger and in some respects faster, 
  who’s a member of the Brain Trust.
  K/R: Much like other zombies, Mr. Zombie seems 
  to have very little initiative or drive; he basically 
  just follows orders from the Overbrain or his 
  teammates.
  -1: Mr. Zombie is very strong, able to lift over six 
  metric tons.
  -6: Mr. Zombie isn’t actually (un)dead; he’s still 
  alive, or has been genuinely brought back to life (if 
  he was once dead) by unknown means.
  -10: Mr. Zombie was formerly Robert Reynolds, 
  an ordinary middle-class sort of guy, though he 
  doesn’t remember his previous life at all.
  
  Champions Villains Volume Two: Villain Teams n The Brain Trust 
  17
  MR. ZOMBIE
  Val Char Cost Roll Notes
  40 STR 
  30 17- Lift 6,400 kg; 8d6 HTH damage [4]
  10 DEX 
  0 11-
  40 CON 
  30 17-
  8 
  INT 
  -2 11- PER Roll 11-
  10 EGO 
  0 11-
  20 PRE 
  10 13- PRE Attack: 4d6
  5 
  OCV 
  10
  5 
  DCV 
  10
  3 
  OMCV 
  0
  3 
  DMCV 
  0
  4 
  SPD 
  20 	
  Phases: 3, 6, 9, 12
  24 PD 
  22 	
  Total: 24 PD (15 rPD)
  20 ED 
  18 	
  Total: 20 ED (15 rED)
  20 REC 
  16
  80 END 
  12
  20 BODY 10
  60 STUN 
  20  
  Total Characteristics Cost: 206
  Movement: 
  Running: 
  8m
   
  Leaping: 
  2m
  Cost Powers 
  END
  8 
  Nails: HKA ½d6 (3d6+1 with STR) 
  1
  Reduced Penetration (-¼)
  5 
  Teeth: HKA 1 point (3d6 with STR) 
  1
  15 
  Zombie’s Body: Resistant (+½) for 15 PD/15 ED 
  0
  30 
  Zombie’s Body: Physical Damage Reduction, Resistant, 
  50% 
  0
  15 
  Zombie’s Body: Energy Damage Reduction, Resistant, 
  25% 
  0
  20 
  Zombie’s Mind: Mental Defense (20 points) 
  0
  35 
  Undead Vitality: Life Support: Total 
  0
  -4 
  Slow: Running -4m (8m total)
  -1 
  Poor Leaper: Leaping -2m (2m forward total)
  5 
  See At Night: Nightvision 
  0
   
  Skills
  48 
  +6 HTH
  3 
  Climbing 11-
  3 
  Stealth 11-
  Total Powers & Skills Cost: 182
  Total Cost: 388
  400 Matching Complications (75)
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  20 
  Hunted: various superhero teams (Infrequently, Mo Pow, 
  NCI, Capture)
  15 
  Psychological Complication: Thinks The Brain Trust Is 
  His Only Option (Common, Strong)
  Total Complications Points: 75
  Experience Points: 0
  
  18 n The Circle Of The Scarlet Moon 
  Hero System 6th Edition
  THE CIRCLE OF THE 
  SCARLET MOON
  Membership: Archdruid Airetach, Roger and 
  Martika Duquesne, and others.
  Background/History: The Circle Of The Scarlet 
  Moon began late in the eighteenth century with 
  a dissolute French nobleman named Viscomte 
  Gildas de Valenois. The Viscomte had money 
  but little real power in the French aristocracy; 
  he sought perverse amusement and a higher 
  status through Satanism and sorcery. In 1783, the 
  Viscomte persuaded several equally degenerate 
  members of the French aristocracy to join him in 
  founding a coven that they named the Circle Of 
  The Scarlet Moon. The nascent Circle achieved 
  a limited degree of magical power by acquiring 
  relics and grimoires from older, near-defunct 
  covens and occult societies. The Viscomte also 
  achieved some greater political influence by 
  inviting thrillseeking nobles and social-climbing 
  business magnates to the Circle’s orgiastic Sabbats 
  — and then blackmailing the participants. This 
  combination of mystic and secular power charac-
  terized the Scarlet Moon forever after.
  The nascent Circle suffered its first great 
  setback in the French Revolution. The Circle’s 
  leaders remained immune to the revolutionary 
  purge for two years, thanks to abundant bribery 
  and various magical threats and persuasions. Then 
  the Committee for Public Safety suddenly arrested 
  and executed half the membership, and the 
  Circle’s limited magic was no use whatsoever. The 
  Viscomte made the mistake of trying to strong-
  arm a number of Vandaleurs into helping the 
  Circle. That offended the clan’s patriarch Adrian 
  Vandaleur (page 223), and the immortal magus 
  used his own magic to counter the Circle’s hold on 
  Committee officers.
  The survivors fled to safety in the new United 
  States of America... and encountered Eustace 
  Blackmun. The Virginia mystic helped found 
  the Trismegistus Council specifically to fight the 
  Circle. The battle of bewitchment between the 
  Circle and Council continues to this day, and 
  which side shall rule America’s soul remains 
  unresolved.
  The Scarlet Moon steadily amassed mystical 
  lore and worldly power, but it never achieved 
  the total power its leaders sought. Time and 
  again, the Circle tried to take over governments 
  using mind control, infiltration, and subversion. 
  Time and again, the Trismegistus Council blocked 
  the Circle’s gambits. When the Circle sought 
  allies among archdevils or dark gods, they drew 
  the notice of a far greater enemy: the Archmage 
  himself intervened to close their Gates, annul their 
  pacts, and, frequently, destroy the Circle member 
  who led the scheme.
  In 1908, the Circle’s leaders gathered their 
  forces to strike at the Archmage himself. The High 
  Coven — the 13 most powerful mystics of the 
  Circle — assembled near the Archmage’s sanctum 
  in the depths of Siberia. They brought the Circle’s 
  most powerful magic weapons and artifacts. 
  Around the world, Scarlet Moon lodges channeled 
  their own power to their leaders.
  The High Coven’s spell worked even better than 
  planned. They summoned the Hellstone, a demo-
  niac weapon of terrifying power, and unleashed 
  it on the Archmage. The mystical and physical 
  shockwaves of the sorcerous explosion circled the 
  globe, and the Archmage was never seen again. 
  Neither were most members of the High Coven, 
  and several lodge leaders died in the mystical 
  backlash as well.
  The death of the Archmage enabled the Circle 
  to win several victories over the Trismegistus 
  Council and wheedle gifts of power from spirit 
  allies. A new High Coven of lodge leaders 
  coalesced in 1924. The end of the infighting 
  among lodge leaders allowed the Circle to increase 
  its mundane influence as well. When Prohibition 
  made bootlegging and rum-running vastly profit-
  able, some Circle members used the opportunity 
  to gain a foothold in organized crime.
  Circle members still debate whether 1938 was 
  a gain or loss to their society. The Circle covertly 
  aided Hitler’s super-secret cabal of mystics, the 
  RSvKg, in an attempt to amass magical powers 
  for the occult-minded, anti-rational Third Reich. 
  The “Walpurgisnacht Working” initiated the age 
  of superheroes, who have handed the Circle many 
  defeats — but the Circle’s own mystics have gained 
  greater power as well.
  Today, the Circle Of The Scarlet Moon finds 
  itself in a strange position. Many other mystics, 
  both heroic and villainous, now boast far greater 
  power than its leaders. On the other hand, the 
  Circle has seldom wielded greater political and 
  financial influence. The High Coven includes 
  billionaires and high-ranking politicians of all 
  
  Champions Villains Volume Two: Villain Teams n The Circle Of The Scarlet Moon 
  19
  major parties. The Scarlet Moon wields prodigious 
  influence throughout Europe and North America, 
  and reaches out to subvert the Third World. 
  Although horrors like Takofanes and Dark Seraph 
  stalk the Earth, some people in the Mystic World 
  now fear the Scarlet Moon has truly come into its 
  own as the greatest power on the side of Darkness.
  Group Relations: Members of the Scarlet Moon 
  form local groups called covens, each led by 
  a druid. (The Viscomte de Valenois shared 
  the enthusiasm for druids that swept through 
  France and the British Isles late in the eighteenth 
  century.) Other members of a coven hold the 
  rank of ovate if they achieve seniority and possess 
  mystical talent, or aspirant if they lack either 
  quality. During coven meetings, Scarlet Moon 
  members wear black velvet masks with eyeslits 
  and a red satin crescent across the left side of the 
  face. Aspirants wear hooded cloaks of dark blue; 
  ovates wear deep crimson; druids, red and black; 
  and archdruids, solid black cloaks and robes.
  The covens throughout a region group together 
  in lodges, each led by an archdruid. Thirteen arch-
  druids form the High Coven, the ruling council of 
  the Scarlet Moon.
  The Circle contains between two and three 
  dozen lodges. An exact census isn’t possible 
  because some lodges secede from the Circle for 
  decades at a time, while other small occult groups 
  take the Scarlet Moon’s name without the High 
  Coven’s permission. The High Coven doesn’t 
  discourage such pretenders, because these groups 
  serve as decoys to distract the Circle’s enemies. If 
  anyone in a group of pretenders shows genuine 
  talent, the High Coven might invite him to join 
  the real Circle.
  Every Circle member takes a “craft name” as 
  his official pseudonym within the organization. 
  When covens meet, or members send messages 
  about Scarlet Moon business, they call each other 
  by their craft-names to keep their membership 
  secret. Aspirants and ovates know the identities 
  of the other members in their coven, but not the 
  real names of anyone outside their group. Druids 
  know all the other druids in their lodge, and 
  the archdruids all know each other’s real names. 
  Craft-names are usually Celtic, Germanic, or from 
  other ancient European cultures.
  Rarely does an archdruid amass enough 
  prestige to set the entire Scarlet Moon working 
  on a project; and since the last two such projects 
  resulted in the 1908 debacle and the ambiguous 
  Walpurgisnacht Working, most archdruids are 
  content to leave the Circle unfocused. Individual 
  archdruids, however, often lead their lodges in 
  schemes to gain magical or worldly power. The 
  Circle’s only official goals, as set by the High 
  Coven since 1938, are to protect its own existence, 
  destroy its enemies, and gain greater political and 
  economic power. The Scarlet Moon succeeds very 
  well at these goals, so most leaders feel content to 
  operate as hidden puppet-masters.
  Tactics: The Circle accepts members who practice 
  any sort of magic — except Edomite sorcery, 
  which now carries a death sentence from the High 
  Coven. Most members, however, practice a form 
  of ritual magic drawn from Hermetic ritual magic, 
  demonology, and a wide range of folk magic. 
  Scarlet Moon witchcraft usually requires lengthy 
  rituals with various magical implements. Typical 
  ritual Foci include Hermetic tools such as cups, 
  daggers, wands, pentacles, crystals, and magic 
  circles; Satanic elements such as flames, blood 
  sacrifice, and perverse sex acts; and implements 
  from folklore such as cauldrons, herbs, heads (real 
  or sculpted), drums, cords, idols, and candles. 
  European folklore, especially the grimmest aspects 
  of Celtic, Norse, Slavic, and Greco-Roman myth, 
  supplies much of the Scarlet Moon’s inspira-
  tion; but the Circle also borrows elements from 
  Voodoo, Native American folklore, or anything 
  else that catches a member’s fancy.
  Circle members may learn a few spells they can 
  perform on short notice, but the Circle’s strength 
  lies in ceremonial magic. Druids and archdruids 
  cast a wide range of spells, but must study each 
  spell beforehand and conduct a complex ritual to 
  work the magic. Members practice ceremonial 
  magic together so they can combine their spells 
  for greater power. In game terms, druids and arch-
  druids all have a small Variable Power Pool. One 
  person involved in casting a spell is the “leader” 
  for that spell. Every participant who makes a 
  Thaumaturgy Skill Roll can devote his entire VPP 
  to an Aid to increase the power of the leader’s base 
  spell. (At the GM’s option, each Aid can apply 
  separately, ignoring the rules about two characters 
  using separate versions of an Adjustment Power.) 
  Circle members make frequent use of Mind Link 
  to coordinate their spells, and Mind Scan to target 
  victims from a distance so the Scarlet Moon can 
  work its will without any member exposing his 
  identity. Things just happen, and the victim never 
  suspects he was the target of hostile sorcery.
  Now and then, covens may summon a minor 
  demonic minion, or recruit a mythic monster 
  from Faerie. Mystical creatures tend to attract 
  attention, though, which the Circle doesn’t like. 
  They also demand payment, which can range 
  from a ten-leaf clover to a year of servitude from 
  the presiding magician. When they compare the 
  dangers of a nosy superhero and a spirit angered 
  by failure to pay a debt, many Circle members take 
  their chances with the superhero.
  Resources: The Circle uses its magic to acquire 
  political and economic power. Many Circle 
  members are millionaires. A few are billionaires. 
  Each coven has Contacts within state and local 
  government, law enforcement, and criminal 
  groups. Archdruids often acquire Contacts with 
  national political figures — or they are national 
  political figures. Money, blackmail information, 
  and the use of magic to influence police, district 
  attorneys, and judges enables the Circle to commit 
  crimes almost with impunity.
  
  20 n The Circle Of The Scarlet Moon 
  Hero System 6th Edition
  Campaign Use: The Circle Of The Scarlet Moon 
  is an organization of relatively low-powered 
  mystical villains. The typical archdruid is built on 
  points comparable to a starting superhero, but the 
  Variable Power Pool and lots of Perks suck up at 
  least 100 Character Points. Druids are somewhat 
  weaker; and low-ranking Circle members are (at 
  best) Standard Heroic characters. They may know 
  a few spells of moderate power, but they depend 
  on Perks, secrecy, and their membership in the 
  Circle for their defense.
  In an all-mystic campaign, the Circle can serve 
  as the primary antagonist for occult investiga-
  tors, vigilante heroes, two-fisted private eyes, and 
  other heroes. Individual members of the Circle are 
  too weak to fight superheroes openly. In groups, 
  however, Scarlet Moon members can attack super-
  heroes at a distance and from hiding.
  Adventures with the Scarlet Moon emphasize 
  mystery and conspiracy. To defeat the Scarlet 
  Moon, heroes need mystic powers of their own, 
  or they must succeed at long and difficult inves-
  tigations. Heroes who try to stay within the law 
  find the Scarlet Moon an especially difficult foe: 
  most of the Circle’s villainy is impossible to prove 
  in court. To defeat a Circle member, the heroes 
  must catch him engaged in a mundane crime, with 
  so much evidence that even the Scarlet Moon’s 
  vast influence and insidious magic can’t make it 
  disappear.
  If the Scarlet Moon isn’t powerful enough to 
  supply a credible threat to the PCs, increase the 
  power of the druids and archdruids by giving 
  them larger Power Pools or magic items that 
  make them more effective combatants. The Circle 
  can also make greater use of supernatural allies 
  and minions, such as minor demons or faerie 
  monsters. If the Circle’s already too tough a foe, 
  reduce the members’ VPPs until they’re at the 
  right level to challenge the PCs.
  The Circle Of The Scarlet Moon is a highly 
  dangerous Hunter for heroes with DNPCs or 
  who rely on larger institutions. The Circle attacks 
  its enemies through their social connections. A 
  character’s loved ones suffer dangerous accidents, 
  or inexplicably turn against him. Heroes find 
  their bank accounts drained, their reputations 
  tarnished, and the police and government turned 
  hostile. A clash with the Circle often becomes a 
  test of resolve, as a lodge systematically wrecks the 
  heroes’ lives. The only way to stay safe from the 
  Circle is to live without any human connections... 
  if you can call that living.
  Associates, Allies, And Adversaries: The Scarlet 
  Moon has no close allies in the Mystic World, but 
  individual druids and archdruids enjoy moder-
  ately good relations with the Devil’s Advocates 
  or other specific mystical villains. A few have 
  ties to various Sylvestris or Vandaleurs, but ever 
  since Adrian Vandaleur slapped the Circle down 
  two hundred years ago most of his descendants 
  have looked on the Scarlet Moon with scorn and 
  contempt. (For their part, many Circle members 
  have heard about what Adrian did in Circle lore 
  and wouldn’t mind getting some long-delayed 
  revenge on him or his family.)
  The Circle and DEMON have sniped at each 
  other since Luther Black’s defection after the 
  1908 disaster, but particular members sometimes 
  worked together in the past. The High Coven, 
  in a rare display of unanimity, now forbids such 
  cooperation: the Circle can’t rule the world from 
  the shadows if some Elder God eats it, so the 
  archdruids take every opportunity to weaken 
  DEMON — including covert aid to superheroes 
  on occasion.
  The Trismegistus Council remains the Circle’s 
  most devoted enemy. Other mystics who make 
  conscious commitments to goodness also fight the 
  Circle. Most superheroes reflexively oppose the 
  Circle if they learn of its existence: black magi-
  cians who practice human sacrifice obviously need 
  to be stopped. Few heroes strike serious blows 
  against the Scarlet Moon, however, and none have 
  yet exposed the Circle to the public.
  The Scarlet Moon maintains pacts with several 
  devils but discourages members from selling their 
  souls outright. Soul-selling gives easy power, but 
  such pacters serve their infernal master first, the 
  Circle second — and the archdruids don’t like 
  that. In this sense, few Circle members are actually 
  Satanists, though the distinction is lost on most 
  people who clash with these occult conspirators.
  Most of the Scarlet Moon’s spiritual allies actu-
  ally dwell in Faerie. The old gods of pre-Christian 
  Europe routinely received human sacrifice. Mortal 
  attitudes changed in the last 2,000 years, and not 
  all gods accept that change. The Scarlet Moon 
  invokes pagan gods in their darkest, most fear-
  some aspects, so that’s how the gods respond. The 
  Circle lacks the power or the interest to summon 
  actual gods. Some archdruids, however, strike 
  bargains with Unseelie faeries, hags, trolls, and 
  other evil creatures from the Land Of Legends. 
  Unfortunately for the Circle, this sometimes 
  brings it into conflict with Cairngorm (see CV3).
  CIRCLE OF 
  THE SCARLET 
  MOON FACTS
  Here are some facts 
  characters and NPCs 
  might know about the 
  Circle of the Scarlet 
  Moon if they succeed 
  with an appropriate 
  Skill Roll:
  K/R: The Circle of 
  the Scarlet Moon is 
  an insidious occult 
  organization that seeks 
  greater power, be it 
  mystic, political, or 
  financial.
  -1: The Circle’s origins 
  supposedly lie with 
  French mystics who 
  coalesced into an 
  occult secret society 
  in the years before the 
  French Revolution.
  -4: The Circle orga-
  nizes itself into covens, 
  each led by a “druid.” 
  Several covens form a 
  “lodge,” which is led 
  by an “archdruid.” Thir-
  teen of the archdruids 
  form the High Coven, 
  the Circle’s ruling body.
  -6: The superheroine 
  Witchcraft and super-
  villainess Talisman 
  have a history with 
  the Circle, apparently 
  through their family, 
  though of course 
  neither is formally 
  associated with it 
  anymore and Witch-
  craft actively works 
  against it.
  -10: The Circle was 
  wholly responsible for 
  the 1908 slaying of the 
  last Archmage, Bohdan 
  Stanislavski, and partly 
  responsible for the 
  1938 “Walpurgisnacht 
  Working” that made 
  superhumans possible.
  
  Champions Villains Volume Two: Villain Teams n The Circle Of The Scarlet Moon 
  21
  ARCHDRUID AIRETACH
  Background/History: Eric Marburg intended 
  to make it big in business. His plans involved 
  studying his superiors... either to learn the 
  methods that made them successful, or to gain 
  blackmail information on them. Eric thought he’d 
  found blackmail information when he saw his boss 
  practicing bloody occult rituals. Then he found 
  that the rituals really worked.... Eric persuaded his 
  boss to let him in on the secret instead of killing 
  him. Thus did Eric join the Circle Of The Scarlet 
  Moon, taking the craft-name of Airetach.
  Eric’s boss was a mid-ranking member of the 
  Circle. In time, Eric surpassed his mentor in every 
  way. He wheedled or extorted magical secrets 
  from other Circle members and added his own 
  research in folk magic. He became a VP himself. 
  Eventually he betrayed his mentor to a rival 
  faction in the Circle to advance his own position 
  (both mystically and within the company).
  Decades later, Eric’s skill at magic and 
  murderous intrigue carried him to leadership of a 
  lodge, the highest rank within the Scarlet Moon. 
  He also became CEO of an investment firm and 
  one of the most highly regarded — and least 
  known to the public — financiers in the business 
  world. He became a political player as well, for his 
  support almost guarantees a candidate’s election or 
  re-election.
  Eric’s colleagues in the Circle now often call 
  him the Weaver because of his preferred method 
  of casting spells. This unplanned deception has 
  sometimes resulted in Circle enemies thinking 
  that the feared lodge leader Airetach is a man 
  named Weaver.
  Personality/Motivation: The Archdruid is cold, 
  ambitious, and ruthless, but also cautious in his 
  quest for power. Airetach knows he could easily 
  multiply his millions into billions, but that would 
  also raise his profile. he seeks greater magical 
  power so he can crush his rivals and emerge as 
  undisputed leader of the entire Circle Of The 
  Scarlet Moon, but not at cost of enslaving himself 
  to any god or demon, or risking exposure as a 
  sorcerer and serial killer.
  Politics now occupies much of Airetach’s inter-
  ests. He wants to bring back the Gilded Age of 
  robber-baron tycoons. Through money and subtle 
  magic, he promotes politicians who also want 
  to dismantle government’s ability to regulate big 
  business (or at least are willing to do this in return 
  for his backing). The Weaver already has a number 
  of high-ranking politicians eating out of his hand.
  Quote: “What an amusing accusation. Try proving 
  it in court.”
  Powers/Tactics: The Archdruid has about as 
  much magical power as he can hope to achieve 
  without graduating to superheroic (or supervil-
  lainous) status. He knows a limited number of 
  spells to curse his enemies with various debilities 
  or make people, places, or things suffer damaging 
  accidents. He can force people to act against their 
  will when some event or condition occurs, read 
  their minds to learn their secrets, or curse them 
  to suffer deadly agony if they perform a certain 
  act or fail to perform a task that he commands. 
  (The Archdruid must tell his victim what action 
  he forbids or commands for the latter curse to take 
  effect.) He can also perform a wide variety of ritu-
  alistic, low-power spells. He specializes in casting 
  spells by weaving and knotting cords or twigs, 
  though he keeps all the other standard magical 
  tools in his workroom.
  OTHeR sCaRLeT 
  MOON MeMBeRs
  In addition to the members listed on 
  CU 159, here are a few of the more politically 
  active or media-savvy members of the Scarlet 
  Moon:
  Doctor Herbert Rush: This famous pop 
  psychologist and award-winning psychiatrist 
  looked into the paranormal so he could write a 
  book about this fashionable subject, and found 
  the Scarlet Moon. Although just an ovate, he’s 
  one of the circle’s most skilled practitioners 
  of fascination (mystical hypnosis, focused 
  through an attention-getting trinket). His fame 
  also enables him to discredit a hero’s mental 
  stability. Rush himself indulges various hedo-
  nistic addictions and perversions that would 
  get him locked up if anyone discovered them.
  Ambassador Marcella Latour: Canada’s 
  ambassador to a French-speaking West 
  African country busies herself by magically 
  subverting the native government, funneling 
  conflict diamonds to Circle coffers, and 
  studying African folk magic from the source. 
  She enjoys considerable success at the first two 
  objectives, rather less in the third. (If she’s not 
  careful her activities may attract the unwel-
  come attention of Joseph Otanga or DEMON.)
  Assistant Undersecretary Henrik Van Diericks: 
  The Circle’s top man in the European Union 
  bureaucracy regularly hobnobs with other 
  dignitaries in Brussels and hypnotically plants 
  suggestions for EU policy. He’s also one of the 
  Circle’s most devoted Satanists, and uses his 
  magic to protect one of the largest pedophile 
  rings in Europe.
  Clarissa Thorp: This local news anchor also 
  secretly controls her station’s news depart-
  ment. She’s one of the Circle’s best media 
  warriors, using television to create or ruin 
  reputations. She propitiates the Norse goddess 
  Freya and practices the divinatory art of 
  seidhr; she’s very good at winning scoops and 
  uncovering Secret Identities.
  
  22 n The Circle Of The Scarlet Moon 
  Hero System 6th Edition
  ARCHDRUID 
  AIRETACH FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  Archdruid Airetach 
  if they succeed with 
  an appropriate Skill 
  Roll:
  -1: Archdruid Aire-
  tach is one of the 
  most powerful lodge 
  leaders in the Circle 
  Of The Scarlet Moon.
  -2: Airetach 
  specializes in magic 
  worked through 
  woven cords, twigs, 
  and similar objects, 
  though he can in 
  fact cast a wide 
  variety of spells.
  -6: Archdruid 
  Airetach is actually a 
  man named Weaver.
  -8: Airetach owns 
  an enchanted Celtic 
  dagger that can kill 
  people if he points it 
  at them.
  -10: Archdruid 
  Airetach’s Secret 
  Identity is Eric 
  Marburg; “Weaver” 
  is his nickname in 
  the Circle, not his 
  real name.
  Airetach owns two magic items. The first is an 
  ivory letter-opener about 6 inches long. Its hilt is 
  carved with a human head, horses, fish, and waves. 
  This slim dagger doesn’t look dangerous, but it 
  was carved from the bones of a man sacrificed to 
  Teutates, an ancient Celtic sea-god. By pointing 
  it at a victim, Airetach can make that person’s 
  lungs fill with water so he drowns on dry land. 
  The letter-opener works six times before it must 
  be re-consecrated by stabbing it into a person’s gut 
  and then throwing the person into water, so he 
  dies two ways at once.
  Second, he owns a severed human head 
  preserved and coated with lime that’s enchanted 
  to tell him about the future. The victim was a 
  business rival whom Eric murdered, and once a 
  week Airetach commands the head to awaken and 
  tell him about future business trends and world 
  events.
  Most of the Archdruid’s magic shows no visible 
  effect, so no one but another mystic could tell he 
  employs magic at all. If a person yells incoherent 
  threats, swings at a police officer, and is knocked 
  down and arrested, who would connect that to a 
  respectable financier playing with a loop of string 
  an hour before? Or why would anyone connect 
  this same financier to a building catching fire a 
  few days after he walked by? The Weaver destroys 
  his enemies through freak accidents, mind-
  controlled dupes, time-released curses, and all the 
  legal harassment that money can buy.
  If Airetach knows that enemies want to expose 
  him, he simply stays in public. Let them make wild 
  accusations: what judge would believe them, espe-
  cially after phone calls from Airetach’s political 
  friends? Airetach takes enemies who might kill 
  him more seriously: he wears his bulletproof vest 
  and keeps other people around to discourage 
  mundane assassins, but stays near his workroom 
  in case he must defend against long-distance 
  magical attacks. Only an immediate threat would 
  push him to use the Drowning Dagger. As soon as 
  possible, he consults the Prophetic Head to learn 
  when attacks are most likely to occur, and mobi-
  lizes his Scarlet Moon allies to track down and kill 
  the attacker.
  Campaign Use: See the introductory text for 
  general information. Archdruid Airetach is just 
  barely powerful enough to present a threat to 
  superheroes, especially non-mystical heroes. 
  By himself, he makes a good master villain for 
  Heroic-level campaigns that emphasize conspiracy 
  or street-level villainy as well as the mystical. With 
  his lodge behind him, he can threaten a team of 
  superheroes.
  To make the Archdruid more powerful, reduce 
  the Extra Time Limitation on his magic (or 
  eliminate it entirely, to make him into an outright 
  supervillain), or give him a magic weapon or other 
  item. To reduce his power, remove the Drowning 
  Dagger so he relies entirely on conspiracy and 
  low-key magic to attack his foes.
  The Weaver is a dangerous Hunter. He can 
  Hunt characters without ever exposing himself 
  — he harasses them with curses or by mobilizing 
  police and government resources against them, 
  framing them for crimes, or simply hiring super-
  thugs to attack them. He’ll keep the pressure on 
  until the victim breaks, dies, or does what he 
  wants.
  Associates, Allies, And Adversaries: Airetach is 
  a rival, to one degree or another, with any other 
  person of power in the Circle. Some he bitterly 
  hates and wishes to destroy; others are merely 
  people he’s wary of and tries to 
  gather information about. He has 
  few other contacts in the Mystic 
  World, since he fears exposing his 
  identity if he associates with “those 
  people” too much.
  Appearance: Eric Marburg is 
  a white man in his early 50s, of 
  average height, bald, with a fringe 
  of close-cropped grey hair. He looks 
  very distinguished in his dark grey 
  silk suits, with a plain gold wedding 
  ring and a college fraternity tie tack 
  as his only jewelry. He always carries 
  lengths and loops of twine in his 
  pockets, and fiddles with them when 
  he’s bored. 
  
  Champions Villains Volume Two: Villain Teams n The Circle Of The Scarlet Moon 
  23
  Eric Marburg’s base of operations consists of his 
  house, which located in a very high-class suburb. 
  Marburg Mansion is built on a sloping lot so part 
  of the basement floor is exposed. About half the lot 
  remains covered with trees and bushes. The house 
  itself is a two-story structure of long, intersecting, 
  rectangular blocks with verandas and nearly flat tile 
  roofs. The walls are red brick and white concrete. 
  Along the upper rooflines run bands of ornamental 
  brickwork punctuated with concrete squares bearing 
  circular Japanese mon motifs. The front of the house 
  features both a carport and the entrance to an interior 
  garage. The Marburgs own three vehicles: Eric’s 
  Lexus; his playboy son Tyler’s brand-new Porsche; 
  and a long Mercedes with lots of trunk space. Behind 
  the house is a patio and swimming pool.
  The aboveground floors have bedrooms for Eric, 
  Tyler, and the two live-in bodyguards, plus a kitchen, 
  dining room, and other normal living areas. The 
  small security room looks superficially normal for the 
  home of a cautious multimillionaire.
  Eric’s home office, personal library, and work-
  room are all on the second floor. The library features 
  many books on folklore, anthropology, mythology, 
  and folk art. Eric knows most of what’s in the library; 
  he must consult his books only when he prepares a 
  ritual spell for his Witchcraft VPP. Eric’s workroom, 
  with its cords, wire, wicker, and other craft supplies, 
  has everything a sorcerer would need to put the lore 
  from the library into practice — but nothing clearly 
  indicates that Eric does magic. The house contains 
  many macramé ornaments, wicker baskets holding 
  potted plants, and other knicknacks Eric made, none 
  of them bearing the slightest trace of magic.
  In addition to the garage, the basement holds a 
  wine cellar, rumpus room from Tyler’s youth, a utility 
  room, and a lumber room piled with leftover building 
  supplies, and a garage annex with various tools for 
  working on the house, the grounds, or the cars.
  The rumpus room holds a well-concealed locked 
  door to Eric’s ritual chamber, a square vault of rein-
  forced concrete. Light comes from thousands of tiny 
  bulbs that flicker on and off in sequence, creating a 
  network of moving lines on the ceiling. A circular 
  mosaic with a complex, interlocking design covers 
  most of the floor. The walls hold several masks of 
  weird, distorted faces made of wicker and multi-
  colored cords. In the center is a well with a concrete 
  lip raised three feet high, mosaicked in slices of 
  bone with four human skulls facing the cardinal 
  directions. Each corner of the room holds a large, 
  irregular, whitish lump, squatting on a low stone 
  pedestal and surmounted with a golden brazier. A 
  close examination reveals that the whitish lumps are 
  shriveled human cadavers, bound into fetal position 
  and thickly coated with lime. The pedestals are altar-
  stones stolen from old churches.
  The well is 12m (40 feet) deep and .10m (about 
  4 feet) wide, with 1.10m (10 feet) of icy water — 
  and below that, 6m (20 feet) packed with slowly 
  decomposing human and animal bodies. The 
  humans all died from a combination of stab wounds, 
  third-degree burns, and drowning. A rope runs from 
  a bracket on the far wall, through a pulley over the 
  well, to a set of manacles. Every year, Eric sacrifices 
  a virgin (man or woman) to the Celtic gods Esus, 
  Teutates, and Taranis, by all three of their favored 
  methods at once: first stabbing his victim, then 
  immolating him with gasoline, and then lowering 
  him into the well before he can either burn or bleed 
  to death.
  Two doors with combination locks lead to closet-
  sized chambers off the ritual chamber. One holds 
  robes and masks for Scarlet Moon ceremonies, plus 
  a selection of daggers, candles, charcoal, dried herbs, 
  a can of gasoline, and other ritual implements. The 
  other holds two file cabinets of financial records, 
  blackmail information, and data about other Scarlet 
  Moon members. On top of one cabinet rests an 
  attaché case full of CD-ROMs of this documenta-
  tion, plus a stash of krugerrands, uncut diamonds, 
  and a kilo of pure China White heroin. A shelf 
  holds grimoires of Scarlet Moon magic, including 
  Eric’s own chronicle of his magical workings and 
  experiments.
  The Archdruid’s personal coven gathers at the 
  house to conduct Scarlet Moon rituals and cast 
  important spells in the ritual chamber, which Eric has 
  turned into a mystic power site through more than 
  ten years of sacrifices. (Building another power site 
  like this would take him several years.) Any mystic 
  can use the ritual chamber and power site to enhance 
  his workings (Aid Magic 4d6)... if he doesn’t mind 
  using magic fueled by murder.
  The house does not radiate magic. The center of 
  each mon along the roofline holds a two-inch ring 
  of plaited wire strung with tiny stone beads. These 
  plaits render the house’s walls impenetrable to tele-
  porters, block Desolidified entities, and prevent any 
  magic from within the house from being detected 
  outside. Another set of plaited rings, concealed by 
  the grotesque masks, hides the magic of the ritual 
  chamber so an intruder cannot sense its magic from 
  within the rest of the house. Any magic performed 
  outside the ritual chamber, however, can be sensed 
  normally by anyone else in the house.
  Small, well-concealed cameras watch the house 
  inside and out. (Eric and Tyler know how to deac-
  tivate the cameras in their bedrooms.) The cameras 
  themselves came from a highly respected security 
  firm. Eric customized them with loops of plaited 
  wire around their lenses. In addition to registering 
  normal light and body heat, the cameras detect 
  spells and enchantments. These appear as colored 
  auras on the security viewscreens, but the cameras’ 
  ability to detect magic does not fall within the Sight 
  Group: a mystic who made himself invisible to the 
  Sight Group, for instance, would show up on screen 
  as a hollow, man-shaped figure of light. One of 
  Eric’s trusted bodyguards mans the security room 
  whenever he’s home, an ordinary security guard at 
  other times. The rent-a-guards are told only that the 
  cameras use advanced technology that can penetrate 
  some forms of paranormal concealment.
  Marburg Manor
  
  24 n The Circle Of The Scarlet Moon 
  Hero System 6th Edition
  ARCHDRUID 
  AIRETACH
  Val Char Cost Roll Notes
  10 STR 
  0 11- Lift 100 kg; 2d6 HTH damage [1]
  14 DEX 
  8 12-
  13 CON 
  3 12-
  18 INT 
  8 13- PER Roll 13-
  18 EGO 
  8 13-
  20 PRE 
  10 13- PRE Attack: 4d6
  4 
  OCV 
  5
  4 
  DCV 
  5
  6 
  OMCV 
  9
  6 
  DMCV 
  9
  3 
  SPD 
  10 	
  Phases: 4, 8, 12
  5 
  PD 
  3 	
  Total: 8 PD (3 rPD)
  5 
  ED 
  3 	
  Total: 8 ED (3 rED)
  5 
  REC 
  1
  25 END 
  1
  13 BODY 
  3
  26 STUN 
  3  
  Total Characteristics Cost: 89
  Movement: 
  Running: 
  14m
  Cost Powers 
  END
  34 
  Witchcraft: Variable Power Pool (Magic Pool), 
  30 Pool + 20 Control Cost 
  var
  VPP Takes Hours To Change (-¼), Variable Limitations 
  (requires -2 worth of Limitations; -1), VPP Cannot 
  Have More Than Two Powers Active At Once (-¼)
  27 
  Spell-Weaving: Multipower, 87-point reserve
  All slots IAF (cords or twigs mystically prepared; -½), 
  Extra Time (1 Minute; -1½), Gestures (-¼)
  3f 
  1) Compulsion: Mind Control 10d6 
  9
  Telepathic (+¼), Trigger (can change each time 
  power is used; +½); common Limitations (-2¼)
  2f 
  2) Know Deepest Secrets: Telepathy 13d6 
  3
  Reduced Endurance (½ END; +¼); common Limita-
  tions (-2¼)
  2f 
  3) Lesser Ligature Curse: Drain Characteristic 1d6 
   6
  Variable Effect (any one Characteristic at a time; +½), 
  Delayed Return Rate (points return at the rate of 5 
  per Day; +2¼), Area Of Effect (1m Radius Accurate; 
  +½), MegaScale (Area covers the entire Earth; +2); 
  common Limitations (-2¼)
  2f 
  4) Greater Ligature Curse: Severe Transform 1d6+1 
  (human being with normal functions to human 
  being with a single paralyzed/incapacitated body 
  part, heals back normally) 
  7
  Improved Results Group (any non-fatal impairment; 
  +¼), Area Of Effect (1m Radius Accurate; +½), Mega-
  Scale (Area covers the entire Earth; +2); common 
  Limitations (-2¼), Limited Target (humans; -¼)
  2f 
  5) Death Geas: RKA 1d6+1 
  7
  NND (defense is Regeneration or healing powers; 
  +1), Does BODY (+1), Trigger (performing a forbidden 
  action or not performing a commanded action, 
  which may vary each time the Power is used; +½); 
  common Limitations (-2¼), Geas Dissipates After 
  One Month Or If Target Is Blessed By A Saint Or Like 
  Being (-¼)
  2f 
  6) Attract Destruction: RKA 2d6 
  8
  Indirect (Source Point and Path can vary from use to 
  use; +1), Invisible To Forensic Reconstruction (+¼), 
  Trigger (specified time period; +¼), Variable Special 
  Effect (any “accident” that could happen to a person, 
  place or thing; +¼); common Limitations (-2¼)
  8 
  Drowning Dagger of Teutates: Blast 1d6 
  [6cc]
  NND (defense is Life Support [Self-Contained 
  Breathing] or succeeding with a Paramedics 
  roll; +1), Does BODY (+1), Constant (+½); IAF 
  (consecrated bone blade; -½), Incantations (-¼), 
  6 Continuing Charges lasting 1 Minute each (-0), 
  Restricted Recovery (requires special human sacri-
  fice, see text; -¼)
  9 
  Prophetic Head: Clairsentience (Sight Group), 
  Precognition 
  [1cc]
  OAF (-1), Precognition Only (-1), One Continuing 
  Charge lasting One Minute which Recovers per One 
  Week (-1½)
  10 
  Warded Will: Mental Defense (10 points) 
  0
  5 
  Warding Amulet: Power Defense (7 points) 
  0
  IAF (-½)
  2 
  Quick Getaway: Running +2m (14m total) 
  1
   
  Perks
  30 
  Marburg Manor: Base built on 150 Total Points
  8 
  Contact: Senator 13- (useful Skills or resources, access to 
  major institutions, significant Contacts of his own)
  8 
  Contact: Representative 13- (useful Skills or resources, 
  access to major institutions, significant Contacts of his 
  own)
  8 
  Contact: State Governor 13- (useful Skills or resources, 
  access to major institutions, significant Contacts of his 
  own)
  8 
  Contact: Police Commissioner 13- (useful Skills or 
  resources, access to major institutions, significant 
  Contacts of his own)
  7 
  Contact: Head of Influential Think-Tank 13- (useful Skills 
  or resources, significant Contacts of his own)
  20 
  Followers: Two bodyguards built on 75 Total Points
  5 
  Fringe Benefit: Scarlet Moon Lodge Leader
  10 
  Money: Wealthy
  
  Champions Villains Volume Two: Villain Teams n The Circle Of The Scarlet Moon 
  25
  Cords Of The Coven: Scarlet Moon members each 
  smear a drop of blood on a set of cords, and then 
  one member ties a cord around his own and every 
  other participant’s wrist. This creates a mental link 
  so the participants can coordinate Mental Powers.
  Mind Link, any 4 minds within the Circle (20 Active 
  Points); IIF Fragile (blood-smeared cords; -½), Extra Time 
  (1 Minute to activate; -¾). Total cost: 9 points.
  Epona’s Curse: The magician invokes Epona, 
  the goddess of horses, to visit her wrath upon 
  an enemy of the Scarlet Moon. As the magician 
  recites the name, lineage, and other identifying 
  data of the victim, he knots a horse-hair cord 
  around a cloth packet containing hair, nail clip-
  pings, or some other relic of the victim (who, 
  given the limited range of the spell, is usually held 
  captive by the Circle). As the magician recites this 
  curse, the victim turns into a horse. When the 
  curse is complete, the magician slides the cord and 
  packet into a small model of a horse and hides it 
  in a paddock or stable. Finding and burning the 
  cord and packet breaks the curse.
  Severe Transform 1d6 (human into horse, heals 
  back through appropriate countermagic), Constant 
  (+½) (30 Active Points); OAF Fragile Expendable (see 
  text; -1¾), Incantations (throughout; -½), Extra Time 
  (5 Minutes to activate; -1), Limited Target (humans; -½). 
  Total cost: 6 points.
  Norn’s Blessing: The magician makes a blood 
  offering to the Norns, the three Norse goddesses of 
  fate, and to Odin as the Lord of Destiny. In return, 
  he receives a period of incredible luck.
  Luck 6d6 (30 Active Points); OAF Bulky Expendable 
  (animal sacrifice; -1¾), Extra Time (5 Minutes to activate; 
  -1), One Continuing Charge lasting 5 Hours (-0). Total 
  cost: 8 points.
  MARTIKA DUQUESNE
  Background/History: Martika Sanshin is a 
  second-generation member of the Circle Of The 
  Scarlet Moon. Her father joined in Russia; he 
  fled the destruction of his coven when the KGB 
  figured out that Comrade Sanshin was less loyal to 
  Stalin than he seemed. The Sanshin family made 
  new lives in 1950s America and Martika grew 
  up as a superficially normal American girl. Her 
  father hoped that Martika, with her skill at visiting 
  the world of dreams, would vindicate the family 
  honor: no American archdruid would let Sanshin 
  pére rise above the rank of Ovate.
  Martika studied diligently. She concentrated on 
  her natural talent for astral projection and became 
  a skilled traveler through the Inner Planes. She 
  also strove to master ritual magic, with herbs and 
  candles as her special field of interest.
  To prove herself and explore sin and desire, 
  young Martika left her comfortable home and 
  immersed herself in the sordid demimonde of the 
  sex industry. She met her future husband, Roger 
  Duquesne, while she worked as a dancer at a strip 
  club. When they realized they were both scions of 
  the Scarlet Moon, they knew their union was fate.
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
   
  Skills
  3 
  Acting 13-
  3 
  Bribery 13-
  3 
  Bureaucratics 13-
  3 
  Conversation 13-
  3 
  Deduction 13-
  3 
  High Society 13-
  2 
  Language: Gaelic (fluent conversation) 
  (English is Native)
  2 
  Language: Latin (fluent conversation)
  9 
  Power: Thaumaturgy 16-
  3 
  PS: Financier 13-
  2 
  PS: Basketweaving 11-
  2 
  PS: Knot-Tying and Macramé 11-
  3 
  Trading 13-
  3 
  Scholar
  2 
  1) KS: Business Law 13-
  2 
  2) KS: Circle Of The Scarlet Moon 13-
  2 
  3) KS: European Mythology And Folklore 13-
  2 
  4) KS: Financial World 13-
  2 
  5) KS: Lore Of Knots and Weaving 13-
  2 
  6) KS: The Mystic World 13-
  2 
  7) KS: Radical Right-Wing Politics 13-
  2 
  8) KS: Scarlet Moon Sorcery 13-
  Total Powers & Skills Cost: 278
  Total Cost: 367
  275 Matching Complications (50)
  15 
  DNPC: Tyler Marburg (vicious playboy son 
  and feckless heir) (Frequently, Normal)
  20 
  Hunted: the Trismegistus Council (Infre-
  quently, Mo Pow, NCI, Kill)
  15 
  Hunted: Scarlet Moon rivals (Frequently, As 
  Pow, NCI, Mild [humiliate/rob])
  20 
  Psychological Complication: Ruthless 
  Bastard (Very Common, Strong)
  10 
  Psychological Complication: Hates Anyone 
  Asserting Power Over Him (Common)
  15 
  Social Complication: Secret Identity (Eric 
  Marburg) (Frequently, Major)
  Total Complications Points: 50
  Experience Points: 92
  EXAMPLE POWERS FOR 
  WITCHCRafT POWER POOL
  Cauldron Scrying: The magician boils certain 
  herbs in a small cauldron, along with a bit of 
  blood and fat. As he stares into the bubbling brew, 
  he sees visions of other places.
  Clairsentience (Sight Group), 4x Range (800m) 
  (30 Active Points); OAF (-1), Concentration (0 DCV 
  throughout; -1), Extra Time (5 Minutes to activate; -1). 
  Total cost: 7 points.
  
  26 n The Circle Of The Scarlet Moon 
  Hero System 6th Edition
  In her astral journeys, Martika met several 
  of the minor dark powers in the Inner Planes. 
  When she conceived a child, she also conceived 
  a bold plan. She would bear a supernatural child, 
  whose magic would overwhelm the enemies of the 
  Scarlet Moon — and elevate her to mastery of the 
  cult. Martika spent forty days engaged in rituals to 
  call three select spirits and implore their blessing. 
  On the fortieth night, she received her answer as 
  she lay in bed.
  First came a succubus, and her smile held all 
  the sweet wickedness for which men have yearned. 
  “It’s a girl,” she said. “She will know all the desires 
  of the human heart, and they shall not master her; 
  but she shall use them to become master of all.” 
  The succubus stroked Martika’s breast, and she 
  trembled with the pleasure of that touch.
  After the succubus vanished, Bloody Mary 
  stepped from the mirror, still carrying the body 
  of her child, whom she herself slew. Bloody Mary, 
  herald of death from the shadows of Babylon. “She 
  shall hold power of life and death in her hands,” 
  Bloody Mary said. “And she will not fear to use it.” 
  She touched Martika’s bosom, and left the cold, 
  wet, red print of her hand.
  From the shadows hobbled Mother Gothel, the 
  pockets of her apron full of gingerbread and candy 
  from her faerie house. “Cunning,” croaked Mother 
  Gothel. “And wit, oh yes. What a witch she will 
  be! Now eat, child. You’re eating for two!” Mother 
  Gothel pressed a bit of gingerbread to Martika’s 
  lips, and she lay back, enjoying the warmth of the 
  spices in her mouth.
  And then a fourth figure stood by her bed. An 
  angel, shedding soft white light over Martika and 
  her sleeping husband. The angel’s smile held gentle 
  pity, but her eyes were not kind at all. “You knew 
  the rules,” the angel whispered. “If you invite three 
  of four, the fourth always comes.” Martika could 
  not move, or even cry out. “I cannot grant any gift 
  you did not ask for,” the angel continued. “And it 
  is not my nature to curse. So... let my sisters’ gifts 
  be doubled.” She bent over and kissed Martika’s 
  forehead, and Martika knew no more.
  In the morning, Martika told herself that the 
  fourth visitor had been a dream. Soon she believed 
  it. A week later, Martika’s doctor said she would 
  have twins.
  To the subtle senses of the Circle’s leaders, 
  little Bethany and Pamela Duquesne shone with 
  magic from birth. Martika was elevated to druid 
  on the strength of their promise, as well as her 
  own diligence in magic. But her daughters did not 
  make Martika a leader in the Circle — one turned 
  her back on the Circle to seek her own dark path, 
  and the other became one of the Scarlet Moon’s 
  greatest enemies. Some in her lodge whisper 
  that the High Coven finds her an embarrass-
  ment. Unless Martika can redeem herself, either 
  by bringing a daughter back to the Circle or 
  destroying them both, her own life may be forfeit. 
  The sacrifice of a witch carries special power....
  Personality/Motivation: Martika Duquesne seems 
  like a perfect political wife and society matron. 
  Everyone who’s anyone in the city attends her 
  parties, and politicians up to the state level ask 
  her help in fundraising, but she always defers 
  to her husband. They live without any hint of 
  impropriety.
  Martika is a very good actress. She directs 
  attention at Roger to protect herself. Behind her 
  mask of social graces hides a cold schemer who 
  sees the entire world as a stage on which she is 
  not merely performer, but director. Martika has 
  secretly prepared documents and witnesses for 
  a scandal to explode Roger’s career, and to pin 
  her coven’s crimes upon him. She would regret 
  sacrificing her husband’s life and career, but not 
  enough to risk her own future. Martika currently 
  schemes to find some hold on Airetach, so that he 
  will not dare to strike against her. Her daughter 
  Pamela — Talisman — certainly has the power 
  to destroy Airetach, if she can be persuaded to 
  support her mother. Her treacherous daughter 
  Bethany, the superheroine Witchcraft, is... weak 
  in so many ways, but not in magic. If Bethany 
  and her oafish friends could be led to destroy the 
  Archdruid... Hmm!
  Quote: “So glad you could come to the party. Don’t 
  make any unpleasantness; you would only harm 
  yourself. Try the canapés?”
  Powers/Tactics: Martika Duquesne can perform 
  the Circle’s ritualistic witchcraft. (See Airetach 
  for examples of spells cast using the Witchcraft 
  Magic Pool.) She specializes in casting spells using 
  candles impregnated with herbs, oils, and other 
  substances. Some of her candles can work for 
  anyone who lights them (the Power includes the 
  Advantages Trigger and/or Usable By Other).
  Martika’s only other spell is astral projection, 
  which takes her an hour of meditation to activate. 
  She has considerable experience on the Astral 
  Plane. If characters come to her attention, she 
  may spy on them astrally. She spies on the other 
  members of her coven this ways, to make sure no 
  one keeps any secrets from her.
  Her coven’s Base masquerades as a small, 
  indeterminately Protestant church called Vineyard 
  Apostolic Ministry. The actual services owe more 
  to Dionysus than Christ. The church itself serves 
  as the ritual chamber. The coven lacks a mystic 
  power site, but Martika is working on an actual, 
  supernatural vineyard — she’s planted cuttings 
  from grape vines in Faerie and fertilizes them with 
  human blood. Employing the magic of the site will 
  involve drinking the wine made from its grapes. 
  The first harvest is due in another year or two.
  Associates, Allies, And Adversaries: Martika’s 
  main connections to the Superhuman World 
  are her daughters — one of whom pities her 
  and would do whatever it took to stop her evil 
  schemes, the other of whom dwarfs her in wicked-
  ness and would only help her if she saw something 
  in it for herself. It’s possible that Martika might 
  play on her connection with Talisman to obtain 
  favors or help from other super-mystics, but that 
  would be a risky path for her to take.
  
  Champions Villains Volume Two: Villain Teams n The Circle Of The Scarlet Moon 
  27
  MARTIKA DUQUESNE
  Val Char Cost Roll Notes
  8 
  STR 
  -2 11- Lift 75 kg; 1½d6 HTH damage [1]
  14 DEX 
  8 12-
  13 CON 
  3 12-
  18 INT 
  8 13- PER Roll 13-
  18 EGO 
  8 13-
  20 PRE 
  10 13- PRE Attack: 4d6
  4 
  OCV 
  5
  4 
  DCV 
  5
  6 
  OMCV 
  9
  6 
  DMCV 
  9
  3 
  SPD 
  10 	
  Phases: 4, 8, 12
  4 
  PD 
  2 	
  Total: 4 PD (0 rPD)
  4 
  ED 
  2 	
  Total: 4 ED (0 rED)
  5 
  REC 
  1
  25 END 
  1
  10 BODY 
  0
  22 STUN 
  1  
  Total Characteristics Cost: 80
  Movement: 
  Running: 
  12m
  Cost Powers 
  END
  34 
  Witchcraft: Variable Power Pool (Magic Pool), 
  30 Pool + 20 Control Cost 
  var
  VPP Takes Hours To Change (-¼), Variable Limitations 
  (requires -2 worth of Limitations; -1), VPP Cannot 
  Have More Than Two Powers Active At Once (-¼)
  5 
  Astral Projection: Extra-Dimensional Movement (any 
  physical location in the Astral Plane corresponding 
  to her physical location in Earth’s dimension) 
  0
  Reduced Endurance (0 END; +½); Extra Time (must 
  enter trance and meditate to allow astral self to 
  leave its fleshy prison, 1 Hour; -3), Leaves Helpless 
  Physical Body Behind And Will Die If Does Not Rejoin 
  It Within 24 Hours (-1), Feedback (-1)
  10 
  Astral Awareness: Dimensional (Astral Plane) for 
  Sight Group 
  0
  10 
  Astral Awareness: Dimensional (Astral Plane) for 
  Hearing Group 
  0
   
  Perks
  20 
  Vineyard Apostolic Church: 
  Base built on 100 Total Points
  12 
  Contact: City’s Social Elite 12- (useful resources; 
  organization Contact)
  3 
  Membership: Scarlet Moon druid
  10 
  Money: Wealthy
   
  Skills
  5 
  Acting 14-
  3 
  Charm 13-
  3 
  Conversation 13-
  3 
  Deduction 13-
  3 
  High Society 13-
  3 
  Interrogation 13-
  2 
  AK: Astral Plane 11-
  2 
  AK: Faerie 11-
  2 
  Language: Latin (fluent conversation; English is Native)
  1 
  Language: Russian (basic conversation)
  4 
  Navigation (Astral) 14-
  5 
  Power: Thaumaturgy 14-
  3 
  PS: Hostess 13-
  2 
  PS: Exotic Dancer 11-
  2 
  PS: Prostitute 11-
  3 
  Scholar
  1 
  1) KS: Candle Magic 11-
  1 
  2) KS: Circle Of The Scarlet Moon 11-
  2 
  3) KS: European Folklore 13-
  2 
  4) KS: Faerie Lore 11-
  2 
  5) KS: Glitterati 13-
  1 
  6) KS: The Mystic World 11-
  2 
  7) KS: Scarlet Moon Sorcery 13-
  Total Powers & Skills Cost: 161
  Total Cost: 241
  275 Matching Complications (50)
  20 
  Hunted: Trismegistus Council (Infrequently, Mo Pow, NCI, 
  Kill)
  15 
  Hunted: Scarlet Moon rivals (Frequently, As Pow, NCI, 
  Mild [humiliate/rob])
  15 
  Psychological Complication: Lust For Power (Common, 
  Strong)
  15 
  Psychological Complication: Manipulative (Common, 
  Strong)
  15 
  Social Complication: Secret Identity (Frequently, Major)
  Total Complications Points: 50
  Experience Points: 0
  
  28 n The Circle Of The Scarlet Moon 
  Hero System 6th Edition
  Campaign Use: See the introductory text for 
  general information. Heroes with family connec-
  tions to the Circle could have parents like Roger 
  and Martika Duquesne — just change the names 
  to make them the parents of the PC instead of 
  Witchcraft. If you use the Champions as part of 
  your campaign, a hero’s connection to Witchcraft 
  can easily draw the team into an encounter with 
  the Duquesnes.
  In a Heroic-level campaign, Martika can func-
  tion as a lieutenant to Archdruid Airetach — a 
  mastermind closer to the heroes’ own level, for 
  them to fight before they’re ready to face someone 
  as powerful as Airetach.
  To make Martika more powerful, give her some 
  spells that don’t require a lot of time and para-
  phernalia to use, or maybe an enchanted item or 
  two. To make her less powerful, remove her Astral 
  Projection power.
  Appearance: Martika Duquesne has red hair like 
  her daughter Bethany, worn curly and shoulder-
  length. Her figure is more zaftig than her daugh-
  ter’s, and her face a little plumper, but she and 
  Witchcraft could still pass for sisters instead of 
  mother and daughter, and she still turns heads at 
  parties. Her garb ranges from classical gowns to 
  hemp-chic peasant blouses and trousers. Martika 
  often wears jewelry, but not so much that it seems 
  gaudy.
  ROGER DUQUESNE
  Background/History: Roger Duquesne can trace 
  his family line back to the Circle’s founders. Quite 
  a few of his cousins are members, too. Money and 
  politics always interested him more than sorcery, 
  so he never became much of a warlock. He met his 
  wife Martika when he trolled the sleazy side of the 
  city, looking for amusement and criminal connec-
  tions that might become useful later on.
  More than twenty years later, Roger Duquesne 
  is an ovate, while his wife leads the coven. Roger 
  owns several valuable properties in the city and is 
  on his fourth term as a city councilman. Party offi-
  cials want him to run for an office in state govern-
  ment next. Some within his party already say he 
  could reach the governor’s mansion or Congress. 
  Roger Duquesne is a mover and a shaker, with 
  friends throughout city government, the police, 
  and the business community.
  He’s also killed more people than Jack the 
  Ripper... but of course, his friends don’t know that.
  Personality/Motivation: Roger doesn’t care that 
  he’s no good at magic. As he sees it, the Circle 
  couldn’t maintain its power without people like 
  him, who keep their eyes on the prize of power 
  without letting magic become an end in itself. He 
  genuinely likes working with people, bringing 
  them together to work for a goal, negotiating, 
  schmoozing, and watching them crumple and 
  beg him not to destroy them with their dirty little 
  secrets. Roger can’t be master of his marriage, his 
  two powerful children, or his coven, so he makes 
  himself master of anyone else.
  Quote: “Defender! Welcome to our fair city, a real 
  honor to meet you, I’ve heard so much about your 
  good works. Why don’t you step into my office and 
  we’ll have a little talk about my daughter. While 
  we’re at it, maybe I can talk you into making a 
  few personal appearances? All in good causes, of 
  course!”
  Powers/Tactics: Roger Duquesne knows just 
  two spells; in this he’s somewhat less competent 
  a mystic than a typical Circle ovate. Smoke From 
  Sin’s Fire involves burning something that came 
  from a person’s body in a brazier of charcoal and 
  dried herbs, and seeing visions in the smoke. 
  Roger uses this to find scandals in a person’s past. 
  Roger can also place such body relics in a little 
  cloth doll, and inflict fierce pain on the victim by 
  jabbing the doll with a pin. If Roger can do this 
  while a person drives past him, or runs down a 
  flight of steps, the person might suffer a serious 
  injury — perhaps a fatal one.
  Roger also owns an enchanted axe inherited 
  from an ancestor. This axe can strike at targets on 
  the Astral Plane and enables whoever holds it to 
  see such spirits. It also augments a mystic’s skill 
  at working magic; Roger loans the axe to Martika 
  whenever she performs a difficult spell.
  Most importantly, Roger has friends. Between 
  his skill at finding hidden shames and his wife’s 
  magic, Roger has utterly crushed the spirits 
  of eight city officials. These include a judge, a 
  high-ranking police officer, and at least one other 
  member of the city council. Working together, 
  these eight people can make almost any city 
  resident miserable, and perhaps send him to jail 
  on trumped-up charges. Certainly, no one receives 
  much help from the city government if Roger 
  doesn’t want them to. If Roger chooses a more 
  direct approach, his money and knowledge of the 
  criminal world enable him to hire mundane thugs 
  and hit men to attack his enemies.
  Campaign Use: See the introductory text for 
  general information. Roger Duquesne is an 
  example of the Circle’s backbone — the members 
  with a little magic and a lot of social power. He 
  could be the first adversary a hero team faces 
  within the Circle. Roger has enough conspiratorial 
  skills and influence to give heroes a hard time, but 
  his low rank means the Circle can use him as a fall 
  guy. No doubt, heroes will be shocked to discover 
  that City Councilman Duquesne, everyone’s best 
  friend, is actually a ruthless occult manipulator 
  — and then they discover that the mastermind 
  is himself only a minor lieutenant in a much 
  larger and nastier organization. (Of course, this 
  approach works best if you set him up as a likable 
  NPC whom the heroes get to know and like before 
  they discover his true nature.)
  To make Roger more powerful, increase his 
  Characteristics and give him mightier magic items 
  for attack or defense. To make him less powerful, 
  reduce his Perks and get rid of a few Skills.
  
  Champions Villains Volume Two: Villain Teams n The Circle Of The Scarlet Moon 
  29
  ROGER DUQUESNE
  Val Char Cost Roll Notes
  13 STR 
  3 12- Lift 150 kg; 2½d6 HTH damage [1]
  14 DEX 
  8 12-
  13 CON 
  3 12-
  13 INT 
  3 12- PER Roll 12-
  14 EGO 
  4 12-
  18 PRE 
  8 13- PRE Attack: 3½d6
  5 
  OCV 
  10
  5 
  DCV 
  10
  5 
  OMCV 
  6
  5 
  DMCV 
  6
  3 
  SPD 
  10 	
  Phases: 4, 8, 12
  4 
  PD 
  2 	
  Total: 4 PD (0 rPD)
  4 
  ED 
  2 	
  Total: 4 ED (0 rED)
  6 
  REC 
  2
  25 END 
  1
  10 BODY 
  0
  24 STUN 
  2  
  Total Characteristics Cost: 80
  Movement: 
  Running: 
  12m
  Cost Powers 
  END
  10 
  Rune-Axe: HKA 1d6+1 (2d6 with STR) 
  2
  OAF (-1)
  11 
  Rune-Axe Spirit-Cutting: Indirect (enables Transdimen-
  sional; +½), Transdimensional (Astral Plane; +½), 
  and Reduced Endurance (½ END; +¼) for HKA 
  2
  OAF (-1), Incantations (-¼)
  7 
  Rune-Axe Astral Awareness: Dimensional (Astral 
  Plane) for Sight Group; IAF (-½) 
  0
  7 
  Rune-Axe Astral Awareness: Dimensional (Astral 
  Plane) for Hearing Group; IAF (-½) 
  0
  4 
  Rune-Axe Magical Benefit: +3 with Power: 
  Thaumaturgy Skill 
  0
  IAF (-½)
  7 
  Curse Poppet: Mental Blast 3d6 
  3
  OAF Expendable Fragile (doll, pin, and sympathetic 
  link to victim; -1¾), Extra Time (Extra Phase; -¾), 
  Incantations (-¼), Requires A Thaumaturgy Roll (-½)
  6 
  Smoke From Sin’s Fire: Clairsentience 
  (Sight Group), Retrocognition 
  [1cc]
  OAF Expendable Fragile (brazier, dried herbs, and 
  sympathetic link to victim; -1¾), Extra Time (1 Minute 
  to activate; -¾), Incantations (-¼), Only To View The 
  Sins Of Victim (-½), Retrocognition Only (-1), Requires 
  A Thaumaturgy Roll (-½), 1 Continuing Charge lasting 
  1 Minute (-1)
   
  Perks
  21 
  Blackmailed City Officials: Eight Followers built on 30 
  Total Points each
  50 
  Friends In Places High And Low: Well-Connected and 
  47 points’ worth of Contacts throughout the city
  2 
  Fringe Benefit: City Councilman
  10 
  Money: Wealthy
   
  Skills
  3 
  Acting 13-
  3 
  Bribery 13-
  3 
  Bureaucratics 13-
  3 
  Charm 13-
  3 
  Conversation 13-
  3 
  High Society 13-
  3 
  Persuasion 13-
  7 
  Power: Thaumaturgy 14-
  3 
  PS: Politician 12-
  2 
  WF: Axes, Maces, Hammers, And Picks; Handguns
  3 
  Scholar
  1 
  1) KS: Circle Of The Scarlet Moon 11-
  2 
  2) KS: City Politics 12-
  1 
  3) KS: City Business Community 11-
  1 
  4) KS: European Folklore 11-
  1 
  5) KS: The Mystic World 11-
  2 
  6) KS: Organized Crime 12-
  1 
  7) KS: Scarlet Moon Sorcery 11-
  Total Powers & Skills Cost: 180
  Total Cost: 260
  275 Matching Complications (50)
  20 
  Hunted: Trismegistus Council (Infrequently, Mo Pow, NCI, 
  Kill)
  10 
  Hunted: Scarlet Moon rivals (Infrequently, As Pow, NCI, 
  Mild [humiliate/rob])
  15 
  Psychological Complication: Will Do Anything For Power 
  (Common, Strong)
  10 
  Psychological Complication: Always Tries To Charm 
  (Common)
  15 
  Social Complication: Secret Identity (Frequently, Major)
  12 
  Experience Points
  Total Complications Points: 50
  Experience Points: 0
  
  30 n The Circle Of The Scarlet Moon 
  Hero System 6th Edition
  Appearance: Roger Duquesne is a 
  stocky, Caucasian man in his late 40s 
  or early 50s. He has short, wavy, grey 
  hair, hazel eyes, and a broad, bright 
  smile. At work, he wears tan suits 
  with colorful ties; at home, he favors 
  casual sportswear. His rune-axe is a 
  double-bitted axe with sigils etched 
  on the head and burned into the 
  oaken shaft. The axe-head darkens 
  and the runes glow red when the axe 
  strikes an astral target.
  Wicker Men
  Description: Wicker Men are man-
  sized, man-shaped figures woven 
  from willow twigs and reeds. When 
  animate, they seem to have twisted, 
  leering faces. The druids of ancient 
  Gaul used the Wicker Man as both 
  a form of sacrifice and a method of 
  executing criminals: they made a 
  huge figure of wood and twigs and 
  burned victims alive within it. If 
  someone greatly offended the druids, 
  they created a smaller, magical 
  Wicker Man to track him down. The 
  Circle partly reconstructed the spell 
  for creating a Wicker Man, but to 
  bring these twiggy figures to life a 
  druid or archdruid must tie a human 
  heart within it.
  Wicker Men can follow a person’s 
  trail for days, then spring from 
  hiding to wrap around their victim. 
  These magical assassins follow a 
  fixed plan of attack: Block if the 
  target attacks HTH first, then Grab 
  at the first opportunity. When a 
  Wicker Man succeeds in Grabbing 
  someone, it actually envelops them 
  in its twiggy body. Then it bursts into 
  flames. The Wicker Man seems to 
  burn along with its victim but it does 
  not actually become easier to damage 
  or less able to hold its victim. One 
  minute after ignition, however, the 
  Wicker Man collapses into ash.
  A Wicker Man’s single-minded 
  purpose can provide the key to its 
  destruction. To reach its intended 
  victim, a Wicker Man will step off 
  a cliff or into an obvious meat-
  grinder of waiting attackers. On the 
  other hand, a Wicker Man’s victim 
  had better make sure it really is 
  destroyed: if the construct has even 
  a single point of BODY left to keep it 
  “alive,” soon it crawls after its victim 
  again, as relentless as Death itself. 
  Even its own creator cannot turn the 
  Wicker Man away from its assigned 
  target.
  CREATE 
  WICKER MAN
  Summon 307-point 
  Wicker Man, Slav-
  ishly Devoted (+1) 
  (122 Active Points); 
  OAF Expendable 
  (willow twigs, a 
  human heart, and 
  something from the 
  intended victim; -2), 
  Extra Time (1 Day; 
  -4). Total cost: 17 
  points.
  WICKER MAN
  Val Char Cost Roll Notes
  20 STR 
  10 13- Lift 200 kg; 4d6 HTH damage [2]
  15 DEX 
  10 12-
  10 CON 
  0 11-
  8 
  INT 
  -2 11- PER Roll 11-
  0 
  EGO 
  0 — 
  MCV: N/A
  10 PRE 
  0 11- PRE Attack: 2d6
  5 
  OCV 
  10
  5 
  DCV 
  10
  0 
  OMCV 
  0
  0 
  DMCV 
  0
  3 
  SPD 
  10 	
  Phases: 4, 8, 12
  10 PD 
  27 	
  Total: 10 PD (9 rPD)
  10 ED 
  27 	
  Total: 10 ED (9 rED)
  5 
  REC 
  1
  0 
  END 
  -4
  8 
  BODY 
  -2
  — STUN —  
  Total Characteristics Cost: 107
  Movement: 
  Running: 
  12m
  Cost Powers 
  END
  6 
  Immolation: RKA 1½d6 
  [1cc]
  Area Of Effect (personal Surface — Damage Shield; 
  +¼), Constant (+½); No Range (-½), Only Versus 
  Grabbed Foes (-½), Side Effects (destroys Wicker 
  Man, always occurs; -2), 1 Continuing Charge 
  lasting 1 Minute which Never Recover (-3)
  5 
  Frightening Appearance: +10 PRE 
  0
  Only For Fear-Based Presence Attacks (-1)
  60 
  Flexible Twig Body: Takes No STUN 
  0
  15 
  Flexible Twig Body: Does Not Bleed 
  0
  10 
  Tireless: Reduced Endurance (0 END; +½) on 20 STR 0
  6 
  Tireless: Reduced Endurance (0 END; +½) on Running 0
  1 
  Tireless: Reduced Endurance (0 END; +½) on Leaping 0
  1 
  Tireless: Reduced Endurance (0 END; +½) on Swimming 0
  27 
  Flexible Twig Body: Resistant (+½) for 9 PD/9 ED 
  0
  35 
  Dead Wood: Life Support: Total 
  0
  5  
  Relentless Pursuit: Tracking for Normal Smell 
  0
  10 
  Relentless Pursuit: Targeting for Normal Smell 
  0
  6 
  Relentless Pursuit: +3 to Smell/Taste Group PER 
  0
   
  Skills
  6 
  +3 OCV with Grab
  7 
  Stealth 14-
  Total Powers & Skills Cost: 200
  Total Cost: 307
  275 Matching Complications (50)
  30 
  Physical Complication: Mute (All The Time, Greatly 
  Impairing)
  20 
  Physical Complication: Fixed Program, Creator Cannot 
  Rescind Mission (Infrequently, Fully Impairing)
  15 
  Vulnerability: 1½ x BODY from Area Of Effect/Explo-
  sion attacks that do Physical or Energy damage (Very 
  Common)
  10 
  Vulnerability: 1½ x BODY from Fire attacks (Common)
  Total Complications Points: 50
  Experience Points: 32
  
  Champions Villains Volume Two: Villain Teams n Cirque Sinister 
  31
  CIRQUE SINISTER
  Membership: Amnesia, Cauldron, Flow, and 
  Minimax. Bobby Holmes (Amnesia’s kid brother) 
  occasionally assists the team.
  Background/History: The Cirque Sinister is a 
  small group of supercriminals based in an aban-
  doned psychiatric facility called the San Sebastien 
  Sanitarium. The Sanitarium is at the edge of (but 
  not actually in) the San Sebastien Swamp, about 
  ten miles northeast of Vibora Bay. 
  The Cirque got its start through (for its 
  members) a happy coincidence. In October 2003, 
  Amnesia, a powerful psionic, met Minimax and 
  Cauldron when each of them tried to rob the same 
  Atlanta hotel. Hitting it off quickly, they agreed to 
  team up and formed the Cirque Sinister. Around 
  the same time, the Atlanta police were getting a 
  bit too close for comfort, so the group packed up 
  and moved its base of operations to Vibora Bay, 
  settling down in the abandoned San Sebastien 
  Sanitarium psychiatric ward building. Amnesia 
  quickly wound up as the team’s leader by acclama-
  tion thanks to Minimax’s tiny attention span and 
  Cauldron’s laziness; when Flow joined the team he 
  was glad to let Amnesia make the decisions.
  Group Relations: Amnesia’s “control” over the 
  team she nominally leads is tenuous and largely 
  based on anyone else’s lack of desire for the job. 
  So far she’s done pretty well; the team’s had some 
  fun and the headquarters contains lots of enter-
  taining booty. Minimax and Flow find the idea of 
  committing crimes for profit boring and exis-
  tentially pointless respectively, so now that they 
  have their basic needs attended to both would 
  rather select targets based on artistic merit rather 
  than the prospect of more wealth. Cauldron likes 
  money, but is blinded by his love for Minimax and 
  goes along with whatever she wants. This means 
  Amnesia has to carefully manipulate Minimax 
  into agreeing to whatever crimes she (Amnesia) 
  proposes, a tactic that may eventually blow up in 
  her face. When he’s around, Bobby supports what-
  ever his sister Amnesia wants to do, but nobody 
  else on the team takes the kid seriously... yet.
  Tactics: The Cirque alternates between commit-
  ting crimes for profit — other venues for 
  easily-convertible cash and luxury items for the 
  members’ own use — and performing acts of what 
  can only be called “super-vandalism” (to satisfy 
  Minimax’s desire to create “performance art” to 
  shake up the masses). Examples of this sort of 
  “pointless” crime have included causing a twenty-
  foot-high double-bacon cheeseburger (with extra 
  ketchup) to appear in the lobby of City Hall, or 
  “liberating” all of the animals from the Vibora Bay 
  Zoo. The deadliest example was when the team 
  somehow obtained the Janus Key in March 2006 
  and used it to alter the city, treating reality as if 
  it were clay to be molded into whatever shape or 
  form the Cirque pleased.
  The Cirque’s members generally don’t care for 
  straight-up battles against superheroes — they 
  prefer sneakiness and surprise. If forced to fight, 
  Cauldron and Flow pick out targets susceptible 
  to their attacks, Minimax creates obstacles and 
  barriers to interfere with heroes and protect 
  herself (and then snipes away with either her 
  powers or weapons from her shrunken arsenal), 
  and Amnesia selectively uses her Entangle to set 
  people up for Flow’s punches or Cauldron’s fiery 
  breath. Amnesia tries to keep Bobby out of any 
  fights, but that rarely works and soon Bobby’s 
  “invisible giant” strides onto the battlefield and 
  starts throwing large objects around. As soon as 
  they have a chance to retreat, they will. If capture 
  seems inevitable, they take their chances on 
  escaping later rather than battling to the last.
  Campaign Use: The Cirque Sinister is a pretty 
  offbeat team, suitable for times when your players 
  need a change-up story. Their various internal 
  interactions, especially the relationship between 
  Amnesia and Bobby, may make them vaguely 
  sympathetic to the PCs. If the heroes thwart at 
  least one of their crimes, it’s entirely in character 
  for Minimax in particular to become obsessed 
  with them, luring the heroes into traps and other 
  dangerous situations just to play with them 
  further.
  CIRQUE 
  SINISTER FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  Cirque Sinister if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: Cirque Sinister 
  is a strange villain 
  team that’s most 
  active in Vibora Bay 
  and the surrounding 
  region; its members 
  include Amnesia, 
  Cauldron, Flow, and 
  Minimax.
  K/R: A young super-
  powered boy named 
  Bobby Holmes has 
  sometimes worked 
  with the team; he’s 
  probably related to 
  one of the members. 
  Cirque Sinister’s 
  most infamous 
  escapade was an 
  attack on Vibora Bay 
  in March 2006, when 
  it somehow obtained 
  the enigmatic Janus 
  Key and used it 
  to warp reality 
  throughout the 
  area before being 
  defeated by a coali-
  tion of heroes.
  -2: Amnesia leads 
  the team, but it’s 
  unclear how strong 
  her leadership posi-
  tion is or how tightly 
  she controls her 
  teammates’ actions.
  
  32 n Cirque Sinister 
  Hero System 6th Edition
  To make the Cirque more powerful, you have 
  two main options. The first is the standard one for 
  a group — add more members. Pick some of the 
  solo villains from CV3 to round out their number, 
  or have them associate with Professor Paradigm, 
  becoming “auxiliary Paradigm Pirates” (so to 
  speak). The other method is to alter the existing 
  members’ personalities and motivations a little so 
  they work together better as a team. Minimize the 
  conflicts, maximize their desire for profit, and give 
  them all the Teamwork Skill. To make them less 
  powerful, do the opposite: increase their differ-
  ences, making the team far more dysfunctional 
  and unable to coordinate its activities effectively.
  Associates, Allies, And Adversaries: Cirque 
  Sinister mostly keeps to itself. The supervillain 
  community tends to regard its members as too 
  unpredictable, too unstable, and too just plain 
  weird to work with. One notable exception is 
  Professor Paradigm, who finds Cirque’s “perspec-
  tive on reality” interesting and has occasionally 
  hired it to assist with some of his various schemes 
  and “projects.”
  AMNESIA
  Background/History: Briana Holmes was born 
  in Allentown, Pennsylvania in 1982. Her family 
  was astonished by her purple eyes and silver-
  colored hair, but as far as doctors could tell she 
  was otherwise normal and her parents resolved 
  to dye her hair regularly. By the time she reached 
  grade school she was already having difficul-
  ties — though she was quite bright, she had 
  trouble paying attention and was well-known for 
  provoking fights and disrupting class. No one 
  quite understood why, but there was a simple 
  explanation: from the time Briana was a toddler 
  she could psionically reach into other people’s 
  minds and take their memories for herself. It 
  wasn’t until she was about six that she realized 
  everybody couldn’t do this, an epiphany that only 
  increased her feelings of isolation and superiority. 
  Her anger at finding unflattering memories about 
  herself caused her discipline problems.
  By her early teens Briana had become quite 
  adept at using her powers to manipulate others, 
  but she had a breakthrough the first time she 
  caused a mall security guard to forget he saw her 
  and walked away with several hundred dollars 
  in jewelry. At the same time, her home life was 
  becoming increasingly difficult, as she fought with 
  her parents (both of whom had drinking prob-
  lems) regularly. The only person she could relate 
  to was her younger brother Bobby, who never 
  judged her or thought bad things about her. In 
  2000 she decided she’d had enough and ran away 
  from home, heading first to Philadelphia, then 
  south down the Atlantic coast, stopping in various 
  cities and towns for a few weeks to commit a few 
  robberies and then move on before anyone could 
  gather enough physical evidence to catch her in 
  spite of her remarkable powers.
  It was in Atlanta in the summer of 2002 that 
  she finally hit the big time. Her robberies had 
  become increasingly bold (and profitable) as she 
  gained experience in using her powers to slip past 
  guards, bank tellers, and store managers. While 
  she was in the middle of her biggest heist yet 
  (a downtown bank’s basement security deposi-
  tory, the passcode to which the head guard could 
  suddenly no longer remember), she was inter-
  rupted by the arrival of Atlanta’s leading super-
  hero, Surge. As electricity crackled around him, 
  Surge gave her one chance to surrender. Then he 
  suddenly rubbed his eyes, wondering how he’d 
  gotten into this dark basement. Oh yes, he’d been 
  pursuing a robber! How could he have forgotten? 
  She must have slipped by in his confusion....
  Briana’s success went directly to her head. She 
  adopted a flashy costume and the name Amnesia 
  and began a campaign of harassment against the 
  Atlanta police and Surge in particular, encoun-
  tering him three more times without being 
  captured. Then she met the other members of 
  what would become Cirque Sinister (see above), 
  and her life changed again.
  In early 2004 Amnesia had a strange dream in 
  which she was talking to Bobby again for the first 
  time in years. Bobby told her he was trapped in 
  a strange place and that he needed her to come 
  rescue him. When she awoke, she took the team 
  to Pennsylvania. Though they complained at first, 
  once they learned what Bobby was capable of they 
  agreed to rescue him and let him join the team. 
  Amnesia now has the power she’s always wanted, 
  and she’s looking around for something worthy to 
  use it on.
  Personality/Motivation: Amnesia commits crimes 
  to bolster her own self-esteem. Though she puts 
  up a bold front, she’s a mass of insecurity deep 
  inside and desperately needs to feel important 
  and special. Being a feared and famous supervil-
  lain satisfies this need extremely well. She enjoys 
  leading the Cirque Sinister, though she winds up 
  giving both Minimax and Cauldron a fair amount 
  of leeway for fear they’ll quit if she pushes them 
  too hard.
  Amnesia enjoys matching wits with the police 
  and superheroes, particularly when she can 
  publicly humiliate them. She likes to create panics 
  and chaos in crowds, though she’s a bit squeamish 
  about using violence directly herself against non-
  combatants. She has no such compunctions about 
  anyone who would try to stop or capture her.
  Quote: “Hey, hero! Looks like you forgot some-
  thing. Maybe this’ll jog your memory!”
  Powers/Tactics: Amnesia is a psionic with the 
  power to steal her victim’s memories for herself 
  telepathically. This can be any sort of memory, 
  from a specific fact or event to something as subtle 
  as the existence of a skill or power (or how to use 
  it). However, you should not allow her to use this 
  as the equivalent of a broad-based Drain or the 
  like — it’s only a Minor Transform, so its effects 
  on combat should be limited.
  
  Champions Villains Volume Two: Villain Teams n Cirque Sinister 
  33
  AMNESIA
  Val Char Cost Roll Notes
  10 STR 
  0 11- Lift 100 kg; 2d6 HTH damage [1]
  16 DEX 
  12 12-
  15 CON 
  5 12-
  15 INT 
  5 12- PER Roll 12-
  18 EGO 
  8 13-
  15 PRE 
  5 12- PRE Attack: 3d6
  5 
  OCV 
  10
  5 
  DCV 
  10
  6 
  OMCV 
  9
  6 
  DMCV 
  9
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  5 
  PD 
  3 	
  Total: 13 PD (8 rPD)
  4 
  ED 
  2 	
  Total: 12 ED (8 rED)
  5 
  REC 
  1
  60 END 
  8
  10 BODY 
  0
  26 STUN 
  3  
  Total Characteristics Cost: 120
  Movement: 
  Running: 
  12m
  Cost Powers 
  END
  60 
  Memory Loss: Minor Transform 12d6 (person into 
  person missing one particular set of memories, 
  heals back normally or when reminded of what’s 
  been lost; see text) 
  6
  ACV (uses OMCV against DMCV; +¼), AVAD (Mental 
  Defense; +0), Line Of Sight (+½), Works Against 
  EGO, Not BODY (+¼), Reduced Endurance (½ END; 
  +¼); All Or Nothing (-½), Limited Target (memories in 
  the minds of sentient beings; -½), Unified Power (-¼)
  23 
  Memory Theft: Telepathy 15d6 
  7
  Linked (to Memory Loss; -½), Only To “Steal” Memo-
  ries (see text; -1), Mandatory Effect (EGO +20; -½), 
  Unified Power (-¼)
  51 
  Crippling Confusion: Entangle 4d6, 4 PD/4 ED 
  9
  ACV (uses OMCV against DMCV; +¼), Takes No 
  Damage From Physical Attacks (see 6E1 217; +¾), 
  Work Against EGO, Not STR (+¼); Mental Defense 
  Adds To EGO (-½), Unified Power (-¼)
  10 
  Mental Agony: Mental Blast 2d6 
  4
  Extra Time (Full Phase; -½), Increased Endurance 
  Cost (x2 END; -½)
  9 
  Handgun: RKA 1½d6 
  [8]
  OAF (-1), Beam (-¼), No Knockback (-¼), 2 clips of 8 
  Charges each (-¼)
  14 
  Mental Wards: Mental Defense (14 points) 
  0
  10 
  Padded Costume: Resistant Protection (5 PD/5 ED) 
  0
  OIF (-½)
  10 
  Fortune’s Favor: Luck 2d6 
  0
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
  3 
  Lightsleep
   
  Skills
  3 
  +3 OMCV with Memory Loss
  3 
  Breakfall 12-
  3 
  Climbing 12-
  3 
  Concealment 12-
  3 
  AK: Atlanta 12-
  3 
  Lockpicking 12-
  3 
  Stealth 12-
  3 
  Streetwise 12-
  2 
  Survival (Urban) 12-
  1 
  WF: Handguns
  Total Powers & Skills Cost: 223
  Total Cost: 343
  400 Matching Complications (75)
  10 
  Distinctive Features: Mutant (Not Concealable; Always 
  Noticed; Detectable Only By Unusual Senses)
  5 
  Enraged: when children are threatened (Uncommon), go 
  8-, recover 14-
  15 
  Hunted: FBI (Infrequently, As Pow, NCI, Capture/Kill)
  15 
  Hunted: Surge (Infrequently, Mo Pow, Capture/Kill)
  15 
  Psychological Complication: Likes To Create Terror And 
  Chaos (Common, Strong)
  15 
  Psychological Complication: Merciless Killer Of Child 
  Molesters Or Murderers (Uncommon, Total)
  20 
  Psychological Complication: Protective Of Her Brother 
  Bobby (Common, Total)
  15 
  Social Complication: Secret Identity (Briana Holmes) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 0
  
  34 n Cirque Sinister 
  Hero System 6th Edition
  The easiest way to handle the potential prob-
  lems this power poses are the following. First, 
  remember that she can only steal one particular 
  memory, and interpret that using your common 
  sense, dramatic sense, and awareness of game 
  balance. She could, for example, make a PC forget 
  that he’s got a particular superpower, but not 
  forget all his superpowers. Second, keep in mind 
  that the victim can heal back normally (using 
  his REC), but also heals back instantly if he’s 
  somehow reminded of what he forgot. This can 
  be as simple as a teammate saying, “Hey, use your 
  Energy Bolt!” (if she’s stolen the memory of its 
  existence), or seeing the combination lock whose 
  combination is the memory she stole. Again, use 
  your common sense, dramatic sense, and appreci-
  ation for game balance in your campaign to make 
  Amnesia’s powers fun, but not overwhelming.
  While Memory Loss/Theft makes Amnesia 
  a formidable opponent, it’s not much help in a 
  straight-up fight, and she knows it. She’s got a 
  couple other powers (her Crippling Confusion 
  and Mental Agony attacks) she can use in a pinch, 
  but they’re of relatively little use due to high 
  END costs and other restrictions. She leads from 
  the rear, coming up with plans for her team and 
  mentally sniping from cover whenever possible. 
  She’s fond of causing targets to simply forget the 
  last few seconds (her Crippling Confusion) — 
  while they’re temporarily stunned and without 
  their bearings, Flow or Cauldron can attack them. 
  As a last resort, she carries a gun and isn’t afraid 
  to use it.
  Campaign Use: See the introductory text for 
  general information. Amnesia’s probably the 
  most solid and stable member of the Cirque, and 
  thus the most dangerous over time. Play her as 
  someone who’s street-smart and cagey, but not 
  quite as experienced in the use of her (somewhat 
  limited) powers as most supervillain team leaders.
  To make Amnesia more powerful, convert 
  her Memory Loss into a Severe Transform and 
  redefine it so she can remove/add Psychological 
  Complications and make other significant mental 
  changes to her targets. To weaken her, get rid of 
  Crippling Confusion and Mental Agony.
  Amnesia often Hunts child molesters, abusers, 
  and killers, whom she loathes. Other than that, 
  she’s really not interested in pursuing an enemy; 
  she’d rather maintain her distance and keep 
  committing crimes.
  Appearance: Briana is a lovely young woman, 
  with striking, long silver hair, a curvy figure, and 
  distinctive purple irises in her eyes. She’s only 5’0” 
  tall and weighs about 110 pounds. She wears a 
  purple and black jumpsuit that matches her eyes, 
  with a short black jacket over it and half-mask that 
  covers her face but not her hair.
  CAULDRON
  Background/History: Adriano Bompani was born 
  in Salerno, Italy in 1972. As an adult he worked 
  as a plumber and occasionally took odd jobs 
  for local gangsters as a low-level thug and debt 
  collector. A scientist working for the local VIPER 
  Nest recruited him in 1999 as a test subject for a 
  experimental “super-soldier” drug, supposedly 
  reverse-engineered from blood samples stolen 
  from UNTIL’s own program. Adriano experienced 
  what appeared to be an allergic reaction to the 
  serum and died on the operating table. VIPER 
  quietly disposed of his body by dumping it in the 
  Via Del Greci.
  Bompani’s “allergic reaction” and apparent 
  death were only temporary manifestations of a 
  mutation on the cellular level. His body washed 
  ashore on a deserted beach several days later, 
  where he regained consciousness. Bompani 
  discovered that his body had physically changed 
  — his mouth was now considerably larger, and 
  his eyes glowed with an internal fire. More 
  importantly, his upper torso had become like a 
  powerful oven, capable of generating smoke and 
  fire from his mouth, and anything he ingested was 
  consumed by the terrible fires that burned pain-
  lessly in his chest. Fearing that if VIPER found 
  him it would subject him to even more awful 
  experiments, he stowed away on a tramp freighter 
  that took him to America.
  By the time he arrived in Florida, he had 
  adjusted more to his new appearance and powers 
  and decided to try to make his mark as a super-
  villain for hire. He called himself Cauldron, and 
  after demonstrating his abilities for Guy Sweetland 
  he was hired as freelance muscle. It was while 
  working for Sweetland that he encountered Black 
  Mask, who defeated him in combat a couple of 
  times but never apprehended him.
  In 2001 he met Minimax while she was on 
  one of her sprees of vandalism and was instantly 
  smitten. Minimax was intrigued by his powers 
  and found him entertaining to hang around with, 
  so Cauldron abruptly quit his job with Sweet-
  land to work as her partner, leading to some bad 
  blood between himself and the mobster. The two 
  shifted their activities north, committing crimes in 
  Atlanta and other parts of Georgia and Alabama. 
  When Minimax joined the Cirque Sinister, he did, 
  too, and it was his suggestion that the team move 
  back to Vibora Bay when things got hot in Atlanta.
  Personality/Motivation: Despite his fearsome 
  appearance and bizarre powers, Cauldron is 
  actually a fairly ordinary guy who’d like nothing 
  more than to make some money without having to 
  work too hard. He’s deeply in love with Minimax, 
  who occasionally returns his attentions but 
  more frequently ignores him or even teases him 
  unmercifully about his looks and powers. He’s 
  torn between wanting to commit more crimes 
  with his powers to impress her and finding some 
  way to reverse the effects of the serum so he’ll 
  look normal enough that she’ll find him attractive. 
  AMNESIA FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Amnesia if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: Amnesia is a 
  supervillainess who 
  leads the villain 
  team Cirque Sinister; 
  she has mental 
  powers.
  K/R: Amnesia’s 
  powers mainly 
  seem to focus on 
  interfering with or 
  even “stealing” her 
  victims’ memories, 
  an ability that makes 
  it ludicrously easy 
  for Cirque Sinister to 
  commit robberies.
  -1: If she focuses 
  her memory-stealing 
  powers intently on 
  a target, Amnesia 
  can make him so 
  confused that he’s 
  unable to act for 
  awhile... possibly a 
  long while.
  -2: Amnesia can 
  also inflict mental 
  agony.
  -4: Amnesia loathes 
  people who abuse, 
  exploit, or harm chil-
  dren, and has been 
  known to seek them 
  out and administer 
  brutal punishments.
  -6: Amnesia is a 
  mutant.
  -10: Her Secret 
  Identity is Briana 
  Holmes; Bobby 
  Holmes is her kid 
  brother.
  
  Champions Villains Volume Two: Villain Teams n Cirque Sinister 
  35
  CAULDRON
  Val Char Cost Roll Notes
  30 STR 
  20 15- Lift 1,600 kg; 6d6 HTH damage [3]
  18 DEX 
  16 13-
  25 CON 
  15 14-
  11 INT 
  1 11- PER Roll 11-
  10 EGO 
  0 11-
  15 PRE 
  5 12- PRE Attack: 3 d6
  6 
  OCV 
  15
  5 
  DCV 
  10
  3 
  OMCV 
  0
  4 
  DMCV 
  3
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  12 PD 
  10 	
  Total: 22 PD (10 rPD)
  10 ED 
  8 	
  Total: 22 ED (12 rED)
  11 REC 
  7
  50 END 
  6
  15 BODY 
  5
  42 STUN 
  11  
  Total Characteristics Cost: 162
  Movement: 
  Running: 
  12m
  Cost Powers 
  END
  15 
  Internal Combustion: HKA 2d6 
  2
  Armor Piercing (+¼), Penetrating (+½), Reduced 
  Endurance (½ END; +¼); Only Works Against Swal-
  lowed Items (items must be less than 1m in any 
  dimension; -2), No STR Bonus (-½), Gestures (must 
  swallow; -¼), No Knockback (-¼)
  30 
  Spit Fire: RKA 2d6 
  5
  Area Of Effect (14m Radius Explosion; +¼), Personal 
  Immunity (+¼); Limited Range (20m; -¼), Unified 
  Power (-¼)
  25 
  Smoke Breath I: Blast 3d6 
  4
  NND (defense is Life Support [Self-Contained 
  Breathing]; +1), Area Of Effect (8m Radius; +½); 
  Does Not Work In High Winds or Rain (-¼), Unified 
  Power (-¼)
  12 
  Smoke Breath II: Change Environment, -4 to Normal 
  Sight PER Rolls 
  2
  Area Of Effect (64m Radius; +1¼); Does Not Work In 
  High Winds or Rain (-¼), Unified Power (-¼)
  8 
  Jaw Strength: +20 STR 
  2
  Only For Keeping His Jaws Clamped On Something 
  (-1½)
  33 
  Tough Form: Resistant Protection (10 PD/12 ED) 
  0
  40 
  Fire Immunity: Energy Damage Reduction, 
  Resistant, 75% 
  0
  Only Works Against Fire/Heat (-½)
  15 
  Strange Physiology: Life Support (Diminished Eating: 
  only has to eat once per week; Immunity: all terrestrial 
  poisons and chemical warfare agents; Safe Environ-
  ments: Intense Cold, Intense Heat) 
  0
  12 
  Fiery Eyes: Sight Group Flash Defense (12 points) 
  0
   
  Skills
  6 
  +2 with Spit Fire and Smoke Breath I/II
  2 
  AK: Italy 11-
  2 
  CK: Vibora Bay 11-
  2 
  KS: Plumbing 11-
  2 
  PS: Plumber 11-
  2 
  Language: English (fluent conversation; Italian is Native)
  4 
  Gambling (Card Games, Sports Betting) 11-
  3 
  Stealth 13-
  3 
  Streetwise 12-
  Total Powers & Skills Cost: 216
  Total Cost: 378
  400 Matching Complications (75)
  20 
  Hunted: Guy Sweetland (Infrequently, Mo Pow, NCI, 
  Capture/Kill)
  10 
  Hunted: Black Mask (Infrequently, As Pow, Capture/Kill)
  20 
  Physical Complication: Power Is Difficult to Control 
  — Accidentally Destroys Things (Frequently, Greatly 
  Impairing)
  15 
  Psychological Complication: Anti-Authoritarian; Breaks 
  Laws For Fun (Common, Strong)
  15 
  Psychological Complication: Overconfidence (Very 
  Common, Moderate)
  10 
  Psychological Complication: Vengeful; Holds Grudges 
  (Uncommon, Strong)
  15 
  Social Complication: Secret Identity (Adriano Bompani) 
  (Frequently, Major)
  15 
  Susceptibility: takes 3d6 damage instantly if he ingests 
  fire suppressants (such as fire-retarding chemicals, 
  large amounts of water, and the like) (Uncommon)
  Total Complications Points: 75
  Experience Points: 0
  
  36 n Cirque Sinister 
  Hero System 6th Edition
  CAULDRON FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Cauldron if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: Cauldron is 
  a member of the 
  Cirque Sinister 
  villain team; he has 
  the power to belch 
  fire and smoke.
  K/R: More disturb-
  ingly, Cauldron has 
  an enormous mouth 
  and can swallow 
  (and thus destroy) 
  objects up to 1m on 
  a side!
  -1: Cauldron seems 
  to have some sort 
  of grudge against 
  authority figures in 
  general; he enjoys 
  breaking the law and 
  destroying things.
  -2: Based on his 
  accent, Cauldron 
  isn’t a native English 
  speaker; he’s prob-
  ably from Italy or 
  somewhere else 
  Mediterranean.
  -4: Cauldron is 
  clearly infatuated 
  with Minimax.
  -6: Ingesting fire 
  suppressants 
  (including large 
  amounts of water) 
  causes Cauldron 
  pain.
  -10: His Secret 
  Identity is Adriano 
  Bompani; he’s 
  Italian.
  (Of course, Minimax would have no use for Caul-
  dron as a normal person, but Bompani deludes 
  himself otherwise.) He dislikes authority intensely 
  (and often takes this dislike out on cops and politi-
  cians who get in his way), but follows orders from 
  either Minimax or Amnesia (the former more 
  readily than the latter)... for the time being. He 
  enjoys terrorizing normals with bursts of fire from 
  his mouth. He also likes the thrill of superhuman 
  combat, and taunts and harasses heroes when he’s 
  not trying to kill them. He has a vengeful streak 
  and is likely to Hunt a hero who defeats him once 
  too often or humiliates him in public.
  Quote: “Ain’t fireproof, are ya? Then back off!”
  Powers/Tactics: The VIPER serum converted 
  Cauldron’s body into a humanoid oven that 
  constantly “burns” inside him with astonishingly 
  hot flames. Cauldron can consume just about any 
  flammable object he can fit into his mouth, which 
  can open over three feet wide — his neck bulges 
  like a pelican’s when he swallows something 
  particularly large until his internal fires reduce it 
  to smoke. His jaws are even more powerful than 
  the rest of his body, and when he grabs hold of 
  someone with them only the strongest superhu-
  mans can force him to release his grip. He can also 
  “spit” bursts of flame up to about twenty meters 
  accurately, or belch forth clouds of thick, dark, 
  choking, blinding smoke.
  Cauldron’s general physiology has altered to 
  accommodate his bizarre power. He’s superhu-
  manly strong and tough, is almost entirely resis-
  tant to heat and flame (including fires he doesn’t 
  create himself), and no longer needs to “eat” 
  normally (he just has to consume one flammable 
  item of reasonable size per week).
  In combat Cauldron prefers to open by grab-
  bing something unlikely (like a gun or other 
  Focus if possible) so he can eat it while smiling 
  and making a Presence Attack. If that doesn’t 
  intimidate his foe into surrendering right there, he 
  follows up by spitting fire or a cloud of smoke.
  Campaign Use: See the introductory text for 
  general information. Cauldron is the Cirque’s 
  “muscle” — he’s mainly intended for combat, 
  and takes a frontline position in battles. In the 
  long term, he might cause rifts within the group 
  through his slavish devotion to Minimax or his 
  general dislike of taking orders.
  To make Cauldron more powerful, expand the 
  scope of his fire-breathing powers — give him 
  a Multipower of various fire attacks. An HKA 
  “Enormous Bite” might also be worth adding. 
  To weaken him, reduce his Characteristics and 
  change his Spit Fire to an Area Of Effect (1m 
  Radius).
  Associates, Allies, And Adversaries: As 
  mentioned above, Vibora Bay mobster Guy 
  Sweetland, Cauldron’s former employer, holds a 
  grudge against him for quitting so abruptly. He’s 
  put a price on Cauldron’s head, and a lesser one on 
  Minimax’s head.
  Appearance: Cauldron stands about 6’1”, with 
  a barrel chest, eyes that glow orange or even red 
  depending on what he’s eaten recently, and an 
  enormous mouth that even when closed stretches 
  from ear to ear. When he opens his mouth his 
  jowly cheeks expand and stretch, blowing out to 
  either side of his head. His black hair is moussed 
  to stand on end, and his hairline has receded, 
  leaving most of his forehead bare. He doesn’t wear 
  much of a costume, favoring dark jeans and denim 
  “work shirts,” usually with a long brown trench-
  coat heavy with straps and buckles.
  FLOW
  Background/History: In the fall of 2002, a small 
  team of geologists was exploring an Arkansas pine 
  forest after local residents reported a small meteor 
  shower in the area. After more than two days of 
  fruitless searching, Kurt McColl, one of the grad 
  students involved, finally came across a charred 
  black rock sitting at the bottom of a small crater. 
  When he climbed down for a closer look, the rock 
  split into two pieces with a snap that sounded like 
  a gunshot. From the hollow center a purple, gooey 
  liquid flowed onto the needle-covered dirt.
  As the young geologist looked on in amaze-
  ment, the puddle of purple goo began to stir and 
  bubble, and then to shift and grow. Before his eyes 
  the liquid bubbled up into a column some eight 
  feet high, then slowly coalesced into a vaguely 
  humanoid shape. McColl finally regained his 
  composure and turned to call for his compatriots 
  to come see this amazing find, but when he turned 
  back the large purple being reached out and 
  touched his forehead. When the other geologists 
  finally found McColl he was lying unconscious in 
  the crater next to the broken meteor, in a coma he 
  would never recover from.
  That’s where Flow’s awareness began — racing 
  through the forest at night with the memories of 
  a human male named Kurt implanted in his head. 
  When he finally stopped running, he was near 
  Little Rock, where he smashed up a restaurant and 
  a liquor store, then took on some state troopers 
  and finally ran away before PRIMUS agents 
  arrived. He fell in with a gang of bikers outside 
  Memphis for a little while, but eventually got 
  angry at some of them and smashed up the barn 
  they were living in. He set out on the road again 
  and wound up in Vibora Bay, where Amnesia 
  tracked him down and invited him to join her 
  team. Lacking any other place to go and wanting 
  to fit in somewhere, Flow accepted the offer and 
  has worked with the Cirque Sinister ever since.
  
  Champions Villains Volume Two: Villain Teams n Cirque Sinister 
  37
  FLOW
  Val Char Cost Roll Notes
  45 STR 
  35 18- Lift 12.5 tons; 9d6 HTH damage [4]
  20 DEX 
  20 13-
  30 CON 
  20 15-
  10 INT 
  0 11- PER Roll 11-
  8 
  EGO 
  -2 11-
  20 PRE 
  10 13- PRE Attack: 4d6
  7 
  OCV 
  20
  7 
  DCV 
  20
  3 
  OMCV 
  0
  3 
  DMCV 
  0
  4 
  SPD 
  20 	
  Phases: 3, 6, 9, 12
  20 PD 
  18 	
  Total: 20 PD (20 rPD)
  11 ED 
  9 	
  Total: 11 ED (10 rED)
  15 REC 
  11
  60 END 
  8
  22 BODY 12
  60 STUN 
  20  
  Total Characteristics Cost: 221
  Movement: 
  Running: 
  24m
  Cost Powers 
  END
  10 
  Oversized Fists: HA +3d6 
  1
  Hand-To-Hand Attack (-¼), Unified Power (-¼)
  30 
  Stuck On Me: Entangle 3d6, 3 PD/3 ED 
  0
  Area Of Effect (personal Surface — Damage Shield; 
  +¼), Constant (+½), Reduced Endurance (0 END; 
  +½); Feedback (character takes all damage to break 
  victim out of Entangle; -1), Unified Power (-¼)
  14 
  Malleable Form: Desolidification (affected by any type 
  of attack) 
  4
  Does Not Protect Against Damage (-1), Cannot Pass 
  Through Solid Objects (or spaces smaller than 10 
  cm; -½), Unified Power (-¼)
  13 
  Rubbery Body: Stretching 6m, x4 body dimensions 
  2
  Unified Power (-¼)
  10 
  Long Legs: Running +12m (24m total) 
  1
  Unified Power (-¼)
  30 
  Tough To Hurt: Physical Damage Reduction, Resis-
  tant, 50% 
  0
  15 
  Durable: Resistant (+½) for 20 PD/10 ED 
  0
  23 
  Inhuman Physiology: Life Support (Immunity: all 
  terrestrial diseases, biowarfare agents, poisons, and 
  chemical warfare agents; Safe Environments: High 
  Pressure, Low Pressure/Vacuum) 
  0
   
  Skills
  24 
  +3 HTH
  9 
  +3 with Breakfall, Climbing, and Contortionist
  3 
  Breakfall 13-
  3 
  Climbing 13-
  3 
  Contortionist 13-
  2 
  CK: Little Rock, Arkansas 11-
  5 
  SS: Geology 14-
  1 
  Streetwise 8-
  Total Powers & Skills Cost: 195
  Total Cost: 416
  400 Matching Complications (75)
  5 
  Physical Complication: Inconvenient Size (8’0”, weighs 
  500 pounds) (Infrequently, Barely Impairing)
  10 
  Physical Complication: Poor Distance Vision (suffers 
  double the Range Modifier) (Infrequently, Slightly 
  Impairing)
  15 
  Psychological Complication: Short-Tempered (Common, 
  Strong)
  15 
  Psychological Complication: Hates Bullies (Common, 
  Strong)
  10 
  Psychological Complication: Wants to Know Where He 
  Came From (Uncommon, Strong)
  15 
  Susceptibility: suffers a Drain DEX 2d6 every Turn when 
  exposed to intense cold (including ambient tempera-
  tures below -7o C [20o F]) (Uncommon)
  5 
  Unluck: 1d6
  Total Complications Points: 75
  Experience Points: 14
  
  38 n Cirque Sinister 
  Hero System 6th Edition
  Personality/Motivation: Flow is completely in 
  the dark about his own origins. He has no idea 
  where he comes from or why he’s on this planet, 
  though he assumes he’s an alien of some sort, 
  perhaps sent as a probe to study life on Earth. 
  He has all of McColl’s memories in his head, but 
  apparently only for informational purposes — he 
  has no emotional context or reaction to any of the 
  people or events of McColl’s life, but he knows 
  everything McColl did. His lack of understanding 
  and general sense of purposelessness has made 
  him short-tempered and bitter, liable to lash out at 
  anyone who crosses him (particularly anyone who 
  bullies him or someone else in his presence — he 
  has a visceral dislike of bullies that he doesn’t 
  really understand). The absurdity of his situation 
  (as gleefully pointed out by Minimax) makes him 
  an ideal “artist” for the Cirque as he takes out his 
  frustrations on a meaningless universe. Flow only 
  vaguely understands what she’s talking about, but 
  is so glad to have a “home” that he doesn’t really 
  mind her chatter.
  Quote: “Don’t you get it? Nothing matters. It’s all 
  meaningless crap. Might as well break stuff — least 
  it shows we’re alive.”
  Powers/Tactics: Flow’s body can vary in solidity 
  from rock hard to nearly liquid in consistency, 
  and can stretch and change his shape (though not 
  his mass or actual appearance). He can squeeze 
  his body long and thin enough to pass through a 
  narrow pipe or opening, or shift much of his mass 
  into his arms or fists so they become larger and 
  heavier before he delivers a powerful punch. He 
  can trap someone who touches him in excess folds 
  of waxy flesh by relaxing his physical consistency.
  Flow doesn’t have much use for tactics. He 
  fights when he’s angry or frightened, or when 
  Amnesia or Minimax tell him to, but otherwise 
  he’s difficult to actually rouse to anger. But thanks 
  to his dislike of bullies, he won’t allow an obvi-
  ously weak person (like a child or animal) to be 
  hurt in his presence if he can help it.
  Campaign Use: See the introductory text for 
  general information. Like Cauldron, Flow is 
  muscle for the group — he goes where he’s 
  told and fights whomever he’s told to fight. The 
  mystery of his background provides a plot hook 
  you can exploit.
  To make Flow tougher, give him some other 
  Body-Affecting Powers, such as Density Increase, 
  Growth, or Shape Shift. You can also increase his 
  meters of Stretching, or improve his SPD to 5. To 
  weaken him, reduce his Characteristics (particu-
  larly STR and CON).
  Appearance: Flow is an eight-foot-tall, hyper-
  muscled giant who seems to have been carved 
  from purple rubber or wax. His eyes are large and 
  yellow, and his features appear a little vague and 
  unfinished. He’s completely hairless, and has a bit 
  of an underbite. His “costume” is a pair of baggy 
  black pants and a black vest over his bare chest.
  MINIMAX
  Background/History: Minimax’s mother was a 
  teenage runaway who was living on the streets of 
  Dallas when she became pregnant in 1992. Her 
  mother knew she couldn’t possibly care for the 
  child, so after giving birth she placed her little girl 
  with Foster Services for adoption. But an unscru-
  pulous pediatrician manipulated the paperwork 
  so the infant was sent to the secret laboratory of a 
  criminal madman by the name of Doctor Mercy. 
  He performed several experiments on the baby, 
  exposing it to various chemicals and forms of 
  radiation.
  Under his “care,” Infant A-22 aged at a remark-
  able rate. Within five years she appeared to be a 
  young adult and had developed the superhuman 
  ability to change the size of non-living objects. 
  Mercy wanted her to lead an army of superhu-
  mans he planned to create with his insane science, 
  but before he could acquire the additional babies 
  he needed he was defeated and captured by the 
  superhero Golden Eagle. In the resulting confu-
  sion, A-22 slipped out the back of the lab and onto 
  the streets for the first time in her life.
  Fortunately, A-22 was a remarkably quick 
  learner and adapted to her strange new environ-
  ment very quickly. She took the name Minimax, 
  and at first used her powers only for small 
  crimes to keep herself fed and clothed while she 
  wandered across the southern United States. But 
  as the weeks and months wore on, her fragile 
  mental balance began to deteriorate. Her crimes 
  became more random, violent, and pointless. 
  While hanging out in a bus station in Mobile 
  she read a magazine article about an artist who 
  performed various surreal acts in public to 
  illustrate “the absurdity of life.” Minimax could 
  certainly relate to that idea, and in her addled 
  state she decided that was also her purpose in life. 
  She was meant to be an artist, and her “art” would 
  be crimes of random vandalization, meaningless 
  murder, and haphazard destruction, so people 
  would come to understand how pointless and 
  strange reality really was.
  In 2001 she met Cauldron, and he fell in love 
  with her. While she doesn’t return his affections, 
  she likes his company and enjoys both his bizarre 
  appearance and his propensity for violence. The 
  two traveled together for years until meeting 
  Amnesia in 2003 and settling down in Vibora 
  Bay as a “supervillain team.” It was Minimax who 
  named them the Cirque Sinister, and her penchant 
  for the surreal colors many of their exploits.
  Personality/Motivation: Minimax is completely 
  insane. She believes wholeheartedly that exis-
  tence is a futile and pointless exercise that should 
  regularly be livened up with intentionally crazy 
  and violent behavior. She doesn’t understand why 
  anybody takes anything seriously, and commits 
  crimes because they appeal to her aesthetically 
  (though she tolerates Amnesia occasionally 
  modifying one of her schemes so the team can 
  make a profit — she doesn’t see the point in it, 
  FLOW FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  Flow if they succeed 
  with an appropriate 
  Skill Roll:
  N/R: Flow is a 
  member of the 
  Cirque Sinister 
  villain team; he’s 
  super-strong and 
  has a malleable, 
  stretchable body 
  that grants him 
  various powers 
  (such as the ability 
  to make his fists 
  particularly large 
  and hard, or the 
  power to squeeze 
  through the tiniest 
  cracks).
  K/R: A superhuman 
  tentatively identi-
  fied as Flow was 
  involved in a string 
  of destructive 
  crimes across the 
  Southeast in recent 
  years.
  -2: Flow seems 
  to have a visceral 
  hatred of “bullies” 
  and anyone who 
  picks on or exploits 
  someone weaker 
  than himself.
  -4: Flow doesn’t 
  know how he got his 
  superpowers, but 
  would definitely like 
  to find out.
  -6: Intense cold 
  (including most Ice/
  Cold-based super-
  powers) “freezes” 
  Flow and inhibits his 
  reflexes (in addition 
  to whatever other 
  effects it might 
  have).
  -10: Flow is some 
  sort of being 
  (possibly an alien) 
  who stole the 
  memories of Kurt 
  McColl, a geology 
  student, though he 
  feels no emotional 
  connection to them.
  
  Champions Villains Volume Two: Villain Teams n Cirque Sinister 
  39
  but she doesn’t care enough to fuss about it). She’s 
  violent, but not passionate. She doesn’t care about 
  anything, for good or bad, except her own amuse-
  ment and her “art.” If someone interferes with her 
  attempts to make “art,” or “changes” (repairs, heals, 
  cleans up) her art, she becomes furious.
  Quote: “Don’t you think the lobby looks more 
  interesting now, what with the truck hanging 
  upside down there? Oh, right, the vault. Sorry.”
  Powers/Tactics: Minimax has the ability to 
  change the size of non-living objects, increasing 
  or decreasing them by factors of up to several 
  hundred. This effect wears off — sometimes 
  almost immediately, sometimes over the course 
  of days or weeks. Her powers don’t damage 
  the objects per se, though an object might get 
  damaged if forced to grow into an area too small 
  to accommodate it, or the like. The reason her 
  powers don’t work on living beings remains 
  unknown — it may be simply a mental block of 
  some sort, though considering her general callous-
  ness it seems unlikely.
  Minimax uses her powers imaginatively and 
  occasionally even soundly from a tactical point of 
  view. Besides simply changing the size of objects 
  (and thus often making them too small or too 
  large to use), some of the “tricks” she’s developed 
  include:
  
  n creating large objects to form barriers for cover, 
  or to foil pursuit
  
  n making an object under someone’s feet that 
  has holes — such as a subway grating — 
  grow so large the person falls through (the 
  object returns to its normal size immediately 
  thereafter)
  
  n shrinking all or part of a Focus so that it 
  becomes unusable
  
  n throwing a small object, then enlarging it in 
  mid-flight so it strikes with a powerful impact
  Additionally, Minimax carries an arsenal of 
  weapons and devices that she’s pre-shrunk so she 
  can fit them in her pockets without any problem. 
  Her array of useful devices ranges from guns, 
  to flashlights, to spare sets of clothing. The one 
  restriction is that the objects have to be mundane 
  — the sort anyone could buy in a store or make 
  for themselves. (At the GM’s option, she can also 
  “create” non-mundane devices she’s obtained 
  during her adventures, such as a Focus she steals 
  from a PC.)
  One drawback to Minimax’s powers is that 
  they tend to be tiring. When running her, keep a 
  close eye on her END usage; if she pulls too many 
  “stunts” during a Turn she may run too low on 
  END.
  Since she has little interest in power or wealth, 
  Minimax sometimes becomes a liability in the 
  field — she gets distracted by her efforts to “make 
  art” rather than actually completing the crime. 
  Amnesia and Cauldron have both gotten pretty 
  good at convincing her to stay focused, but it’s 
  almost always a struggle. Even when commit-
  ting “serious” crimes, she’s frequently prone to 
  “signing” them with an odd use of her powers, 
  shrinking or magnifying some nearby object to 
  confirm that the Cirque has struck again.
  Campaign Use: See the introductory text for 
  general information. Minimax has an unusual 
  power set that gives the Cirque some real flex-
  ibility in combat, but her attitude and approach 
  to crime may ultimately give you more to work 
  with from a plot perspective. When strange acts 
  of vandalism start to occur, or bodies wind up all 
  over town with enlarged needles through their 
  hearts, the PCs will realize they’re not dealing with 
  a garden-variety supervillain.
  Minimax’s creator, Dr. Mercy, wants her back. 
  He still entertains visions of having her lead an 
  army of his bizarre super-soldiers... once he gets 
  out of prison and back to his labs, of course. Even 
  worse for her, the master villain Teleios got wind 
  of Mercy’s experiments and would also like to run 
  her through a few “tests.”
  To make Minimax tougher, increase her END 
  and REC (or give her a large Endurance Reserve 
  to fuel her powers). You could also increase the 
  size of her VPP, or give her gadgeteering abilities 
  so she can wield super-tech devices instead of just 
  mundane ones. To weaken her, reduce the Active 
  Points in most of her abilities, and/or get rid of 
  her VPP.
  Minimax is an unpleasant Hunter. She starts 
  out by vandalizing her quarry’s possessions, 
  gradually escalating her attacks until she goes 
  after him directly. If possible she’ll make the entire 
  Hunt into one grand piece of “performance art,” 
  with a deadly denouement in a prominent public 
  place before an “appreciative” audience.
  Associates, Allies, And Adversaries: The criminal 
  biologist Teleios has heard about Minimax’s 
  powers and wants to study her. She’s not aware of 
  it yet, but she’s being Hunted by one of the most 
  dangerous people in the Champions Universe... 
  and there’s no telling what he’ll do with her when 
  he gets his hands on her. It’s possible he even had 
  something to do with her origin, such as supplying 
  Doctor Mercy with just enough information for 
  him to have a scientific breakthrough.
  Of all the members of Cirque Sinister, it’s 
  Minimax who interests Professor Paradigm the 
  most. He might try to recruit her for the Paradigm 
  Pirates, creating bad blood between him and the 
  Cirque. He hasn’t made any moves to do so yet 
  because he’s concerned how having a member 
  with her unbalanced mental state might affect his 
  relatively smooth-running team.
  Appearance: Minimax is a young blonde woman, 
  about 5’3” and 110 pounds, more cute than 
  beautiful. She wears a black body suit with a white 
  collar, belt, and boots, and a plunging décolle-
  tage (though she has a fairly slender figure). She 
  frequently carries a small sack or backpack full of 
  items she’s shrunk down.
  MINIMAX FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Minimax if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: Minimax is 
  a supervillainess 
  who’s a member 
  of Cirque Sinister; 
  her powers involve 
  making objects 
  smaller or larger.
  K/R: She also carries 
  a small arsenal 
  of “pre-shrunk” 
  gadgets that she 
  can take out of her 
  pockets and enlarge 
  to functional size.
  -1: Minimax seems 
  to have a generally 
  nihilistic view of the 
  world; she regards 
  her crimes as a form 
  of “performance art.”
  -2: Minimax is a 
  particuarly difficult 
  foe for gadgeteers 
  and other object- or 
  weapon-based char-
  acters, since she can 
  shrink their objects 
  to the point where 
  they’re useless.
  -6: Minimax seems 
  to have no personal 
  history at all; the 
  authorities can’t 
  even hazard a guess 
  as to her real name.
  -8: Minimax’s 
  metabolism seems 
  to process drugs, 
  chemicals, and 
  poisons with great 
  rapidity, making her 
  especially vulnerable 
  to such attacks. 
  -10: Rumor has it 
  the master villain 
  Teleios wants to 
  capture Minimax for 
  study.
  
  40 n Cirque Sinister 
  Hero System 6th Edition
  MINIMaX
  Val Char Cost Roll Notes
  8 
  STR 
  -2 11- Lift 75 kg; 1½d6 HTH damage [1]
  20 DEX 
  20 13-
  16 CON 
  6 12-
  15 INT 
  5 12- PER Roll 12-
  18 EGO 
  8 13-
  14 PRE 
  4 12- PRE Attack: 2½d6
  7 
  OCV 
  20
  7 
  DCV 
  20
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  6 
  PD 
  4 	
  Total: 20 PD (14 rPD)
  5 
  ED 
  3 	
  Total: 19 ED (14 rED)
  5 
  REC 
  1
  50 END 
  6
  9 
  BODY 
  -1 
  22 STUN 
  1  
  Total Characteristics Cost: 131
  Movement: 
  Running: 
  12m
  Cost Powers 
  END
  60 
  Enlarge Or Reduce Inorganic Objects: Major Transform 
  6d6 (non-living object into same object but different 
  size, heals back normally (4 BODY/day) or through 
  another application of this power) 
  3
  Improved Results Group (+¼), Reduced Endurance 
  (½ END; +¼); Limited Target (non-living objects; -¼), 
  Unified Power (-¼)
  31 
  Enlarged Object Barriers: Barrier up to 6 PD/10 ED, 
  11 BODY (up to 12m long, 4m tall, and 1m thick), 
  Opaque (Sight Group), Dismissable 
  8
  Reduced Endurance (½ END; +¼); OIF (small objects 
  of opportunity; -½), No Range (-½), Size And Defense 
  Of Barrier Depend On Materials Used (-½), Unified 
  Power (-¼)
  25 
  Dropped Through A Hole: Teleportation 10m, 
  x8 Increased Mass 
  3
  Area Of Effect (1m Radius Nonselective; +¼), 
  Usable As Attack (defense is Teleportation, Growth, 
  or dimension-manipulating powers; +1¼), Reduced 
  Endurance (½ END; +¼); Only To Drop Victim 
  Through Something He’s Standing On That Has Holes 
  In It (-1), Must Pass Through Intervening Space (-¼), 
  No Noncombat Movement (-¼), Unified Power (-¼)
  90 
  What Happened To Your Sword?: Drain Focus 2d6 
  6
  Expanded Effect + Variable Effect (all powers defined 
  as belonging to a single Focus simultaneously; +4), 
  Delayed Return Rate (points return at the rate of 5 
  per 20 Minutes; +1½), Reduced Endurance (½ END; 
  +¼); Limited Range (60m; -¼), Unified Power (-¼)
  37 
  Tossed Pebbles Into Boulders: Blast 10d6 
  2
  Area Of Effect (1m Radius; +¼), Reduced Endurance 
  (½ END; +¼); OIF (small item of opportunity; -½), 
  Limited Range (50m; -¼), Unified Power (-¼)
  60 
  Shrunken Arsenal Pool: Variable Power Pool, 
  50 Pool + 50 Control Cost 
  var
  All slots OAF (-1), Only For Mundane Devices (see 
  text; -½)
  16 
  Padded Costume: Resistant Protection (8 PD/8 ED) 
  0
  OIF (-½)
  10 
  Luck Of The Mad: Luck 2d6 
  0
   
  Talents
  12 
  Combat Luck (6 PD/6 ED)
   
  Skills
  15 
  +3 with Size Manipulation Powers
  3 
  Breakfall 13-
  3 
  Concealment 12-
  3 
  Demolitions 12-
  3 
  KS: Modern Performance Art 12-
  7 
  Power: Size Manipulation Tricks 14-
  3 
  PS: Artist 13-
  3 
  Stealth 13-
  3 
  Streetwise 12-
  6 
  WF: Common Melee Weapons, Small Arms, Flame-
  throwers, Grenade Launchers
  Total Powers & Skills Cost: 390
  Total Cost: 521
  400 Matching Complications (75)
  20 
  Enraged: if someone interferes with or damages her “art” 
  (Common), go 11-, recover 11-
  5 
  Hunted: Dr. Mercy (Infrequently, Less Pow, Capture)
  20 
  Hunted: Teleios (Infrequently, Mo Pow, NCI, Capture)
  20 
  Psychological Complication: Nihilistic Criminal “Perfor-
  mance Artist” (Very Common, Strong)
  20 
  Psychological Complication: Casual Killer (Common, 
  Total)
  20 
  Vulnerability: 2 x Effect from Drugs/Gases/Chemicals/
  Poisons (Common)
  Total Complications Points: 75
  Experience Points: 121
  
  Champions Villains Volume Two: Villain Teams n Cirque Sinister 
  41
  BOBBY HOLMES
  Background/History: Bobby Holmes was born in 
  1997, and from his earliest days his only happy 
  memories were of time spent with his sister 
  Brianna. Their parents were distant, frequently 
  drunk, and occasionally abusive, and when the 
  yelling got bad he could always hide out in her 
  room. Even if she couldn’t protect him, she at 
  least could comfort him, and he loved her a great 
  deal. Then, when he was ten, Briana ran away and 
  Bobby was left to bear the brunt of his parents’ 
  anger alone. His parents forbade him to even 
  mention her name. Bobby began spending as 
  much time as he could out of the house.
  His own mutation manifested itself the day 
  before his thirteenth birthday. Bobby was hanging 
  out down by one of the abandoned factories 
  when a gang of older boys began harassing 
  him. Suddenly, an indistinct, enormous form 
  appeared beside Bobby and began tossing the kids 
  around, slamming one into a brick wall so hard 
  that he suffered some serious internal injuries. 
  Bobby, terrified, tried to make the giant stop, 
  but it continued to rage around the neighbor-
  hood, smashing buildings and overturning cars. 
  Several policemen attempted to stop the creature, 
  but it crushed their cruiser with its giant fists. 
  Eventually, a team of PRIMUS agents arrived, and 
  while most of the team tried to subdue the crea-
  ture, one bright agent noticed the small boy crying 
  and screaming in a nearby alleyway. When he 
  grabbed Bobby, the giant turned to attack him. As 
  he dodged out of the way, he yelled for someone 
  to tranquilize the boy. After another agent set off a 
  knockout gas cannister near him, the mysterious, 
  translucent giant faded from view.
  The authorities took Bobby to a Philadel-
  phia hospital while several PRIMUS doctors 
  and specialists from L’Institut Thoth were called 
  in. They tried contacting his parents, but his 
  mother was nowhere to be found and his dad was 
  spending the weekend in jail after a fight in a bar. 
  Meanwhile, the bustling doctors and nurses kept 
  attaching wires to his head and taking readings 
  of something. Bobby was terrified, and fervently 
  wished his big sister was there to take care of him. 
  As he drifted off into sleep, he dreamed that he 
  spoke to Briana, and asked her to come find him. 
  Bobby was as startled as anyone else when a team 
  of costumed supervillains, his sister among them, 
  broke into the hospital the next day and spirited 
  him away.
  Now Bobby lives in the abandoned asylum 
  at the edge of the swamp with his sister and her 
  bizarre friends. It’s a strange life, but exciting — 
  he’s traveled around with the team, learning to 
  control his “friend” (as Briana calls it) and even 
  occasionally helping them with their crazy plans. 
  Bobby didn’t exactly plan to become a supervil-
  lain, but if that’s what it takes to stay with his big 
  sister, well, it beats going home....
  Personality/Motivation: Bobby hasn’t exactly had 
  much in the way of good role models in his life, 
  but the Cirque’s members, despite being violent 
  and crazy, treat him better than most of the adults 
  he’s known so far. His sister loves him dearly, and 
  he’ll do anything for her approval, including mani-
  festing his “friend” to help rob a bank or blow up 
  a museum. He’s not terribly violent, and he’s still 
  a bit squeamish about actually using his powers 
  to hurt innocent people, but he’s been toughened 
  up enough over the last few months not to include 
  police or anybody trying to capture a teammate as 
  “innocent.”
  When not committing crimes, Bobby’s devel-
  oping into a bright young boy. He loves to tinker 
  with gadgets and electronics. He likes cars, sports, 
  computers, and video games, and he’s starting 
  to feel a little cooped up in the asylum. He likes 
  Cauldron, is a bit freaked out by Flow (more his 
  whining than his appearance), and is developing 
  a little crush on Minimax that’s probably an abso-
  lutely terrible idea.
  Quote: “You leave my friends alone! Or I’ll intro-
  duce you to my other friend!”
  Powers/Tactics: Bobby is a powerful telekinetic 
  still growing into the use of his powers (though 
  he’s remarkably intelligent and learning at a 
  tremendous rate). His power usually manifests 
  as a humanoid grey giant, nearly transparent and 
  without features, varying in size from about ten 
  feet tall to nearly thirty feet (the size is simply a 
  special effect — the giant isn’t solid, though its 
  “body” protects Bobby from harm). The giant 
  seems to grab or strike things, but the actual 
  power comes directly from Bobby. Occasionally 
  his telekinesis also manifests as a grey cloud that 
  picks up multiple items and flings them around 
  (the “Poltergeist” slot in his Multipower).
  Bobby has no particular sense of tactics yet. He 
  simply does as he’s told by Amnesia or any of her 
  teammates... unless what they tell him is “stay out 
  of the way,” an instruction his youthful exuberance 
  often leads him to ignore.
  Campaign Use: See the introductory text for 
  general information. Bobby is a random element 
  in the Cirque. He’s not really a criminal by inclina-
  tion... yet... but he’s sure to become one if treated 
  badly at the hands of cops or heroes often enough. 
  He represents a chance for the PCs to rescue him 
  from a life of crime and maybe even persuade him 
  to one day become a hero himself — assuming 
  they can make him see what a bad influence his 
  sister is.
  You shouldn’t make Bobby any more powerful 
  for now; he’s still growing into his powers. The 
  PCs should encounter him as he is before you 
  begin to broaden the applications of his telekinetic 
  abilities. If you want to weaken him, reduce his 
  Multipower reserve to 50 points and all the slots to 
  45-50 Active Points each.
  Appearance: Bobby is a little small for his age, just 
  under five feet tall and about 100 pounds, with 
  blonde hair and dark eyes. He wears no costume, 
  only jeans and one of a large collection of rock-
  and-roll band tour shirts.
  BOBBY HOLMES 
  FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  Bobby Holmes if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: Bobby Holmes 
  is a young boy who’s 
  associated with the 
  villain team Cirque 
  Sinister; authorities 
  believe he’s a sibling 
  or child of one of the 
  team members.
  K/R: Bobby’s powers 
  seem to involve 
  telekinesis, which 
  manifests as an 
  indistinct “gigantic 
  friend” who protects 
  Bobby and smashes 
  things for him.
  -2: Bobby’s teleki-
  netic powers are 
  strong enough for 
  him to pick up and 
  throw cars.
  -6: Bobby Holmes is 
  a mutant.
  -10: Amnesia is his 
  older sister.
  
  42 n Cirque Sinister 
  Hero System 6th Edition
  BOBBY HOLMES
  Val Char Cost Roll Notes
  8 
  STR 
  -2 11- Lift 75 kg; 1½d6 HTH damage [1]
  13 DEX 
  6 12-
  10 CON 
  0 11-
  25 INT 
  15 14- PER Roll 14-
  15 EGO 
  5 12-
  8 
  PRE 
  -2 11- PRE Attack: 1½d6
  4 
  OCV 
  5
  5 
  DCV 
  10
  3 
  OMCV 
  0
  4 
  DMCV 
  3
  4 
  SPD 
  20 	
  Phases: 3, 6, 9, 12
  3 
  PD 
  1 	
  Total: 3 PD (0 rPD)
  3 
  ED 
  1 	
  Total: 3 ED (0 rED)
  4 
  REC 
  0
  20 END 
  0
  9 
  BODY 
  -1
  18 STUN 
  -1  
  Total Characteristics Cost: 60
  Movement: 
  Running: 
  12m
   
  Flight: 
  24m
  Cost Powers 
  END
  80 
  Telekinetic “Imaginary Friend”: Multipower, 
  80-point reserve 
  14v 
  1) “Invisible Giant Hands”: Telekinesis (46 STR) 
  7
  10v 
  2) “Poltergeist”: Telekinesis (18 STR) 
  5
  Area Of Effect (12m Radius Selective; +1) 
  11v 
  3) Protective Giant: Barrier 12 PD/12 ED, 12 BODY 
  (up to 12m long, 4m tall, and ½m thick), Non-
  Anchored, Dismissable; Costs Endurance (to 
  maintain; -½)
  3v 
  4) Carried On Giant Shoulders: Flight 24m 
  2
  Must Remain Within 12m Of The Ground (-½)
  13v 
  5) Giant Punch: Blast 9d6 
  6
  Area Of Effect (1m Radius; +¼)
  20 
  Sophisticated Psi-Shields: Mental Defense (20 points) 0
  3 
  Psychic Bond: Mind Link with Amnesia, Psychic Bond 0
  No Conscious Control (-2)
   
  Talents
  5 
  Eidetic Memory
  3 
  Lightning Calculator
   
  Skills
  15 
  +3 with Telekinetic “Imaginary Friend” Multipower
  3 
  Computer Programming 14-
  3 
  Concealment 14-
  5 
  Cramming
  1 
  Cryptography 8-
  1 
  Electronics 8-
  1 
  Inventor 8-
  2 
  KS: Geek Trivia 11-
  1 
  Paramedics 8-
  1 
  Security Systems 8-
  3 
  Stealth 12-
  Total Powers & Skills Cost: 198
  Total Cost: 258
  400 Matching Complications (75)
  10 
  Distinctive Features: Mutant (Not Concealable; Always 
  Noticed; Detectable Only By Unusual Senses)
  10 
  Hunted: Pennsylvania Police and Child Protection 
  Services (Infrequently, As Pow, NCI, Limited Geograph-
  ical Area, Capture/Kill)
  20 
  Hunted: PRIMUS (Infrequently, Mo Pow, NCI, Capture/Kill)
  15 
  Psychological Complication: Under The Sway Of His 
  Sister (Common, Strong)
  15 
  Psychological Complication: Starting To Enjoy Being The 
  Bully For A Change (Common, Strong)
  10 
  Social Complication: Young Teen (Frequently, Minor)
  Total Complications Points: 75
  Experience Points: 0
  
  Champions Villains Volume Two: Villain Teams n The Crime lords 
  43
  THE CRIME LORDS
  Membership: Dreadnaught, Morgaine the Mystic, 
  Starflare, Tiger Lily, Warhammer
  Background/History: The Crimelords originated 
  not through some evil mastermind’s scheme, a 
  bizarre super-scientific accident, or an elaborately-
  planned crime, but simply from love. Tiger Lily 
  and Dreadnaught were both well-known merce-
  nary villains, and Holocaust happened to hire 
  them both for a job. They felt a spark of attrac-
  tion. Soon they found a way to spend more time 
  together: recommending each other to potential 
  employers. Finally they took the plunge and 
  started going out on dates, and in time attraction 
  blossomed into love.
  Once they were a couple, the two super-crim-
  inals began offering their services as a pair. That 
  worked well for a while, but they eventually real-
  ized that they’d be better off if they were part of a 
  team — that made them a better deal for potential 
  employers and allowed them to plan and execute 
  jobs on their own if they wanted to. Dreadnaught 
  thought up the name “the Crimelords” and the 
  two began looking for potential recruits.
  Their first choice was Morgaine the Mystic, a 
  villainous supermage they’d worked with several 
  times and who’d briefly been romantically involved 
  with them, but had drifted away. Intrigued by their 
  offer, Morgaine became the third member of the 
  new team. She suggested recruiting Starflare, an 
  energy projector she’d recently teamed up with. 
  When he agreed to join, the group was four strong.
  After some consideration, Dreadnaught 
  decided the team needed someone with technical 
  skills. A powered armor villain he’d worked with 
  on several occasions, Warhammer, had just been 
  captured and was coming up for a trial that would 
  almost certainly send him way for life. The team 
  attacked the convoy taking Warhammer to the 
  courthouse, freed him, and volunteered to provide 
  funding for him to rebuild his armor if he’d join 
  the team. The grateful Warhammer accepted 
  without hesitation.
  Since then, the Crimelords have made a real 
  mark for themselves in the Superhuman World. 
  Willing to take on just about any job (though 
  they far prefer robberies and the like to missions 
  involving killing, significant violence, or threats to 
  the world), they’re known as competent, confi-
  dent, highly-skilled supercriminals who can get 
  the job done.
  Group Relations: The five members of the 
  Crimelords get along reasonably well, though 
  there’s some unspoken romantic tension. Tiger 
  Lily and Dreadnaught remain firmly committed 
  to one another (they often talk about getting 
  married, though they never seem to find the 
  time to really do anything about it). Morgaine 
  is strongly attracted to Dreadnaught and would 
  like to steal him for herself... even if that meant 
  getting rid of Tiger Lily permanently. So far she 
  hasn’t found a safe way to do that, though. Both 
  Warhammer and Starflare are somewhat attracted 
  to Morgaine, but neither of them has ever even 
  gotten her to give them the time of day.
  The Crimelords decide what jobs to take, and 
  how to perform them, based on a strict majority 
  vote. Tiger Lily, as team leader, has the power to 
  decide what the team will and will not vote on, but 
  once the voting starts, her vote counts the same 
  as anyone else’s. A refusal to vote counts as a “no.” 
  Since Tiger Lily and Dreadnaught almost always 
  vote the same, they usually just need one more 
  person to agree with them to get things their way. 
  If the group wanted to add members, it would 
  either have to add two (so that the overall number 
  is odd and there’s always a majority for one posi-
  tion or the other) or change the way the voting 
  works.
  Tactics: The Crimelords have a good balance of 
  HTH and Ranged fighting ability — Tiger Lily and 
  Dreadnaught for HTH, Starflare and Morgaine for 
  Ranged, with Warhammer able to fit into either 
  category as needed. Usually the ranged fighters 
  provide cover fire so the HTH fighters can get into 
  position, then square off against enemy ranged 
  fighters or support the HTH fighters as needed. 
  The five members have all practiced together a 
  great deal (i.e., they have the Teamwork Skill, and 
  use it) and have developed an elaborate system of 
  coded commands (bought as a 1-point Language). 
  Tiger Lily is the team’s field commander and 
  general “leader.”
  Campaign Use: The Crimelords are a “generic” 
  villain team, one that can do just about anything 
  you need or be anywhere you want them. 
  Compared to many villain teams they’re well-
  balanced, both personality-wise and in terms of 
  powers, and that makes them particularly effec-
  tive. They’re nowhere near as bloodthirsty as many 
  villain groups, but they have no problem getting 
  their hands dirty if necessary.
  For a look at some of 
  their favorite tactics, 
  see the next page.
  
  44 n The Crime lords 
  Hero System 6th Edition
  You can make the Crimelords more 
  effective by adding members, though as 
  noted above you’d have to add two... and 
  in any event, the five teammates work 
  together so well that they’d be reluctant 
  to increase the team’s size unless the new 
  members seem particularly “simpatico” with 
  the group. Beyond that, your best bet for 
  making the team tougher is to give each of 
  them a standard set of gadgets developed 
  by Warhammer. Just give them gadgets that 
  compensate for whatever weaknesses they 
  have in light of how your team works. To 
  weaken the Crimelords, increase the rifts 
  between them — make Morgaine bitterly 
  jealous of Tiger Lily and actively seeking any 
  opportunity to get rid of her or make her 
  position on the team unstable, and make 
  both Warhammer and Starflare willing to kill 
  Dreadnaught so Morgaine will pay attention 
  to them.
  Associates, Allies, And Adversaries: 
  Although the Crimelords usually commit 
  crimes on their own, at times they’re also 
  well-known as a “mercenary team” ready, 
  willing, and able to work for other villains 
  and organizations as a mercenary team. As 
  such they have respectable relations with 
  VIPER, Menton, Holocaust, and other 
  villains for whom they’ve performed well in 
  the past, and they try to maintain a “profes-
  sional” profile and do nothing to antago-
  nize potential employers (such as Gravitar, 
  ARGENT, and the Warlord). On the other 
  hand, this makes them rivals/adversaries of 
  other villains-for-hire, such as the Brain Trust 
  and the Ultimates. The Crimelords and the 
  Ultimates have actually skirmished a time or 
  two, leading to a lot of bad blood between 
  the teams but no decisive resolution of the 
  situation.
  DREADNAUGHT
  Background/History: Jimmy Corrigan was a 
  scrawny little kid growing up, the perpetual 
  target of bullies. That changed one day in 
  1993 when he was right in the middle of 
  puberty. He tried to fight back against his 
  latest tormentor, and as usual he was just 
  getting pounded harder because of it... 
  when suddenly he began to grow bigger and 
  stronger and turn into solid steel! The pain 
  of the transformation was worse than any 
  beating he’d ever taken, but when it was done 
  he beat up the bullies who were attacking him 
  so badly that they ended up in the hospital. 
  Then he smashed his way into three different 
  classrooms and administered the same treat-
  ment to half a dozen other bullies who’d used 
  him as their personal punching bag over the 
  years.
  THe CRIMeLORDs’ 
  COMBaT COMMaNDs
  Some of the Crimelords’ combat commands include the 
  following. Note that there’s no particular logic or sequence to 
  them that opponents could figure out. Periodically the Crimelords 
  change the codes so enemies it fights frequently can’t learn to 
  anticipate their tactics.
  28 [person]: Focus fire on the specified target.
  56 [person]: Dreadnaught or Warhammer should Grab the speci-
  fied target, then everyone else should hit that target while he’s 
  vulnerable.
  88-Alpha (or -Beta): There’s a mentalist (or invisible person/
  person with invisible attacks) fighting us; find him and stop him 
  from being a threat.
  111 [area]: Everyone with an area-affecting Ranged attack should 
  target the specified area.
  142 [person]: Ignore the specified combatant for now; he’s a low-
  priority target.
  192 [area or person]: Morgaine should create a Wall Of Water to 
  cut off the specified area or person, or englobe that person.
  233 [person]: Entangle, Grab, or otherwise restrain the specified 
  target.
  301: Cover your ears; Dreadnaught’s going to use his 
  Thunderclap.
  327: Warhammer should move out of HTH Combat range and 
  use his Ranged attacks.
  414: Warhammer should close to HTH Combat range.
  570 [person]: Dreadnaught or Warhammer should throw Tiger 
  Lily at the specified target for a “fastball special” maneuver.
  818: Let’s order pizza after this fight.
  CRIMELORDS FACTS
  Here are some facts characters and NPCs might know about the 
  Crimelords if they succeed with an appropriate Skill Roll:
  N/R: The Crimelords is a supervillain team that commits crimes on its 
  own and also works as villains-for-hire. Team members include Tiger 
  Lily, Dreadnaught, Morgaine the Mystic, Starflare, and Warhammer.
  K/R: Tiger Lily is the team leader; she and Dreadnaught are romantically 
  involved. The team is known to have worked for Holocaust and VIPER in 
  the past.
  -2: The Crimelords have also worked for Menton.
  -4: The Crimelords fight particularly well together, and have developed 
  an elaborate system of coded words and phrases to communicate their 
  intentions to one another while keeping their opponents in the dark.
  -6: There seems to be some romantic tension on the team; Morgaine’s 
  interested in Dreadnaught, and the other two male members are inter-
  ested in her.
  
  Champions Villains Volume Two: Villain Teams n The Crime lords 
  45
  DREADNAUGHT 
  FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  Dreadnaught if they 
  succeed with an 
  appropriate Skill 
  Roll:
  N/R: Dreadnaught 
  is a member of the 
  Crimelords; he has 
  the power to trans-
  form his body into 
  metal, making him 
  super-strong and 
  very hard to hurt.
  K/R: Dreadnaught 
  is a little weaker 
  than most “bricks,” 
  with an upper lifting 
  limit somewhere in 
  the 20-30 metric 
  tons range. He’s the 
  romantic partner 
  of Crimelords team 
  leader Tiger Lily.
  -2: Despite having 
  relatively low 
  strength for a 
  “brick,” Dreadnaught 
  has learned many 
  different ways to 
  apply his super-
  strength effectively, 
  such as flicking 
  someone in the 
  head to knock him 
  unconscious or 
  smashing his hands 
  together to create a 
  super-thunderclap.
  -4: Dreadnaught is a 
  mutant.
  -10: His Secret 
  Identity is Jimmy 
  Corrigan.
  A PRIMUS squad corralled him soon after 
  arriving on the scene and he was put into a juve-
  nile detention facility. The total unfairness of it all 
  made him so mad he often had trouble restraining 
  himself. No one had done anything while he 
  was being beaten up by punks, but as soon as he 
  turned the tables and gave them a dose of their 
  own medicine he was a “dangerous juvenile delin-
  quent.” Well, if “the system” was going to stack 
  itself against him like that, he wanted nothing to 
  do with it.
  Jimmy bided his time and was released on 
  his eighteenth birthday. Now older and wiser, he 
  began a supervillainous career as Dreadnaught, 
  with his first “crime” being to reduce the juvenile 
  detention facility to rubble. He might have gone 
  on being just another second-rate supercriminal... 
  but then he met Tiger Lily, fell in love, and formed 
  the Crimelords.
  Personality/Motivation: Aside from his devotion 
  to Tiger Lily (for whom he’d do virtually anything, 
  including sacrificing his own life), Dread-
  naught is basically self-centered. He’s only 
  interested in what he wants and how to 
  get it — even if getting it involves stealing, 
  destroying things, or killing people (though 
  he prefers not to kill). In particular this 
  attitude manifests as an intense dislike 
  of authority. He can’t stand taking orders 
  (except from Tiger Lily), and with mulish 
  stubborness either refuses to act or does the 
  opposite when someone tries to force him 
  to do something. This dislike extends to 
  people who give orders; he enjoys nothing 
  so much as beating up cops, guards, judges, 
  politicians, and superheroes.
  Quote: “Nobody can resist two fists of 
  steel!”
  Powers/Tactics: Dreadnaught is a classic 
  “brick,” with superhuman strength and 
  resilience derived from his ability to 
  convert his normal body into a metal form 
  weighing about 2,000 kilograms. (Since he 
  can do this by act of will and the transfor-
  mation is instantaneous, he doesn’t take an 
  Only In Alternate Identity Limitation on any 
  of his powers — but it is possible to attack 
  him when he’s much more vulnerable.) 
  Although he’s not as strong as many bricks, 
  he’s made up for that lack by teaching 
  himself various ways to apply his STR to 
  achieve effects beyond simply punching and 
  smashing.
  Campaign Use: Dreadnaught is the strong, 
  supportive backbone of the Crimelords. His 
  ability to get along with the other members, 
  coupled with his unwavering support 
  for Tiger Lily as leader, gives the team a 
  stability it might otherwise lack.
  To make Dreadnaught tougher, increase his 
  STR to 60 and his Multipower reserve to match. 
  Alternately, you can make him a more flex-
  ible combatant by adding brick tricks; see the 
  “Strength And Toughness Powers” section of 
  Champions Powers for plenty of possibilities. 
  To weaken him, reduce his Power Skill to about 
  15- or 16- so that he has a much harder time 
  succeeding with his Skill Rolls.
  Associates, Allies, And Adversaries: Kinematik 
  has tried to recruit Dreadnaught for “the cause of 
  mutant liberation” on two occasions, and has been 
  rebuffed both times. Dreadnought’s been polite 
  about it, so this hasn’t caused any problems yet. 
  But it’s possible Kinematik may eventually take 
  offense at this and either (a) target the Crimelords 
  for “removal” so that Dreadnought won’t have 
  anyone else to associate with, or (b) consider him 
  a “traitor to mutantkind deserving nothing but 
  death.”
  
  46 n The Crime lords 
  Hero System 6th Edition
  DREADNAUGHT
  Val Char Cost Roll Notes
  50 STR 
  40 19- Lift 25 tons; 10d6 HTH damage [5]
  20 DEX 
  20 13-
  50 CON 
  40 19-
  13 INT 
  3 12- PER Roll 12-
  10 EGO 
  0 11-
  25 PRE 
  15 14- PRE Attack: 5d6
  7 
  OCV 
  20
  7 
  DCV 
  20
  3 
  OMCV 
  0
  3 
  DMCV 
  0
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  45 PD 
  43 	
  Total: 45 PD (45 rPD)
  45 ED 
  43 	
  Total: 45 ED (45 rED)
  20 REC 
  16
  100 END 
  16
  30 BODY 20
  80 STUN 
  30  
  Total Characteristics Cost: 356
  Movement: 
  Running: 
  12m
   
  Leaping: 
  40m
  Cost Powers 
  END
  50 
  Brick Tricks: Multipower, 50-point reserve
  1f 
  1) Augmented Haymaker: HA +6d6 
  3
  Hand-To-Hand Attack (-¼), Only When Using 
  Haymaker To Punch (-1)
  2f 
  2) Bearhug: Blast 5d6 
  5
  NND (defense is Life Support [Self-Contained 
  Breathing]; +1); Must Follow Grab (-½), No Range 
  (-½), Requires A Brick Tricks Roll (-½), Side Effects 
  (if character fails roll, opponent takes character’s full 
  STR damage; -¼)
  2f 
  3) The Big Wrap-Up: Entangle 5d6, up to 5 PD/5 ED 
  5
  OIF (appropriate materials of opportunity; -½), 
  Extra Time (at least a Full Phase, and often longer, 
  depending on how long it takes to get the materials; 
  -½), Defense Depends On Materials Used (-½), No 
  Range (-½), Side Effect (may cause considerable 
  damage to the environment; -0)
  1f 
  4) Tenpins Punch: Double Knockback (+½) for up to 
  50 STR 
  4
  Requires A Brick Tricks Roll (-½), Increased Endur-
  ance Cost (x2 END; -½)
  2f 
  5) Flick Of Unconsciousness: Blast 6d6 
  4
  NND (defense is rigid Resistant PD covering the head, 
  or any innate Resistant PD protecting the head; +½); 
  No Range (-½), Requires A Brick Tricks Roll (-½), 
  Side Effects (if character fails roll, opponent takes 
  character’s full STR damage; -¼)
  2f 
  6) Shockwave: Area Of Effect (22m Radius Explosion; 
  +½) for up to 50 STR 
  3
  Hole In The Middle (the 1m radius area the character 
  stands in when he uses the power; +¼); Only Affects 
  Targets On The Ground (-¼), Extra Time (Full Phase; 
  -½), Only Does Knockdown, Not Knockback (-0)
  1f 
  7) Thunderclap: Hearing Group Flash 6d6 
  4
  Area Of Effect (30m Radius Explosion; +½), Hole 
  In The Middle (the 1m radius area the character is 
  standing in when he uses the power; +¼), Does 
  Knockback (+¼); No Range (-½), Extra Time (Full 
  Phase; -½), Restrainable (-½)
  2f 
  8) Super-Strength Smash-Through: Tunneling 2m 
  through 15 PD material 
  3
  Requires A Brick Tricks Roll (-½), Walls Only (-½)
  22 
  Metallic Form: Hardened (+¼) for 45 PD/45 ED 
  0
  56 
  Metallic Form: Resistant (+½) for 45 PD/45 ED 
  0
  Hardened (+¼)
  20 
  Metallic Form: Knockback Resistance (-20m) 
  0
  18 
  Metallic Leg Muscles: Leaping +36m (40m forward, 
  20m upward) 
  1
   
  Skills
  32 
  +4 HTH
  1 
  Language: Crimelords Battle Codes
  13 
  Power: Brick Tricks 18-
  2 
  PS: Drawing 11-
  3 
  Stealth 13-
  3 
  Teamwork 13-
  Total Powers & Skills Cost: 234
  Total Cost: 590
  400 Matching Complications (75)
  10 
  Distinctive Features: Mutant (Not Concealable; Always 
  Noticed; Detectable Only By Unusual Senses)
  20 
  Hunted: PRIMUS (Infrequently, Mo Pow, NCI, Capture)
  20 
  Hunted: the Champions (Infrequently, Mo Pow, NCI, 
  Capture)
  15 
  Psychological Complication: In Love With Tiger Lily 
  (Common, Strong)
  10 
  Psychological Complication: Hates Authority Figures Or 
  Being Told What To Do (Common, Moderate)
  15 
  Social Complication: Secret Identity (Jimmy Corrigan) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 190
  Appearance: Dreadnaught looks like a 
  human male 6’6” tall made out of dark 
  grey iron. His costume consists of red 
  pants with short legs and red bracers 
  on his wrists.
  
  Champions Villains Volume Two: Villain Teams n The Crime lords 
  47
  MORGAINE THE 
  MYSTIC FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Morgaine 
  the Mystic if they 
  succeed with an 
  appropriate Skill 
  Roll:
  N/R: Morgaine 
  the Mystic is a 
  supervillainess 
  who’s a member 
  of the Crimelords; 
  she’s a super-mage 
  with arcane power 
  over the elements of 
  Air, Earth, Fire, and 
  Water.
  K/R: Her real name 
  is Morgaine Drury.
  -2: Morgaine is 
  most skilled with 
  her Fire and Water 
  spells.
  -4: Morgaine’s 
  mystic powers 
  don’t come from 
  study, but from a 
  “natural talent” for 
  spellcasting.
  -6: Rumors in the 
  Mystic World claim 
  Morgaine once 
  had a love affair 
  with Black Paladin, 
  and that she and 
  Talisman don’t get 
  along. Neither do 
  she and the Circle of 
  the Scarlet Moon, a 
  group she’s refused 
  to work with in the 
  past.
  -8: Morgaine 
  is romantically 
  attracted to her 
  teammate Dread-
  naught... but he’s 
  totally devoted to 
  Tiger Lily.
  MORGAINE THE MYSTIC
  Background/History: Morgaine Drury can’t 
  remember a time when she couldn’t work 
  magic — when the forces of the elements 
  weren’t hers to command. One of her 
  earliest memories is of lying on her bed as 
  a little girl, using carefully-controlled puffs 
  of wind to make the mobile hanging from 
  her ceiling spin around and around. But 
  even as a little girl she was smart enough 
  to know she had to hide her mystic gifts 
  from others.
  As Morgaine grew up, she decided the 
  best way to use her powers was to make 
  a lot of money. She became Morgaine the 
  Mystic, a stage magician, and used her 
  spells to create “illusions” that baffled the 
  experts and entertained audiences. Before 
  long she was commanding high prices for 
  her performances and seemed to be on 
  her way to the top.
  Then a rival magician figured out what 
  she was doing and exposed her. Overnight 
  fame and adulation turned to vilification... and 
  then unemployment. She’d never been good at 
  saving for a rainy day, so it only took a few months 
  for her to go from living the high life to the brink 
  of poverty.
  By that point she’d had enough of society 
  and its rules. It was time for her to look out for 
  herself, and be damned to anyone who tried to 
  stop her. Fashioning herself a costume based on 
  her old magician’s outfit, she transformed herself 
  from performing prestidigitator to supervillain. 
  After working independently for a while, she met 
  Tiger Lily and Dreadnaught, and soon entered 
  into a professional and personal relationship with 
  them. Eventually her jealousy over the other two’s 
  close connection drove her back to solo crime, 
  but when they contacted her about joining the 
  Crimelords she decided the time had come to 
  work with others once more.
  Personality/Motivation: Morgaine is self-centered, 
  vain, greedy, and often arrogant. She has a sort of 
  confidence bordering on haughtiness that often 
  rubs people the wrong way. Fortunately for her 
  peace of mind, she doesn’t care at all what other 
  people think about her.
  Morgaine finds herself on the bad end of the 
  Crimelords love triangle. She still carries quite a 
  torch for Dreadnaught, but his devotion to Tiger 
  Lily blinds him to the fact that she’s much better. 
  (Or at least that’s how she sees it.) She’d love to 
  get rid of Tiger Lily so she can have Dreadnaught 
  to herself, but she doesn’t dare do anything that 
  would make Dreadnaught suspicious of her.
  Quote: “The very elements are mine to command!”
  Powers/Tactics: Morgaine possess a natural 
  (rather than trained) affinity for the magics of 
  earth, air, fire, and water. Her repertoire with each 
  element isn’t vast, but if necessary she can make an 
  Elemental Magic Skill roll to employ her spells in 
  minor ways not listed on this character sheet (such 
  as creating a few drops of water to extinguish a 
  candle). Still, with all the spells at her command 
  she can usually find an appropriate power to use 
  against meddling heroes.
  Morgaine’s most skilled with her Fire and 
  Water spells. She particularly enjoys making 
  Multiple Attacks with her Magefire Blast and Ice 
  Blast; the fire-and-ice symmetry appeals to her.
  Campaign Use: Morgaine represents a weakness 
  within the Crimelords. Her dislike of Tiger Lily 
  may create an opening the PCs can use to disrupt 
  the group.
  To make Morgaine more powerful, give her 
  two more sets of spells: one for Ice (move her Ice 
  Blast slot to it, and create a new Water one); and 
  one for Lightning. To weaken her, reduce her 
  Resistant Protection to 12 PD/12 ED and get rid of 
  her Combat Skill Levels.
  
  48 n The Crime lords 
  Hero System 6th Edition
  MORGAINE 
  THE MYSTIC
  Val Char Cost Roll Notes
  10 STR 
  0 11- Lift 100 kg; 2d6 HTH damage [1]
  16 DEX 
  12 12-
  18 CON 
  8 13-
  20 INT 
  10 13- PER Roll 13-
  20 EGO 
  10 13-
  20 PRE 
  10 13- PRE Attack: 4d6
  7 
  OCV 
  20
  6 
  DCV 
  15
  7 
  OMCV 12
  7 
  DMCV 12
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  10 PD 
  8 	
  Total: 35 PD (25 rPD)
  10 ED 
  8 	
  Total: 35 ED (25 rED)
  6 
  REC 
  2
  35 END 
  3
  10 BODY 
  0
  30 STUN 
  5  
  Total Characteristics Cost: 165
  Movement: 
  Running: 
  12m
   
  Flight: 
  40m
   
  Tunneling: 
  20m
  Cost Powers 
  END
  66 
  Mystic Power: Endurance Reserve (200 END, 24 REC) 0
  	
  Arcane	Power	Of	Air
  36 
  Wind Manipulation: Telekinesis (30 STR) 
  4
  Unified Power (with other Air powers; -¼)
  32 
  Wings Of Wind: Flight 40m 
  4
  Unified Power (with other Air powers; -¼)
  48 
  Gale Blast: Blast 8d6 
  7
  Double Knockback (+½); Unified Power (with other 
  Air powers; -¼)
  	
  Eldritch	Power	Of	Earth
  40 
  Hands Of Stone: Entangle 6d6, 6 PD/6 ED 
  6
  Only Works On Targets Within 6m Of The Ground 
  (-¼), Unified Power (with other Earth powers; -¼)
  40 
  Earth Passage: Tunneling 20m through 10 PD materials; 
  Fill In 
  5
  Unified Power (with other Earth powers; -¼)
  35 
  Earthquake: Blast 8d6 
  7
  Area Of Effect (18m Radius Explosion; +½), Personal 
  Immunity (+¼); No Range (-½), Only Affects Targets 
  On The Ground (-¼), Only Does Knockdown, Not 
  Knockback (-0), Unified Power (with other Earth 
  powers; -¼)
  	
  Fell	Power	Of	Fire
  36 
  Magefire Blast: RKA 2d6 
  4
  Armor Piercing (+¼), +1 Increased STUN Multiplier 
  (+¼); Unified Power (with other Fire powers; -¼)
  42 
  Fireball: RKA 2d6 
  5
  Area Of Effect (16m Radius; +¾); Unified Power (with 
  other Fire powers; -¼)
  40 
  Magefire Shield: Resistant Protection (20 PD/20 ED) 
  3
  Costs Half Endurance (-¼); Unified Power (with other 
  Fire powers; -¼)
  	
  Wizardly	Power	Of	Water
  34 
  Dehydrate: Blast 6d6 
  6
  NND (defense is Power Defense or a body that lacks 
  liquids; +1); Victims At Least 50% Immersed In Water 
  Get A Free Recovery Of This Damage Each Phase 
  (-½), Unified Power (with other Water powers; -¼)
  38 
  Wall Of Water: Barrier 10 PD/8 ED, 10 BODY (up to 10m 
  long, 4m tall, and ½m thick), Non-Anchored, Dismiss-
  able 
  7
  Costs Endurance (to maintain; -½), Unified Power 
  (with other Water powers; -¼)
  48 
  Ice Blast: Blast 12d6 
  6
  Unified Power (with other Water powers; -¼)
  10 
  Mystic Defenses: Mental Defense (10 points) 
  0
  10 
  Mystic Defenses: Power Defense (10 points) 
  0
  15 
  Magesense: Detect Magic 13- (Sight Group), Discrimina-
  tory, Analyze 
  0
   
  Talents
  6 
  Lightning Reflexes: +6 DEX to act first with All Actions
   
  Skills
  16 
  +2 with Ranged Combat
  6 
  +2 with Fell Power Of Fire powers
  6 
  +2 with Wizardly Power Of Water powers
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  Deduction 13-
  3 
  KS: Arcane And Occult Lore 13-
  1 
  KS: Demons 8-
  3 
  KS: Elemental Magic 13-
  2 
  KS: History 11-
  2 
  KS: The Mystic World 11-
  1 
  Language: Crimelords Battle Codes
  3 
  Persuasion 13-
  13 
  Power: Elemental Magics 18-
  2 
  PS: Painting 11-
  2 
  PS: Stage Magician 11-
  3 
  Sleight Of Hand 12-
  3 
  Stealth 12-
  3 
  Teamwork 12-
  Total Powers & Skills Cost: 653
  Total Cost: 818
  400 Matching Complications (75)
  25 
  Hunted: PRIMUS (Infrequently, Mo Pow, NCI, Capture)
  25 
  Hunted: the Champions (Infrequently, Mo Pow, NCI, 
  Capture)
  15 
  Psychological Complication: Greedy And Self-Centered 
  (Common, Strong)
  15 
  Psychological Complication: In Love With Dreadnaught 
  (Common, Strong)
  15 
  Social Complication: Public Identity (Morgaine Drury) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 418
  
  Champions Villains Volume Two: Villain Teams n The Crime lords 
  49
  Associates, Allies, And Adversaries: During her 
  time as a solo villainess Morgaine mingled with 
  the Mystic World a good bit. She’s worked with the 
  Demonologist; he respects her and wouldn’t mind 
  having her on his team, though he thinks she’d be 
  much more powerful if she’d go through formal 
  wizardly training (like he did). She and Talisman 
  have a very catty relationship; they don’t like each 
  other at all, though it hasn’t yet risen to the level 
  of true hatred. She’s clashed with the Trismegistus 
  Council, but has rebuffed overtures from the 
  Circle of the Scarlet Moon (a group she considers 
  to be full of “weaklings and posers”), earning that 
  organization’s dislike. She’s scrupulously avoided 
  DEMON; she wants nothing to do with its soul-
  destroying magics and schemes. Rumor has it she 
  and Black Paladin once had a brief, torrid love 
  affair, but if so neither of them are talking about it.
  Appearance: Morgaine is a white female, 5’8” tall 
  with a slender, attractive figure. Her main costume 
  is a long black gown with flared sleeves and slits 
  up the sides of the skirt, plus a belt that looks like 
  a length of finely-wrought golden chain with one 
  end dangling down to her left knee. Over all this 
  she wears a hooded scarlet cloak, with the hood 
  deep enough that it shadows the top half of her 
  face so she doesn’t need to wear a mask. Strands of 
  her long blonde hair sometimes dangle attractively 
  from inside the hood.
  STARFLARE
  Background/History: If you ask Starflare, he’ll tell 
  you he got his powers as the result of an accident. 
  During his stint in the Air Force he was assigned 
  to help with some work on an experimental anti-
  satellite laser weapon. One day another worker 
  accidentally knocked the prototype over, and 
  when it smashed into the ground it fired, hitting 
  Starflare right in the chest! Somehow instead of 
  burning a hole right through him it gave him 
  superpowers.
  But that whole story is a lie, a genetically-
  programmed memory. Starflare was actually 
  created whole cloth by the super-biologist Teleios 
  using DNA obtained from the supervillain Pulsar 
  (see CV3). For reasons Teleios hasn’t been able to 
  ascertain, Starflare’s primary level of genetically-
  conditioned loyalty to his creator just stopped 
  working one day, leaving only a secondary, 
  subconscious level that Teleios has so far chosen 
  not to activate. Starflare apparently came to believe 
  that the “cover story” Teleios programmed into his 
  memory was in fact real (despite the absence of 
  any significant information about his childhood, 
  family, or the like). He decided to become an 
  independent supervillain... and in time, a member 
  of the Crimelords. Teleios keeps an eye on him, 
  knowing he can activate the secondary condi-
  tioning whenever necessary....
  Personality/Motivation: Like his “father” Starflare 
  possesses a strong streak of overconfidence 
  (though it’s at least slightly more justified in his 
  case). He’s not obnoxious about it, but he leaves 
  no doubt that he thinks he’s going to come out on 
  top in any encounter. A few serious defeats might 
  change that attitude, but so far he’s won often 
  enough that his losses haven’t wised him up.
  Quote: “Get ready for a few megawatts of pulsons, 
  hero!”
  Powers/Tactics: Starflare’s powers are largely 
  similar to those of Pulsar, his genetic “father,” 
  though Teleios saw fit to make some improve-
  ments — more Blasts, a stronger force-field, faster 
  Flight, reduced Vulnerability to physical HKAs, 
  and an “overpower mode” that lets Starflare 
  enhance any of his attacks.
  In combat, Starflare usually prefers to stay in 
  midair, where bricks and martial artists can’t reach 
  him easily. If the enemy has any flyers, he often 
  concentrates on them first so he doesn’t have to 
  worry about being “blindsided” while picking off 
  ground-based targets; a skilled ranged combatant 
  may also receive the same special attention. He has 
  no qualms about Aborting to Dodge, either, since 
  he can then use his Flight Levels for DCV.
  Campaign Use: The main plot hook that Starflare 
  offers is his connection with Teleios. He could 
  become the master geneticist’s “inside man” in 
  the Crimelords, or Teleios may wait for a better 
  opportunity. And what if Teleios tries to “activate” 
  the secondary loyalty, but Starflare shakes it off?
  To make Starflare more powerful, get rid of his 
  Vulnerability altogether and give him the power to 
  create solid energy “constructs” (a Multipower of 
  Telekinesis, Entangle, Barrier, and similar powers; 
  see Sapphire’s character sheet on CU 169 or the 
  “Energy Manipulation Powers” section of Cham-
  pions Powers for some examples). To weaken him, 
  reduce his END to 46-60 so he has to be careful 
  about using too much too quickly.
  Associates, Allies, And Adversaries: As noted 
  above, Starflare is a Teleios creation, and thus the 
  master geneticist “keeps tabs” on him (though 
  Starflare doesn’t have a clue that this is occurring).
  Appearance: Starflare is a white male 5’10” tall 
  with an athletic build. His costume is a dark red 
  bodystocking, full-face mask, boots, and gloves 
  with a gold highlight: a gold stripe about an inch 
  wide runs from the center of his boot toes, up the 
  center of his legs, up the sides of his chest, and 
  down his arms to his gloves, where it splits into 
  five smaller gold stripes, one running down to the 
  tip of each finger. There’s also a small gold “star-
  burst” symbol in the center of his chest, between 
  the two stripes, and a smaller matching starburst 
  in the center of his forehead.
  STARFLARE FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Starflare if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: Starflare is 
  a member of the 
  Crimelords villain 
  team; his powers 
  involve energy 
  projection and 
  manipulation.
  K/R: Starflare has 
  the ability to “power 
  up” any one of his 
  energy powers 
  to make it even 
  stronger.
  -2: In combat, 
  Starflare prefers 
  to remain in the 
  air, and will often 
  attack flying heroes 
  or heroes with lots 
  of Ranged attacks 
  so he “controls the 
  airspace.”
  -4: Deadly physical 
  attacks, like knives 
  and bullets, are 
  especially effective 
  against Starflare 
  because they “cut” 
  his energy-based 
  body, causing his 
  internal energies to 
  “leak out.”
  -6: Starflare seems 
  to have no personal 
  history at all; the 
  authorities can’t 
  even hazard a guess 
  as to his real name.
  -10: Starflare’s 
  powers are very 
  similar to those 
  of the supervil-
  lain Pulsar, though 
  stronger.
  
  50 n The Crime lords 
  Hero System 6th Edition
  STARFLARE
  Val Char Cost Roll Notes
  20 STR 
  10 13- Lift 400 kg; 4d6 HTH damage [2]
  23 DEX 
  26 14-
  23 CON 
  13 14-
  13 INT 
  3 12- PER Roll 12-
  11 EGO 
  1 11-
  15 PRE 
  5 12- PRE Attack: 3d6
  8 
  OCV 
  25
  8 
  DCV 
  25
  3 
  OMCV 
  0
  4 
  DMCV 
  3
  6 
  SPD 
  40 	
  Phases: 2, 4, 6, 8, 10, 12
  13 PD 
  11 	
  Total: 28 PD (15 rPD)
  17 ED 
  15 	
  Total: 32 PD (15 rED)
  10 REC 
  6
  85 END 
  13
  15 BODY 
  5
  40 STUN 
  10  
  Total Characteristic Cost: 211
  Movement: 
  Running: 
  12m
   
  Flight: 
  30m
  Cost Powers 
  END
  62 
  Energy Powers: Multipower, 62-point powers
  6f 
  1) Power Blast: Blast 12d6 
  6
  6f 
  2) Easy Power Blast: Blast 8d6 
  0
  Reduced Endurance (0 END; +½)
  6f 
  3) Focused Power Blast: Blast 10d6 
  6
  Armor Piercing (+¼)
  6f 
  4) Wide-Beam Power Blast: Blast 10d6 
  6
  Area Of Effect (1m Radius; +¼)
  6f 
  5) Devastating Power Blast: Blast 8d6 
  6
  Area Of Effect (18m Radius Explosion; +½)
  6f 
  6) Stun-Blast: Blast 6d6 
  6
  NND (defense is ED Resistant Protection defined as a 
  force-field or the like; +1)
  2f 
  7) Powered Punch: HA +6d6 
  3
  Hand-To-Hand Attack (-¼)
  12 
  Overpower Mode: Boost Energy Powers 4d6 
  8
  Variable Effect (any one of his Energy Powers 
  Multipower slots at once; +½); Costs Endurance (to 
  maintain; -½), Increased Endurance Cost (x2 END; 
  -½), Only Aid Self (-1)
  72 
  Wide-Spectrum Force-Field: Resistant Protection 
  (15 PD/15 ED/6 Mental Defense/6 Power 
  Defense/6 Sight Group Flash Defense) 
  0
  45 
  Power-Flight: Flight 30m 
  0
  Reduced Endurance (0 END; +½)
   
  Skills
  20 
  +4 with Energy Powers Multipower
  4 
  +2 with Flight
  2 
  CK: Millennium City 11-
  2 
  KS: The Superhuman World 11-
  1 
  Language: Crimelords Battle Codes
  3 
  Stealth 14-
  3 
  Teamwork 14-
  Total Powers & Skills Cost: 264
  Total Cost: 475
  400 Matching Complications (75)
  20 
  Hunted: PRIMUS (Infrequently, Mo Pow, NCI, Capture)
  20 
  Hunted: the Champions (Infrequently, Mo Pow, NCI, 
  Capture)
  10 
  Hunted: Teleios (Infrequently, Mo Pow, NCI, Watching)
  15 
  Psychological Complication: Overconfidence (Very 
  Common, Moderate)
  15 
  Vulnerability: 1½ x STUN from Physical HKAs (Very 
  Common)
  Total Complications Points: 75
  Experience Points: 75
  
  Champions Villains Volume Two: Villain Teams n The Crime lords 
  51
  TIGER LILY
  Background/History: Suzy Kee was born in 
  Bangkok, the daughter of a Thai prostitute and one 
  of her Western “clients.” She seemed destined for a 
  life of thievery and prostitution herself, until good 
  fortune came her way in the form of an unscru-
  pulous Western scientist. Her mother thought 
  she was hiring the girl out for more mundane 
  services... but it turned out the scientist wanted 
  subjects for illegal experiments. Suzy soon real-
  ized, to her horror, that she was in effect a captive 
  of this demented man.
  Months of agonizing treatments followed... but 
  in the end, it turned out the scientist wasn’t all 
  mad. The other girls he worked on had all died, 
  one by one, but Suzy survived. And his efforts to 
  “hyperaccelerate” her metabolism and nervous 
  system so she could move and react much, much 
  faster than normal. In fact, his experiments 
  succeeded to an even greater degree than he 
  expected — he’d adjusted his routine to keep a 
  faster prisoner captive, but not a much faster one, 
  and within a few days Suzy found a way to get free. 
  Then she beat him to death with some of his own 
  lab equipment.
  Realizing she’d been given a gift she shouldn’t 
  squander, Suzy sought out the best muay thai 
  (Thai kickboxing) trainers she could and got them 
  to teach her how to fight; she paid for the lessons 
  by committing robberies all over the city. When 
  she felt she was ready, she adopted the name Tiger 
  Lily and became a supercriminal in America. It 
  wasn’t long after that that she met Dreadnaught... 
  and the rest, as they say, is history.
  Personality/Motivation: Tiger Lily is strong-willed 
  and driven. She’s seen how the people she grew 
  up around turned out, and she’s determined never 
  to be like that — she’s going to succeed at what 
  she does and make plenty of money. Whatever 
  the situation, she has a plan and a goal, and she’s 
  the one in charge. If someone tries to order her 
  around or keeps questioning her plans, trouble 
  will arise.
  Quote: “You move like a slug; this won’t take me 
  long.”
  Powers/Tactics: Tiger Lily’s metabolism and 
  nervous system have been altered by super-science 
  to vastly improve the way they function. In 
  general she’s much faster and more dexterous than 
  an average human (or even most superhumans), 
  and whenever she moves there’s a predatory 
  grace about her that’s simultaneously beautiful 
  and frightening. Furthermore, if necessary she 
  can “hyperaccelerate” herself beyond even her 
  ordinary limits. In game terms this can manifest 
  in several ways, such as +2 SPD or an HA with 
  the special effect of “she hits you a dozen times in 
  the blink of an eye.” However, hyperacceleration 
  is very tiring; she can’t maintain that state for very 
  long or she’ll run out of END.
  Tiger Lily fights 
  aggressively. She’s 
  quick to charge 
  the enemy and get 
  into the thick of 
  things, but she’s 
  no fool; she won’t 
  expose herself need-
  lessly or bite off more than 
  she can chew. She attacks 
  fast and hard, relying 
  on her greater speed 
  for an unbeatable 
  advantage. Unless she 
  needs them to hit 
  her target, she keeps 
  her Combat Skill 
  Levels mostly in 
  DCV.
  To maintain her 
  powers, Tiger Lily has 
  to eat a lot more than 
  normal to keep her 
  body “fueled.” This 
  isn’t so severe that it 
  rises to the level of 
  a Dependence or 
  Physical Complication, 
  but if the PCs ever have a 
  chance to observe her in a more 
  peaceful situation they’ll see that 
  she eats more at a single meal 
  than any three NFL linebackers 
  would... and never seems to 
  gain a pound.
  Campaign Use: Tiger Lily’s 
  criminality is a matter 
  of upbringing and habit 
  as much as anything; 
  she’s never known what a 
  “legitimate” lifestyle is like. It’s possible the PCs 
  could reform her... though that would probably 
  involve finding a way to break up her relationship 
  with Dreadnaught, who’s more strongly inclined 
  towards criminality.
  To make Tiger Lily tougher, reduce or remove 
  the Increased Endurance Cost on her hyperac-
  celeration powers so she can use them more often. 
  To weaken her, get rid of her Fighting Batons and 
  Boot Flares.
  Appearance: Tiger Lily is a half-American, half-
  Thai woman, 5’8” tall with an athletic but attrac-
  tive figure. Her hair is black and little longer than 
  shoulder length; she ties it back in a ponytail. The 
  top part of her costume is a sort of tight, sleeveless 
  leather vest that leaves her midriff bare. It zips up 
  the center, but she only pulls the zipper up about 
  halfway most of the time; the vest is black with a 
  tiger-stripe pattern in gold. She’s got black leather 
  wristbands, form-fitting black leather pants, and 
  black knee-high boots with a flared gold metallic 
  top (this makes her knee strikes do extra damage). 
  Her fingernails are painted red.
  TIGER LILY FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Tiger Lily if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: Tiger Lily is 
  a member of the 
  Crimelords villain 
  team; she’s a 
  martial artist with 
  hyperaccelerated 
  metabolism that 
  makes her incred-
  ibly fast and nimble.
  K/R: Tiger Lily 
  is the leader of 
  the Crimelords. 
  She’s the romantic 
  partner of 
  Crimelords member 
  Dreadnaught.
  -1: Tiger Lily is 
  trained in the 
  martial art of Muay 
  Thai (Thai kick-
  boxing), and can 
  deliver devastatingly 
  effective punches, 
  elbow smashes, and 
  knee strikes.
  -4: When hyperac-
  celerated, Tiger Lily 
  can run at speeds 
  of over 70 miles 
  an hour, though 
  she can’t main-
  tain that pace too 
  long without tiring 
  herself out.
  -6: Tiger Lily has an 
  enormous appetite; 
  increased food 
  consumption is 
  probably necessary 
  to maintain her 
  powers.
  -10: His Secret 
  Identity is Suzy Kee; 
  she’s partly of Thai 
  ancestry.
  
  52 n The Crime lords 
  Hero System 6th Edition
  TIGER LILY
  Val Char Cost Roll Notes
  20 STR 
  10 13- Lift 400 kg; 4d6 HTH damage [2]
  30 DEX 
  40 15-
  23 CON 
  13 14-
  13 INT 
  3 12- PER Roll 12-
  12 EGO 
  2 11-
  18 PRE 
  8 13- PRE Attack: 3½d6
  10 OCV 
  35
  10 DCV 
  35
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  6 
  SPD 
  40 	
  Phases: 2, 4, 6, 8, 10, 12
  12 PD 
  10 	
  Total: 20 PD (10 rPD)
  8 
  ED 
  6 	
  Total: 16 ED (10 rED)
  30 REC 
  26
  45 END 
  5
  14 BODY 
  4
  40 STUN 
  10  
  Total Characteristics Cost: 253
  Movement: 
  Running: 
  18m
   
  Leaping: 
  16m
  Cost Powers 
  END
  13 
  Hyperacceleration: +2 SPD 
  2
  Costs Endurance (-½)
   
  Martial Arts: Muay Thai
   
  Maneuver 
  OCV DCV Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Elbow/Knee Killing Strike 
  -2 
  +0 
  HKA 1d6 (2d6 
  with STR)
  4 
  Foot Push 
  +0 
  +0 
  45 STR to Shove
  4 
  Low Kick 
  +0 
  +2 
  8d6 Strike
  4 
  Punch/Elbow Strike 
  +2 
  +0 
  8d6 Strike
  5 
  Roundhouse Kick/Knee Strike -2 
  +1 
  10d6 Strike
  8 
  +2 Damage Classes (already added in)
  1 
  Use Art with Clubs
  3 
  Boot Flares: Multipower, 5-point reserve; all OIF (-½)
  1f 
  1) Knee Strike Enhancement: HA +1d6 
  1
  OIF (-½), Hand-To-Hand Attack (-¼), Only Works With 
  Knee Strike (-1)
  1f 
  2) Knee Killing Strike Enhancement: HKA +1 point 
  1
  OIF (-½), Only Works With Knee Killing Strike (-1)
  4 
  Fighting Batons: HA +2d6 
  1
  OAF (-1), Hand-To-Hand Attack (-¼)
  4 
  Fighting Batons: Another Fighting Baton (total of 2) 
  1
  7 
  Hyperaccelerated Striking: Multipower, 20-point 
  reserve; all slots Increased Endurance Cost 
  (x5 END; -2)
  1f 
  1) Hyperaccelerated Normal Strikes: HA +4d6 
  10
  Hand-To-Hand Attack (-¼), Increased Endurance 
  Cost (x5 END; -2)
  1f 
  2) Hyperaccelerated Killing Strikes: HKA +1d6 (adds 
  to Elbow/Knee Killing Strike); Increased Endurance 
  Cost (x5 END; -2) 
  5
  2 
  Altered Form: Resistant (+½) for 2 PD/2 ED 
  0
  16 
  Armored Costume: Resistant Protection (8 PD/8 ED) 
  0
  OIF (-½)
  6 
  Fast: Running +6m (18m total) 
  1
  5 
  Hyperaccelerated Running: Running +14m (32m total) 5
  Increased Endurance Cost (x5 END; -2)
  6 
  Strong Leaper: Leaping +12m (16m forward, 8m 
  upward) 
  1
   
  Skills
  32 
  +4 HTH
  3 
  Acrobatics 15-
  3 
  Breakfall 15-
  3 
  Charm 13-
  3 
  Climbing 15-
  3 
  Contortionist 15-
  2 
  Gambling (Card Games) 12-
  1 
  High Society 8-
  2 
  KS: Muay Thai 11-
  3 
  Language: English (completely fluent; Thai is Native)
  1 
  Language: Crimelords Battle Codes
  3 
  Lockpicking 15-
  5 
  Rapid Attack (HTH)
  1 
  Security Systems 8-
  3 
  Shadowing 12-
  3 
  Stealth 15-
  3 
  Streetwise 13-
  3 
  Teamwork 15-
  5 
  Two-Weapon Fighting (HTH)
  10 
  WF: Common Melee Weapons, Common Missile Weapons, 
  Common Martial Arts Weapons, Small Arms, Thrown 
  Swords, Whip
  Total Powers & Skills Cost: 196
  Total Cost: 449
  400 Matching Complications (75)
  10 
  Distinctive Features: Style (Not Concealable, Always 
  Noticed And Recognizable, Detectable By Large 
  Group)
  20 
  Hunted: PRIMUS (Infrequently, Mo Pow, NCI, Capture)
  20 
  Hunted: the Champions (Infrequently, Mo Pow, NCI, 
  Capture)
  15 
  Psychological Complication: Fiercely Independent; Has 
  To Be In Charge (Common, Strong)
  15 
  Psychological Complication: In Love With Dreadnaught 
  (Common, Strong)
  15 
  Social Complication: Secret Identity (Suzy Kee) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 49
  
  Champions Villains Volume Two: Villain Teams n The Crime lords 
  53
  WARHAMMER FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  Warhammer if they 
  succeed with an appro-
  priate Skill Roll:
  N/R: Warhammer is 
  a powered armor-
  wearing supervillain 
  who’s a member of the 
  Crimelords.
  K/R: His armor’s main 
  weapon is a multi-
  functional blaster built 
  into the gauntlets.
  -1: Warhammer also 
  has a “piston-powered 
  punch” that lets him 
  smack his enemies 
  down hard; he really 
  seems to enjoy hand-
  to-hand combat.
  -4: Warhammer’s 
  fascinated by powered 
  armor in general 
  and often targets 
  other powered armor 
  wearers in combat to 
  see how their suits 
  stack up to his... and 
  possibly to obtain some 
  of their tech to enhance 
  his own armor.
  -10: His Secret Identity 
  is Craig Turner.
  WARHAMMER
  Background/History: Craig Turner was a typical 
  nerd growing up — small, scrawny, and picked on, 
  but with straight-A grades and more smarts than 
  was really good for him. His two great loves were 
  science and comic books; he could always escape 
  into other worlds when his real life became too 
  much to handle.
  One day when he was a teenager, recovering 
  from yet another round of bullying, he had a 
  brainstorm: he could use his gift for science to 
  make himself tough enough to handle all of his 
  enemies! (In his mind he already thought of them 
  as “enemies.”) Trying to transform himself into a 
  superhuman was way too risky — a technological 
  solution would be better, and anyway the powered 
  armor characters in comic books had always been 
  his favorite.
  Years of study and work followed. Using money 
  he got from odd jobs and stealing, he slowly but 
  surely built himself a suit of powered armor he 
  christened “Warhammer.” It wasn’t much, but by 
  the time he was in his early 20s it was enough to 
  let him embark on a career of showing the world 
  he was not only smarter, but bigger or stronger, 
  than anyone else. Earnings from his early crimes 
  brought him enough money to upgrade his armor, 
  and enough attention to get plenty of mercenary 
  supervillain work. During his mercenary years he 
  met another supervillain named Dreadnaught, 
  and they hit it off. When Tiger Lily was forming 
  the Crimelords, Dreadnaught remembered his 
  old friend, thought he’d fit the team perfectly, and 
  offered him a slot in the roster.
  Personality/Motivation: Warhammer feels like 
  he’s been kicked around, abused, and overlooked 
  all his life, so now it’s his turn to do a little of the 
  kicking and abusing. He loves to fight, particularly 
  when he can use his intelligence and inventions 
  (his powered armor) to pound on brainless, 
  musclebound oafs like the ones who tormented 
  him when he was a kid.
  Warhammer’s stubborness and desire to show 
  that he’s a “tough guy” sometimes cause friction 
  within the team. Taking orders isn’t his strong suit, 
  and a couple times Tiger Lily’s had to give him a 
  dressing-down. But in the end he’s usually smart 
  enough to realize that the Crimelords do really 
  well following Tiger Lily’s lead... and in any event 
  it’s not as if he wants to be boss.
  Warhammer gets along well with Dreadnaught 
  because they both have chips on their shoulders 
  about the way other people used to treat them. 
  They’ve become really good friends over the years, 
  and sometimes Dreadnaught can “buddy talk” 
  him into going along with the team even when he’s 
  got his back up about the orders he’s been given.
  Quote: “Think you’re tough, huh? Try this on for 
  size, moron!”
  Powers/Tactics: Warhammer fights like the big, 
  tough, powerful guy he envisions himself as: he 
  gets right in there and starts demol-
  ishing his enemies. He actually 
  prefers to use his Piston-Powered 
  Punch and/or raw STR more 
  than his Gauntlet Blasters, but 
  he’s smart enough to know when 
  it’s time for some Ranged 
  attacks instead of brawling.
  Unlike most 
  powered armor wearers, 
  Warhammer can’t fly; 
  instead, he makes servo-
  assisted leaps of up to 50m. 
  He’s considered incorporating 
  a jetpack or jetboots, but 
  he enjoys leaping and so far 
  inability to fly hasn’t really 
  hampered him much.
  Campaign Use: Warhammer 
  primarily gives the Crimelords 
  a “tech guy” who can spearhead 
  (or plan) capers involving the 
  theft of high-tech gear, the use of computers, or 
  the like. But his armor also makes him versatile 
  enough to assist the team in many other ways; 
  losing him would be a real setback for the group.
  To make Warhammer tougher, upgrade his 
  armor with more capabilities: some less violent 
  attacks (Drains and NNDs); some boot-jets for 
  Flight; an HKA sawblade attachment that pops 
  out of one gauntlet; more sensors and sense-
  enhancing devices; and so on. To weaken him, 
  reduce the size of his Endurance Reserve, and 
  perhaps drop his SPD to 4.
  Warhammer typically only Hunts heroes if the 
  Crimelords as a whole do, in which case he follows 
  Tiger Lily’s orders. But given his attitude he could 
  develop a grudge against a specific character 
  pretty easily and make a point of seeking him out 
  to prove who’s better. He’s particularly likely to do 
  this with other powered armor heroes; powered 
  armor fascinates him, and he’s always looking for 
  new tech he can incorporate into his own suit.
  Associates, Allies, And Adversaries: As a free-
  lance supervillain Warhammer often worked for 
  both VIPER and ARGENT in exchange either 
  for money or technology, and he maintains his 
  contacts with both organizations.
  Although they’ve never met or fought, 
  Warhammer and Armadillo have often “trash 
  talked” one another over who has the best armor 
  and is a better villain. A confrontation seems 
  almost inevitable at this point; the message boards 
  at VU.Net are full of fan speculation about who’ll 
  win the fight.
  Appearance: Warhammer wears an impressive 
  suit of powered armor that makes him nearly 
  seven feet tall (out of the armor he’s just shy of 
  six feet). The armor is mostly colored dark grey, 
  with dull gold highlights here and there. The boots 
  and gauntlets are slightly oversized and connect 
  to the chest and trunk pieces with a more flexible 
  “mesh.”
  
  54 n The Crime lords 
  Hero System 6th Edition
  WARHAMMER
  Val 
  Char Cost Roll 
  Notes
  10+40 STR 
  27* 11- (19-) Lift 100 kg (25 tons); 2d6 
  (10d6) HTH damage [1 (5)]
  10+10 DEX 
  13* 11- (13-)
  10+20 CON 
  13* 11- (15-)
  18 
  INT 
  8 13- 
  PER Roll 13-
  15 
  EGO 
  5 12-
  10+20 PRE 
  13* 11- (15-) PRE Attack: 2d6 (6d6)
  3+4 
  OCV 
  13*
  3+4 
  DCV 
  13*
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  2+3 
  SPD 
  20* 	
  Phases: 6, 12 (3, 5, 8, 10, 12)
  4 
  PD 
  2 	
  Total: 15 PD (11 rPD)
  4 
  ED 
  2 	
  Total: 15 ED (11 rED)
  4 
  REC 
  0
  20 
  END 
  0
  10 
  BODY 
  0
  20 
  STUN 
  0                Total Characteristics Cost: 135
  *: OIF (Powered Armor; -½)
  Movement: 
  Running: 
  12m
   
  Leaping: 
  50m
  Cost Powers 
  END
  43 
  Power System: Endurance Reserve (200 END, 21 REC) 0
  OIF (-½)
  14 
  Piston-Powered Punch: HA +5d6 
  2
  OIF (-½), Hand-To-Hand Attack (-¼)
  50 
  Gauntlet Blasters: Multipower, 75-point reserve
  All OIF (-½)
  2f 
  1) Mega-Blast: Blast 15d6 
  35
  OIF (-½), Increased Endurance Cost (x5 END; -2)
  4f 
  2) Standard Blast: Blast 12d6 
  6
  OIF (-½)
  4f 
  3) Deadly Blast: RKA 4d6 
  6
  OIF (-½)
  5f 
  4) Explosive Blast: Blast 10d6 
  7
  Area Of Effect (22m Radius Explosion; +½); OIF (-½)
  5f 
  5) Pulse-Blast: Blast 10d6 
  7
  Penetrating (+½); OIF (-½)
  4f 
  6) Bright Blast: Blast 10d6 
  7
  OIF (-½)
   
  plus: Sight Group Flash 5d6
  OIF (-½), Linked (-½)
  22 
  Battle Armor: Resistant Protection (11 PD/11 ED) 
  0
  OIF (-½)
  67 
  Battle Armor: Damage Negation (-10 DCs Physical and 
  Energy) 
  0
  OIF (-½)
  7 
  Psi-Shields: Mental Defense (10 points) 
  0
  OIF (-½)
  7 
  Force-Field: Power Defense (10 points) 
  0
  OIF (-½)
  7 
  Flare Shielding: Sight Group Flash Defense (10 points) 0
  OIF (-½)
  7 
  Hearing Protection: Hearing Group Flash Defense 
  (10 points) 
  0
  OIF (-½)
  13 
  Life Support Systems: Life Support (Safe Environ-
  ments: High Pressure, High Radiation, Intense 
  Cold, Intense Heat, Low Pressure/Vacuum; Self-
  Contained Breathing) 
  0
  OIF (-½)
  15 
  Leg Pistons: Leaping +46m 
  (50m forward, 25m upward) 
  2
  OIF (-½)
  6 
  Helmet Communication System: HRRP (Radio Group) 0
  OIF (-½), Affected As Sight And Hearing Groups As 
  Well As Radio Group (-½) 
   
  Skills
  6 
  +3 OCV with Punch
  15 
  +3 with Gauntlet Blasters Multipower
  3 
  Computer Programming 13-
  3 
  Deduction 13-
  3 
  Electronics 13-
  3 
  KS: Powered Armor Superhumans 13-
  2 
  KS: The Superhuman World 11-
  1 
  Language: Crimelords Battle Codes
  3 
  Mechanics 13-
  2 
  SS: Chemistry 11-
  2 
  SS: Physics 11-
  3 
  SS: Powered Armor Designing/Manufacturing 13-
  2 
  SS: Robotics 11-
  3 
  Security Systems 13-
  3 
  Systems Operation 13-
  3 
  Teamwork 13-
  Total Powers & Skills Cost: 339
  Total Cost: 474
  400 Matching Complications (75)
  20 
  Hunted: PRIMUS (Infrequently, Mo Pow, NCI, Capture)
  20 
  Hunted: the Champions (Infrequently, Mo Pow, NCI, 
  Capture)
  15 
  Psychological Complication: Out To Show The World 
  Who’s Boss (Common, Strong)
  5 
  Rivalry: Professional, with other powered armor wearers/
  designers
  15 
  Social Complication: Secret Identity (Craig Turner) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 74
  
  Champions Villains Volume Two: Villain Teams n The Crowns Of Krim 
  55
  THE CROWNS 
  OF KRIM
  Membership: Dark Seraph, Bloodstone, Eclipse, 
  Force, Phoenix, Temblor
  Background/History: Tens of thousands of years 
  in the past, so long ago no one knows exactly 
  when, the demon-god Krim forged six crowns of 
  terrible power. Suffused with dark arcane ener-
  gies, the crowns would grant those who wore 
  them awesome magical abilities — but would also 
  corrupt their souls. Every time some weakling 
  human put on one of the crowns, Krim laughed, 
  knowing that desctruction and misery were soon 
  to follow.
  During the Turakian Age, Kal-Turak the 
  Ravager of Men used potent sorceries to locate 
  each of the crowns and take control of them, 
  but he was not so foolish as to wear any of them 
  himself. Rather, he gave them to certain of his 
  servants, first using spells to weaken the crowns’ 
  power so that none of the wearers could challenge 
  his rule. The men of the Turakian Age claimed 
  that the Dragon Crown the Ravager wore was also 
  forged by Krim at Kal-Turak’s behest and allowed 
  him to control the other crowns, though Kal-
  Turak said naught of the matter.
  When the Turakians at last overthrew Tako-
  fanes (the arch-lich whom Kal-Turak had 
  become), the six crowns were lost, some hoped 
  forever. But such was not to be. From time to time 
  during millennia that followed, one crown or the 
  other would surface, usually on the head of some 
  sorcerer seeking ever-greater power, only to be lost 
  again when that person inevitably fell into dark-
  ness and death.
  After the Cataclysm that overthrew Atlantis 
  and changed the world, the crowns were lost 
  again, this time for many millennia. As the power 
  of magic waned in the world, the crowns became 
  quiescent, slumbering in their resting places. But 
  in the twentieth century, as magic once again rose 
  in the world (albeit in different ways than ever 
  before), the crowns re-awakened, and their dark-
  ling energies called out to men of great malice, as 
  they sought new masters.
  The first and greatest of the crowns, the Iron 
  Crown, attracted the attention of one of the most 
  wicked men in the world, the British occultist 
  Sir Dennis of South Mallon. In 1978, Sir Dennis 
  sacrificed a dozen people to Krim to obtain the 
  Iron Crown, and in the process was transformed 
  into the terrifying Dark Seraph. For many years 
  Dark Seraph threatened the world on his own, 
  occasionally teaming up with DEMON or other 
  mystically-powered villains. Then, in 1985, he 
  sensed the awakening of another crown — the 
  Shadow Crown, which grants the wearer powers 
  of darkness as black as Krim’s heart. A young 
  American researcher named Paul Hundley had 
  found the Shadow Crown and placed it upon his 
  head, willingly selling his soul for the power he 
  was offered. Using the powers of the Iron Crown, 
  Dark Seraph called Hundley to him.
  Dark Seraph now knew it was only a matter of 
  time, and so waited with brooding patience for the 
  other crowns to emerge. The Golden Crown, with 
  its awesome psychokinetic powers, appeared next, 
  on the brow of Donald Jamison, a drifter who 
  stole what he thought was a tiara from a jewelry 
  store. Then came the Blood Crown, unearthed by 
  archaeologist Nestor Castillo in a long-lost Aztec 
  temple not far from Mexico City. The Shining 
  Crown, summoned by Greg Shackleford in much 
  the same way that Sir Dennis obtained the Iron 
  Crown, and the Stone Crown, found in a weird 
  cave formation in northern Mexico by geologist 
  Miguel Cordova, soon followed. One by one, as 
  the crowns were claimed and worn, Dark Seraph 
  knew of it, and called the wearers to him. By 1993, 
  the Crowns of Krim was complete — and the 
  world has lived in terror of them ever since.
  Group Relations: Despite the fact that each of 
  them is evil, and many of them have sold their 
  souls for ever-greater power, the Crowns of Krim 
  work well together. The crowns themselves all 
  “owe allegiance” to the Iron Crown, giving Dark 
  Seraph the power to command them and their 
  wearers and thus eliminate treachery or dissent. 
  (Though even the Iron Crown is subject, at least 
  at times, to the Dragon Crown of Takofanes; see 
  CU 115, 155-56). Dark Seraph rules the Crowns 
  with an iron fist; those who dispute or question his 
  commands suffer harsh punishments.
  Tactics: The Crowns of Krim have never bothered 
  to come up with elaborate tactics or battle maneu-
  vers; they simply use their great power to strike 
  down their foes. Each member fights in his own 
  preferred way (see individual character sheets), 
  though each of them shouts out “code words” in 
  an ancient Turakian tongue when he’s about to use 
  an attack that affects a large area (such as Dark 
  Seraph’s power of Invoked Lightning).
  
  56 n The Crowns Of Krim 
  Hero System 6th Edition
  Campaign Use: Many experts rank the Crowns 
  of Krim as the most powerful occult group 
  threatening the world today, putting it ahead of 
  DEMON, the Devil’s Advocates, and the Circle 
  of the Scarlet Moon due to its members’ vast 
  power and diabolic natures. Though Takofanes 
  the Undying Lord is himself significantly more 
  powerful than any one of the Crowns, as a group 
  the Crowns can perform coordinated assaults on 
  targets, making them equally as dangerous as the 
  Archlich in battle... if not moreso.
  The six crowns themselves are Obvious 
  Inaccessible Foci (though they do grant their 
  wearers some powers that don’t require them to 
  be worn). They’re quite obvious when worn, but 
  cannot easily be removed from the wearer. (In 
  their civilian identities, if they maintain them, the 
  Crowns hide their crowns with minor spells of 
  concealment or the like.) If taken from its wearer, 
  and not quickly claimed and worn by some other 
  person, a crown will subtly call out to its owner, 
  leading him to it until it rests atop his brow once 
  more. Because it’s almost impossible to keep one 
  of the Crowns from transforming — it requires 
  certain rare and potent spells — they don’t take 
  the Only In Alternate Identity Limitation on their 
  Characteristics or many of their powers. However, 
  the GM is certainly free to deny them those abili-
  ties in mundane situations, according to common 
  sense and dramatic sense, if he feels it would be 
  appropriate.
  The Crowns typically commit crimes with an 
  occult theme — they attempt to steal magical 
  items they can use, strike back against the Tris-
  megistus Council and their other enemies in the 
  Mystic World, work powerful summoning-spells 
  to bring arch-devils to this world, and so forth. 
  Mundane crimes are beneath them. Dark Seraph’s 
  ultimate goal is rulership of the world, but he’s 
  willing to work toward it slowly.
  Similarly, the Crowns are most likely to 
  start Hunting a hero who has occult powers, 
  particularly if you can work out a way for them 
  to somehow “tap” the hero’s arcane energies 
  to increase their own abilities. But given their 
  demonic natures, they could end up Hunting 
  just about anyone, if angered enough. Initially, 
  they’ll pursue their quarry in brutal fashion, with 
  destructive surprise attacks; if that doesn’t work, 
  they’ll gradually shift to more clever, devious 
  tactics.
  Krim and his workings offers a clever GM 
  many ways to use Dark Seraph and his minions in 
  the campaign. How great is the Dragon Crown’s 
  control over the six lesser crowns (and what will 
  Takofanes do with that power, assuming Dark 
  Seraph can’t find a way to break it)? Are there 
  perhaps more crowns, waiting to be found? Did 
  Krim craft any other enchanted items, which 
  could fall into the hands of the petty and wicked 
  men of the world? Might the demon-god himself 
  somehow manifest on this world, ravaging it with 
  horror and chaos?
  If the Crowns are too weak a group to stand up 
  to your PCs, start boosting their individual power 
  levels until they can challenge the heroes, but 
  always keep Dark Seraph markedly more powerful 
  than the others. As a last resort, you might create a 
  new crown or two and add to the group’s roster. To 
  weaken the group, leave one or two of the crowns 
  yet unfound, and their wearers thus still normal 
  people. When the time comes, you can add new 
  members easily.
  Associates, Allies, And Adversaries: Although 
  they’re feared for their power, the Crowns of 
  Krim (and Dark Seraph in particular) aren’t 
  well-regarded in many parts of the Mystic World. 
  They don’t have real power — just artifacts they 
  command. So what if any of them can wreck a 
  skyscraper? Ordinary mortals do that without 
  magic. Dark Seraph and his followers only dazzle 
  the sicker wannabe-wizards; the masters scorn 
  them... though in the case of other evil mystics, 
  this disdain sometimes comes from envy. It 
  isn’t fair, either. Dark Seraph still knows a great 
  deal about dark magic, and works impressive 
  feats using the power locked in artifacts, relics, 
  mystically-charged places, and secret rituals. Were 
  he (or any of his followers) to develop true spell-
  casting abilities, the Mystic World would tremble 
  in fear.
  The Crowns have worked with DEMON and 
  the Circle of the Scarlet Moon in the past, but not 
  on a regular basis. Inevitably the two organizations 
  have a falling-out over the way the scheme should 
  work or how to divide the mystic spoils, and bad 
  blood results for a time. Since DEMON’s true 
  nature has become known, Dark Seraph’s had little 
  interest in working with it; he wants to rule the 
  world, not hand it over to Qliphothic entities.
  CROWNS OF KRIM FACTS
  Here are some facts characters and NPCs might know about the 
  Crowns of Krim if they succeed with an appropriate Skill Roll:
  N/R: The Crowns of Krim are one of the most powerful supervillain 
  teams in the world. Led by the feared Dark Seraph, its other members 
  include Bloodstone, Eclipse, Force, Phoenix, and Temblor. Each of them 
  derives his powers from a mystic crown he wears.
  K/R: The Crowns and Takofanes are bitter enemies; some authorities 
  believe that Takofanes’s “Dragon Crown” is related to the Crowns’ 
  crown somehow, or that he wants to force them to become his minions.
  -2: The Crowns also do not get along with Shadow Destroyer or the 
  Devil’s Advocates.
  -4: The Crowns don’t use formal battle tactics; each member tends 
  to fight on his own, though this doesn’t seem to significantly diminish 
  their overall effectiveness as a team.
  -8: The “Krim” who forged the Crowns’ crowns is apparently a 
  “demon-god” from some earlier period of civilization on Earth; a few 
  mystics also believe that Krim’s connected to Takofanes in some way.
  
  Champions Villains Volume Two: Villain Teams n The Crowns Of Krim 
  57
  The Crowns and Takofanes are bitter enemies. 
  Takofanes wants to use his Dragon Crown to 
  control them, and naturally they’re opposed to 
  that. They’ve fought inconclusively on several 
  occasions; the authorities are terrified that 
  someday they’ll have a real battle in the midst of 
  an urban area, killing dozens or hundreds of inno-
  cent bystanders in the process.
  The enmity between the Crowns and the 
  Devil’s Advocates also runs strong. The Demon-
  ologist has described Dark Seraph as a “cheapjack 
  charlatan” and his followers as “weapon-wielding 
  fools with no true mastery”; he’s tried on at least 
  one occasion to harness the Crowns’ power for 
  himself with summoning- and control-spells, 
  but has yet to find strong enough incantations to 
  succeed. Dark Seraph, for his part, refers to the 
  Demonologist as a “rash and deluded fool” who 
  seeks to wield power that the Crowns actually 
  embody.
  The Crowns teamed up with Shadow Destroyer 
  on one occasion — a 2008 attack on the Vatican’s 
  secret library of occult tomes — but the plot was 
  foiled by UNITY and several independent Euro-
  pean heroes. Each of the “allies” blamed the other 
  for the failure, and as a result they’ve become 
  enemies. It’s not an active feud, but they’re not 
  likely to work together again and neither would 
  mind interfering (even if only indirectly) in the 
  plans of the other.
  The Crowns of Krim generally ignore non-
  mystic villains, but an alliance might be possible 
  under the right circumstances (such as to commit 
  a crime that would net the Crowns vast wealth 
  that they need for some purpose).
  DARK SERAPH
  Background/History: Bored, bored, bored. Dennis 
  Walthingham, baronet of South Mallon, couldn’t 
  believe how bored he was. Ever since his father 
  died and the title passed to him, he’d been living 
  the life of the idle rich — not that he’d exactly 
  been a productive member of society before then. 
  But one can only attend so many parties, social 
  functions, and sporting events before they blur 
  together into one boring canvas. Then, one day, 
  his friend and sometime lover Barbara Preston-
  Fredericks mentioned a “cult” she’d been dabbling 
  with, just for thrills. “They’re into all this black 
  magic stuff, Dennis; you’d love it. Like nothing 
  you’ve ever seen before.” Though skeptical, Dennis 
  decided to accompany her to the cult’s next 
  meeting; at least it was something different to do.
  That night changed Dennis’s life forever. 
  The group was more than just a “cult” — it 
  was a genuine coven, practicing genuine black 
  magic, and Dennis was fascinated. Not only 
  did the idea of knowing what others did not 
  know, and wielding powers ordinary people 
  could never possess, intrigue him, but the sheer 
  wickedness of it spoke to his selfish, petty heart. 
  He plunged into the study of the occult with a 
  will, spending a fortune on ancient grimoires and 
  mystical appurtenances. His natural talent for the 
  Arts Arcane was evident; before long he was the 
  most knowledgeable member of the coven, and its 
  leader, though he’d been a member for less time 
  than anyone else. Many a night he felt the warm 
  blood of a black cat seeping between his fingers 
  as he performed sacrifices with the coven, and 
  more than a few of his enemies found themselves 
  suffering under horrible curses.
  In 1978, Dennis began to feel strange stirrings, 
  as if something were calling to him, summoning 
  him to his destiny. A spell came, unbidden, to 
  his mind, and he brought the coven together 
  to perform it. When the ritual was done, there 
  appeared before him on the sacrifice-stone a 
  Crown of Iron, seething with dark power. But 
  Dennis could sense he still lacked the power to 
  claim it for his own — all the sacrifices performed 
  that night were not yet enough. So, as a terrible 
  thunder rolled and lightning split the sky, Dennis 
  turned on his coven. While his erstwhile friends 
  stood paralyzed with fear, he sacrificed each of 
  them, one by one, to the demon-god Krim in 
  exchange for the power of the Iron Crown — and 
  he offered up his soul to Krim as well. As the 
  blood of a dozen men and women pooled around 
  Dennis’s feet, Krim heard him, and accepted. 
  Dennis reached out and took the Crown, and 
  without hesitation placed it upon his head. When 
  next lightning lit the ring of stones, he saw his 
  reflection in the pool of blood — the demonic 
  visage, the black wings, the awesomely powerful 
  Crown — and laughed with savage delight.
  Personality/Motivation: Dark Seraph is thor-
  oughly and utterly evil. He no longer even 
  possesses a human soul, having sold his to Krim 
  for occult power. He wants nothing more than to 
  spread mayhem, chaos, death, destruction, pain, 
  suffering, and torment throughout the world, and 
  to rule all mankind from a dark throne in Krim’s 
  name. There is no act so vile or wicked Dark 
  Seraph will not perform it; in fact, the eviler the 
  act, the better he likes it.
  Quote: “You heroes, who think you have seen 
  darkness before: look upon me and know what 
  true Darkness is... and know, too, that it is your 
  doom.”
  Powers/Tactics: Dark Seraph possesses horrifying 
  powers of dark magic as a result of wearing the 
  Iron Crown and selling his soul to the demon-god 
  Krim. Some of his powers, including his black 
  magic spells, depend on the Crown itself, while 
  others are innate. His powers don’t take the Only 
  In Alternate Identity Limitation for two reasons. 
  First, though he maintains his identity as Sir 
  Dennis of South Mallon (mainly to mingle, in 
  non-threatening form, with dissipated dilettantes 
  and mystic cultists who seek his presence as a way 
  of currying favor or spicing up their jaded lives), 
  he rarely uses it, preferring his Dark Seraph form. 
  DARK SERAPH 
  FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  Dark Seraph if they 
  succeed with an 
  appropriate Skill Roll:
  N/R: Dark Seraph, 
  the leader of the 
  Crowns of Krim, 
  is one of the most 
  powerful mystic 
  supervillains in 
  the world; the Iron 
  Crown he wears has 
  transformed him into 
  a “black angel” with 
  potent powers of evil 
  magic.
  K/R: His real name is 
  Sir Dennis Walth-
  ingham; he was once 
  the baronet of South 
  Mallon in England.
  -1: Although he 
  possesses immense 
  mystic power, Dark 
  Seraph cannot 
  actually cast spells 
  the way Witchcraft, 
  the Demonologist, 
  Talisman, and many 
  other super-mages 
  do.
  -2: Dark Seraph has 
  a vicious, demoniac 
  temper; he often 
  goes berserk in 
  battle, attacking his 
  opponent without 
  any regard for his 
  own personal safety.
  -4: In his human 
  form Dark Seraph 
  sometimes mingles 
  with occultists or 
  dissipated dilet-
  tantes looking for a 
  wicked thrill.
  -6: Dark Seraph 
  suffers intense 
  pain when attacked 
  with holy energies 
  or powers. He also 
  feels pain when 
  forced to enter holy 
  or sacred areas or 
  confronted with holy/
  sacred objects.
  
  58 n The Crowns Of Krim 
  Hero System 6th Edition
  DARK SERAPH
  Val Char Cost Roll Notes
  45 STR 
  35 18- Lift 12.5 tons; 9d6 HTH damage [4]
  23 DEX 
  26 14- OCV: 8/DCV: 8
  25 CON 
  15 14-
  20 INT 
  10 13- PER Roll 13-
  20 EGO 
  10 13- MCV: 7
  30 PRE 
  20 15- PRE Attack: 6d6
  10 OCV 
  35
  9 
  DCV 
  30
  8 
  OMCV 15
  8 
  DMCV 15
  6 
  SPD 
  40 	
  Phases: 2, 4, 6, 8, 10, 12
  35 PD 
  33 	
  Total: 35 PD (35 rPD)
  35 ED 
  33 	
  Total: 35 ED (35 rED)
  20 REC 
  16
  50 END 
  6
  15 BODY 
  5 
  70 STUN 
  25  
  Total Characteristic Cost: 369
  Movement: 
  Running: 
  12m
   
  Flight: 
  40m
  Cost Powers 
  END
  93 
  Black Magic: Multipower, 140-point powers
  All OIF (Iron Crown; -½)
  6f 
  1) Invoked Lightning: Blast 16d6 
  14
  Area Of Effect (34m Radius Explosion; +¾); OIF (-½), 
  Extra Time (Full Phase; -½), Activation Roll 15- (-¼)
  8f 
  2) Arcane Blast: Blast 18d6 
  0
  Reduced Endurance (0 END; +½); OIF (-½),  
  Activation Roll 15- (-¼) 
  7f 
  3) Reflected Heart: Darkness to Sight Group 
  16m radius 
  0
  Reduced Endurance (0 END; +½); OIF (-½), Activa-
  tion Roll 15- (-¼) 
  8f 
  4) Agony Infliction: Mental Blast 9d6 
  0
  Reduced Endurance (0 END; +½); OIF (-½), Activa-
  tion Roll 15- (-¼) 
  5f 
  5) Ravaging The Soul: Drain BODY 8d6 
  0
  Reduced Endurance (0 END; +½); OIF (-½), Only 
  Works On Beings With Souls (-½), Activation Roll 
  15- (-¼)
  34 
  Opening The Portals Of The Mind: Telepathy 12d6 
  6
  OIF (-½), Activation Roll 15- (-¼)
  28 
  Ascension Of The Ætheric Form: Desolidification 
  (affected by magic attacks) 
  2
  Reduced Endurance (½ END; +¼); OIF (-½), Activa-
  tion Roll 15- (-¼)
  35 
  Demonic Toughness: Resistant (+½) for 35 PD/35 ED 0
  60 
  Demonic Toughness: Physical and Energy Damage 
  Reduction, Resistant, 50% 
  0
  10 
  Demonic Mind: Mental Defense (10 points) 
  0
  10 
  Demonic Body: Power Defense (10 points) 
  0
  10 
  Demon’s Eyes: Sight Group Flash Defense (10 points) 0
  35 
  Demonic Form: Life Support: Total 
  0
  40 
  Dark Wings: Flight 40m 
  0
  Reduced Endurance (0 END; +½); Restrainable (-½) 
  5 
  Demon’s Eyes: Infrared Perception (Sight Group) 
  0
  5 
  Demon’s Eyes: Ultraviolet Perception (Sight Group) 
  0
  27 
  Demon-Sense: Detect Living Souls 13- (no Sense 
  Group), Sense, Range, Targeting 
  0
   
  Perks
  6 
  Contact: black magic covens 11- (Organization)
  2 
  Fringe Benefit: Knight
  8 
  Money: Wealthy
   
  Talents
  30 
  Danger Sense (immediate vicinity, any danger) 13-
   
  Skills
  24 
  +2 Overall
  20 
  +4 with Black Magic Multipower
  3 
  Conversation 15-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  High Society 15-
  6 
  KS: Arcane And Occult Lore 16-
  2 
  KS: British Peerage 11-
  3 
  KS: Demonology 13-
  2 
  KS: Fine Wine & Food 11-
  3 
  KS: History 13-
  3 
  KS: The Mystic World 13-
  2 
  KS: The Superhuman World 11-
  2 
  Language: French (fluent conversation; English is Native)
  2 
  Language: Latin (fluent conversation)
  2 
  PS: Play Polo 11-
  3 
  Riding 14-
  3 
  Stealth 14-
  1 
  TF: Snow Skiing
  Total Powers & Skills Cost: 558
  Total Cost: 927
  400 Matching Complications (75)
  25 
  Distinctive Features: Aura Of Utter Evil (Not Concealable; 
  Causes Extreme Reaction [abject fear])
  25 
  Enraged: if attacked (Very Common), go 11-, recover 11-
  25 
  Enraged: Berserk if takes BODY (Uncommon), go 11-, 
  recover 11-
  25 
  Hunted: the Champions (Frequently, As Pow, NCI, 
  Capture)
  10 
  Hunted: Trismegistus Council (Infrequently, Less Pow, 
  Capture)
  20 
  Psychological Complication: Revels In Destruction, 
  Death, Mayhem, And Corruption (Common, Total)
  20 
  Psychological Complication: Determined To Rule The 
  World And Grind All Mortals Beneath His Mighty Heel 
  (Very Common, Strong)
  15 
  Social Complication: Public Identity (Sir Dennis of South 
  Mallon) (Frequently, Major)
  30 
  Susceptibility: to holy places/objects, takes 2d6 STUN 
  and BODY per Turn (Uncommon)
  5 
  Vulnerability: 1½ x STUN from Holy attacks (Uncommon)
  Total Complications Points: 75
  Experience Points: 527
  
  Champions Villains Volume Two: Villain Teams n The Crowns Of Krim 
  59
  Second, save for certain rare and potent spells, 
  there’s no way to keep him from transforming into 
  Dark Seraph (i.e., activating his powers) whenever 
  he chooses. In his Sir Dennis form, he keeps the 
  Iron Crown on, but hides it with a minor spell of 
  concealment. (To a greater or lesser extent, all of 
  this applies to the other five Crowns as well.)
  Dark Seraph’s black magic grants him 
  numerous powers, from the ability to call down 
  deadly bolts of lightning and project blasts of 
  pure sorcerous energy, to tearing men’s souls from 
  their bodies and rendering himself intangible. 
  Other powers, including his enormous strength, 
  wings, and general toughness, result from his 
  quasi-demonic form. He prefers to open battle 
  with Invoked Lightning in the hopes of destroying 
  or incapacitating as many foes as he can right 
  away, and then switches to whatever individual 
  attacks are appropriate for specific enemies. He 
  rarely Dodges or does anything else to avoid 
  enemy assaults, preferring to demonstrate his 
  power by simply soaking up blows and remaining 
  unaffected.
  Campaign Use: Dark Seraph represents the sort 
  of unabashedly evil villain most players love to 
  encounter. There’s no moral ambiguity here, no 
  question of what Dark Seraph stands for or will do 
  — he’s unquenchably evil, a force of great power 
  for all true heroes to oppose even to their dying 
  breath. Few things could be more satisfying to a 
  PC than dealing Dark Seraph (and his minions) a 
  thorough defeat.
  Dark Seraph and the Crowns of Krim are 
  powerful enough to threaten the world, though 
  not quite powerful enough or organized enough 
  to fall into the “master villain” category. He makes 
  a good second-tier master villain, one suitable for 
  more inexperienced hero teams to tackle. But he’s 
  still powerful enough to take on most hero teams, 
  even without the Crowns to back him up.
  If you want to make Dark Seraph more 
  powerful (perhaps temporarily, as part of a story 
  arc), replace his Multipower with a large Variable 
  Power Pool, and give him a Magic Skill to go with 
  it. That way he has both power and flexibility. If 
  you need to weaken him, reduce several of his 
  Characteristics (including STR to 30, defenses to 
  25, and SPD to 5), and cut his Multipower down 
  to a 90 Active Point reserve. You might also want 
  to reduce or get rid of his Damage Reduction.
  Dark Seraph won’t hesitate to Hunt superhe-
  roes who frustrate his plans, defeat him, or other-
  wise attract his attention. He particularly likes 
  to bedevil heroes whose powers result from holy 
  sources, or who are regarded as moral role models. 
  Even better than defeating them in battle is to use 
  his powers and resources to tempt them and cause 
  their downfall.
  Associates, Allies, And Adversaries: Dark Seraph 
  interacts more with individuals in the Champions 
  Universe than his followers do. For example, he’s 
  worked with Black Paladin on a few occasions, 
  and seems to respect him (to the extent he can 
  “respect” anyone but himself); the same seems 
  to apply, perhaps to a lesser degree, to Zorran 
  the Artificer. He once tutored Talisman, and has 
  worked with her in the past; they remain cordial 
  (insofar as people as evil as they can), but he 
  doesn’t seem interested in partnering with her 
  very often. He’s intrigued by Frag, and wonders if 
  perhaps he could track down other “products” of 
  the Zodiac Working (see CU 65) and make use of 
  them somehow....
  Appearance: As befits his name, Dark Seraph 
  resembles a fallen, demonic angel. His hairless 
  skin is a revolting shade of grey, and the wings 
  sprouting from his shoulder blades are jet black. 
  Besides the Iron Crown which adorns his head, he 
  wears nothing more than a pair of boots and an 
  elaborate breechcloth. He reeks of evil so palpable 
  that his mere presence causes people to run 
  screaming in terror.
  
  60 n The Crowns Of Krim 
  Hero System 6th Edition
  BLOODsTONe
  Val Char Cost Roll Notes
  25 STR 
  15 14- Lift 800 kg; 5d6 HTH damage [2]
  23 DEX 
  26 14-
  23 CON 
  13 14-
  20 INT 
  10 13- PER Roll 13-
  18 EGO 
  8 13-
  25 PRE 
  15 14- PRE Attack: 5d6
  8 
  OCV 
  25
  8 
  DCV 
  25
  3 
  OMCV 
  0
  6 
  DMCV 
  9
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  20 PD 
  18 	
  Total: 20 PD (20 rPD)
  16 ED 
  14 	
  Total: 16 ED (16 rED)
  10 REC 
  6
  45 END 
  5
  15 BODY 
  5
  40 STUN 
  10  
  Total Characteristics Cost: 234
  Movement: 
  Running: 
  12m
   
  Flight: 
  30m
  Cost Powers 
  END
  67 
  Bloodworking: Multipower, 100-point reserve
  All OIF (Blood Crown; -½)
  3f 
  1) Bloodlash: Blast 12d6 
  3
  Reduced Endurance (½ END; +¼); OIF (-½), Limited 
  Range (10m; -¼), Side Effect (Bloodstone automati-
  cally takes 1 BODY damage the first time he activates 
  this power in a scene; -½)
  3f 
  2) Weeping Blood: RKA 1d6+1 
  0
  NND (defense is Power Defense or not having blood; 
  +½), Does BODY (+1), Constant (+½), Reduced 
  Endurance (0 END; +½); OIF (-½), Cannot Use 
  Targeting (-½), No Knockback (-¼)
  3f 
  3) Boiling Blood: RKA 2d6 
  7
  NND (defense is Power Defense or not having 
  blood; +½), Does BODY (+1); OIF (-½), Cannot Use 
  Targeting (-½), No Knockback (-¼)
  7f 
  4) Corruption Of The Blood: Entangle 5d6, 5 PD/5 ED 10
  Takes No Damage From Attacks (+1); OIF (-½)
  10 
  Demonic Claws: HKA ½d6 (2d6+1 with STR) 
  1
  18 
  Demonic Toughness: Resistant (+½) for 20 PD/16 ED 0
  30 
  Demonic Toughness: Physical and Energy Damage 
  Reduction, Resistant, 25% 
  0
  5 
  Demonic Body: Power Defense (5 points) 
  0
  30 
  Dark Wings: Flight 30m 
  0
  Reduced Endurance (0 END; +½); Restrainable (-½)
  5 
  Demon’s Eyes: Infrared Perception (Sight Group) 
  0
  5 
  Demon’s Eyes: Ultraviolet Perception (Sight Group) 
  0
  13 
  Smell Blood: Detect Blood 13- (Smell/Taste Sense 
  Group), Targeting 
  0
   
  Skills
  15 
  +3 with Bloodworking Multipower
  2 
  AK: Mexico 11-
  2 
  AK: National University Of Mexico 11-
  2 
  KS: The Archaeological World 11-
  3 
  KS: Arcane And Occult Lore 13-
  3 
  KS: History 13-
  3 
  KS: Mesoamerican Civilizations 13-
  2 
  KS: Roman Catholic Theology 11-
  2 
  Language: English (fluent conversation; Spanish is Native)
  1 
  Language: Nahuatl (basic conversation)
  1 
  Language: Quiche (basic conversation)
  3 
  PS: Archaeologist 13-
  2 
  PS: Professor 11-
  3 
  SS: Archaeology 13-
  1 
  Riding 8-
  3 
  Stealth 14-
  Total Powers & Skills Cost: 247
  Total Cost: 481
  400 Matching Complications (75)
  25 
  Distinctive Features: Aura Of Utter Evil (Not Concealable; 
  Causes Extreme Reaction [abject fear])
  20 
  Hunted: the Champions (Infrequently, Mo Pow, NCI, 
  Capture)
  10 
  Hunted: Trismegistus Council (Infrequently, As Pow, 
  Capture)
  20 
  Psychological Complication: Casual Killer (Very 
  Common, Strong)
  15 
  Psychological Complication: Enjoys Taunting And 
  Torturing Foes (Very Common, Moderate)
  15 
  Social Complication: Secret Identity (Nestor Castillo) 
  (Frequently, Major)
  30 
  Susceptibility: to holy places/objects, takes 2d6 STUN 
  and BODY per Turn (Uncommon)
  5 
  Vulnerability: 1½ x STUN from Holy attacks (Uncommon)
  Total Complications Points: 75
  Experience Points: 81
  
  Champions Villains Volume Two: Villain Teams n The Crowns Of Krim 
  61
  BLOODSTONE
  Background/History: It was the find of a lifetime, 
  and Nestor Castillo knew it was going to make his 
  career.
  Following clues he’d uncovered in certain 
  inscriptions from the excavations at Teotihuacán, 
  Castillo had tracked down what he believed to 
  be a long-lost Aztec temple. Rather than allow 
  anyone else to claim credit, or announce a find 
  that proved to be bogus, he began excavating the 
  site secretly on his own. Working with feverish 
  intensity, he soon burrowed into the hill and, as 
  luck would have it, straight into the chamber on 
  the top of the temple.
  As he looked around eagerly, his flashlight 
  casting eerie shadows throughout the room, he 
  realized that while he might be in a temple, it 
  wasn’t exactly Aztec. It bore some resemblance to 
  Aztec structures and decor, but there were subtle 
  differences. The sculptures and wall-murals were 
  darker, bloodier, more violent and disturbing than 
  Aztec ones. The place gave him something of a 
  chill. The stench of sacrificial blood, still strong 
  after centuries, didn’t do anything to comfort him.
  Then he saw the Crown. Resting atop an eerie 
  altar-stone, it was golden and blood-red, and 
  shone as if wet. Unable to resist, he walked over 
  and touched it — and then, almost as if compelled, 
  placed it on his head. At once he was transformed. 
  Gone was the ambitious archaeologist, the devout 
  Roman Catholic. In his place stood Bloodstone, a 
  quasi-demonic servant of Krim and wearer of the 
  fearsome Blood Crown.
  Concealing his new powers and form, Castillo 
  covered up the temple again and returned to his 
  post at the university. But it wasn’t long before he 
  felt another compulsion, to travel north. He did so, 
  and soon met Dark Seraph and the other Crowns, 
  joining them to extend their reign of evil and 
  terror throughout the world.
  Personality/Motivation: Once a kindhearted 
  (though ambitious) and religiously devout person, 
  Bloodstone is now evil incarnate. His powers 
  allow him to inflict great pain and suffering, and 
  he enjoys using them. Watching a captive die 
  by inches as he slowly bleeds the life from him 
  is one of Bloodstone’s greatest joys. But he’s also 
  temperamental and cruel, given to killing victims 
  without a second thought — a practice which has 
  more than once deprived the Crowns of a needed 
  hostage or a valuable source of information, much 
  to Dark Seraph’s displeasure.
  Quote: “Warm and scarlet it courses through your 
  veins — now watch, as it seeps from your body 
  and spills upon the thirsty ground....”
  Powers/Tactics: Bloodstone is a haemokinetic 
  — he can disrupt or control the flow of blood 
  in a living being. He can cause it to ooze from a 
  person’s pores and orifices, make it boil someone 
  alive from the inside out, or “corrupt” it (inflicting 
  such pain on a person that he cannot move). 
  He can even use some of his own blood to create a 
  “bloodlash,” a horrible liquescent whip.
  Bloodlash’s favorite tactic is to use Corruption 
  Of The Blood to keep his foes from moving, then 
  kill them with Weeping Blood or Boiling Blood. 
  He usually saves the Bloodlash for when his other 
  attacks aren’t effective, he needs to affect nonliving 
  objects, or he hopes to do Knockback to the target.
  Bloodstone hasn’t sold his soul to Krim yet, 
  as many of the Crowns have, though it’s probably 
  only a matter of time. It’s already so corrupt that 
  selling it to the demon-god will be but a trifling 
  act.
  Campaign Use: Bloodstone is, generally speaking, 
  the weakest of the Crowns — partly because 
  he hasn’t sold his soul yet, partly because of the 
  more limited nature of the powers granted by the 
  Blood Crown. If you want to make Bloodstone 
  more powerful (perhaps because he finally sells 
  his soul), add some slots to his Multipower (a 
  Flash defined as making the eyes and ears bleed, a 
  Constant Drain BODY representing slow bleeding, 
  and so forth). You might also consider expanding 
  his powers to biokinesis in general, giving him 
  control over over biological processes (for 
  example, he could cause heart attacks or weaken 
  muscles), or enhancing some of his demonic abili-
  ties. If you think he’s too powerful for your game, 
  reduce his Multipower reserve to 60 Active Points, 
  and get rid of his Damage Reduction.
  Appearance: Bloodstone wears a costume with 
  blood-red sleeves, sides of the torso, and legs. His 
  face, upper chest, and neck are left bare so the 
  world can see his grey, cadaverous skin. A gold 
  chestpiece runs from his shoulders to the center 
  chest, where it forms a demonic golden strip that 
  runs down to his belt. His hands and feet are bare 
  and clawed. His eyes are pupilless and seem to 
  be weeping blood all the time. The Blood Crown, 
  with tines like bloody golden talons, rests atop his 
  hairless head.
  BLOODSTONE FACTS
  Here are some facts characters and NPCs might 
  know about Bloodstone if they succeed with an 
  appropriate Skill Roll:
  N/R: Bloodstone is a member of the Crowns of 
  Krim; his powers involve control of blood.
  K/R: Besides simply being able to make his victims 
  bleed at will, Bloodstone can create a horrifying 
  “bloodwhip” with which to strike his enemies.
  -2: Bloodstone is particularly cruel; he enjoys 
  taunting and toying with his enemies, then when 
  he’s ready killing them in gruesome ways.
  -6: Bloodstone suffers intense pain when attacked 
  with holy energies or powers. He also feels pain 
  when forced to enter holy or sacred areas or 
  confronted with holy/sacred objects.
  -10: His Secret Identity is Nestor Castillo.
  
  62 n The Crowns Of Krim 
  Hero System 6th Edition
  ECLIPSE
  Val Char Cost Roll Notes
  25 STR 
  15 14- Lift 800 kg; 5d6 HTH damage [2]
  23 DEX 
  26 14- OCV: 8/DCV: 8
  20 CON 
  10 13-
  15 INT 
  5 12- PER Roll 12-
  15 EGO 
  5 12- MCV: 5
  20 PRE 
  10 13- PRE Attack: 4d6
  8 
  OCV 
  25
  8 
  DCV 
  25
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  6 
  SPD 
  40 	
  Phases: 2, 4, 6, 8, 10, 12
  20 PD 
  18 	
  Total: 20 PD (20 rPD)
  20 ED 
  18	 Total: 20 ED (20 rED)
  12 REC 
  8
  60 END 
  8
  10 BODY 
  0
  50 STUN 
  15  
  Total Characteristic Cost: 234
  Movement: 
  Running: 
  12m
   
  Flight: 
  30m
  Cost Powers 
  END
  53 
  Shadow Magic: Multipower, 80-point powers
  All OIF (Shadow Crown; -½)
  11v 
  1) Conjured Shadow I: Darkness to Sight Group 
  16m radius 
  8
  OIF (-½)
  10v 
  2) Conjured Shadow II: Darkness to Sight Group 
  10m radius 
  0
  Reduced Endurance (0 END; +½); OIF (-½)
  10v 
  3) Darkblast: Blast 12d6 
  3
  Reduced Endurance (½ END; +¼); OIF (-½)
  10v 
  4) Consuming Shadows: RKA 4d6 
  3
  Reduced Endurance (½ END; +¼); OIF (-½)
  9v 
  5) Inescapable Shadow: Darkness to Sight Group 
  4m radius 
  0
  Usable As Attack (defense is Power Defense or 
  darkness powers; +1¼), Ranged (+½), Reduced 
  Endurance (0 END; +½); OIF (-½)
  27 
   Conjured Shadow III: Darkness to Sight Group 
  8m radius 
  4
  OIF (-½)
  27 
   Shadow Form: Desolidification (affected by magic or 
  light attacks) 
  4
  OIF (-½)
  26 
   Shadow Stealth: Invisibility to Sight Group, No Fringe 0
  Reduced Endurance (0 END; +½); OIF (-½), Only In 
  Darkness/Shadows (-¼)
  20 
  Demonic Toughness: Resistant (+½) for 20 PD/20 ED 0
  30 
  Demonic Toughness: Physical and Energy Damage 
  Reduction, Resistant, 25% 
  0
  5 
  Demonic Body: Power Defense (5 points) 
  0
  35 
  Demonic Form: Life Support: Total 
  0
  30 
  Dark Wings: Flight 30m 
  0
  Reduced Endurance (0 END; +½); Restrainable (-½)
  5 
  Shadowsight: Infrared Perception (Sight Group) 
  0
  5 
  Shadowsight: Ultraviolet Perception (Sight Group) 
  0
  32 
  Demon-Sense: Detect Living Souls and Physical 
  Objects 12- (no Sense Group), Sense, Range, 
  Targeting 
  0
   
  Skills
  15 
  +3 with Shadow Magic Multipower
  2 
  AK: University Of Chicago 11-
  2 
  CK: Chicago 11-
  3 
  KS: Arcane And Occult Lore 12-
  2 
  KS: History 11-
  2 
  PS: Research 11-
  3 
  Shadowing 12-
  3 
  Stealth 14-
  Total Powers & Skills Cost: 377
  Total Cost: 611
  400 Matching Complications (75)
  25 
  Distinctive Features: Aura Of Utter Evil (Not Concealable; 
  Causes Extreme Reaction [abject fear])
  20 
  Hunted: the Champions (Infrequently, Mo Pow, NCI, 
  Capture)
  10 
  Hunted: Trismegistus Council (Infrequently, As Pow, 
  Capture)
  20 
  Psychological Complication: Toys With Victims (Very 
  Common, Strong)
  15 
  Psychological Complication: Determined To Bring About 
  The Reign Of Krim On Earth (Common, Strong)
  15 
  Social Complication: Secret Identity (Paul Hundley) 
  (Frequently, Major)
  30 
  Susceptibility: to holy places/objects, takes 2d6 STUN 
  and BODY per Turn (Uncommon)
  5 
  Vulnerability: 1½ x STUN from Holy attacks (Uncommon)
  Total Complications Points: 75
  Experience Points: 211
  Appearance: Eclipse resembles 
  a humanoid shadow, with the 
  magnificent Shadow Crown 
  merging almost imperceptibly into 
  his dark head. When he wishes to 
  fly, shadowy wings unfold from 
  his shoulderblades.
  
  Champions Villains Volume Two: Villain Teams n The Crowns Of Krim 
  63
  ECLIPSE FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Eclipse if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: Eclipse is a 
  member of the 
  Crowns of Krim; he 
  has the power to 
  manipulate dark-
  ness and shadow.
  K/R: Eclipse can 
  actually transform 
  into shadow, making 
  himself intangible.
  -4: Eclipse has the 
  power to perceive 
  living souls; that’s 
  how he “sees” 
  victims through the 
  areas of shadow he 
  creates.
  -6: Eclipse suffers 
  intense pain when 
  attacked with holy 
  energies or powers. 
  He also feels pain 
  when forced to enter 
  holy or sacred areas 
  or confronted with 
  holy/sacred objects.
  -8: Aside from Dark 
  Seraph himself, 
  Eclipse is the most 
  demonic of the 
  Crowns of Krim; he 
  no longer needs 
  to breathe, eat, or 
  sleep like ordinary 
  humans do.
  -10: His Secret 
  Identity is Paul 
  Hundley.
  ECLIPSE
  Background/History: In 1985, Paul Hundley was a 
  bitter college student. Coming from a background 
  of poverty, and cursed with an arrogant manner 
  and features best described as plain, Hundley 
  learned to hate the world that constantly rejected 
  him. Desperately envious of the “beautiful people” 
  on campus who seemed to have it all, he looked 
  for a way to even the scales... and found the occult.
  At first he scoffed, but the more he researched 
  the matter, the more he was convinced there 
  had to be some truth to it. Then, while doing 
  work-study research for one of the anthropology 
  professors, he came across some information that 
  dovetailed with cryptic clues in the grimoires he’d 
  been reading. Convinced he’d uncovered the loca-
  tion of some long-lost “relic of greatte power,” as 
  one of his tomes put it, he spent all of his money 
  to fly to Southeast Asia and sneak into Vietnam to 
  find it.
  Against all odds, Hundley succeeded. In the 
  ruins of a temple whose architecture and iconog-
  raphy he didn’t even recognize, he found an 
  ancient crypt. He descended into a chamber so 
  dark his flashlight could barely cut through the 
  gloom — and at the heart of darkness there was a 
  Crown. Exultantly Hundley picked it up and put it 
  on, not caring what price he might have to pay for 
  its power. When Krim spoke to him, he willingly 
  offered up his soul for even greater power — and 
  then set forth for England, to join up with Dark 
  Seraph and serve him willingly.
  Personality/Motivation: Second only to Dark 
  Seraph in sheer evil among the Crowns, Eclipse is 
  also less human and more demonic than any other 
  member of the group save he who wears the Iron 
  Crown. And unlike Dark Seraph, who first seeks 
  to establish his own power on Earth and then 
  summon Krim, Eclipse has become so wholly a 
  creature of the demon-god that he’s determined to 
  bring Krim to Earth as soon as possible.
  Eclipse loves to toy with his victims, typi-
  cally by making them wander around helplessly 
  in his fields of shadow while he taunts them and 
  occasionally attacks them. Slowly but surely, he 
  cripples and then kills them. More than once one 
  of the Crowns’ plots has been derailed because 
  Eclipse had the chance to finish off a foe and didn’t 
  take it when he should have. 
  Quote: “You don’t have a shadow of a chance.”
  Powers/Tactics: Eclipse has powers over dark-
  ness and shadow, represented by a Multipower 
  with Flexible slots and various other powers. By 
  mixing and matching his abilities appropriately, 
  he can create many useful effects. His first action 
  in combat is usually to establish a field of Dark-
  ness around himself to prevent enemies from 
  perceiving him. (His Demon-Sense power lets 
  him “see” through his own Darkness fields.) 
  Then he can lash out with 
  Darkblasts and Consuming 
  Shadows. His Inescapable 
  Shadow power, with which he 
  can “stick” a patch of Dark-
  ness to someone and have it 
  follow that person around, is 
  a particular favorite.
  Eclipse never assumes 
  normal human form 
  anymore; in fact, his demonic 
  transformation is almost 
  complete and irreversible. 
  Only a mystic who deduces 
  his Secret Identity could cast 
  a spell using his true name 
  and force him back into 
  human shape.
  Associates, Allies, And Adversaries: Eclipse is 
  aware of the powerful shapechanging supervil-
  lainess of the same name (see CV3). As far as he’s 
  concerned he chose the moniker first and she has 
  no right to it. He intends to confront her and force 
  her to stop using it... eventually. It’s not a high 
  priority for him, and he’ll need the help of the rest 
  of the Crowns, so he’s in no rush.
  Campaign Use: Eclipse would make a good leader 
  for the Crowns, should Dark Seraph be captured 
  — or perhaps he’ll rebel against the rest of the 
  group because they’re not working hard enough 
  for Krim’s manifestation.
  To make Eclipse more powerful, give him some 
  additional Multipower slots, such as the ability to 
  Drain light-based powers, Teleportation by step-
  ping between shadows, or the ability to conjure 
  mystic chains of darkness (Entangle). You could 
  also increase his Damage Reduction to 50%, or 
  make similar changes to represent his transition 
  to an almost purely demonic entity. If you need to 
  weaken him for your game, reduce his Multipower 
  to a 60 Active Point reserve, make some of the 
  slots Fixed, and remove his Life Support.
  As a Hunter, Eclipse toys with his victims the 
  same way he likes to in combat. Sneak attacks, 
  abuse of the hero’s DNPCs, and mocking refer-
  ences to his ability to reveal the hero’s Secret 
  Identity (probably vicious lies, but can the hero be 
  sure?) will make the PC’s life a living hell.
  
  64 n The Crowns Of Krim 
  Hero System 6th Edition
  FORCE
  Background/History: Time was, Donald Jamison 
  was just a bum — a nobody drifting around Phila-
  delphia, committing petty crimes and begging 
  pocket change from passersby to survive. Then 
  one day, as he was walking through a rundown 
  part of town, he passed a recently-abandoned 
  storefront for what used to be a jewelry store. It 
  was getting dark, and the old store looked like it 
  might be a good place to spend the night out of 
  the cold, so he peered through the grimy window 
  to see if anyone was in there.
  Was that the glimmer of gold, back there in the 
  shadows?
  The thought of shelter driven out of his mind 
  by greed, Jamison found an old metal bar and 
  used it to lever open the door. As he went inside, 
  he got a better look — it was some kind of tiara. 
  When he got closer, he realized he was wrong; it 
  was actually a crown, of all things!
  He bent to pick it up, and when he touched 
  it, his mind reeled. Visions of wealth and power 
  danced through his head. He saw himself, vast 
  energies playing about his body, destroying 
  anyone who stood in his ways and gathering 
  up the riches of the world. Wine, women, and 
  mansions were all his for the taking... if he’d just 
  put on the crown.
  He put on the crown.
  Personality/Motivation: Force is the least 
  demonic-minded and most materialistic of the 
  Crowns of Krim. He’s still got a lot of his humanity 
  left, and he wants to use the power of the Golden 
  Crown to get all the riches and luxuries he’s never 
  had before. He commits a lot of robberies on his 
  own, just for the love of taking beautiful, precious 
  things for his own. When the Crowns don’t need 
  him to be Force, he stays in his human form, 
  spending his ill-gotten gains to rent the best hotel 
  rooms and live the high life.
  As Force, Jamison is brutal and combative. He 
  loves “flexing his muscles” and exerting his power; 
  he looks forward to fighting heroes, and often 
  picks fights (or keeps on fighting when the rest of 
  the team wants to flee). Even worse, he tends to 
  lose control of himself in battle (particularly when 
  injured), and has more than once turned on one of 
  his teammates in his blood-fury.
  Quote: “When I’m done with you, the cops will 
  have to mop up what’s left.”
  Powers/Tactics: Force is a confrontational, 
  aggressive fighter who leaps right out in front 
  and begins slugging away with his Arcanokinetic 
  Blasts and Arcanokinetic Spears. He’s not stupid or 
  mindless, though (except when Enraged/Berserk); 
  he’s smart enough to shift to using his Entangle 
  or Barrier if necessary. When Dark Seraph can 
  control him and make him think with a little 
  tactical sense, he sometimes Holds his Action and 
  takes a support role, using Deflection to protect 
  the other Crowns from enemy attacks.
  Campaign Use: To make Force more powerful, 
  move his Arcanokinetic Shield power outside of 
  his Multipower and give him an Indirect Blast 
  slot so he can attack while keeping the Shield up. 
  To weaken him, move his Attack Redirection 
  and Arcanokinetic Manipulation powers into his 
  Multipower.
  Appearance: Force’s costume is a dark green 
  and dull gold bodysuit with no adornments. The 
  Golden Crown, its beauty matched only by its evil, 
  sits on his head; its tines are not connected to the 
  body of the crown, but rather held apart from it by 
  unbreakable bonds of arcanokinetic force.
  PHOENIX
  Background/History: In many ways, the personal 
  histories of Phoenix — Greg Shackleford — and 
  Dark Seraph — Sir Dennis of South Mallon — are 
  remarkably similar. Like Sir Dennis, Shackleford 
  was born into a life of luxury, his father a major 
  executive at Pharos Industries, and his mother the 
  daughter of an old shipping family whose fortune 
  dated back over a century. Never wanting for 
  anything, he grew up spoiled and undisciplined, 
  and soon turned to all sorts of petty mischief and 
  troublemaking to attract his parents’ attention.
  As he grew older, Greg drifted in with a bad 
  crowd of other rich kids who thought nothing of 
  abusing their wealth and position in society to 
  have fun. But even that wasn’t enough for Greg 
  after a while. Eventually he turned to the occult, 
  dabbling in the dark arts to satisfy his stulted soul’s 
  yearning for excitement.
  In 1989, after seeing a news report about Dark 
  Seraph, something happened to Greg. He knew 
  there were other crowns like the Iron Crown out 
  there, and he was determined to have one for 
  himself. He began delving deeper and deeper into 
  his occult researches, and finally devised a spell to 
  locate a crown. The only problem was, it required 
  a sacrifice — a human sacrifice. But by then, even 
  that wasn’t enough to stop him. It didn’t take 
  much effort to arrange for his girlfriend and three 
  of his friends to die in a “drunk driving accident” 
  just as he completed his ritual and learned what he 
  needed to know. A quick plane trip to Costa Rica 
  and a little exploration of the jungle later, and he 
  found some old ruins — and in them, the Shining 
  Crown.
  Personality/Motivation: Phoenix began selling 
  his soul long ago, though not consciously — it 
  was only after he became thoroughly involved in 
  the black arts that it was too late for him to turn 
  back. When he seized the Shining Crown for his 
  own, he willingly gave the rest of his soul to Krim 
  in exchange for power — and he hasn’t regretted 
  doing so. Being Phoenix is a tremendous thrill 
  to him; it’s far more exciting than anything he’s 
  ever done. Often he can barely tolerate spending 
  any time in his civilian identity; it’s deadly dull 
  compared to being a Crown of Krim.
  FORCE FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Force if they 
  succeed with an 
  appropriate Skill 
  Roll:
  N/R: Force is a 
  member of the 
  Crowns of Krim; 
  his powers involve 
  manipulating a 
  form of pure force 
  — he calls this 
  “arcanokinesis.”
  -1: Force loves 
  to fight, often 
  continuing a battle 
  when his teammates 
  would prefer to flee.
  -2: Force is the 
  least demonic, most 
  materialistic and 
  mundanely criminal 
  member of the 
  Crowns.
  -4: When fighting or 
  injured, Force tends 
  to lose control of 
  himself and attack 
  with maniacal, unre-
  strained fury.
  -6: Force suffers 
  intense pain when 
  attacked with holy 
  energies or powers. 
  He also feels pain 
  when forced to enter 
  holy or sacred areas 
  or confronted with 
  holy/sacred objects.
  -10: His Secret 
  Identity is Donald 
  Jamison.
  
  Champions Villains Volume Two: Villain Teams n The Crowns Of Krim 
  65
  FORCE
  Val Char Cost Roll Notes
  40 STR 
  30 17- Lift 6,400 kg; 8d6 HTH damage [4]
  21 DEX 
  22 13-
  25 CON 
  15 14-
  15 INT 
  5 12- PER Roll 12-
  14 EGO 
  4 12-
  20 PRE 
  10 13- PRE Attack: 4d6
  7 
  OCV 
  20
  6 
  DCV 
  15
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  23 PD 
  21 	
  Total: 23 PD (23 rPD)
  23 ED 
  21 	
  Total: 23 ED (23 rED)
  13 REC 
  9
  50 END 
  6
  15 BODY 
  5
  50 STUN 
  15  
  Total Characteristics Cost: 234
  Movement: 
  Running: 
  12m
   
  Leaping: 
  16m
   
  Flight: 
  30m
  Cost Powers 
  END
  50 
  Arcanokinesis: Multipower, 75-point reserve
  All OIF (Golden Crown; -½)
  5f 
  1) Arcanokinetic Blast: Blast 12d6 
  3
  Reduced Endurance (½ END; +¼); OIF (-½)
  5f 
  2) Arcanokinetic Spears: RKA 4d6 
  3
  Reduced Endurance (½ END; +¼); OIF (-½)
  5f 
  3) Arcanokinetic Shackles: Entangle 7d6, 7 PD/7 ED 7
  OIF (-½)
  4f 
  4) Arcanokinetic Shield: Barrier 10 PD/10 ED, 
  10 BODY (up to 10m long, 4m tall, and ½m thick), 
  Non-Anchored, Dismissable 
  3
  OIF (-½), Costs Half Endurance (to maintain; -¼)
  4f 
  5) Arcanokinetic Pulse: Blast 6d6 
  3
  Area Of Effect (8m Radius; +½), Double Knockback 
  (+½), Personal Immunity (+¼), Reduced Endurance 
  (½ END; +¼); OIF (-½), No Range (-½)
  40 
  Attack Redirection: Reflection (60 Active Points’ 
  worth), Any Target (+½) 
  6
  OIF (-½)
  47 
  Arcanokinetic Manipulation: Telekinesis (40 STR), 
  Fine Manipulation 
  7
  OIF (-½)
  23 
  Demonic Toughness: Resistant (+½) for 23 PD/23 ED 0
  30 
  Demonic Toughness: Physical and Energy Damage 
  Reduction, Resistant, 25% 
  0
  20 
  Attack Alteration: Deflection 
  2
  5 
  Demonic Body: Power Defense (5 points) 
  0
  30 
  Golden Wings: Flight 30m 
  0
  Reduced Endurance (0 END; +½); Restrainable (-½)
  5 
  Demon’s Eyes: Infrared Perception (Sight Group) 
  0
  5 
  Demon’s Eyes: Ultraviolet Perception (Sight Group) 
  0
   
  Skills
  6 
  +2 with Arcanokinesis Multipower
  2 
  CK: Philadelphia 11-
  3 
  KS: Arcane And Occult Lore 12-
  2 
  PS: Panhandling 11-
  3 
  Stealth 13-
  3 
  Streetwise 13-
  2 
  Survival (Urban) 12-
  Total Powers & Skills Cost: 299
  Total Cost: 533
  400 Matching Complications (75)
  25 
  Distinctive Features: Aura Of Utter Evil (Not Concealable; 
  Causes Extreme Reaction [abject fear])
  15 
  Enraged: if takes BODY (Uncommon), go 11-, recover 11-
  30 
  Enraged: Berserk in combat (Very Common), go 8-, 
  recover 11-
  20 
  Hunted: the Champions (Infrequently, Mo Pow, NCI, 
  Capture)
  10 
  Hunted: Trismegistus Council (Infrequently, As Pow, 
  Capture)
  15 
  Psychological Complication: Loves To Fight (Common, 
  Strong)
  15 
  Psychological Complication: Greedy (Common, Strong)
  15 
  Social Complication: Secret Identity (Donald Jamison) 
  (Frequently, Major)
  30 
  Susceptibility: to holy places/objects, takes 2d6 STUN 
  and BODY per Turn (Uncommon)
  10 
  Vulnerability: 1½ x STUN from Holy attacks (Uncommon)
  Total Complications Points: 75
  Experience Points: 133
  
  66 n The Crowns Of Krim 
  Hero System 6th Edition
  PHOENIX
  Val Char Cost Roll Notes
  25 STR 
  15 14- Lift 800 kg; 5d6 HTH damage [2]
  20 DEX 
  20 13-
  23 CON 
  13 14-
  15 INT 
  5 12- PER Roll 12-
  18 EGO 
  8 13-
  25 PRE 
  15 14- PRE Attack: 5d6
  7 
  OCV 
  20
  7 
  DCV 
  20
  3 
  OMCV 
  0
  6 
  DMCV 
  9
  6 
  SPD 
  40 	
  Phases: 2, 4, 6, 8, 10, 12
  15 PD 
  13 	
  Total: 15 PD (12 rPD)
  25 ED 
  23 	
  Total: 25 ED (20 rED)
  15 REC 
  11
  85 END 
  13
  13 BODY 
  3
  50 STUN 
  15  
  Total Characteristics Cost: 243
  Movement: 
  Running: 
  12m
   
  Flight: 
  40m
  Cost Powers 
  END
  40 
  The Unholy Fire: Multipower, 60-point reserve
  All OIF (Shining Crown; -½)
  4f 
  1) Fiery Blast: Blast 12d6 
  6
  OIF (-½)
  3f 
  2) Immolation: RKA 4d6 
  6
  OIF (-½), No Knockback (-¼)
  2f 
  3) Call The Fires Of Hell: RKA 1d6 
  2
  Area Of Effect (16m Radius; +¾), Armor Piercing 
  (+¼), Constant (+½), Reduced Endurance (½ END; 
  +¼); OIF (-½), Only Affects Targets On Or Within 3m 
  Of The Ground (-¼)
  42 
  The Unholy Light Multipower, 63-point reserve
  All OIF (Shining Crown; -½)
  4f 
  1) Bolt Of Blindness: Sight Group Flash Attack 12d6 
  6
  OIF (-½)
  3f 
  2) Blinding Glare: Sight Group Flash Attack 6d6 
  5
  Area Of Effect (16m Radius; +¾); OIF (-½)
  4f 
  3) Unholy Lance: Dispel Holy Powers 14d6 
  6
  Variable Effect (any one Holy power at a time; +½); 
  OIF (-½)
  24 
  Fiery Shield: RKA 1d6 
  0
  Area Of Effect (personal Surface — Damage Shield; 
  +¼), Constant (+½), +2 Increased STUN Multiplier 
  (+½), Penetrating (+½), Reduced Endurance (0 END; 
  +½); OIF (-½), No Range (-½)
  40 
  Fiery Wings: Flight 40m 
  0
  Reduced Endurance (0 END; +½); OIF (-½)
  16 
  Demonic Toughness: Resistant (+½) for 12 PD/20 ED 0
  30 
  Demonic Toughness: Physical and Energy Damage 
  Reduction, Resistant, 25% 
  0
  15 
  Phoenix Eyes: Sight Group Flash Defense (15 points) 
  0
  5 
  Demonic Body: Power Defense (5 points) 
  0
  5 
  Demon’s Eyes: Infrared Perception (Sight Group) 
  0
  5 
  Demon’s Eyes: Ultraviolet Perception (Sight Group) 
  0
   
  Perks
  7 
  Money: Wealthy
   
  Skills
  20 
  +2 with All Combat
  3 
  Combat Driving 13-
  3 
  High Society 14-
  3 
  KS: Arcane And Occult Lore 12-
  2 
  KS: Sportscars 11-
  2 
  KS: Television 11-
  2 
  KS: Vampires 11-
  2 
  PS: Play Golf 11-
  2 
  PS: Play Tennis 11-
  Total Powers & Skills Cost: 288
  Total Cost: 531
  400 Matching Complications (75)
  25 
  Distinctive Features: Aura Of Utter Evil (Not Concealable; 
  Causes Extreme Reaction [abject fear])
  20 
  Hunted: the Champions (Infrequently, Mo Pow, NCI, 
  Capture)
  15 
  Hunted: Trismegistus Council (Infrequently, Mo Pow, 
  Capture)
  15 
  Psychological Complication: Pyromaniac (Common, 
  Strong)
  15 
  Social Complication: Secret Identity (Greg Shackleford) 
  (Frequently, Major)
  30 
  Susceptibility: to holy places/objects, takes 2d6 STUN 
  and BODY per Turn (Uncommon)
  5 
  Vulnerability: 1½ x STUN from Holy attacks (Uncommon)
  Total Complications Points: 75
  Experience Points: 131
  
  Champions Villains Volume Two: Villain Teams n The Crowns Of Krim 
  67
  The Shining Crown has influenced Shack-
  leford’s mind, making him a pyromaniac. He 
  loves to use his powers to set things on fire, often 
  wasting time and energy in mid-mission just to 
  start a little blaze. If a particularly tempting target 
  (like a child in flammable clothes) presents itself, 
  the GM may have him make an EGO Roll to avoid 
  wasting a Phase to set it on fire.
  Quote: “They say angels carry flaming swords. But 
  their fire is as nothing compared to mine!”
  Powers/Tactics: Phoenix is one of the Crowns’ 
  front-line combatants. In battle he’ll activate his 
  Fiery Shield, then begin laying about with his 
  ranged attacks to devastate the foe. He particu-
  larly enjoys blinding an enemy so another Crown 
  (typically Force or Dark Seraph) can lower the 
  boom on the target when he’s at reduced DCV. He 
  also likes to make Multiple Attacks. He has to be 
  careful about END usage, though. Phoenix usually 
  remains in the air during most combats; he prefers 
  the mobility of the skies.
  Campaign Use: If Phoenix needs a little power 
  boost for your campaign, give him some Skill 
  Levels with Flight, and improve his Damage 
  Reduction to 50% (at least for Energy attacks). To 
  weaken him, get rid of his second Multipower and 
  place all of his attacks (except the Fiery Shield) in 
  one Framework.
  Phoenix rarely Hunts heroes; it’s just not worth 
  the trouble. When he does start Hunting someone, 
  he tries a two-pronged approach — attack them as 
  Phoenix, and use his mundane resources as Shack-
  leford to try to learn the hero’s Secret Identity, or 
  the like. Burning down the hero’s house or vehicle 
  is a definite option.
  Associates, Allies, And Adversaries: That the 
  Shining Crown was hidden in Central America is 
  a fact as yet unknown to Shadow Destroyer, whose 
  headquarters is the Obsidian Caves in that region. 
  It’s possible there’s some connection between the 
  Shining Crown and the Caves, which like the 
  Crown were created in Turakian times (see CV1 
  168). If he learns of the Shining Crown’s prov-
  enance, Shadow Destroyer will almost certainly 
  want to claim it for himself... which will quickly 
  bring him into conflict with Phoenix and the 
  Crowns Of Krim.
  Appearance: Phoenix wears a fire-orange and 
  scarlet costume. His fire-orange boots and gloves 
  have flames licking up from their edges; his trunks 
  and belt are also fire-orange, but with no flames. 
  He wears no mask; his eyes are orbs of fire with 
  flames licking up from them; his hair is shoulder-
  long, and he wears the Shining Crown on his head.
  TEMBLOR
  Background/History: Miguel Cordova couldn’t 
  believe his luck. Years of fieldwork as a geologist 
  had finally paid off. In the wastelands of northern 
  Mexico, in a region where he had no scientific 
  right to find such a thing, he located a deep cave 
  formation. Unwilling to wait until he could get a 
  partner to enter it with him, he began exploring 
  right away.
  He was immediately struck by the unusual 
  nature of the cave. It was... strange. The interior 
  stone didn’t seem like anything native to the area, 
  and the shape of the caverns themselves was odd. 
  At one point it occurred to him that it was almost 
  like being inside monstrously large biological 
  organs, but his mind laughed off the idea even as 
  his scientific curiousity led him deeper and deeper 
  into the cave.
  Finally, the cave came to end — but in the 
  final cavern lay the biggest surprise of all. Nestled 
  in a rock formation there, almost as if lovingly 
  held by a gigantic stone hand, was a crown. 
  Meticulously carved of grey granite, it resembled 
  nothing Cordova had ever seen before. Intrigued, 
  he picked it up, finding it oddly light and easy 
  to handle. Suddenly he felt a compulsion, an 
  overwhelming desire to put the crown on. Neither 
  able nor willing to resist, he set it on his head. And 
  then he screamed, but his screams did nothing to 
  end the pain lancing through his body. Under the 
  power of the Stone Crown, he was transformed, 
  changed into a man of rock instead of mere 
  human flesh. Tossing aside the spelunking equip-
  ment he no longer needed, he made his way back 
  to the surface.
  He found Dark Seraph waiting for him there.
  Personality/Motivation: Unlike the other Crowns 
  of Krim, whose personalities remain mostly the 
  same, Temblor was significantly changed by his. 
  Gone is the good-natured scientist, driven by a 
  desire to learn and discover, and in its place is 
  a fiend. Temblor is evil through and through. 
  PHOENIX FACTS
  Here are some facts characters and NPCs might 
  know about Phoenix if they succeed with an 
  appropriate Skill Roll:
  N/R: Phoenix is a member of the Crowns of Krim; 
  his powers involve control of “unholy fire” and 
  “unholy light.”
  K/R: One of his powers is the ability to surround 
  himself with a “fiery shield” that makes it 
  dangerous to touch or be touched by him.
  -2: Phoenix has pyromaniacal tendencies; he’s 
  been known to waste time in mid-combat just to 
  set something on fire or watch something he’s set 
  on fire burn.
  -6: Phoenix suffers intense pain when attacked 
  with holy energies or powers. He also feels pain 
  when forced to enter holy or sacred areas or 
  confronted with holy/sacred objects.
  -10: His Secret Identity is Greg Shackleford, an 
  American dilettante.
  
  68 n The Crowns Of Krim 
  Hero System 6th Edition
  Temblor’s biggest weakness is that many of 
  his powers require him to remain in contact with 
  the earth. If he’s lifted off the ground, or is in a 
  building above the ground floor, they don’t work. 
  But he’s not completely helpless in such situations; 
  he retains, for example, his Strength and Stone 
  Body Shaping powers.
  Temblor’s Spiky Stone Fist power requires 
  the GM’s permission, since it involves placing a 
  naked Power Advantage in a Power Framework. 
  If you don’t allow this in your campaign, simply 
  ignore this power. Temblor doesn’t have a Physical 
  Complication representing how large and heavy 
  he is because he can change form back to normal 
  at any time to avoid any restrictions his super-
  human shape might impose, but those restrictions 
  definitely apply when he can’t or won’t transform 
  back to human shape.
  Campaign Use: Temblor serves mostly as muscle 
  for the Crowns of Krim, though he’s much more 
  versatile than most “brick” characters. Boosting 
  his power generally means giving him more slots 
  for his Earth Powers Multipower, increasing the 
  number of points in the reserve and slots of his 
  Stone Body Shaping Multipower, and/or increasing 
  his SPD to 5. Another possibility would be to give 
  him some Growth that only works when he’s in 
  contact with the ground. If he’s too strong for your 
  campaign as-is, reduce his STR to 40 and get rid of 
  the Stone Body Shaping powers.
  TEMBLOR FACTS
  Here are some facts characters and NPCs might 
  know about Temblor if they succeed with an appro-
  priate Skill Roll:
  N/R: Temblor is a member of the Crowns of Krim; 
  he has a body made of stone and the ability to 
  manipulate earth and rock.
  K/R: In addition to manipulating earth and rock in 
  the environment (such as causing rock to rise up 
  out of the ground to “grab” and imprison a foe), 
  Temblor can alter the shape of his rocky body, for 
  example to make rock spikes grow on his fists.
  -1: Of all the Crowns of Krim, Temblor is the most 
  deliberately destructive; he loves to cause property 
  damage on as wide a scale as possible.
  -6: Temblor suffers intense pain when attacked 
  with holy energies or powers. He also feels pain 
  when forced to enter holy or sacred areas or 
  confronted with holy/sacred objects.
  -8: Temblor’s rocky body also suffers 
  increased injuries from Sonic and Vibration 
  attacks.
  -10: His Secret Identity is Miguel Cordova, a 
  mexican geologist.
  He takes enormous pleasure in causing death, 
  destruction, and suffering. He thinks nothing of 
  literally ripping victims apart limb from limb, 
  smashing hospitals and orphanages, and the like. 
  He represents the terrifying fury of the earth — 
  the merciless power of earthquakes, the unyielding 
  strength of stone, the impenetrable darkness of a 
  million caves — brought demonically to life.
  Quote: “You think to harm the very stuff of Earth 
  itself? As well try to hurt a mountain before it 
  crushes you with an avalanche!”
  Powers/Tactics: Temblor’s powers derive from 
  his control over earth and stone, and the fact 
  that his body, being made of stone, is both 
  immensely strong and extremely durable. He can 
  make the earth rise up and close around his foes, 
  cause projections of rock to move things at his 
  command, meld himself into the earth in various 
  ways, and even reshape his body through a process 
  similar to the growth of crystals (but millions of 
  times faster).
  In battle, Temblor usually starts the fight by 
  applying sheer Strength, augmenting his rocky 
  muscles with his Huge or Spiky Stone Fist powers 
  if necessary (but they cost a lot of END, so he 
  won’t use them repeatedly unless he feels he has 
  no choice, or he goes Berserk). If punches won’t do 
  the trick, he’ll try some of his more exotic powers, 
  or even meld into the ground so he can come up 
  underneath or behind a foe for a surprise attack.
  Appearance: 
  Temblor’s large, 
  heavy body 
  appears to be made 
  entirely of grey-
  brown granite, 
  shot through with 
  veins of obsidian 
  here and there. 
  His facial features 
  are relatively drab, 
  without much 
  detailing, making 
  it hard for him 
  to display subtle 
  expressions. Atop 
  his head rests the 
  Stone Crown, made 
  of finely-chiseled 
  and shaped dark 
  grey granite.
  
  Champions Villains Volume Two: Villain Teams n The Crowns Of Krim 
  69
  TEMBLOR
  Val Char Cost Roll Notes
  50 STR 
  40 19- Lift 25 tons; 10d6 HTH damage [5]
  20 DEX 
  20 13-
  30 CON 
  20 15-
  14 INT 
  4 12- PER Roll 12-
  11 EGO 
  1 11-
  25 PRE 
  15 14- PRE Attack: 5d6
  7 
  OCV 
  20
  6 
  DCV 
  15
  3 
  OMCV 
  0
  4 
  DMCV 
  3
  4 
  SPD 
  20 	
  Phases: 3, 6, 9, 12
  30 PD 
  28 	
  Total: 30 PD (20 rPD)
  30 ED 
  28 	
  Total: 30 ED (20 rED)
  16 REC 
  12
  60 END 
  8
  20 BODY 10
  60 STUN 
  20  
  Total Characteristics Cost: 264
  Movement: 
  Running: 
  12m
   
  Tunneling: 
  16m
  Cost Powers 
  END
  50 
  Earth Powers: Multipower, 62-point reserve
  All Only When In Contact With The Ground (-¼)
  5f 
  1) Earthen Grip: Entangle 5d6, 5 PD/5 ED 
  6
  Indirect (Source Point is always the ground beneath 
  the target; +¼); Only When In Contact With The 
  Ground (-¼)
  4f 
  2) Earthen Hand: Telekinesis (40 STR) 
  6
  Only When In Contact With The Ground (-¼), Physical 
  Manifestation (-¼)
  3f 
  3) Dust Blast: Sight Group Flash Attack 8d6 
  6
  Area Of Effect (14m Cone; +½); No Range (-½), Only 
  When In Contact With The Ground (-¼), Does Not 
  Work Against Desolidified Characters (-¼)
  2f 
  4) Earthmelding: Desolidification 
  (affected by any attack) 
  0
  Reduced Endurance (0 END; +½); Only When In  
  Contact With The Ground (-¼), Only To Pass Through 
  Earth/Stone (-¼), Does Not Protect Against Damage (-1)
  25 
  Stone Body Shaping: Multipower, 25-point reserve
  2v 
  1) Huge Stone Fist: HA +4d6 
  6
  Hand-To-Hand Attack (-¼), Increased Endurance 
  Cost (x3 END; -1)
  1f 
  2) Spiky Stone Fist: Armor Piercing (+¼) for 50 STR 
  (see text) 
  3
  Increased Endurance Cost (x3 END; -1)
  5v 
  3) Obsidian Blade Hand: HKA 1½d6 (5d6 with STR) 
  2
  1v 
  4) Crystalline Growth: Stretching 10m 
  2
  Limited Body Parts (arms only; -¼), No Noncombat 
  Stretching (-¼)
  20 
  Demonically Rocky Skin: Resistant (+½) 
  for 20 PD/20 ED 
  0
  30 
  Demonic Toughness: Physical and Energy Damage 
  Reduction, Resistant, 25% 
  0
  20 
  Heavy: Knockback Resistance -20m 
  0
  8 
  Foot Melding: Knockback Resistance +-10m 
  0
  Only When In Contact With The Ground (-¼)
  52 
  Supreme Digging: Tunneling 16m through 8 PD 
  materials, Fill In 
  2
  Reduced Endurance (½ END; +¼)
  5 
  Demonic Body: Power Defense (5 points) 
  0
  5 
  Demon’s Eyes: Infrared Perception (Sight Group) 
  0
  5 
  Demon’s Eyes: Ultraviolet Perception (Sight Group) 
  0
  7 
  See Through Earth: Partially Penetrative (earth/stone) 
  for Sight Group 
  0
  Limited Range (50m; -¼), Nonpersistent (-¼)
  24 
  Sense Vibrations: Detect Physical Vibrations 12- 
  (Touch Group), Discriminatory, Range, Targeting 
  0
  Only When In Contact With The Ground (-¼)
   
  Talents
  3 
  Bump of Direction
   
  Skills
  10 
  +2 with Earth Powers Multipower
  16 
  +2 HTH
  3 
  Climbing 13-
  3 
  AK: Mexican Cave Formations 12-
  2 
  AK: Mexico 11-
  2 
  CK: Mexico City 11-
  3 
  KS: Arcane And Occult Lore 12-
  3 
  KS: Rocks & Minerals 12-
  2 
  KS: The Scientific World 11-
  3 
  Language: English (completely fluent; Spanish is Native)
  3 
  Power: Earth Manipulation 12-
  2 
  PS: Explorer 11-
  2 
  PS: Rock Collecting 12-
  3 
  PS: Spelunking 12-
  6 
  Survival (Deserts, Mountains, Temperate/Subtropical) 12-
  3 
  Scientist
  3 
   1) SS: Geology 13-
  2 
   2) SS: Geophysics 12-
  1 
   4) SS: Physics 11-
  1 
   3) SS: Seismology 11-
  Total Powers & Skills Cost: 350
  Total Cost: 614
  400 Matching Complications (75)
  25 
  Distinctive Features: Aura Of Utter Evil (Not Concealable; 
  Causes Extreme Reaction [abject fear])
  30 
  Enraged: Berserk when takes BODY damage 
  (Uncommon), go 14-, recover 11-
  20 
  Hunted: the Champions (Infrequently, Mo Pow, NCI, 
  Capture)
  10 
  Hunted: Trismegistus Council (Infrequently, Less Pow, 
  Capture)
  15 
  Psychological Complication: Sadistically Evil (Common, 
  Strong)
  15 
  Psychological Complication: Overconfidence (Very 
  Common, Moderate)
  10 
  Psychological Complication: Enjoys Causing Massive 
  Property Damage (Common, Moderate)
  15 
  Social Complication: Secret Identity (Miguel Cordova) 
  (Frequently, Major)
  30 
  Susceptibility: to holy places/objects, takes 2d6 STUN 
  and BODY per Turn (Uncommon)
  5 
  Vulnerability: 1½ x STUN from Holy attacks (Uncommon)
  10 
  Vulnerability: 2 x STUN from Sonics and Vibration attacks 
  (Uncommon)
  Total Complications Points: 75
  Experience Points: 168
  
  70 n Deathstroke 
  Hero System 6th Edition
  DEATHSTROKE
  Membership: Requiem; Frost.
  Background/History: Damian and Adrian 
  DuMorte were born and raised in Alaska. When 
  they were nine and seven, respectively, their father, 
  a kindly man, died of an unexpected heart attack. 
  Two years later their mother remarried, but the 
  man she thought would make a good father for 
  her boys turned out to be an ogre. Abusive and 
  cruel, he imposed strict rules on the household 
  and beat the boys for even the slightest acts of 
  disobedience.
  Things got worse when the boys were in their 
  early teens and their mutant powers — Damian’s 
  control of sound, Adrian’s control of ice and cold 
  — manifested. Now their stepfather had one more 
  thing to hate them for. Fearing that other people 
  would turn on the whole family if they found 
  out the boys were “muties,” he ordered them not 
  to use their powers at all. Whenever he caught 
  them breaking this rule, the beatings they got 
  were particularly savage. But this didn’t stop them 
  from practicing with their powers; it just made 
  them bitter and angry, with an intense hatred for 
  authority figures.
  By the time they were in their late teens, the 
  brothers’ powers had become strong enough, and 
  they’d learned enough about using them, to stand 
  up for themselves. The next time their stepfather 
  came after them, Adrian froze him in a block of 
  ice. He swore and struggled, saying he was going 
  to “kill both of you to protect real people from 
  freaks!” That was the final straw for Damian, who 
  unleashed a sonic scream that broke half the bones 
  in the man’s body and ruptured his lungs. They left 
  him to die in agony and fled Alaska forever.
  Immensely proud of their powers and certain 
  they could become fabulously rich as supervil-
  lains, they designed costumes and chose the 
  names “Deathsinger” and “Frost.” They enjoyed 
  some early successes, though nothing major. They 
  fought superheroes several times, and were caught 
  on more than one occasion, but somehow they 
  always managed to escape before they wound up 
  in Stronghold.
  In 1989 Deathsinger decided they needed to 
  “hit the big time” and launch some major schemes. 
  That meant recruiting other villains and forming 
  a team under his leadership; there was only so 
  much the two of them could do on their own. He 
  put out some feelers in the underworld and soon 
  had a team of five. The three new additions were: 
  Shockwave, a super-strong enforcer from Jersey; 
  Stinger, whose insect powers were often eclipsed 
  by his intellectual vanity and arrogance; and Death 
  Commando, a military veteran with a suit of light 
  powered armor, a blaster rifle, and a bad attitude.
  Christening his team “Deathstroke,” Death-
  singer set out to make a mark on the underworld. 
  Unfortunately his overconfidence and ambition 
  weren’t matched by his team’s competence. None 
  of them were underpowered or inexperienced... 
  but somehow nothing seemed to go their way. The 
  few successes they achieved were more than offset 
  by the jobs they botched or the times they had to 
  flee from superheroes. Despondent, Deathsinger 
  actually hired a publicist to try to change the 
  team’s image. The publicist created new costumes 
  for the team, convinced Deathsinger to change his 
  name to the more ominous “Requiem,” and added 
  a new member, a female mentalist named Scatter-
  brain, to the team. It seemed like a good start on a 
  new stage of their criminal careers.
  DEATHSTROKE FACTS
  Here are some facts characters and NPCs might 
  know about Deathstroke if they succeed with an 
  appropriate Skill Roll:
  N/R: Deathstroke is a supervillain team that used 
  to have several members, but currently consists 
  only of Requiem and Frost, who are brothers.
  K/R: Formed in the mid-Eighties, Deathstroke 
  never amounted to much as a supervillain team, 
  and suffered a number of well-publicized defeats 
  (though never capture). In 1993 it joined forces 
  with Dr. Draconis to try to take over the world, but 
  eventually turned on him and helped the Sentinels 
  capture him. In 1996 it threatened the world with 
  an orbital weapon called “the Dagger,” only to 
  have the weapon misfire and kill three members. 
  The survivors, Requiem and Frost, were incarcer-
  ated in Stronghold until escaping during the 2009 
  breakout.
  -1: Requiem and Frost are thought to be trying to 
  recruit members for a new Deathstroke team.
  
  Champions Villains Volume Two: Villain Teams n Deathstroke 
  71
  Requiem thought things had finally turned 
  around in 1993 when Deathstroke teamed up 
  with a scientific genius named Strangluff Draconis 
  (no relation to the VIPER villain Draconis) in a 
  scheme to take over the world. Doctor Draconis 
  wore powered armor that made him a match for 
  any member of Deathstroke, and when properly 
  seeded throughout the world his secret robot 
  armies would allow him and his allies to become 
  rulers of the Earth. But Dr. Draconis was using 
  Deathstroke for his own ends. When Requiem 
  realized what was going on, he and his teammates 
  turned on Dr. Draconis and helped the Senti-
  nels defeat him. They paid a high price — one of 
  Draconis’s energy bolts blew a hole the size of a fist 
  through Death Commando’s chest — but because 
  they were instrumental in saving the world, the 
  Sentinels didn’t turn them in.
  That proved to be a mistake, since Requiem, 
  despite his arrogance, was no fool. He took giga-
  bytes of Dr. Draconis’s scientific data with him 
  when he left and immediately started working 
  with underworld scientists to put it to use. The 
  plan he came up with was to extort ransoms from 
  Earth’s governments after putting a massive energy 
  cannon, nicknamed “the Dagger,” into orbit 
  around the planet in 1996. For once, the scheme 
  was actually working as planned, and the world 
  trembled at Deathstroke’s feet! But the Justice 
  Squadron found the team’s secret headquarters 
  and attacked. The battle raged long and hard... and 
  then a punch from Brawler knocked Requiem into 
  one of the control consoles for the orbital laser 
  cannon, changing its target from Washington, DC 
  to the battlefield. It fired, and before the Squadron 
  could shut it off Shockwave, Stinger, and Scatter-
  brain had been vaporized.
  This time Requiem and Frost weren’t so lucky. 
  They were arrested, tried, and convicted of dozens 
  of crimes, including manslaughter counts for 
  the deaths of their teammates. Life sentences in 
  Stronghold followed... and there they remained 
  until the 2009 breakout, which at last freed them. 
  Since then the brothers have remained in hiding, 
  building up their strength and scheming. Requiem 
  knows they need new teammates to truly rebuild 
  Deathstroke and make it a force to be feared; 
  he’s considering his options and deciding who to 
  approach with an offer of membership.
  Group Relations: The DuMorte brothers get along 
  extraordinarily well, despite their egos; either 
  would willingly give his life for the other. Part of 
  the problem Requiem faces in trying to rebuild 
  Deathstroke is to find other villains who get along 
  with them; he doesn’t want the new team to be 
  torn apart by personality conflicts and betrayal.
  Campaign Use: Requiem and Frost still think of 
  themselves as being the core of the “team” Death-
  stroke, though at this point it’s just the two of 
  them so it’s not really a team. However, Requiem’s 
  efforts to create and fund a new team could lead to 
  plenty of adventures for your PCs.
  If you want Deathstroke to become more 
  powerful, let Requiem succeed. Pick some solo 
  villains out of CV3, or design some of your own, 
  and make them members of the reborn Death-
  stroke. If you prefer to keep the team weak, 
  Requiem’s efforts just haven’t born any fruit... yet.
  Associates, Allies, And Adversaries: Deathstroke’s 
  been out of the limelight for so long many people 
  don’t even remember the name, and those who 
  do often associate it with its many misadventures 
  in the Eighties and Nineties. The brothers didn’t 
  exactly make a lot of friends in Stronghold, but 
  it’s possible that some other villains who escaped 
  during the 2009 breakout may think better of 
  them and at least be willing to listen to recruiting 
  pitches.
  The Institute for Human Advancement labeled 
  Requiem and Frost two of the “most dangerous 
  mutants” to escape in the Stronghold breakout, 
  and that brought them to the attention of Kine-
  matik. He’d love to recruit them for his team but 
  hasn’t been able to find them.
  Appearance: Requiem and Frost are twin 
  brothers; they’re both white men, 5’11” tall, with 
  athletic but not overly muscular builds, brown 
  hair, and hazel eyes (though when Frost uses his 
  powers his eyes change to an icy blue-white). 
  However, compared to his brother (or any other 
  human), Frost is noticeably pale-skinned. They 
  wear costumes of similar design: boots, gloves, 
  belt, central chest, and raised collar of a main 
  color; and a half-face mask, side panels, and legs of 
  a secondary color. For Requiem, the primary color 
  is red, the secondary color black. For Frost, the 
  primary color is an icy blue, the secondary color 
  white. Their belt buckles are a distinctive skull.
  REQUIEM
  Background/History: See above.
  Personality/Motivation: Requiem is known as 
  an overconfident, arrogant blowhard — and the 
  truth is there was a time, in his early Deathsinger 
  days, when that reputation was entirely deserved. 
  Since growing older and switching to “Requiem” 
  he’s become a lot more serious and practical; for 
  the most part his long-winded soliloquies and 
  pronouncements of doom and destruction are a 
  thing of the past.
  Requiem’s always been smart, smarter than 
  a lot of people gave him credit for, and he took 
  advantage of his time in Stronghold to read and 
  study. He developed literary ambitions and kept 
  a detailed journal of life in super-prison. (He’s 
  considering trying to sell the movie rights to 
  Hollywood.) Now that he’s free once more, his 
  increased maturity and insight make him a far 
  more clever and dangerous criminal than ever 
  before... though it remains to be seen if cleverness 
  can overcome his perpetual bad luck.
  
  72 n Deathstroke 
  Hero System 6th Edition
  Quote: “Any man can overcome his own worst 
  qualities — given insight, time, and willpower.”
  Powers/Tactics: Requiem has sonic powers. His 
  shouts and screams are powerful enough to smash 
  down walls, send opponents flying, and even kill 
  people. They don’t have any applications beyond 
  the offensive, though — try as he might, he never 
  learned to create sonic force-fields or adapt his 
  powers for other uses the way some sonic villains 
  can.
  In combat, Requiem prefers to open with a 
  strong offense since he’s not very well protected. 
  Unless he has to make a Half Move for some 
  reason, he usually Finds Weakness and then 
  attacks every Phase. He most often relies on his 
  Blast; he won’t resort to the RKA unless he can’t 
  hurt his opponent any other way or gets really 
  angry.
  Campaign Use: See above.
  Associates, Allies, And Adversaries: During his 
  time in Stronghold Requiem generally tried to 
  keep a low profile, but one time a couple years ago 
  he bumped heads with Stiletto. It was never clear 
  what set the two of them off, but the result was 
  a brawl that sent both of them to the infirmary 
  (each of them claims to have won the fight). If 
  they ever meet on the outside, sparks are sure to 
  fly... and this time Requiem can use his powers.
  Appearance: See above.
  FROST
  Background/History: See above.
  Personality/Motivation: Unlike his brother, 
  Frost has never entirely grown up. He’s still the 
  same greedy, immature, insulting jerk with poor 
  impulse control that he’s always been. He’s the 
  one who’s constantly getting in trouble one way 
  or another, forcing Requiem to bail him out (even 
  though Requiem knows, rationally, that Frost will 
  never learn anything until he has to deal with the 
  consequences of his actions).
  Quote: “Hey Ogre — is your butt as ugly as your 
  face? Wait... it couldn’t be.”
  Powers/Tactics: Frost has the power to control 
  ice and cold. He can project blasts of cold energy, 
  form blocks of ice around his foes, move quickly 
  on ice slides, or erect ice walls to protect himself 
  and his brother. Despite his impetuousness, he 
  fights pretty intelligently, and is skilled at working 
  with his brother to take down an enemy.
  In combat, Frost usually tries to incapacitate 
  one or more foes with Entangles, then he and his 
  brother go to work on anyone else. Since he can 
  move around the battlefield much more quickly 
  than Requiem, it falls to him to chase fleeing 
  opponents.
  Campaign Use: See above.
  Associates, Allies, And Adversaries: Over the 
  years Frost’s smart mouth and sarcastic nature 
  haven’t exactly earned him any friends. In fact, 
  more than a few villains tend to detest him and 
  would gladly express their dislike by administering 
  a sound beating (or perhaps covertly interfering in 
  one of Deathstroke’s schemes). The Frost Anti-Fan 
  Club’s membership roster includes Alchemica, 
  Blackguard, Boomslang, Fenris, Gauntlet, Hornet, 
  Mantara, Ogre, El Salto, Starflare, and Vibron.
  Appearance: See above.
  REQUIEM FACTS
  Here are some facts characters and NPCs might 
  know about Requiem if they succeed with an 
  appropriate Skill Roll:
  N/R: Requiem is the leader of the villain team 
  Deathstroke, which as of mid-2010 only has one 
  other member, his brother Frost, as far as the 
  authorities know.
  K/R: Requiem is a mutant. His real name is Damian 
  DuMorte.
  -2: Requiem is known to have a strong streak of 
  overconfidence... though it’s possible that being 
  in Stronghold for over a decade cured him of that 
  little personality flaw.
  -6: Despite being a sound manipulator himself, 
  Requiem experiences intense pain when hit with 
  other sonic attacks.
  FROST FACTS
  Here are some facts characters and NPCs might 
  know about Frost if they succeed with an appro-
  priate Skill Roll:
  N/R: Frost is a member of the villain team Death-
  stroke, which is led by his brother Requiem; as of 
  mid-2010 he and his brother are believed to be the 
  team’s only members.
  K/R: Frost is a mutant. His real name is Adrian 
  DuMorte.
  -2: Like many other ice/cold manipulators, Frost 
  can’t stand intense heat; he suffers worse than 
  normal injuries when attacked with fire.
  -4: Frost likes to insult people and make sarcastic 
  remarks, a trait which has made more than a few 
  villains (not to mention plenty of heroes) despise 
  him.
  
  Champions Villains Volume Two: Villain Teams n Deathstroke 
  73
  REQUIEM
  Val Char Cost Roll Notes
  15 STR 
  5 12- Lift 200 kg; 3d6 HTH damage [1]
  20 DEX 
  20 13-
  23 CON 
  13 14-
  15 INT 
  5 12- PER Roll 12-
  14 EGO 
  4 12-
  20 PRE 
  10 13- PRE Attack: 4d6
  8 
  OCV 
  25
  6 
  DCV 
  15
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  8 
  PD 
  6 	
  Total: 20 PD (12 rPD)
  12 ED 
  10 	
  Total: 24 ED (12 rED)
  10 REC 
  6
  80 END 
  12
  13 BODY 
  3
  34 STUN 
  7  
  Total Characteristics Cost: 177
  Movement: 
  Running: 
  18m
  Cost Powers 
  END
  60 
  Deathsinging: Multipower, 60-point reserve
  6f 
  1) Sonic Scream I: Blast 12d6 
  6
  6f 
  2) Sonic Scream II: RKA 3d6 
  2
  Reduced Endurance (½ END; +¼)
  6f 
  3) Sonic Scream III: Blast 8d6 
  6
  NND (defense is Hearing Group Flash Defense or 
  being deaf; +½)
  4f 
  4) Glass-Shattering Scream: RKA 2d6 
  6
  Area Of Effect (16m Radius; +¾), Personal Immunity 
  (+¼); No Range (-½)
  4f 
  5) Deafening Scream: Hearing Group Flash 10d6 
  6
  Area Of Effect (16m Radius; +¾), Personal Immunity 
  (+¼); No Range (-½)
  13 
  Sonic Control I: Armor Piercing (x2; +½) for Sonic 
  Scream I 
  6
  Activation Roll 12- (-¼), Extra Time (makes Sonic 
  Scream I take a Full Phase to use; -½), Increased 
  Endurance Cost (x2 END; -½)
  13 
  Sonic Control II: Penetrating (+½) for Sonic Scream I 6
  Activation Roll 12- (-¼), Extra Time (makes Sonic 
  Scream I take a Full Phase to use; -½), Increased 
  Endurance Cost (x2 END; -½)
  24 
  Armored Costume: Resistant Protection (12 PD/12 ED) 0
  OIF (-½)
  6 
  Fast: Running +6m (18m total) 
  0
  3 
  High-Range Hearing: Ultrasonic Hearing 
  (Hearing Group) 
  0
  1 
  Mutant Lifespan: Life Support (Longevity: twice normal 
  lifespan) 
  0
   
  Skills
  20 
  +4 with Deathsginging Multipower
  2 
  KS: History 11-
  2 
  KS: Literature 11-
  3 
  Stealth 13-
  3 
  Streetwise 13-
  3 
  Teamwork 13-
  Total Powers & Skills Cost: 179
  Total Cost: 356
  400 Matching Complications (75)
  10 
  Distinctive Features: Mutant (Not Concealable; Always 
  Noticed; Detectable Only By Unusual Senses)
  25 
  Hunted: PRIMUS (Infrequently, Mo Pow, NCI, Capture)
  15 
  Psychological Complication: Overconfidence (Very 
  Common, Moderate)
  15 
  Psychological Complication: Loyal To His Brother Frost 
  (Common, Strong)
  15 
  Social Complication: Public Identity (Damian duMorte) 
  (Frequently, Major)
  10 
  Unluck 2d6
  10 
  Vulnerability: 2 x STUN from others’ Sonic Attacks 
  (Uncommon)
  Total Complications Points: 75
  Experience Points: 0
  
  74 n Deathstroke 
  Hero System 6th Edition
  FROST
  Val Char Cost Roll Notes
  15 STR 
  5 12- Lift 200 kg; 3d6 HTH damage [1]
  20 DEX 
  20 13-
  23 CON 
  13 14-
  10 INT 
  0 11- PER Roll 11-
  12 EGO 
  2 11-
  15 PRE 
  5 12- PRE Attack: 3d6
  7 
  OCV 
  20
  7 
  DCV 
  20
  3 
  OMCV 
  0
  4 
  DMCV 
  3
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  8 
  PD 
  6 	
  Total: 20 PD (12 rPD)
  15 ED 
  13 	
  Total: 27 ED (12 rED)
  10 REC 
  6
  70 END 
  10
  13 BODY 
  3
  36 STUN 
  8  
  Total Characteristics Cost: 164
  Movement: 
  Running: 
  36m
  Cost Powers 
  END
  60 
  Frost Powers: Multipower, 60-point reserve
  6f 
  1) Ice Blast: Blast 12d6 
  6
  6f 
  2) Frost Blast: Blast 6d6 
  6
  NND (defense is Life Support [Safe Environment: 
  Intense Cold]; +1)
  6f 
  3) Ice Dart: RKA 2d6 
  0
  Armor Piercing (x2; +½), Reduced Endurance 
  (0 END; +½)
  3f 
  4) Ice Bonds: Entangle 6d6, 6 PD/6 ED 
  6
  Vulnerable (Fire/Heat; -1)
  4f 
  5) Ice Barrier: Barrier 12 PD/8 ED, 10 BODY (up to 
  10m long, 3m high, and 1m thick) 
  5
  Vulnerable (fire/heat have 2x effect for purposes 
  of determining whether Barrier takes BODY 
  damage; -¼)
  40 
  Icy Fog: Change Environment, -3 to Sight Group PER 
  Rolls, -3 Temperature Levels 
  2
  Area Of Effect (16m Radius; +¾), Personal Immunity 
  (+¼), Reduced Endurance (½ END; +¼)
  24 
  Armored Costume: Resistant Protection (12 PD/12 ED) 0
  OIF (-½)
  19 
  Ice Slides: Running +24m (36m total) 
  2
  Physical Manifestation (-¼), Side Effects (leaves big 
  chunks of ice around the environment; -0)
  2 
  Used To The Chill: Life Support (Safe Environment: 
  Intense Cold) 
  0
  5 
  See Heat Patterns: Infrared Perception (Sight Group) 
  0
  1 
  Mutant Lifespan: Life Support (Longevity: twice normal 
  lifespan) 
  0
   
  Skills
  15 
  +3 with Frost Powers Multipower
  3 
  Stealth 13-
  3 
  Streetwise 12-
  3 
  Teamwork 13-
  Total Powers & Skills Cost: 200
  Total Cost: 364
  400 Matching Complications (75)
  10 
  Distinctive Features: Mutant (Not Concealable; Always 
  Noticed; Detectable Only By Unusual Senses)
  20 
  Enraged: by insults, sarcasm, or not being taken seriously 
  (Common), go 11-, recover 11-
  25 
  Hunted: PRIMUS (Infrequently, Mo Pow, NCI, Capture)
  15 
  Psychological Complication: Impetuous (Common, 
  Strong)
  15 
  Psychological Complication: Loyal To His Brother 
  Requiem (Common, Strong)
  15 
  Social Complication: Public Identity (Adrian duMorte) 
  (Frequently, Major)
  10 
  Unluck 2d6
  20 
  Vulnerability: 2 x STUN from Fire/Heat (Common)
  20 
  Vulnerability: 2 x BODY from Fire/Heat (Common)
  Total Complications Points: 75
  Experience Points: 0
  
  Champions Villains Volume Two: Villain Teams n The Devil’s Advocates 
  75
  THE DEVIL’S 
  ADVOCATES
  Membership2: The Demonologist, Golem, Gyre, 
  Kapilasa, Tartarus, Vilsimbra.
  Background/History: Behold the Demonologist, a 
  man out to undo five centuries of history.
  In the Renaissance, European scholars discov-
  ered both the magic and the science of the ancient 
  world. Many scholars pursued both: Isaac Newton 
  dabbled in alchemy, and the crystal-gazing magus 
  John Dee was also a leading mathematician of 
  his day.
  The rational world-view of science prospered 
  and changed the world. In public, magic degen-
  erated into a mass of nonsensical verbiage, the 
  province of con men and educated fools. The real 
  magic stayed underground, secretly preserved 
  by adepts who knew the world had no room 
  for them.
  In the twentieth century, however, new discov-
  eries in physics, biology, and psychology turned 
  the old clockwork cosmos upside down. The world 
  had room for magic once more. Soon after the 
  first superheroes and villains appeared, adepts like 
  Archimago declared themselves and proclaimed a 
  Dark Renaissance of magic.
  The Demonologist wanted more than a revival 
  of magic. He fought to make the Dark Renaissance 
  a revolution to end the Machine Age forever. He 
  found he couldn’t do it alone, even though he was 
  one of the world’s most formidable living wizards. 
  So he gathered a group of other malcontented 
  mystics to help him.
  He read in the newspapers of a criminal who 
  used animated statues to rob museums. He broke 
  Upton Frogge (a.k.a. the Golem) out of jail. Golem 
  was most grateful.
  Sarah Benton’s early dimension-warping exper-
  iments sent mystic shock waves around the world. 
  The Demonologist tracked down the nascent 
  sorceress. He had grave doubts about admitting a 
  scientist to his group, but Benton genuinely loved 
  magic and didn’t give a damn about anything else. 
  The Demonologist decided he could compromise 
  his principles just a little: surely, no one could 
  sabotage the Machine Age better than someone 
  who understood its principles. Sarah Benton 
  became Gyre.
  News reports of a demon rampaging through 
  Marrakech caught the Demonologist’s attention. 
  He found not a demon, but a man fused with a 
  demon. The Demonologist calmed Jos Terhune’s 
  panic and his demonic half’s rage and returned 
  him to human form. He easily persuaded the 
  grateful but frightened Terhune to join his group 
  as Tartarus, the Fist of Hell.
  The Demonologist didn’t have to find 
  Vilsimbra; she found him. The dark elf was by 
  turns charming, formidable, and sympathetic. 
  He saw through Vilsimbra’s games to her true 
  motives, but he let her join anyway. Vilsimbra 
  found it novel to interact with other people 
  without a hidden agenda.
  Behold the the Demonologist, a man out to 
  undo five centuries of history. With his new allies, 
  he just might do it.
  Group Relations: The Devil’s Advocates are bound 
  together by their common interest in promoting 
  the Dark Renaissance. Except for missions and 
  research, the members don’t associate with each 
  other much. It’s a very professional group — part 
  terrorist cell, part scholarly think-tank. The 
  members also understand the team commands far 
  greater power (and respect in the Mystic World) 
  than any of them could attain on their own.
  The Demonologist needs all his diplomatic 
  skills to keep the group together, though. Under 
  the right circumstances, any recruit could desert 
  the group. Tartarus revels in his demonic power, 
  but lacks the cold abstraction that lets people 
  commit mega-murder. Golem is simply a coward. 
  Gyre would leave if she thought the Demonolo-
  gist’s agenda didn’t leave enough room for her 
  experiments. Kapilasa’s desire for Brahmin rule 
  makes him the Demonologist’s lone rival for 
  leadership, and his dislike of anything Western 
  often grates on the other members. Vilsimbra 
  can’t stop playing games with the emotions of the 
  other members (Tartarus has almost killed her 
  twice after she trifled with his affections). So far, 
  however, the tensions within the Devil’s Advocates 
  haven’t diminished their effectiveness in the field.
  The Advocates have made themselves noto-
  rious in both mundane society and the Mystic 
  World. In pursuit of their goals, they’ve terrorized 
  whole cities and caused billions of dollars’ worth 
  of property damage. Superheroes and worried 
  governments sometimes hide the full truth about 
  the Advocates’ exploits, fearing public panic or 
  rash occult experimentation by the curious. Still, 
  most people know that the Devil’s Advocates do 
  weird, horrible things.
  
  76 n The Devil’s Advocates 
  Hero System 6th Edition
  Tactics: Few of the Devil’s Advocates are strong 
  fighters, but they enjoy a virtually limitless range 
  of powers. The Demonologist therefore relies 
  on misdirection, mobility, and multiple lines of 
  attack. He wants victory, not glory: he tries to 
  reach his goals despite interference and without 
  fighting superheroes directly. If the team cannot 
  avoid combat, Golem, Tartarus, and Kapilasa take 
  the front line; if they aren’t enough or the Demo-
  nologist needs these members for other tasks, 
  summoned demons do the fighting.
  Most importantly, the Devil’s Advocates study 
  each other’s magic so they can combine their 
  powers. The Demonologist, Gyre, and Vilsimbra 
  all have Variable Power Pools. Thanks to their 
  intensive training (and the Teamwork Skill and 
  the Usable By Other Advantage), these three can 
  use their VPPs to add Advantages to another 
  member’s powers (or with the GM’s permission, 
  Aid one another’s VPPs for truly massive effects). 
  Victory against such magic often depends on 
  interrupting the spellcasting ritual or otherwise 
  breaking the team’s close coordination.
  Campaign Use: The Devil’s Advocates provide 
  an excuse for mystical mayhem on a grand scale 
  without bringing in nigh-omnipotent mega-
  villains such as Tyrannon. By combining their 
  powers, or creating magical “superweapons,” 
  (actually massive spells with hefty Limitations), 
  the Advocates can do neat stuff like summoning 
  demonic armies or faking Armageddon. They 
  perform mere theft and murder with ridiculous 
  ease: the Demonologist calls the group together 
  only for projects that can terrify or transform the 
  world. Smaller groups of Advocates may gather for 
  less grandiose reasons, such as finding an artifact 
  or breaking teammates out of jail.
  Their ruthlessness, flexibility, and skill at misdi-
  rection makes the Devil’s Advocates a dangerous 
  Hunter, but the Demonologist usually thinks 
  revenge isn’t worth the effort. In particular, he’d 
  rather not harm or hinder kill fellow mystics — 
  mystical heroes assist the Dark Renaissance just by 
  using their powers in public.
  If the Devil’s Advocates aren’t powerful enough 
  to provide a credible challenge to PCs no matter 
  how clever their tactics, increase the power 
  of individual members or add new members. 
  The Demonologist still seeks mystics who hate 
  modernity and lack scruples. Almost any mystical 
  villain of comparable power could join the team, 
  or at least ally for one adventure. To weaken the 
  group, reduce the members’ power or leave out 
  some characters: not every Devil’s Advocate has to 
  participate in every scheme. In fact, the Demo-
  nologist likes to leave at least one member in 
  reserve to break the others out of jail if necessary. 
  Individual Advocates may also team up with other 
  villains to pursue personal goals that have nothing 
  to do with the Dark Renaissance.
  Associates, Allies, And Adversaries: The Devil’s 
  Advocates can work with any other evil, mystical 
  group that’s willing to work with them on an even 
  footing. Such team-ups seldom happen, however, 
  because mystics are just too fractious. For 
  instance, the Crowns of Krim and the Advocates 
  have become bitter enemies, often trading insults 
  by proxy; the Demonologist has tried to capture or 
  command their power with spells, but so far has 
  not succeeded. The team avoids DEMON (since 
  it wants to transform human existence, not end 
  it), and Shadow Destroyer and Takofanes (both of 
  whom would, at best, make the Advocates slaves, 
  rather than equal partners). The Advocates haven’t 
  worked with dimension lords such as Skarn or 
  Tyrannon, but it’s not impossible if the Demonolo-
  gist thinks their goals dovetail and he can control 
  the situation. Through the Demonologist, the 
  Advocates stay in contact with the Circle Of The 
  Scarlet Moon and sometimes obtain help from its 
  members, making that cult their most frequent 
  partner. 
  The Advocates’ creepy reputation extends to 
  most non-mystical villains and criminal agen-
  cies. For their part, the Advocates typically view 
  non-mystical villains as obstacles or dupes. One 
  notable exception is Professor Paradigm. He’s 
  tried to recruit Gyre for the Paradigm Pirates, 
  thus causing friction between himself and the 
  Advocates (particularly the Demonologist, 
  who regarded the Professor’s actions as a grave 
  personal insult). The two teams haven’t come to 
  blows yet, but it may only be a matter of time.
  DEVIL’S ADVOCATES FACTS
  Here are some facts characters and NPCs might 
  know about the Devil’s Advocates if they succeed 
  with an appropriate Skill Roll:
  N/R: The Devil’s Advocates is a team of mystic 
  supervillains led by the Demonologist, a powerful 
  supermage; other members include Golem, Gyre, 
  Kapilasa, Tartarus, and Vilsimbra.
  K/R: In addition to committing typical crimes for 
  personal gain, the group works to advance the 
  Demonologist’s cause of fomenting a “Dark Renais-
  sance” in which Magic supplants Science as the 
  dominant force in human existence.
  -2: Although few of them are heavy fighters, the 
  Devil’s Advocates tend to be very effective in 
  combat due to the wide range of powers and abili-
  ties available to the team.
  -4: The Devil’s Advocates have worked with the 
  Circle of the Scarlet Moon on several occasions 
  and seem to have a loose “mystical alliance” with 
  it.
  -8: The Devil’s Advocates and the Crowns of Krim 
  are enemies.
  
  Champions Villains Volume Two: Villain Teams n The Devil’s Advocates 
  77
  THE DEMONOLOGIST
  Background/History: Andre de Faussesflammes 
  comes from a long line of occult scholars. His 
  family can trace its roots all the way back to 
  medieval France, when they intermarried with 
  the Vandaleurs and de Morphants. More recently, 
  the Faussesflammes became stalwarts of the Circle 
  of the Scarlet Moon. When the family moved 
  to America after World War II, the tradition 
  didn’t die. Andre grew up in a house filled with 
  grimoires, scarabs, crystal balls, and tribal fetishes. 
  While other teenagers grooved to rock ’n’ roll, he 
  chanted cabalistic liturgies. Naturally, his class-
  mates thought he was a prize weirdo.
  After high school, Andre followed family 
  stories to the Circle of the Scarlet Moon. He 
  quickly established himself as a superior sorcerer 
  — but his unconcern for worldly power left him a 
  mere ovate, with little chance of advancement.
  Then Andre’s father died when traffic accident 
  hurled a drum of toxic waste from a truck and 
  struck him as he walked nearby. The impact didn’t 
  kill Andre’s father, but the chemicals did. The 
  symbolism was perfect, Andre reflected bitterly. 
  His father, who worked as an antique dealer to 
  preserve what was noble and magical from the 
  past, had been struck down by the garbage of a 
  soulless machine age.
  The police found the driver dead in his home, 
  torn limb from limb. Two days later, the chemical 
  company’s local office burned to the ground.
  It’s a beginning, Andre thought as he drew the 
  circles and sigils for his greatest summoning yet, 
  but only a beginning. It was high time the ancient 
  forces of magic rose again. Demonology would 
  crush technology and he, the Earth’s greatest living 
  demonologist, was just the person to do it — even 
  if he had to unleash the foulest horrors from Hell 
  and beyond.
  Personality/Motivation: The Demonologist is a 
  ruthless, cunning strategist. “Mere human” life 
  means little to him: he might talk of building a 
  better world through sorcery, but he doesn’t care 
  how many people die because of his schemes. The 
  Demonologist never takes rash chances or under-
  estimates an enemy; his confidence comes from 
  careful planning.
  Andre lacks experience, however, at dealing 
  with people in ordinary circumstances. He’s 
  perfectly comfortable discussing arcane matters 
  with other sorcerers. He takes the petty rivalries 
  of his fellow Devil’s Advocates in stride: power 
  relationships are the very essence of demonology. 
  But he couldn’t make small talk at a party to save 
  his life, and doesn’t see any reason why he should 
  want to.
  Quote: “Evil? You call me evil? Compared to your 
  computers and factories, my demons are cuddle-
  some. Am I more evil than oil spills, atom bombs, 
  and smog?”
  Powers/Tactics: The Demonologist has no powers 
  apart from his magic items and summoning 
  rituals, but these are enormously varied. He 
  specializes in summoning creatures to fight or 
  carry out tasks for him and binding them to 
  talismans for instant use later. With preparation, 
  the Demonologist can summon powerful demons, 
  but he cannot bind these into talismans (they’re 
  effectively free-willed supervillains who may... or 
  may not... do as the Demonologist requests).
  In game terms, the Demonologist has a 
  large Variable Power Pool, but a third of it only 
  applies if he has time to make extensive prepa-
  rations, perform rituals, and the like. His basic 
  Pool requires 1 Turn to 1 Minute to change, so 
  he can’t alter his current allotment of spells in 
  mid-battle, but he can make standard preparations 
  for a mission or a fight fairly quickly. His magical 
  powers all draw off his Endurance Reserve, not his 
  personal END.
  For his own protection, the Demonologist 
  wears a protective magic cloak and talismans 
  that at least blunt most attacks. (Most of these he 
  crafted himself; the Shielding Amulet is a gift from 
  one of his demonic “allies.”) These aren’t to let the 
  Demonologist face down superheroes — they’re to 
  keep him from dying and buy time for an escape.
  
  78 n The Devil’s Advocates 
  Hero System 6th Edition
  THE 
  DEMONOLOGIST
  Val Char Cost Roll Notes
  8 
  STR 
  -2 11- Lift 75 kg; 1½d6 HTH damage [1]
  15 DEX 
  10 12-
  13 CON 
  3 12-
  25 INT 
  15 14- PER Roll 14-
  20 EGO 
  10 13-
  20 PRE 
  10 13- PRE Attack: 4d6
  5 
  OCV 
  10
  5 
  DCV 
  10
  7 
  OMCV 12
  7 
  DMCV 12
  4 
  SPD 
  20 	
  Phases: 3, 6, 9, 12
  3 
  PD 
  1 	
  Total: 21 PD (6 rPD)
  3 
  ED 
  1 	
  Total: 21 ED (6 rED)
  5 
  REC 
  1
  25 END 
  1
  10 BODY 
  0
  22 STUN 
  1  
  Total Characteristics Cost: 115
  Movement: 
  Running: 
  12m
  Cost Powers 
  END
  23 
  Innate Mystical Might: Endurance Reserve 
  (100 END, 6 REC) 
  0
  Only For Spells And Magical Effects (-¼)
  77 
  Improvised Ritual Magic: Variable Power Pool 
  (Magic Pool), 60 Pool + 60 Control Cost 
  var
  Focus (all slots must have at least -½ worth of 
  this Limitation; -½), Variable Limitations (requires 
  -½ worth of Limitations chosen from Activa-
  tion Roll, Concentration, Extra Time, Gestures, or 
  Incantations; -¼)
  35 
  Prepared Ritual Magic: Variable Power Pool 
  (Magic Pool), +30 Pool + +20 Control Cost 
  var
  Focus (all slots must have at least -½ worth of this 
  Limitation; -½), Variable Limitations (requires -½ 
  worth of Limitations chosen from Activation Roll, 
  Concentration, Extra Time, Gestures, or Incantations; 
  -¼), Takes Hours To Change (-¼)
  37 
  Grand Summoning: Summon one demon built on up 
  to 650 Total Points 
  19
  Expanded Class (any demon; +½); OAF Bulky Fragile 
  (numerous consecrated tools; -1¾), Extra Time 
  (5 Minutes; -2), Window Of Opportunity (can only 
  summon demons at specific propitious times; -½)
  24 
  Infernal Pact: +60 PRE 
  0
  Only For Making Presence Attacks Against Infernal 
  Beings (-1½)
  16 
  Wardcape: +12 PD/+12 ED 
  0
  OIF (-½)
  15 
  Wardcape: Resistant Protection (6 PD/6 ED) 
  0
  Hardened (+¼); OIF (-½)
  10 
  Innate Strength Of Will: Mental Defense (10 points) 
  0
  8 
  Shielding Amulet: Mental Defense (+10 points) 
  0
  Hardened (+¼); OIF (-½)
  8 
  Shielding Amulet: Power Defense (10 points) 
  0
  Hardened (+¼); OIF (-½)
   
  Skills
  24 
  +2 Overall
  3 
  Analyze Magic 14-
  5 
  Cramming
  3 
  Cryptography 14-
  3 
  Deduction 14-
  3 
  Navigation (Astral, Dimensional) 14-
  3 
  Persuasion 13-
  13 
  Spell Research (Inventor) 19-
  2 
  PS: Calligrapher 11-
  2 
  PS: Jeweler 11-
  2 
  PS: Sketch Artist 11-
  3 
  Teamwork 12-
  3 
  Linguist
  1 
  1) Language: French (completely fluent; English is Native)
  2 
  2) Language: Greek (completely fluent)
  3 
  3) Language: Hebrew (completely fluent)
  1 
  4) Language: Latin (completely fluent)
  3 
  Scholar
  2 
  1) KS: Demon Lore 14-
  1 
  2) KS: Inner Planes 11-
  1 
  3) KS: Magic Styles 11-
  2 
  4) KS: The Mystic World 14-
  1 
  5) KS: Outer Planes 11-
  1 
  6) KS: Past Sorcerers 11-
  2 
  7) KS: Spirit Lore 14-
  1 
  8) KS: The Superhuman World
  5 
  9) KS: Western Ceremonial Magic 16-
  Total Powers & Skills Cost: 348
  Total Cost: 463
  400 Matching Complications (75)
  20 
  Hunted: assorted governments (Infrequently, Mo Pow, 
  NCI, Capture)
  10 
  Hunted: Witchfinder (Infrequently, As Pow, Kill)
  5 
  Hunted: Abrahamic Churches (Infrequently, Less Pow, 
  Remove Powers)
  25 
  Psychological Complication: Physical Coward (Very 
  Common, Total)
  15 
  Psychological Complication: Despises Technological 
  Civilization (Common, Strong)
  15 
  Social Complication: Secret Identity (Andre de Fausses-
  flammes) (Frequently, Major)
  10 
  Social Complication: Demon Pacts (Occasionally, Major 
  [must perform favors for various demon lords to 
  preserve his authority over their vassals and minions])
  Total Complications Points: 75
  Experience Points: 63
  
  Champions Villains Volume Two: Villain Teams n The Devil’s Advocates 
  79
  Although the Demonologist can set great 
  magic forces in motion, he has no skill at personal 
  combat, and he knows it. He relies on feints and 
  misdirection: his flashy, obvious attacks usually 
  conceal stealthier action. The Demonologist 
  always keeps at least one alternate plan in reserve.
  Campaign Use: See the introductory text for 
  general information. Apart from his magic, the 
  Demonologist is no more competent than a decent 
  thug. Heroes learn to hate and fear him because he 
  always seems one step ahead of them and he’s so 
  hard to catch — they can’t defeat him through raw 
  power, because he won’t stand and fight. Mystical 
  heroes face a particular challenge, because the 
  Demonologist wins even when he loses to them: 
  the heroes show how much the world needs 
  magic, and so encourage people and governments 
  to study the mystic arts.
  You shouldn’t increase the Demonologist’s 
  physical power to any great degree; physically, he’s 
  not that much better than an average person. At 
  most, increase his defenses or his SPD so heroes 
  are less likely to prevent him from doing anything. 
  His Magic Pool can increase, however, or he could 
  have more powers and abilities outside the VPP. 
  To decrease the Demonologist’s power, reduce his 
  Magic Pool, or eliminate his Grand Summoning 
  and/or Overall Levels.
  Associates, Allies, And Adversaries: The Demo-
  nologist tries to maintain at least “professionally 
  cordial” relations with most independent super-
  mystics (such as Talisman, Zorran the Artificer, 
  and the Black Paladin). One notable exception 
  is Witchfinder, who considers the Demonologist 
  (and to a lesser extent his teammates) one of his 
  prime targets for extermination.
  Frag and Hell Rider are both on the Demo-
  nologist’s radar. He’s intensely interested in the 
  Zodiac Working (and anything else to do with 
  Archimago, for that matter), so he keeps a close 
  watch on Frag and tries to find other possible 
  “products” of the great spell. As for Hell Rider, he’s 
  intrigued by what the man will do with the power 
  he’s received; he wonders if he’ll somehow keep it 
  after he accomplishes his mission (and if so, if he 
  might be a worthy recruit for the Advocates).
  The Demonologist would desperately like to 
  become the next Archmage. As such he’s been 
  doing whatever he can to curry favor with, and 
  hopefully earn gifts from, the gods of the Quater-
  nion Realms. So far he’s only succeeded with the 
  Netherworld; one of his demonic “patrons” has 
  given him a Shielding Amulet to protect him from 
  his foes.
  Appearance: Andre has the pale skin and habitual 
  stoop common to people who spend most of their 
  time indoors with books. He wears grey or tan 
  slacks and a tan jacket with elbow patches: He 
  could pass for a college professor or stockbroker. 
  His “costume” consists of nothing more than his 
  grey wardcape, clasped with a garnet brooch, and 
  his rings and talismans. When the Demonolo-
  gist wants to, however, he can fairly crackle with 
  authority.
  EXAMPLE POWERS FOR 
  RITUaL MaGIC POWER POOL
  Amulet Of Invisibility: The lore of Western cere-
  monial magic offers several charms and talismans 
  of invisibility. The Demonologist improved one 
  classic amulet so it protects against magical detec-
  tion as well as sight. Activating the amulet requires 
  a short invocation and a full Phase of preparation; 
  however, the Demonologist can prepare such 
  amulets in a Turn or so by drawing the necessary 
  sigils on a scrap of paper.
  Invisibility to Sight Group and Mystic Sense Group, 
  No Fringe, Reduced Endurance (0 END; +½) (60 Active 
  Points); IAF (-½), Extra Time (Full Phase to activate; -¼), 
  Incantations (-¼). Total cost: 30 points.
  Banishing Talisman: In case a demon turns 
  against him, the Demonologist often carries a 
  prepared talisman to banish them back to the 
  Netherworld.
  Dispel Summon 15d6, Cumulative (x4 points; +1) 
  (90 Active Points); OAF (-1), Gestures (-¼), Incanta-
  tions (-¼), 4 Charges (-1). Total cost: 26 points.
  Death Curse Talisman: This talisman is a magical 
  boobytrap. Anyone (except the Demonologist) 
  who touches it triggers a curse that channels 
  Netherworld power into his body. This results 
  in agonizing death within minutes. Bringing the 
  victim onto holy ground stops the curse. The 
  Demonologist may palm one of these amulets, 
  then let an enemy grab it away in the heat of 
  battle, or improvise the curse after he’s already 
  expended a few talismans.
  RKA 1d6, NND (defense is Life Support [Longevity] 
  or being on holy ground; +1), Does BODY (+1), Damage 
  Over Time (ten increments, one per Turn [on Segment 
  1] for two minutes, cannot use power on victim again 
  until all increments accrue; +2½), Reduced Endurance 
  (0 END; +½), Trigger (when touched by anyone but the 
  Demonologist; +¼) (90 Active Points); OAF (-1), Incanta-
  tions (-¼). Total cost: 40 points.
  Getaway Ring: This ring has a bezel of mercury-
  silver amalgam engraved with a sigil of the planet 
  Mercury. If its wearer loses consciousness, the ring 
  teleports him miles away to a safe location; the 
  wearer can also simply will the ring to carry him 
  off, or establish other conditions for its activation. 
  Not only can the Demonologist wear such a ring, 
  he might give them out to other Devil’s Advocates 
  (hence the Usable By Other).
  Teleportation 20m, MegaScale (1m = 1 km; +1), 
  Trigger (when wearer is Knocked Out or mentally 
  commands it, activating Trigger takes no time, resetting 
  Trigger takes 1 Minute; +¼), Usable By Other (+¼) (50 
  Active Points); OIF (-½), 1 Charge (-2) (total cost: 14 
  points) plus one Floating Fixed Location; OIF (-½) (total 
  cost: 3 points). Total cost: 17 points.
  Legions Of The Damned: Although the Demon-
  ologist cannot equal the necromantic power of 
  Takofanes, he still achieves impressive results by 
  calling on the demon lords Bifrons, Gamygyn, 
  and Nebiros, who command the dead. This ritual 
  reanimates those who died in sin and sets them 
  DEMONOLOGIST 
  FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  the Demonologist if 
  they succeed with an 
  appropriate Skill Roll:
  N/R:  The Demonolo-
  gist is a powerful 
  supermage who 
  leads the Devil’s 
  Advocates villain 
  team.
  K/R:  He wants to 
  foment a “Dark 
  Renaissance” 
  in which Magic 
  supplants Science as 
  the dominant force 
  in human existence; 
  his powers often 
  involve summoned 
  or controlled demons 
  or other monstrous 
  beings.
  -1:  The Demonolo-
  gist’s mystic powers 
  generally involve 
  ritual magic and 
  prepared talismans; 
  he can’t alter spells 
  in mid-battle the way 
  a true supermage 
  such as Witchcraft 
  can.
  -2:  The Demonolo-
  gist is something of 
  a coward and prefers 
  to avoid direct phys-
  ical confrontation.
  -4:  The supermage-
  hunting serial killer 
  Witchfinder is said to 
  have the Demonolo-
  gist at the top of his 
  list of targets.
  -8:  The Demonolo-
  gist has pacted with 
  (but not sold his soul 
  to) various demon 
  lords, exchanging 
  periodic favors for 
  the power to summon 
  and control their 
  infernal underlings.
  -10:  His Secret 
  Identity is Andre de 
  Faussesflammes.
  
  80 n The Devil’s Advocates 
  Hero System 6th Edition
  loose as ravening ghouls. The Demonologist likes 
  the panic and havoc that results — and an army 
  of ghouls makes a fine distraction to keep heroes 
  away from the Devil’s Advocates’ real goal. See 
  HSB 283 for the ghoul character sheet.
  Summon 1,000 Ghouls built on 157 Total Points (81 
  Active Points); OAF Bulky Expendable Fragile (magic 
  circle, various ritual tools, and an animal sacrifice; -2¾), 
  Extra Time (5 Minutes; -2), Incantations (-¼), Must Have 
  Sufficient Number Of Corpses (number of ghouls that the 
  Demonologist can Summon is restricted by the amount 
  of corpses he has available; -1). Total cost: 11 points.
  Summoning Talisman: This disk of enameled 
  metal enables the Demonologist to conjure a force 
  of demon hounds to serve or fight for him. The 
  demon hounds aren’t loyal to him by nature, but 
  the Demonologist’s pacts with more powerful 
  devils incline them to do what he wants. The 
  demon hounds’ vicious nature also tends to keep 
  them in a fight. See HSB 98 for the demon hound’s 
  character sheet.
  Summon eight Demon Hounds built on 262 Total 
  Points, Friendly (+¼) (84 Active Points); OAF (-1), 
  1 Charge (-2). Total cost: 21 points.
  GOLEM
  Background/History: Upton Frogge sought magic 
  as a way to salvage his miserable life. Even in 
  England, a name like “Upton Frogge” made child-
  hood a living hell, especially for a fat, weak boy. 
  Young Upton grew up preferring books to people. 
  Most of all he loved books about the occult, 
  with their promise of easy power through secret 
  knowledge. Unfortunately, nothing in the books 
  really worked. His faith did not diminish. Upton 
  knew there had to be real adepts of magic some-
  where, hiding their awesome powers from the idly 
  curious. He vowed to find them.
  Frogge spent years on his quest, spending 
  most of what he earned from working in his 
  father’s wax museum upon more esoteric books 
  and visits to self-proclaimed psychics and occult 
  experts. Amazingly, Upton found his adept, an 
  aged kabbalist who ran a kosher deli in Brooklyn. 
  Although Chaim Rosenthal knew the mysteries 
  of ancient Hebrew sorcery and mysticism, he was 
  no judge of character. He agreed to teach Frogge 
  about real magic.
  To Frogge’s chagrin, tutelage apparently meant 
  working in the deli month after month while 
  learning Hebrew. When Frogge asked Rosenthal 
  when he’d learn spells instead of making potato 
  salad, Rosenthal replied that potato salad was as 
  much an aspect of the Mind of God as anything 
  else: “When you understand potato salad, you 
  understand everything.”
  Now and then, Frogge wheedled Rosenthal 
  into performing a feat of magic. Frogge noticed 
  that Rosenthal always consulted a certain book, 
  a three-ring binder stuffed with pages of hand-
  written Hebrew and elaborate diagrams. Frogge 
  studied this book in secret. As he suspected, the 
  binder was Rosenthal’s grimoire. After months 
  of work, Frogge puzzled out a spell to animate 
  statues. He was ecstatic. He knew the secret of 
  making golems, the powerful living statues of 
  Jewish legend — mighty magic indeed! Frogge 
  carefully fashioned the tiny golden talisman 
  for the spell and practiced in secret. One night, 
  Frogge animated a statue from a nearby park and 
  used its tremendous strength to murder the old 
  man.
  Frogge left Brooklyn that morning. Once on 
  the bus, he eagerly opened his stolen book of 
  magic to study more spells — and wept. The pages 
  were fading as he watched, letters disappearing 
  one by one. In an hour every page of the binder 
  was blank.
  Frogge knew he was a hunted man. He had 
  to stay inconspicuous; by fleeing he’d virtually 
  confessed to Rosenthal’s murder. On the other 
  hand, he could turn any statue into an unstop-
  pable golem he could control from afar. By the end 
  of the day Frogge was smiling. He was a wizard of 
  only one spell — but that spell could make him 
  very rich indeed. He was almost right: he stole 
  a small fortune before a superhero team finally 
  tracked him to his lair, a wax museum he’d set 
  up himself. Frogge’s dreams of wealth and power 
  ended in prison.
  The Devil’s Advocates gave Golem a second 
  chance. Frogge thinks that at long last he can gain 
  the power to satisfy all the thwarted desires of his 
  life... and no one will ever push him around again.
  Personality/Motivation: Upton Frogge is timid 
  at heart, though he may try to put up a brave 
  front. He acts ruthlessly because he fears that if he 
  doesn’t utterly crush an opponent, the opponent 
  will plot horrible revenge against him. (After all, 
  it’s what he would do.) He enjoys the physical 
  power of possessed statue bodies, but anxiety over 
  his helpless, comatose body prevents him from 
  staying in statue form for very long.
  Frogge’s desires are all petty. He wants to be 
  rich, feared, handsome, and respected, and to have 
  gorgeous women falling madly in love with him. 
  He thinks magic can do it all for him. He may be 
  right about becoming rich, feared, and handsome; 
  with his personality, respect and gorgeous women 
  may be a bit more difficult.
  Quote: “N-now, gentlemen, please do not attempt 
  any violence on my person. I have a... friend who 
  would take it much amiss.”
  Powers/Tactics: Golem can possess and animate 
  statues from afar. In game terms, he Summons 
  a “creature” defined as an Automaton. However, 
  the Summon is unusual (and thus requires the 
  GM’s permission) because it has the Ranged 
  Advantage — he can possess and animate a statue 
  up to 1,940m (about 1.2 miles) away from him 
  (and to which he has Line Of Sight at the time of 
  Summoning). When he does this, he leaves his 
  vulnerable, unconscious human body behind. 
  Golem always tries to hide his body in a safe place, 
  but no hiding place is perfect.
  
  Champions Villains Volume Two: Villain Teams n The Devil’s Advocates 
  81
  To use his possession power (and other object 
  animation powers), Golem requires a small golden 
  talisman. If possible, before possessing a statue, 
  Golem attaches a matching golden talisman to 
  it. (If possible, he glues the talisman to the statue 
  and conceals it with paint or tinted wax, so it can’t 
  fall off by accident.) This makes the Summoning 
  process much easier and less tiring on him. If the 
  talisman falls or is knocked off the statue while 
  Golem’s possessing it, he must immediately pay 
  the full END cost for the Summon. (At the GM’s 
  option, this may also, or alternatively, force Golem 
  out of the statue, causing it to become a normal 
  statue again, or he may have to make a Skill Roll of 
  some sort to prevent being “ejected.”)
  If the statue is “killed,” Frogge’s spirit immedi-
  ately returns to his body and he wakes up, none 
  the worse for wear (though probably frightened 
  and panicky). If he chooses, he may end the 
  possession at any time as a Zero Phase Action, 
  at which point the statue becomes a normal 
  statue in the location and position it had when he 
  stopped possessing it. (This is the “special effect” 
  of Frogge “telling” the Slavishly Loyal statue to 
  “return to your normal state.”) If Frogge is killed 
  while possessing a statue, the possession ends and 
  the statue immediately returns to normal (or, at 
  the GM’s option, maybe Frogge’s spirit remains 
  trapped in the statue...).
  The character sheet for Golem’s possessed 
  statues is built to be as strong as possible — in 
  other words, it assumes a solid metal statue. If he 
  possesses a statue made of some other substance 
  (stone, wood, plastic, wax, or the like), the GM 
  should adjust the character sheet by reducing 
  its abilities appropriately. As yet, Golem only 
  possesses humanoid statues; he finds animal-
  shaped statues too disorienting. Possessed statues 
  can always separate themselves from their pedes-
  tals or other supports.
  Although Golem can see and hear when 
  possessing a statue, he can’t speak because he has 
  no lungs or vocal chords. 
  In his own body, Golem can also use the 
  talisman headband to animate objects around 
  himself without possessing them. He cannot affect 
  living targets; he must manipulate some object to 
  attack. He uses his control over matter to animate 
  it, giving it “life” so that it can do his bidding. The 
  most common type of object to animate is furni-
  ture, since it already has legs to move, but he could 
  also animate a mass of rocks or soil, a figurine, 
  a tree, or just about anything else. To determine 
  the STR, attacks, and other abilities of animated 
  matter, you can write the object up yourself or 
  use The HERO System Bestiary. Select a creature 
  from the Bestiary who’s as similar to the animated 
  object as possible. 
  For example, for a large wooden table, you 
  might use a Horse or Bear; for a small piece of 
  furniture, perhaps a Dog or Great Cat would 
  do. Then adjust the character sheet to suit. For 
  example, few animated objects have claws or 
  fangs, so remove such natural weaponry (perhaps 
  replacing it with a few HA dice to represent the 
  object’s ability to bash and smash). Additionally, 
  many animated objects move fairly slowly, and 
  have little (if any) ability to manipulate objects; 
  you may want to reduce the movement and DEX 
  listed on the animal’s character sheet, impose 
  relevant Physical Complications, or restrict it in 
  other ways.
  Alternately, Golem can temporarily animate 
  an object for more limited effects. He can cause 
  the matter of an object to warp and “lash out” 
  in the form of a lance, striking his foe from an 
  unexpected angle (the matter usually returns to its 
  normal shape afterward, but not always). He can 
  subtly (or not so subtly) warp devices and objects 
  so that they cannot do what they’re meant to do — 
  for example, he might bend an axe-handle so that 
  the axe becomes useless as a weapon.
  Golem’s favorite strategy is to plant a talisman 
  on a statue near his intended target — if possible, 
  a statue in the same building. Then he animates 
  the statue and uses it to rob the place and deliver 
  the loot to himself or confederates. Golem may 
  even leave the statue in the building, back on its 
  pedestal. The Devil’s Advocates use Golem openly 
  as muscle, but also take advantage of his ability to 
  project himself anywhere they can affix a talisman 
  to a statue.
  For what it’s worth, Frogge also still makes very 
  good potato salad.
  Campaign Use: See the introductory text for 
  general information. Golem provides muscle for 
  the Devil’s Advocates. Frogge’s simple motivations, 
  more than any limits on his powers, make him 
  more of a thug than any other Devil’s Advocate. 
  He has little inclination to Hunt superheroes on 
  his own.
  To make Golem more powerful, increase the 
  STR, SPD, and defenses of his statue form, or give 
  him a small Variable Power Pool like the Demo-
  nologist’s so that he’s less of a one-trick pony. To 
  make him weaker, reduce his Characteristics, or 
  eliminate his Object Animation powers.
  Appearance: Frogge himself stands 5’5” tall and 
  weighs 190 pounds. He has receding brown hair, 
  a walrus-like mustache, and watery hazel eyes. 
  He dresses mainly in solid color polyester shirts 
  and slacks. As the Golem, he looks like whatever 
  statue he possesses, but he’s working on disguising 
  statues with makeup or the tinted wax he used 
  to make figures for his museum. His talismans 
  are little golden squares engraved with a complex 
  diagram and many sigils and Hebrew letters.
  
  82 n The Devil’s Advocates 
  Hero System 6th Edition
  GOLEM
  Val Char Cost Roll Notes
  8 
  STR 
  -2 11- Lift 75 kg; 1½d6 HTH damage [1]
  15 DEX 
  10 12-
  15 CON 
  5 12-
  13 INT 
  3 12- PER Roll 12-
  14 EGO 
  4 12-
  13 PRE 
  3 12- PRE Attack: 2½d6
  5 
  OCV 
  10
  5 
  DCV 
  10
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  3 
  SPD 
  10	 Phases: 4, 8, 12
  3 
  PD 
  1	 Total: 3 PD (0 rPD)
  3 
  ED 
  1	 Total: 3 ED (0 rED)
  5 
  REC 
  1
  30 END 
  2
  10 BODY 
  0
  26 STUN 
  3 Total Characteristics Cost: 67
  Movement: 
  Running: 
  12m
  Cost Powers 
  END
  118 Possess Statue: Summon statue built on up to 
  530 Total Points (see character sheet below) 
  26
  Slavishly Devoted (+1), Ranged (see text; +½); IIF 
  (talisman; -¼), Frogge Is Incapacitated And Helpless 
  While Statue Is Animate (-1)
  30 
  Possess Statue: Reduced Endurance (0 END; +½) for 
  Possess Statue 
  0
  IIF (talisman; -¼), Only Applies If Golem Can Place A 
  Matching Talisman On Statue (see text; -½)
  43 
  Object Animation: Multipower, 75-point reserve
  All IIF (talisman; -¼), Gestures (-¼), Incantations (-¼)
  3f 
  1) Standard Animation: Summon animated object built 
  on up to 150 Total Points 
  7
  Expanded Class (any object; +½), Slavishly Loyal 
  (+1); IIF (talisman; -¼), Gestures (-¼), Incantations 
  (-¼), Summoned Being Must Inhabit Locale (-½)
  4f 
  2) Animated Matter Lance: Blast 7d6 
  7
  Indirect (Source Point and Path can vary from use to 
  use; +1); IIF (talisman; -¼), Gestures (-¼), Incanta-
  tions (-¼)
  3f 
  3) Animated Matter Warping: Dispel Object/Device 
  Powers 16d6 
  6
  Variable Effect (any one Object/Device power at a 
  time; +½); IIF (talisman; -¼), Gestures (-¼), Incanta-
  tions (-¼)
   
  Skills
  9 
  +3 with Object Animation Multipower
  3 
  Disguise 12-
  4 
  KS: Animation Magic 13-
  3 
  KS: Kabbalism 12-
  3 
  KS: Western Occultism 12-
  3 
  Language: Hebrew (fluent conversation; English is Native)
  2 
  PS: Kosher Cooking 11-
  2 
  PS: Wax Modeling 11-
  3 
  Sleight Of Hand 12-
  3 
  Stealth 12-
  Total Powers & Skills Cost: 236
  Total Cost: 303
  400 Matching Complications (75)
  20 
  Hunted: assorted governments (Infrequently, Mo Pow, 
  NCI, Capture)
  10 
  Hunted: Witchfinder (Infrequently, As Pow, Kill)
  5 
  Hunted: Abrahamic Churches (Infrequently, Less Pow, 
  Remove Powers)
  15 
  Psychological Complication: Fear Of Personal Combat 
  (Common, Strong)
  10 
  Psychological Complication: Greedy (Common, 
  Moderate)
  10 
  Psychological Complication: Hungers For Greater Magic 
  Power (Common, Moderate)
  15 
  Social Complication: Secret Identity (Upton Frogge) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 0
  GOLEM FACTS
  Here are some facts characters and NPCs might know 
  about Golem if they succeed with an appropriate Skill Roll:
  N/R: Golem is a member of the Devil’s Advocates; he has 
  the power to animate statues and other objects.
  K/R: Golem’s powers actually come from a talisman he 
  wears; they’re not spells he casts.
  -2: Besides actually animating objects, Golem can also 
  warp matter, causing it to lash out and hit someone, or 
  ruining an object by changing its form.
  -4: Golem fears physical combat and pain, and does his 
  best to avoid both.
  -10: His Secret Identity is Upton Frogge.
  
  Champions Villains Volume Two: Villain Teams n The Devil’s Advocates 
  83
  GOLEM 
  (ANIMATED STATUE)
  Val Char Cost Roll Notes
  50 STR 
  40 19- Lift 25 tons; 10d6 HTH damage [5]
  20 DEX 
  20 13-
  10 CON 
  0 11-
  13 INT 
  3 12- PER Roll 12-
  0 
  EGO 
  0 — 
  MCV: N/A
  25 PRE 
  15 14- PRE Attack: 5d6
  7 
  OCV 
  20
  7 
  DCV 
  20
  3 
  OMCV 
  0
  3 
  DMCV 
  0
  4 
  SPD 
  20 	
  Phases: 3, 6, 9, 12
  10 PD 
  27 	
  Total: 10 PD (10 rPD)
  10 ED 
  27 	
  Total: 10 ED (10 rED)
  12 REC 
  8
  0 
  END 
  -4
  20 BODY 10
  — STUN —  
  Total Characteristics Cost: 206
  Movement: 
  Running: 
  12m
   
  Leaping: 
  20m
  Cost Powers 
  END
  15 
  Golem’s Body: Does Not Bleed 
  0
  10 
  Golem’s Body: No Hit Locations 
  0
  45 
  Golem’s Body: Takes No STUN 
  0
  25 
  Tireless: Reduced Endurance (0 END; +½) on STR 
  0
  6 
  Tireless: Reduced Endurance (0 END; +½) on Running 0
  5 
  Tireless: Reduced Endurance (0 END; +½) on Leaping 0
  1 
  Tireless: Reduced Endurance (0 END; +½) 
  on Swimming 
  0
  30 
  Body Of Metal: Resistant (+½) for 10 PD/10 ED 
  0
  90 
  Body Of Metal: Physical and Energy Damage Reduction, 
  Resistant, 25% 
  0
  36 
  Heavy: Knockback Resistance -12m 
  0
  40 
  Golem’s Body: Life Support: Total (including Longevity: 
  Immortality) 
  0
   
  Skills
  16 
  +2 HTH
  3 
  Climbing 13-
  2 
  WF: Common Melee Weapons
  Total Powers & Skills Cost: 324
  Total Cost: 530
  400 Matching Complications (75)
  20 
  Hunted: assorted governments (Infrequently, Mo Pow, 
  NCI, Capture)
  10 
  Hunted: Witchfinder (Infrequently, As Pow, Kill)
  5 
  Hunted: Abrahamic Churches (Infrequently, Less Pow, 
  Remove Powers)
  10 
  Physical Complication: Weighty (weighs 750 kg) (Infre-
  quently, Slightly Impairing)
  20 
  Physical Complication: Mute (Frequently, Greatly 
  Impairing)
  15 
  Physical Complication: No Tactile Feedback, must 
  succeed with a DEX Roll for any fine manipulation 
  (Frequently, Slightly Impairing)
  10 
  Physical Complication: Lacks The Smell/Taste Sense 
  Group (Infrequently, Slightly Impairing)
  15 
  Psychological Complication: Fear Of Personal Combat 
  (Common, Strong)
  10 
  Psychological Complication: Greedy (Common, 
  Moderate)
  10 
  Psychological Complication: Hungers For Greater Magic 
  Power (Common, Moderate)
  15 
  Social Complication: Secret Identity (Upton Frogge 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 130
  
  84 n The Devil’s Advocates 
  Hero System 6th Edition
  GYRE
  Background/History: Sarah Benton knew her 
  parents were different, though they wouldn’t admit 
  it. Her father’s study held many leatherbound 
  books in foreign languages. Other daddies didn’t 
  have books like that, or a locked and sound-
  proofed basement room. Other mommies didn’t 
  plant and harvest herbs by the phases of the moon, 
  or sculpt little clay statues that vanished into the 
  locked room and never came out again. Sarah’s 
  mother told her not to talk about such things; 
  she’d learn all about it when she was older.
  Instead of public high school, Sarah’s parents 
  sent her to a Catholic school that taught Latin and 
  Greek — although the family wasn’t Catholic. As 
  a teenager, Sarah became interested in physics, 
  while her parent’s eccentricities became just one 
  more reason for adolescent embarrassment. When 
  Sarah graduated (a year early) and obtained a full 
  scholarship to a prominent university, she told her 
  parents they could keep their secrets; she didn’t 
  care.
  Her parents died in a car crash while Sarah 
  worked on her doctoral dissertation. She inher-
  ited the house, the key to the locked room, and a 
  letter asking her to carry on their work as ritual 
  magicians with a group called the “Trismegistus 
  Council.” Clearly, her parents had been complete 
  lunatics.
  Sarah felt enough curiosity to read a few of 
  the old books and her parents’ diaries before she 
  threw them out. She read of planetary spirits and 
  astral influences, of Hermes Trismegistus and the 
  Kabbalah. It made an odd kind of sense... actually, 
  some of this superstition had parallels in math and 
  physics... if she used symbolic logic to cut through 
  the archaic jargon and the contradictions....
  A few months later, Sarah abandoned her 
  dissertation. The occult concealed a strange and 
  misunderstood science. If she could lay it bare, 
  she would go down in history with Newton 
  and Einstein! She raided the library for more 
  mystic lore. The spinning of the astral spheres 
  — Penrose’s twistor theory — the I Ching as a 
  binary logic system for computation — Yes, she 
  was close! She cut off her friends and lived on 
  pizza deliveries and coffee. She worked until she 
  collapsed from exhaustion, then began again when 
  she woke up.
  The veil parted at last. Sarah chanted strange 
  words for hours as she filled legal pads with 
  diagrams that twisted into the fourth and fifth 
  dimensions before her blurring eyesight, and 
  for one shining, shattering moment, she knew. 
  She saw the wheels of Ezekiel’s vision, and knew 
  them for the spinning of protons and galaxies. 
  She understood the cycle of creation and destruc-
  tion, and the path from spirit to matter and back 
  again. She knew God’s own equations for making 
  universes.
  And then the moment passed, and Sarah 
  passed out. When she woke up a day later, she 
  tried to remember that moment of perfect clarity, 
  and couldn’t. Her notes held mere fragments of 
  theories and procedures. Sarah wept that she 
  had lost God’s equations. After resting further, 
  however, she realized just how much she did 
  remember. Spinning circles and spirals held the 
  key. Power moved in gyres and vortices, in and 
  out and ’round about. Sarah carefully drew a 
  diagram, said a word, and laughed as a whirlwind 
  of power erupted from the paper and blasted 
  through her ceiling. Her upstairs neighbor was 
  not so happy. He screamed at Sarah, but he didn’t 
  matter. She held up the paper, said the word again, 
  and he went away. By the time the police came, 
  Sarah had gone away too, to look for more books. 
  Sarah claimed not to know what destroyed the 
  apartments, so the police blamed the incident 
  on a crazed supervillain, identity unknown. The 
  Demonologist found Sarah two weeks later and 
  persuaded her to join the Devil’s Advocates. She 
  decided to call herself Gyre. Reluctantly, she 
  finished her dissertation and goes through the 
  motions of post-doc research at Millennium City 
  University — but she has more important work to 
  do now.
  
  Champions Villains Volume Two: Villain Teams n The Devil’s Advocates 
  85
  GYRE
  Val Char Cost Roll Notes
  10 STR 
  0 11- Lift 100 kg; 2d6 HTH damage [1]
  18 DEX 
  16 13-
  15 CON 
  5 12-
  28 INT 
  18 15- PER Roll 15-
  14 EGO 
  4 12-
  13 PRE 
  3 12- PRE Attack: 2½d6
  6 
  OCV 
  15
  6 
  DCV 
  15
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  4 
  SPD 
  20 	
  Phases: 3, 6, 9, 12
  6 
  PD 
  4 	
  Total: 27 PD (21 rPD)
  6 
  ED 
  4 	
  Total: 27 ED (21 rED)
  5 
  REC 
  1
  30 END 
  2
  10 BODY 
  0
  22 STUN 
  1  
  Total Characteristics Cost: 114
  Movement: 
  Running: 
  12m
   
  Flight: 
  26m
   
  Teleportation: 30m
  Cost Powers 
  END
  29 
  Mystic Energy: Endurance Reserve (100 END, 6 REC) 0
  73 
  Technomancy: Variable Power Pool (Magic Pool), 
  60 Pool + 60 Control Cost 
  var
  OAF (-1), Takes Hours To Change (-¼)
  43 
  Gyres Of Power: Multipower, 75-point reserve
  All OIF (talismanic rings; -½), Incantations (-¼)
  4f 
  1) Vortex Blast: Blast 10d6 
  7
  Double Knockback (+½); OIF (-½), Incantations (-¼)
  3f 
  2) Vortex Trap: Telekinesis (40 STR) 
  3
  Reduced Endurance (½ END; +¼); OIF (-½), Incanta-
  tions (-¼), Only To Grab And Spin/Squeeze Target 
  (-½)
  3f 
  3) Vortex Warp: Teleportation 20m 
  5
  Usable As Attack (defense is Teleportation or other 
  space-warping powers; +1¼), Ranged (+½); OIF 
  (-½), Incantations (-¼)
  3f 
  4) Force Precession: Reflection 
  (60 Active Points’ worth) 
  6
  Any Target (+½); OIF (-½), Incantations (-¼)
  4f 
  5) Twist Through Space: Teleportation 30m, x2 
  Increased Mass 
  7
  Variable Advantage (+½ Advantages; +1); OIF (-½), 
  Incantations (-¼)
  3f 
  6) Twist Through Dimensions: Extra-Dimensional 
  Movement (any physical location in any dimension), 
  x4 Increased Mass 
  5
  OIF (-½), Incantations (-¼)
  29 
  Vortex Shield: Resistant Protection (17 PD/17 ED) 
  0
  OIF (-½), Incantations (-¼)
  11 
  Force Precession: Deflection 
  2
  OIF (-½), Incantations (-¼)
  31 
  Levitory Vortex: Flight 26m, x8 Noncombat 
  0
  Reduced Endurance (0 END; +½); OIF (-½), Incanta-
  tions (-¼)
  34 
  Redirect Enemy’s Power: Absorption 30 BODY 
  (energy, to Endurance Reserve’s END) 
  0
  Delayed Return Rate (points fade at the rate of 5 per 
  Minute; +1); OIF (-½), Incantations (-¼)
  8 
  Mirrored Overcoat: Resistant Protection (4 PD/4 ED) 
  0
  OIF (-½)
  7 
  Brow Amulet: Mental Defense (15 points) 
  0
  OAF (-1)
  5 
  Heart Amulet: Power Defense (10 points) 
  0
  OAF (-1)
  6 
  Strange Magic: Change Environment, -3 to others’ 
  attempts to use Analyze Magic on her magic
  No Range (-½)
   
  Talents
  3 
  Absolute Range Sense
  3 
  Bump Of Direction
   
  Skills
  10 
  +2 with Gyres Of Power Multipower
  6 
  +3 OCV with Deflection
  3 
  Electronics 15-
  3 
  Mechanics 15-
  2 
  Navigation (Dimensional) 15-
  3 
  Power: Thaumaturgy 15-
  3 
  Spell Research (Inventor) 15-
  3 
  Teamwork 13-
  3 
  Scholar
  2 
  1) KS: Dimensional Magic 15-
  2 
  2) KS: General Occultism 15-
  1 
  3) KS: Other Dimensions 11-
  1 
  4) KS: Sacred Geometry 11-
  1 
  5) KS: Technomancy 11-
  3 
  Scientist
  1 
  1) SS: Dimensional Physics 11-
  2 
  2) SS: Physics 15-
  2 
  3) SS: Mathematics 15-
  Total Powers & Skills Cost: 353
  Total Cost: 467 
  400 Matching Complications (75)
  20 
  Hunted: assorted governments (Infrequently, Mo Pow, 
  NCI, Capture)
  10 
  Hunted: Witchfinder (Infrequently, As Pow, Capture)
  5 
  Hunted: Abrahamic Churches (Infrequently, Less Pow, 
  Remove Powers)
  20 
  Psychological Complication: Complete Disregard For 
  Humanity (Common, Total)
  15 
  Psychological Complication: Obsessed With Magical 
  Research (Common, Strong)
  15 
  Psychological Complication: Fear Of Close Combat 
  (Very Common)
  5 
  Rivalry: Professional (with other dimensional researchers, 
  both scientific and mystical)
  15 
  Social Complication: Secret Identity (Sarah Benton) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 67
  
  86 n The Devil’s Advocates 
  Hero System 6th Edition
  Personality/Motivation: Gyre seeks to recapture 
  that moment when she seemed to possess absolute 
  knowledge. She doesn’t care what damage her 
  quest may cause — mere human laws and lives 
  mean nothing to her compared to the eternal and 
  infinite truth she seeks. The Devil’s Advocates 
  help Gyre gather data, both from what the other 
  members know and her own experiments.
  The Dark Renaissance doesn’t matter much to 
  Gyre. She loves science and technology, but she 
  and the Demonologist agreed on a compromise: 
  science and technology could survive the resur-
  gence of magic, but as esoteric arts held by elites, 
  just like sorcery. The masses can remain ignorant 
  — Gyre says the scientific illiteracy of most people 
  shows that’s what they want anyway.
  Quote: “I wonder what would happen if....”
  Powers/Tactics: Gyre has invented several spells 
  based on vortices of space distortion and mystical 
  power. She casts these spells using incantatory 
  equations and rings braided from wire and set 
  with gems bearing mystic symbols. These spells 
  can redirect energy to protect Gyre from harm, 
  redirect attacks toward other targets, or move 
  her or other people through space. Her standard 
  attacks are a Vortex Blast of mystical energy and 
  a Vortex Trap that spins targets at high speed, 
  eventually knocking them out through dizziness. 
  Gyre also reflects attacks from one foe to strike 
  another, and teleports enemies into danger (such 
  as teleporting a character who can’t fly straight 
  up in the air, or moving one foe into the path of 
  another enemy’s attack). She wears amulets on her 
  forehead and chest that protect her from mental 
  and mystical attacks, while her overcoat of thin 
  ballistic cloth serves as a last-ditch defense against 
  gunfire.
  Her unique fusion of occultism and advanced 
  physics makes Gyre one of the rare few practi-
  tioners of technomancy. She combines electrical 
  and mechanical devices with talismanic gems and 
  mystic sigils, for short-lived but diverse magical 
  effects. She also uses the ready-made energies 
  and mystic geometry of city streets, buildings, 
  and utilities in bizarre rituals. As with her basic 
  magic, Gyre’s technomancy specializes in effects 
  that manipulate space and dimension or redirect 
  energy. Her magic is all so strange that attempts to 
  analyze or detect it all suffer a -3 penalty.
  Gyre protects her teammates by (a) Deflecting 
  ranged attacks and (b) teleporting unconscious 
  teammates away so they have a chance to Recover 
  away from the fight. The Devil’s Advocates typi-
  cally use Gyre’s technomantic gadgets as surprises 
  at the start of combat. Of course, Gyre’s space-
  warping powers and gadgets are also useful at 
  bypassing guards and defenses so the Advocates 
  can achieve their goals without a fight.
  Campaign Use: See the introductory text for 
  general information. Gyre’s Faustian thirst for 
  knowledge endangers the world as much as any 
  other villain’s lust for power. She might open gates 
  to deadly dimensions, release long-imprisoned 
  horrors, or activate dangerously powerful artifacts, 
  just to see what happens. When using Gyre in 
  an adventure, the GM should try to play up her 
  complete unconcern for consequences.
  To make Gyre more powerful, increase some of 
  her various powers (especially her Vortex Shield), 
  or double her Multipower reserve so she can use 
  two slots at once. To reduce Gyre’s power, reduce 
  or eliminate her Technomancy Power Pool, or 
  add a Limitation such as Gestures to her magic 
  so opponents can more easily prevent her from 
  casting spells.
  Associates, Allies, And Adversaries: Professor 
  Paradigm is extremely interested in Gyre and 
  her science (he thinks of magic as just a form of 
  science most people don’t understand yet, after 
  all). He’d really like to have her in the Paradigm 
  Pirates, but hasn’t yet reached the point where 
  he’s willing to do more than try to tempt her with 
  offers of money, resources, and assistance. So far 
  she regards him as too much of a rival to seriously 
  consider his overtures, but the time may come 
  when he sweetens the pot just enough to entice 
  her to switch teams.
  The Trismegistus Council also takes special 
  interest in Gyre. As the daughter of two of its 
  members, she still has books, diaries, and exten-
  sive notes that it would want under any circum-
  stances, but that it particularly wants because (a) 
  they reveal so much about the Council, and (b) 
  it regards them as its property (more or less). For 
  now the Council believes (correctly) that Gyre 
  hasn’t shown her “library” to anyone and has kept 
  it safe; if they ever come to think otherwise they 
  will appeal to friendly superheroes for assistance.
  Appearance: Sarah Benton is a slender white 
  woman of average height, with wavy, brown hair. 
  She’d be pretty if she paid more attention to her 
  appearance and tried to be nice to other people, 
  but she does neither. She wears blue jeans, blouses, 
  and cheap athletic shoes. As Gyre, she adds a silver 
  mask that covers the upper half of her face, and a 
  long, flowing overcoat that she magically gave a 
  silver-mirror finish. The coat has several pockets, 
  inside and out, where she keeps Foci and tools. 
  She also wears eight talismanic rings over thin 
  white gloves. Her Gyres Of Power look like whirls 
  and spirals of multicolored light.
  GYRE FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  Gyre if they succeed 
  with an appropriate 
  Skill Roll:
  N/R: Gyre is a super-
  villainess who’s 
  a member of the 
  Devil’s Advocates; 
  her magic seems 
  to involve vortices 
  and circles of power 
  that let her teleport, 
  move people and 
  objects, misdirect 
  attacks, and so forth.
  K/R: More broadly 
  speaking, Gyre is a 
  mistress of techno-
  mancy, magic that 
  combines traditional 
  spellpower with 
  modern-day devices 
  and concepts.
  -2: Superheroes 
  who attack Gyre 
  at range should 
  beware; she can use 
  one type of vortex 
  of power to “catch” 
  such attacks and 
  redirect them at 
  anyone else on the 
  battlefield.
  -6: Professor Para-
  digm seems particu-
  larly interested in 
  Gyre and her magic.
  -8: The Trismegistus 
  Council seems 
  particularly inter-
  ested in Gyre and 
  her magic.
  -10: Her Secret 
  Identity is Sarah 
  Benton; she’s a 
  post-graduate 
  student in advanced 
  mathematics and 
  physics at Millen-
  nium City University.
  
  Champions Villains Volume Two: Villain Teams n The Devil’s Advocates 
  87
  EXAMPLE POWERS FOR 
  TeCHNOMaNCY POWER POOL
  Accelerator Watch: This talisman began as a 
  stopwatch, but Gyre replaced the numbers with 
  mystic glyphs. When Gyre presses the button on 
  the watch, its hands circle rapidly, in opposite 
  directions. For the minute of the watch’s opera-
  tion, Gyre acts twice as quickly.
  +4 SPD (40 Active Points); OAF (-1), 1 Continuing 
  Charge Lasting 1 Minute (-1). Total Cost: 13 points.
  Spacebreaker Grenade: This fist-sized glass ball is 
  bound in steel rings and bears symbols painted in 
  glowing radium ink. When Gyre recites an equa-
  tion and throws the ball, it flies with great speed 
  to the desired location, teleporting past obstacles, 
  to explode in a burst of warped space that leaves 
  tiny fissures in everything caught in the blast. Gyre 
  uses this to destroy objects in supposedly secure 
  locations. Of course, she still needs some way to 
  see her target.
  RKA 1d6, Area Of Effect (8m Radius; +½), Indirect 
  (Path can vary from use to use; +½), No Range Modifier 
  (+½), Penetrating (x2; +1) (52 Active Points); OAF (-1), 
  Incantations (-¼), 4 Charges (-1). Total Cost: 16 points.
  Street Gate: Gyre places batteries and special coils 
  of silver wire around a five-way intersection, then 
  uses Twist Through Dimensions. The resulting Gate 
  to another dimension stays open for six hours, or 
  until someone disturbs the batteries. The Gate is 
  not very large — just big enough for one person 
  at a time to pass through. Gyre lacks sufficient 
  knowledge of the Multiverse to open these Gates 
  reliably; but she doesn’t much care, as long as she 
  learns something from the experiment.
  Extra-Dimensional Movement (any randomly-
  determined physical location in a specific randomly-
  determined dimension), Constant (+½), Usable By Other 
  (+¼) (35 Active Points); OAF Fragile (-1¼), Extra Time (5 
  Minutes to activate; -1), Gate (-½), No Conscious Control 
  (dimension accessed, and location in that dimension, 
  aren’t subject to Gyre’s control; -1), 1 Continuing Charge 
  Lasting 6 Hours (-0). Total Cost: 7 points.
  KAPILASA
  Background/History: Sarwan Datta came from 
  Brahmin family. His ancestors ruled the local 
  village for generations. Governments might 
  pass laws, but the Dattas made the only law that 
  mattered for the people who worked on their 
  land. After independence from Britain, the new 
  government abolished the caste system that made 
  the Dattas rulers — but the Dattas, like Brahmins 
  throughout India, cunningly evaded or subverted 
  the local government to keep themselves in power.
  After a twenty-year career in government 
  protecting his family’s interests, Sarwan decided to 
  retire from the world. He became a sannyasa, an 
  ascetic hermit — a perfectly respectable course for 
  a middle-aged and widowed Brahmin. In a stroke 
  of luck, Sarwan’s guru was a mystic who knew 
  genuine secrets of magic. Sarwan spent the next 
  seven years meditating and developing his psychic 
  force as he sought transcendence.
  The aspiring mystic seldom saw his old village, 
  but at last his family invited him to visit so he 
  could bless the marriage of his eldest grand-
  daughter. When he returned from his guru’s 
  forest retreat, Sarwan was shocked to learn that 
  his village had just elected a new leader... who 
  didn’t come from his family. No, the man was an 
  Untouchable, a member of the very lowest caste, 
  who’d attended college on a government scholar-
  ship and gone into politics. Sarwan hurried home 
  to ask how his family had lost control so badly. 
  His horror increase tenfold when he learned his 
  granddaughter had rejected her arranged marriage 
  to another Brahmin and was marrying the 
  Untouchable!
  Sarwan cursed them all and ran from the 
  house. He wandered in a daze until he came to 
  the burning-ground for corpses. For a moment, 
  Sarwan envied the dead. Then he remembered his 
  guru’s tales of Hinduism’s darkest tradition.
  Instead of purity, an ascetic could seek wisdom 
  through defilement. This path, called aghora, 
  was hard, fast, and dangerous to the soul... but 
  an ascetic who survived it could gain power 
  from Shiva, Kali, and other gods of death and 
  destruction.
  Day and night, Sarwan conducted grisly rites. 
  By day he listened to the sizzle of burning corpses 
  as he meditated, the pop as the brain-pan burst, 
  and used a scorched cranium as his begging-bowl. 
  By night he knelt on a cadaver’s chest as he prayed 
  to a burning wick that floated in the corpse’s 
  oil-filled mouth. He lived among the dead for a 
  full year. At last a god... or something... responded. 
  The next morning saw Sarwan transformed into a 
  master of magic.
  Sarwan tested his powers by killing the 
  Untouchable mayor and his treacherous, defiled 
  granddaughter. He slew many more victims as he 
  struck against Indians who broke the ancient laws 
  of caste. Indian government superheroes tried to 
  stop Sarwan, but his holy rampage also attracted 
  the Demonologist’s attention. Sarwan found in 
  the Demonologist a man who hated the profane, 
  modern world as much as he did. As Kapilasa, 
  the Skull-Bearer, he gladly joined the Devil’s 
  Advocates.
  Personality/Motivation: Sarwan tries to behave 
  like a soft-spoken holy man who acts more in 
  sorrowful duty than in anger, but his harsh, rigid 
  pride often shows through. He wants a world 
  where priestly, educated Brahmins rule and 
  everyone else minds his place. Sarwan blames 
  the Western world for the “corruption” of Indian 
  politics and culture, so he takes special joy in 
  attacking people and places he views as symbolic 
  of democracy, capitalism, and secularism. Sarwan 
  also despises the Abrahamic religions (Judaism, 
  Christianity, and Islam) for seeking converts 
  within India.
  Arguing with Sarwan is pointless. He dismisses 
  any attempt to defend the Western world: of course 
  people from a culture sunk in defilement cannot 
  appreciate the purity, beauty, and self-evident logic 
  of a theocratic caste system.
  KAPILASA FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Kapilasa if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: Kapilasa is 
  a member of the 
  Devil’s Advocates; 
  he possesses 
  strange destructive 
  powers.
  K/R: Kapilasa 
  appears to be from 
  India, or perhaps 
  some part of South-
  eastern Asia.
  -1: Kapilasa seems 
  to hate Westerners 
  and non-Hindu reli-
  gions fervently; his 
  targets often include 
  symbols of Western 
  values.
  -4: Kapilasa’s most 
  potent power is the 
  ability to wholly 
  possess someone; 
  possessed victims 
  have solid black 
  eyes.
  -6: Kapilasa must 
  perform unholy 
  rituals each day to 
  maintain his powers; 
  if he fails to do so, 
  his magic becomes 
  unreliable.
  -8: His real name 
  is Sarwan Datta; he 
  is a Brahmin-caste 
  Hindu who wishes 
  to force a return to 
  traditional Hindu 
  theocratic caste 
  culture in India.
  
  88 n The Devil’s Advocates 
  Hero System 6th Edition
  KAPILASA
  Val Char Cost Roll Notes
  30 STR 
  20 15- Lift 1,600 kg; 6d6 HTH damage [3]
  18 DEX 
  16 13-
  20 CON 
  10 13-
  13 INT 
  3 12- PER Roll 12-
  18 EGO 
  8 13-
  20 PRE 
  10 13- PRE Attack:  4d6
  6 
  OCV 
  15
  8 
  DCV 
  25
  6 
  OMCV 
  9
  6 
  DMCV 
  9
  4 
  SPD 
  20 	
  Phases:  3, 6, 9, 12
  15 PD 
  13 	
  Total:  15 PD (0 rPD)
  15 ED 
  13 	
  Total:  15 ED (0 rED)
  10 REC 
  6
  40 END 
  4
  15 BODY 
  5
  40 STUN 
  10  
  Total Characteristics Cost:  196
  Movement: 
  Running: 
  12m
  Cost Powers 
  END
  75 
  Mantras Of Mahakala:  Multipower, 94-point reserve
  All Incantations (-¼)
  4f 
  1)  Mahakala’s Hand:  RKA 1½d6 
  8
  NND (defense is Resistant Mental Defense; +1), 
  Does BODY (+1), Constant (+½), Reduced Endurance 
  (½ END; +¼); OAF (skull cup; -1), Incantations (-¼)
  4f 
  2)  Deny Magic:  Dispel Magic 20d6 
  9
  Variable Effect (any one Magic power or spell at a 
  time; +½); OAF (skull cup; -1), Incantations (-¼)
  4f 
  3)  Disintegration Touch:  RKA 3d6 
  3
  Penetrating (+½), Reduced Endurance (½ END; +¼); 
  Incantations (-¼), No Range (-½)
  2f 
  4)  Disintegrate Ranged Attacks:  Deflection 
  0
  Incantations (-¼)
  4f 
  5)  Deny Free Will:  Mind Control 9d6 
  4
  Incantations (-¼)
  4f 
  6)  Deny The World:  Resistant Protection 
  (15 PD/15 ED) 
  0
  Incantations (-¼)
  5f 
  7)  Deny  Space:  Teleportation 20m 
  6
  MegaScale (anywhere on Earth; +2); Incantations (-¼)
  2f 
  8)  Karmic Awareness:  Clairsentience (Sight Group, 
  Normal Hearing), Retrocognition 
  4
  Retrocognition Only (-1), Can Only View The Past 
  Of One Specific Person At A Time (see text; -½), 
  Incantations (-¼)
  1f 
  9)  Take Astral Form:  Extra-Dimensional Movement (any 
  physical location in the Astral Plane corresponding to 
  his physical location in Earth’s dimension) 
  2
  Extra Time (1 Turn; -1¼), Incantations (-¼)
  86 
  Possession:  Possession (Mind Control Effect Roll 60, 
  Telepathy Effect Roll 40) 
  0
  Reduced Endurance (0 END; +½); No Range (-½), 
  Unified Power (-¼)
   
  plus: Desolidification
  Projection (+0), Merging (+0), Reduced Endurance 
  (0 END; +½); Feedback From Host Body (-1), Linked 
  (-½), Unified Power (-¼)
  5 
  Ascetic’s Eyes:  Sight Group Flash Defense (5 points) 0
  15 
  Ascetic’s Will:  Mental Defense (15 points) 
  0
  5 
  Ascetic’s Health:  Power Defense (5 points) 
  0
  14 
  Ascetic’s Denial:  Life Support  
  0
  (Extended Breathing:  1 END per Turn; Diminished 
  Eating:  need only eat once per week; Diminished 
  Sleep:  need only sleep eight hours per week; Immu-
  nity:  all terrestrial diseases and biowarfare agents; 
  Longevity:  ages at half normal rate; Safe Environ-
  ment:  Intense Heat)
  10 
  Astral Awareness:  Dimensional (Astral Plane) for Sight 
  Group 
  0
  10 
  Astral Awareness:  Dimensional (Astral Plane) for 
  Hearing Group 
  0
   
  Skills
  3 
  Acting 13-
  3 
  Bureaucratics 13-
  3 
  Contortionist 13-
  3 
  Deduction 12-
  3 
  High Society 13-
  3 
  Language:  English (fluent conversation) (Hindi is Native)
  2 
  Navigation (Astral) 13-
  3 
  PS: Locate Karmically Significant Events 12-
  3 
  Stealth 13-
  3 
  Teamwork 13-
  3 
  Scholar
  2 
  1)  KS: Aghora Doctrine and Ritual 12-
  2 
  2)  KS: Hinduism 12-
  1 
  3)  KS: Indian Mystic World 11-
  1 
  4)  KS: Indian Spirit World 11-
  Total Powers & Skills Cost:  288
  Total Cost:  484
  400 Matching Complications (75)
  0 
  Dependence:   must perform schedule of rituals every 
  day to maintain powers, or they suffer a Required Roll 
  11- (Very Common)
  10 
  Distinctive Features:  solid black eyes, no matter what 
  body (Easily Concealed; Noticed and Recognizable; 
  Major Reaction [fear])
  20 
  Hunted: assorted governments (Infrequently, Mo Pow, 
  NCI, Capture)
  10 
  Hunted:  Witchfinder (Infrequently, As Pow, Capture)
  5 
  Hunted:  Abrahamic Churches (Infrequently, Less Pow, 
  Remove Powers)
  15 
  Psychological Complication:  Overconfidence (Very 
  Common, Moderate)
  15 
  Psychological Complication:  Hatred Of Secular, Egali-
  tarian Society (Common, Strong)
  Total Complications Points:  75
  Experience Points:  84
  
  Champions Villains Volume Two: Villain Teams n The Devil’s Advocates 
  89
  Quote: “With Shiva at my right hand and Kali at 
  my left, how can I fear the likes of you?”
  Powers/Tactics: Kapilasa possesses uncanny 
  strength and toughness from his mystical commu-
  nion with death. He also wields a set of mystic 
  syllables that invoke Shiva in his role as Mahakala, 
  Great Lord Time, the destroyer of all things. The 
  Mantras Of Mahakala enable Kapilasa to destroy 
  a variety of phenomena, from physical objects to 
  abstractions such as space, magic, or the differ-
  ence between himself and another person. The 
  most powerful of these effects require the use of 
  his begging-bowl, which consists of the top of a 
  human skull scorched from the cremation fire.
  Kapilasa can also look back in time by viewing 
  a person’s karmic cycle (he has to be in this 
  person’s presence, and can only view that person’s 
  past, not the past of the place). He uses this to 
  discover long-lost secrets for the Devil’s Advo-
  cates, or to learn the pivotal events in a person’s 
  life. By looking at a hero’s past, Kapilasa can not 
  only uncover secret identities, he can see the 
  character’s friends and enemies, how he gained his 
  powers, and other events that made the character 
  who he is. The Devil’s Advocates may use this 
  information to attack the people close to the char-
  acter, or to play cruel head-games in an attempt to 
  destroy a hero psychologically.
  Though Kapilasa wields a number of formi-
  dable combat powers, the Devil’s Advocates 
  especially value his power to merge with another 
  person — to wholly take possession of that 
  person’s mind with his own, in the process 
  shunting the victim’s helpless psyche into a tiny, 
  shut-off corner of the victim’s brain. (See APG 74 
  and 92 for rules on Possession and Projection.) 
  To reverse a possession, Kapilasa simply wills it to 
  end. Before the Devil’s Advocates launch a scheme, 
  Kapilasa often possesses some person close to 
  their objective. (People possessed by Kapilasa can 
  be recognized by their dead-black eyes, which 
  the Brahmin typically conceals using sunglasses.) 
  Heroes who confront the Devil’s Advocates may 
  find that a supposed “innocent bystander” is actu-
  ally Kapilasa, ready to strike from surprise with 
  one of the Demonologist’s magic items or some 
  mundane weapon.
  Kapilasa’s powers are not without their price. 
  Every day he must perform unholy rituals to 
  propitiate his dark gods, or his magic becomes 
  unreliable.
  Campaign Use: See the introductory text for 
  general information. Kapilasa makes the Devil’s 
  Advocates a more ecumenical group. He practices 
  a non-Western tradition of magic and represents 
  a particular facet of rejection of modernity: the 
  traditional, religious elite losing power to Western 
  ideas of equality and secularism. (Nor are Hindu 
  Brahmins the only such elite.) Within the Devil’s 
  Advocates, Kapilasa provides both a range of 
  combat and investigative abilities, and potent 
  deceptive powers. After a few encounters with 
  Kapilasa, heroes won’t trust anyone who wears 
  sunglasses.
  To make Kapilasa more powerful, move his 
  Deny The World Armor out of his Multipower, 
  increase the other powers and the Multipower 
  reserve, and raise his SPD. To make Kapilasa less 
  powerful, reduce his Multipower and physical 
  Characteristics.
  Kapilasa is quite likely to Hunt characters he 
  regards as champions of modern, Western influ-
  ence, whether this be secular humanism, Christi-
  anity, democracy, business, or military power. He’s 
  certainly the most vengeful member of the Devil’s 
  Advocates. He fights dirty and considers property 
  damage and injury to bystanders a bonus: he’s as 
  likely to collapse a building on a target hero as to 
  attack in the body of some innocent person.
  Appearance: Sarwan Datta is a short, skinny, 
  elderly Hindu man with dark skin and a lined 
  face. His eyes are windows into the black void of 
  annihilation. As Kapilasa he wears a black dhoti 
  or loincloth, and his body is smeared with grey 
  cremation ash. He’s mostly bald, with the white 
  V-mark of a devotee of Shiva on his forehead, but 
  his remaining fringe of gray hair grows long and 
  matted. During rituals, he sometimes carries a 
  trident (one of Shiva’s symbols), but this is just a 
  prop; it isn’t even a decent mundane weapon.
  
  90 n The Devil’s Advocates 
  Hero System 6th Edition
  TARTARUS
  Val Char Cost Roll Notes
  50 STR 
  32* 19- Lift 25.6 t; 10d6 HTH damage [5]
  21 DEX 
  18* 13-
  23 CON 
  10* 14-
  13 INT 
  3 12- PER Roll 12-
  11 EGO 
  1 11-
  20 PRE 
  8* 13- PRE Attack: 4d6
  8 
  OCV 
  20*
  6 
  DCV 
  12*
  3 
  OMCV 
  0
  4 
  DMCV 
  3
  5 
  SPD 
  24* 	
  Phases: 3, 5, 8, 10, 12
  30 PD 
  22* 	
  Total: 30 PD (15 rPD)
  30 ED 
  22* 	
  Total: 30 ED (15 rED)
  15 REC 
  9*
  60 END 
  6*
  13 BODY 
  3
  50 STUN 12*  
  Total Characteristics Cost: 205
  *: OIAID (-¼)
  Movement: 
  Running: 
  12m
   
  Flight: 
  34m
  Cost Powers 
  END
  48 
  Infernal Claws And Fangs: HKA 2d6 (4d6+1 with STR) 0
  Penetrating (+½), Reduced Endurance (0 END; +½); 
  OIAID (-¼)
  50 
  Demonic Powers: Multipower, 62-point reserve
  All OIAID (-¼)
  5f 
  1) Hellfire Bolt: RKA 3d6+1 
  2
  Reduced Endurance (½ END; +¼); OIAID (-¼)
  4f 
  2) Soulfire Burst: RKA 2d6 
  6
  Affects Desolidified (+½), Area Of Effect (1m Radius; 
  +¼); OIAID (-¼)
  4f 
  3) Torment Of Guilt: Mental Blast 2d6 
  0
  Constant (+½), Uncontrolled (until target makes an 
  EGO Roll at -3, check at each Post-Segment 12 
  recovery; +½), Reduced Endurance (0 END; +½); 
  OIAID (-¼)
  4f 
  4) Object Of Desire: Severe Transform 3d6 (create 
  object from nothing, heals back through another 
  application of this power) 
  6
  Improved Results Group (any nonliving object; +¼); 
  OIAID (-¼)
  3f 
  5) Dark Passions: Mind Control 10d6 
  6
  Telepathic (+¼); OIAID (-¼), Only To Control/Inflict 
  Emotions (-½)
  12 
  Scaled Hide: Resistant (+½) for 15 PD/15 ED) 
  0
  OIAID (-¼)
  10 
  Demonic Mind: Mental Defense (10 points) 
  0
  5 
  Mystic Defense: Power Defense (5 points) 
  0
  16 
  Demonic Regeneration: Regeneration 
  (1 BODY per Turn) 
  0
  19 
  Infernal Adaptations And Spiritual Immunities: Life 
  Support (Immunity: all terrestrial diseases and  
  biowarfare agents; Longevity: Immortality; Safe  
  Environments: Intense Cold, Intense Heat) 
  0
  29 
  Wings: Flight 30m, x8 Noncombat 
  2
  Reduced Endurance (½ END; +¼); OIAID (-¼), 
  Restrainable (-½)
  4 
  Demonic Eyes: Infrared Perception (Sight Group) 
  0
  OIAID (-¼)
   
  Skills
  3 
  Bribery 13-
  3 
  Cryptography 12-
  4 
  Forgery (Art Objects) 13-
  2 
  Language: English (completely fluent; Dutch is Native)
  2 
  Language: French (fluent)
  2 
  PS: Antiquities Appraiser 11-
  2 
  SS: Archaeology 11-
  3 
  Streetwise 13-
  3 
  Teamwork 13-
  3 
  Trading 13-
  3 
  Scholar
  4 
  1) KS: Art History And Styles 14-
  1 
  2) KS: Art Market 11-
  4 
  3) KS: Art Techniques 14-
  1 
  4) KS: Heraldry, Signets, And Hallmarks 11-
  Total Powers & Skills Cost: 253
  Total Cost: 458
  400 Matching Complications (75)
  15 
  Accidental Change: in presence of demons or demonic 
  magic 14- (Uncommon)
  20 
  Hunted: assorted governments (Infrequently, Mo Pow, 
  NCI, Capture)
  10 
  Hunted: Witchfinder (Infrequently, As Pow, Capture)
  5 
  Hunted: Abrahamic Churches (Infrequently, Less Pow, 
  Remove Powers)
  20 
  Psychological Complication: Showoff In Combat (Very 
  Common, Strong)
  10 
  Psychological Complication: Greedy For Art Treasures 
  (Common)
  10 
  Psychological Complication: Protective Of Art Treasures 
  (Uncommon, Strong)
  15 
  Social Complication: Secret Identity (Jos Terhune) 
  (Frequently, Major)
  20 
  Susceptibility: to holy water, places, and objects, 1d6 
  damage per Phase of exposure (Common)
  5 
  Vulnerability: 1½ x STUN from Blessed Attacks/Weapons 
  (Uncommon)
  Total Complications Points: 75
  Experience Points: 58
  
  Champions Villains Volume Two: Villain Teams n The Devil’s Advocates 
  91
  TARTARUS
  Background/History: Jos Terhune obtained his 
  degrees in Art History and Archaeology before 
  he realized few employers really needed someone 
  who could authenticate fifteenth-century Persian 
  miniatures or Roman frescoes. Eventually he 
  found art collectors who paid him to use his 
  expertise... though the “dubious provenance” of 
  their art objects often included theft or looting 
  from archaeological digs. Working for the black 
  market beat starving, however, and Jos was too 
  proud to take other work.
  One client brought Jos to a seedy back room 
  in Marrakech, where an equally seedy old 
  man offered an ornate, bone-handled dagger 
  for sale. After an hour, Jos announced it was 
  twelfth-century French work, though of unusual 
  design, and bore the arms of an obscure, long-
  defunct noble family called de Morphant. Jos’s 
  client sighed, and began dickering with the old 
  Moroccan. The Arabic argument grew heated.
  Then Jos’ client reached in his jacket — the 
  old man drew a gun — everyone was rolling on 
  the floor — shots rang out — and Jos held the 
  bloody dagger. His client lay bleeding and uncon-
  scious from a gunshot to the stomach, while the 
  Moroccan lay dead with a slit throat. The blood 
  smoked as the dagger glowed, shadows curdled 
  into a grotesque figure that turned to survey the 
  carnage. Jos lashed out in terror and the burning 
  dagger plunged into the demon’s chest. The dagger 
  and the demon both exploded.
  Flames filled the room and Jos crashed through 
  the brick wall in his panic. He dropped three 
  stories to the crowded street and people screamed. 
  Jos saw the reflection of a huge, ferocious demon 
  in a brass jar — and realized the reflection was his 
  own.
  Marrakech suffered three days and nights of 
  fire and blood before superheroes came to put a 
  stop to Jos’s madness. The Demonologist came 
  too, and he found Jos first. The Demonologist 
  calmed Jos down and bound the raging, uncon-
  trolled demonic energies that coursed through 
  his body. Jos found that he could now resume his 
  human form.
  The Demonologist convinced Jos that his 
  destiny lay with the Devil’s Advocates. Jos’s 
  rampage in Marrakech had already made him a 
  supervillain... and his new, demonic half would 
  demand an outlet for its ferocity. The art expert 
  joined the Devil’s Advocates as Tartarus, the Fist 
  of Hell.
  Personality/Motivation: Before he became 
  Tartarus, Jos had no faults greater than petty 
  pride and greed. He has learned to enjoy the 
  violent passions of his demonic self, though, 
  especially rage and lust. He also feels great pride 
  in his power, as well as avarice for the precious art 
  objects he studied but could not own before, and 
  a helping of gluttony — he’s developed a taste for 
  gourmet food, but he exercises so his body looks 
  toned in both human and demonic forms.
  Jos no longer fears his demonic form. At first, 
  he stayed with the Demonologist so the sorcerer 
  could restrain him if he lost control again. As 
  Jos learned to enjoy acting as Tartarus, however, 
  his berserk rages faded. Tartarus now considers 
  the Demonologist a friend. He believes the Dark 
  Renaissance will bring himself public glory as well 
  as wealth, power, and the art treasures he loves.
  Quote: “BRREAK your BONES and FEEEED on 
  your — Watch out for that vase, you moron! It’s 
  Ming!”
  Powers/Tactics: Tartarus can lift about 25 metric 
  tons and is nigh-invulnerable. He can fly, rip 
  through armored walls with his teeth and claws, 
  and project hellfire in various ways. Jos can make 
  other people feel violent passions, or torment 
  enemies with overwhelming guilt for the memo-
  ries of their past sins. Most recently, Tartarus 
  learned to create any object that he wants, so he 
  can tempt people with possessions they desire. 
  Jos’s skills, added to this power, make him a 
  supreme art forger. The Demonologist thinks Jos 
  might be able to evoke the powers of any demon, 
  including the power to buy souls.
  Tartarus often serves as a front-line fighter, but 
  the Advocates have more devious uses for him as 
  well. The Dark Passions power can make people 
  act in ways they wouldn’t normally choose, while 
  Desired Objects let the Advocates recruit people 
  through bribery. The Advocates also value Jos’s 
  skills: he continues his business as an art appraiser, 
  and uses this as a cover to locate mystic artifacts.
  
  92 n The Devil’s Advocates 
  Hero System 6th Edition
  In his human form, Jos has only a few minor 
  mystic defenses. Changing between forms takes 
  a full Turn of concentration to prepare, though 
  the change itself happens in a second once 
  preparations are complete. Transforming into 
  Tartarus shreds Jos’s clothing, so he does not 
  take his demonic form lightly when in public. 
  Before missions, the Devil’s Advocates stash spare 
  clothing in out-of-sight places so Jos can make his 
  own escape if the team must scatter. Sometimes 
  Jos approaches a target in human form (with a 
  mundane disguise to preserve his Secret Identity), 
  and then changes into Tartarus with a roar to 
  terrify onlookers.
  Tartarus’s may cancel his action to rescue an 
  endangered art object — even Dive For Cover to 
  interpose himself — instead of protecting himself 
  and attacking the heroes. He may also use combat 
  tactics that leave him open to attack or are less 
  than optimum, such as Haymakers or attempting 
  to subvert a female opponent through Dark 
  Passions, just because they would be so cool if they 
  succeeded.
  Campaign Use: See the introductory text for 
  general information. Tartarus provides muscle for 
  the Devil’s Advocates. Although the Demonologist 
  never belittles Jos, his lack of true sorcery leaves 
  him a perpetual lackey in the team.
  If Tartarus lacks sufficient power to give the 
  heroes a good fight, increase his STR and his 
  defenses until he can keep up. He could also gain 
  more Multipower slots. To increase his power in 
  a subtler way, give Tartarus a set of Transforms — 
  Physical, Mental, and Spiritual — so he can grant 
  wishes to people who sell him their souls and 
  thereby place themselves in his power. If Tartarus 
  is too powerful for your campaign, reduce his SPD 
  so he attacks less often, or reduce the size of his 
  Multipower reserve; most of the Multipower slots 
  easily scale back to 50 Active Points or so.
  Associates, Allies, And Adversaries: Tartarus 
  doesn’t get along with Morningstar (see CV3), 
  who’s worked for the Advocates a time or two. 
  Their respective demonic personalities simply 
  clash.
  Appearance: Jos Terhune is a slender but fit white 
  man in his mid-30s, with short, blonde hair, a 
  narrow face, and round glasses. As Tartarus, he 
  stands 6’3” tall with a massively muscular build. 
  Tartarus has scaled, dark red hide, batlike wings, 
  a long, heavy tail, a fanged muzzle, taloned hands 
  and feet, short, curving horns, and bone spurs 
  on his elbows, knees, ankles, and wing-joints. He 
  wears scarlet trunks with a hole in back for his tail. 
  Tartarus speaks in a growling but resonant bass 
  voice. He often roars and shouts gruesome threats 
  when he fights, but he doesn’t actually try to eat 
  his opponents.
  VILSIMBRA
  Background/History: The immortal faerie-folk 
  constantly struggle against boredom. Some 
  cultivate art and music to help the centuries pass. 
  Others amuse themselves by playing games. The 
  svartalfar, the subterranean Dark Elves from 
  Norse mythology, are of the latter sort. Their game 
  is power. Each svartalf noble constantly jockeys for 
  prestige and position in their tiny underground 
  principalities.
  Vilsimbra, Contessa-Minore of the Second 
  Ectolian House of the Onyx Kingdom, attempted 
  a coup against her prince. She thought her people 
  wasted their power on their insular little feuds and 
  intrigues, and should look outward to dominate 
  others. In past ages, the svartalfar had wielded 
  great power in the mortal world. They should do 
  so again!
  Vilsimbra’s coup failed, and the Ectolian Prince 
  punished her with perpetual exile — “perpetual” 
  meaning until she could finesse the clan into 
  accepting her back. Most svartalfar would try to 
  build a new power base through alliance with 
  another clan. Vilsimbra did not: that was just 
  more of the same old game. Not only did she leave 
  the caverns of the Onyx Kingdom, she left Faerie 
  entirely. On Earth, she felt, she would find novelty, 
  excitement — and sources of power her stay-
  at-home cousins never imagined. She wouldn’t 
  just win her way back into Clan Ectol, she would 
  return already a queen.
  After a few years spent playing with humanity, 
  Vilsimbra met the Demonologist. He was quite 
  clever, for a human, and saw ways they could help 
  each other. Astoundingly, he wanted the Dark 
  Elves to return to Earth, so Vilsimbra joined his 
  alliance of sorcerers. The Devil’s Advocates could 
  be just the power base she needed; and matching 
  wits and powers against Earth’s heroes was... 
  intense.
  In a stalactite-hung cavern of the Onyx 
  Kingdom, the Ectolian Prince watched a mirror of 
  black glass. It showed the Demonologist intro-
  ducing Vilsimbra to the other Devil’s Advocates. 
  She was young, the Prince thought — only a thou-
  sand years old, as mortals reckoned such things. 
  He was much older, and remembered the ages 
  when the svartalfar freely meddled with humanity. 
  In time, the errant Contessa-Minore would also 
  learn the futility of playing with shortlifers: just 
  when you put yourself in a position to push a few 
  of them around, they’d die of old age, the conti-
  nent would sink, or something similarly tedious 
  would spoil everything. It was so hard to build 
  anything enduring. In the meantime, it might be 
  amusing to make sure Vilsimbra didn’t gain too 
  much power. Being murdered was so inelegant. 
  The Prince smiled, without cruelty or compassion, 
  and blanked the glass.
  TARTARUS FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Tartarus if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: Tartarus is 
  a member of the 
  Devil’s Advocates; 
  rather than being a 
  spellcaster, he can 
  assume a powerful 
  demonic form.
  K/R: Besides being 
  immensely strong 
  and tough, Tartarus 
  can blast his foes 
  with hellfire, rack 
  them with guilt, or 
  tempt them with 
  objects they desire.
  -2: Tartarus revels in 
  combat and loves to 
  show off his power.
  -4: Tartarus has 
  been known to put 
  himself in danger to 
  protect valuable art 
  objects; he seems 
  to appreciate them 
  for their own sake, 
  rather than as loot.
  -6: As a demon, 
  Tartarus suffers 
  pain when exposed 
  to holy places or 
  objects, and takes 
  extra damage from 
  holy attacks.
  -10: His Secret Iden-
  tity is Jos Terhune; 
  he’s an art dealer 
  and appraiser.
  
  Champions Villains Volume Two: Villain Teams n The Devil’s Advocates 
  93
  Personality/Motivation: Vilsimbra may feel 
  impatient with her people’s endless games of 
  power and manipulation, but unconsciously she 
  plays the same games. She constantly tries to 
  psychologically dominate others, to be the one 
  in control of the situation. Though her illusion 
  powers are useful for keeping people off balance, 
  she doesn’t rely on them exclusively. She’s very 
  good at “reading” people to find sensitive topics 
  and Psychological Complications to exploit. If she 
  faces a chivalric male character, her tough, cool 
  exterior cracks under pressure, leading to a tearful 
  plea for help; a character driven by the death of 
  her parents might receive probing questions about 
  her family life. Vilsimbra does this even with 
  the other Devil’s Advocates, to their annoyance. 
  Vilsimbra rarely shows her true feelings.
  Quote: “What rare sport you mortals provide!”
  Powers/Tactics: Vilsimbra is a skilled sorceress 
  who specializes in illusions. Her finesse at magical 
  concealment and deception has few equals — she 
  can create illusions that affect any sense imagin-
  able, including exotic or supernatural senses such 
  as Danger Sense or Aura Vision. In addition to 
  Images and Mental Illusions, her illusion pool 
  can produce Darkness, Invisibility, Transform, or 
  other Powers — but the special effect must always 
  be an illusion, with little or no ability to work 
  actual changes to, or otherwise affect, the physical 
  world. Vilsimbra can use her innate magic to 
  make herself invisible or disguise herself, but her 
  true appearance is revealed to people who employ 
  traditional protections against faerie glamour 
  (such as a four-leaf clover or wearing a jacket 
  turned inside-out).
  Vilsimbra can also enchant objects for nearly 
  any purpose. She routinely carries a number of 
  minor magic items. These and her dagger provide 
  her only physical attacks. Vilsimbra’s magic items 
  usually look like finely-made but ordinary objects 
  such as a glove, a chair, a weapon, or an item of 
  jewelry.
  Although Vilsimbra can use her magic in 
  obvious ways to attack or defend, she relies on 
  illusion whenever possible. Her illusions cannot 
  directly harm an enemy, but she’s very cunning 
  at creating false threats, hiding existing dangers 
  (such as deep holes, high tension wires, or her 
  teammates), and keeping enemies from knowing 
  the real situation. The Devil’s Advocates frequently 
  employ her illusions to deceive heroes about their 
  true activities or objectives.
  Campaign Use: See the introductory text for 
  general information. Vilsimbra serves as the 
  misdirection specialist for the Devil’s Advocates. 
  Her illusions make her one of the team’s getaway 
  and breakout experts, too.
  More generally, Vilsimbra gives the Devil’s 
  Advocates access to the realm of mythology and 
  fairy tales. Despite the Contessa-Minore’s disgrace, 
  she can pull allies or magic items from the Land 
  Of Legends when it suits the GM’s plot.
  The Ectolian Prince doesn’t hunt Vilsimbra 
  through anything so crude as physical attacks, by 
  himself or by proxy. Instead, he uses his magic to 
  hinder her in subtle ways, such as giving heroes 
  clues in dreams or making things fall at inconve-
  nient moments. The Prince never declares himself 
  openly to heroes, but he unintentionally leaves 
  traces when his spells directly affect characters. 
  For instance, he appears briefly in a dream-
  sending, or a hero he Aids in a tight moment 
  glimpses his reflection in a window.
  The GM can make Vilsimbra more powerful 
  by increasing her Power Pools or giving her more 
  magic items, but she really isn’t meant to face 
  heroes in open combat. If you want to make her 
  less powerful, reduce the size of her Power Pools 
  and/or place more restrictions (Limitations) upon 
  them.
  Vilsimbra’s vengeful streak makes her quite 
  likely to hunt PCs who thwart her. She still avoids 
  direct, physical confrontation, preferring to dupe 
  an enemy into a trap, or into fighting someone 
  else.
  Appearance: Vilsimbra stands a slender 5’1” tall. 
  She dresses in dark green and purple silk (the 
  Ectolian clan colors) with a high-collared black 
  cape, accented with silver jewelry and piping. 
  Her protective amulet is her cape clasp, a large 
  purple gem in a silver setting. It flashes violet, the 
  same shade as her eyes, whenever she is struck. 
  Vilsimbra’s skin and hair are glossy black. Her face 
  is classically elven: narrow, sharp-featured, with 
  pointed ears and upswept brows.
  VILSIMBRA FACTS
  Here are some facts characters and NPCs might 
  know about Vilsimbra if they succeed with an 
  appropriate Skill Roll:
  N/R: Vilsimbra is a super-mage who’s a member 
  of the Devil’s Advocates; she resembles and 
  costumes herself like a black-skinned elf or faerie.
  K/R: She is, in fact, a dark elf; it’s not a costume.
  -1: Vilsimbra’s powers primarily involve illusion 
  and deception; with her, nothing is as it seems.
  -2: She carries an enchanted dagger for times 
  when illusions aren’t enough to get the job done.
  -10: Vilsimbra is a faerie noblewoman exiled 
  to Earth for some disgrace; she may still have 
  contacts or resources in the Land of Legends, 
  though.
  
  94 n The Devil’s Advocates 
  Hero System 6th Edition
  VILSIMBRA
  Val Char Cost Roll Notes
  8 
  STR 
  -2 11- Lift 75 kg; 1½d6 HTH damage [1]
  20 DEX 
  20 13-
  15 CON 
  5 12-
  23 INT 
  13 14- PER Roll 14-
  20 EGO 
  10 13-
  25 PRE 
  15 14- PRE Attack: 5d6
  7 
  OCV 
  20
  7 
  DCV 
  20
  7 
  OMCV 12
  7 
  DMCV 12
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  7 
  PD 
  5 	
  Total: 19 PD (6 rPD)
  7 
  ED 
  5 	
  Total: 19 ED (6 rED)
  5 
  REC 
  1
  30 END 
  2
  10 BODY 
  0
  22 STUN 
  1  
  Total Characteristics Cost: 169
  Movement: 
  Running: 
  12m
  Cost Powers 
  END
  120 Illusion Mastery: Variable Power Pool (Magic Pool), 
  80 Pool + 60 Control Cost 
  var
  Cosmic (+2); Only For Illusions (-1), Variable 
  Limitations (requires -½ worth of Limitations; -¼)
  51 
  Faerie Magic: Variable Power Pool (Magic Pool), 
  40 Pool + 40 Control Cost 
  var
  Focus (all powers must have at least -½ worth of 
  Focus; -½), Takes Hours To Change (-¼)
  26 
  Personal Illusions: Multipower, 32-point reserve
  All Will Not Work Against Traditional Means Of Seeing 
  Faeries (-¼)
  2f 
  1) Walk Unseen: Invisibility to Sight Group, Reduced 
  Endurance (0 END; +½) 
  0
  Will Not Work Against Traditional Means Of Seeing 
  Faeries (-¼)
  2f 
  2) Change Appearance: Shape Shift (Sight, Hearing 
  and Touch Groups, any humanoid shape) 
  2
  Costs Endurance Only to Change (+¼); Will Not Work 
  Against Traditional Means Of Seeing Faeries (-¼)
  9 
  Faerie Dagger: HKA 1d6 
  2
  Penetrating (+½); OAF (-1), No STR Bonus (-½)
  9 
  Faerie Warding Amulet: Resistant Protection 
  (6 PD/6 ED) 
  0
  OAF (-1)
  6 
  Faerie Warding Amulet: +6 PD/+6 ED 
  0
  OAF (-1)
  4 
  Faerie Warding Amulet: Power Defense (8 points) 
  0
  OAF (-1)
  15 
  Slippery Mind: Mental Defense (15 points) 
  0
  3 
  Iron Will: Resistant (+½) for 6 Mental Defense 
  0
  5 
  Unaging: Life Support (Longevity: Immortality) 
  0
  12 
  See Through Illusions: +8 PER with All Sense Groups 0
  Only To Penetrate Illusions, Magical Concealments, 
  And The Like (-1)
  17 
  Perceive Magic: Detect Magic 14- (no Sense Group), 
  Discriminatory, Range, Sense 
  0
   
  Perks
  2 
  Fringe Benefit: Faerie Lower Nobility
   
  Talents
  6 
  Striking Appearance: +2/+2d6
  8 
  Translation Earring: Universal Translator 14-
  IAF (-½), Only Spoken Language (-1)
   
  Skills
  3 
  Acting 14-
  3 
  Charm 14-
  3 
  Concealment 14-
  3 
  Conversation 14-
  3 
  Deduction 14-
  3 
  Disguise 14-
  3 
  High Society 14-
  3 
  AK: Land Of Legends 14-
  2 
  AK: Babylon 11-
  2 
  AK: Netherworld 11-
  3 
  KS: Faerie Magic 14-
  3 
  KS: Inner Plane Entities 14-
  3 
  KS: Mythology 14-
  3 
  Mimicry 14-
  3 
  Persuasion 14-
  3 
  PS: Psychologist 13-
  3 
  Stealth 13-
  3 
  Teamwork 13-
  Total Powers & Skills Cost: 349
  Total Cost: 518
  400 Matching Complications (75)
  20 
  Hunted: assorted governments (Infrequently, Mo Pow, 
  NCI, Capture/Kill)
  10 
  Hunted: Witchfinder (Infrequently, As Pow, Capture/Kill)
  15 
  Hunted: Ectolian Prince (Infrequently, Mo Pow, NCI, Mildly 
  Punish [hinder and annoy])
  20 
  Psychological Complication: Fear Of Bright Light (Very 
  Common, Strong)
  15 
  Psychological Complication: Vengeful (Common, 
  Strong)
  15 
  Psychological Complication: Manipulative (Common, 
  Strong)
  15 
  Susceptibility: to ferrous metal, 1d6 damage per Turn 
  (Common)
  15 
  Susceptibility: to sunlight, 1d6 damage per Minute (Very 
  Common)
  10 
  Vulnerability: 1½ x STUN from ferrous weapons 
  (Common)
  10 
  Vulnerability: 1½ x BODY from ferrous weapons 
  (Common)
  10 
  Vulnerability: 1½ x Effect from light-based Flashes 
  (Common)
  75 
  Experience Points
  Total Complications Points: 75
  Experience Points: 118
  
  Champions Villains Volume Two: Villain Teams n The Devil’s Advocates 
  95
  EXAMPLE POWERS FOR 
  ILLUsION MasTeRY POWER POOL
  Blood Moon: If Vilsimbra wants, she can cast 
  illusions over wide areas. To strike panic on a 
  worldwide scale, she can produce an unscheduled 
  eclipse of the Moon, turning its orb blood-red. 
  This requires her total concentration, however.
  Sight Group Images, +2 to PER Rolls, Area Of Effect 
  (2m Radius; +¼), MegaScale (1m = 10,000 km; +2), 
  Reduced Endurance (½ END; +¼) (52 Active Points); 
  Concentration (0 DCV throughout; -1), Set Effect (make 
  the Moon look blood-red; -1). Total cost: 17 points.
  Conceal Peril: Vilsimbra can create illusions 
  against unusual senses — including magical 
  senses and Danger Sense. This enables the Devil’s 
  Advocates to set traps and ambushes with greater 
  assurance that a foe will not anticipate the attack.
  Mystic Sense Group and Danger Sense Images, -8 
  to PER Rolls, Area Of Effect (8m Radius, +½) (51 Active 
  Points); Extra Time (1 Turn to activate; -½), Gestures 
  (-¼), Incantations (-¼), 1 Continuing Charge lasting 1 
  Hour (-¼). Total cost: 23 points.
  Fairy Treasures: Legend speaks of faerie-
  folk paying in gold that turns to dead leaves. 
  Modern folk seldom do business in gold coins, 
  so Vilsimbra updates the legend. She can make 
  illusory krugerrands, but also diamonds, stacks 
  of $100 bills, jars of China White, or whatever 
  else a foolish mortal might consider precious. A 
  few hours after the mortal receives his payment, 
  however, his “treasure” becomes trash: the 
  diamonds are glass, the money is cut newspaper, 
  and the heroin is chalk dust. Use the rules on 6E1 
  306 to determine the value of what she creates. 
  This value disappears when the Transform 
  reverses, leaving worthless trash behind.
  Severe Transform 1d6 (creates seemingly real and 
  valuable “treasures” from nowhere, heals a few hours 
  later), Improved Results Group (whatever someone 
  considers precious; +¼), Invisible To Sight Group (+½) 
  (26 Active Points); IAF (bag or other container Vilsimbra 
  can pull the treasure from, so she doesn’t obviously 
  create it from nowhere; -½). Total cost: 17 points.
  Friend To Foe: Vilsimbra makes an opponent see 
  one of his allies as one of his enemies, and the 
  reverse, so he attacks the wrong person. This is a 
  major but not total change to a setting, requiring 
  and EGO +10 effect on the Mental Illusions. Since 
  Gestures, Incantations, or some other “magical” 
  act would defeat the illusion’s purpose, Vilsimbra 
  must fall back on an Activation Roll to cast the 
  spell.
  Mental Illusions 12d6 (60 Active Points); Activation 
  Roll 14- (-¼). Total cost: 48 points.
  EXAMPLE POWERS FOR 
  faeRIe MaGIC POWER POOL
  Fairy Ring: Vilsimbra can create portals to and 
  from the Land Of Legends. In additional to the 
  most traditional fairy ring — a circle of mush-
  rooms — Vilsimbra can send vines growing 
  between two nearby trees to form a doorway, 
  or create other symbolic portals as Foci for the 
  magical effect. Vilsimbra can only link locations 
  on Earth and the Land Of Legends that already 
  look similar, so a person does not immediately 
  know he has entered another world.
  Extra-Dimensional Movement (one physical location 
  in the Land Of Legends), Trigger (person enters ring or 
  portal; +¼), Usable By Other (+¼), Invisible To Sight 
  Group (person doesn’t know he’s crossed dimensions, 
  though other people see him disappear; +½) (40 Active 
  Points); IAF Immobile (fairy ring or portal; -1½), Gate 
  (-½), 16 Charges (-0). Total cost: 13 points.
  Ivy Bow: This wooden bow has a few ivy leaves 
  twined about each end. The arrows turn into 
  lengths of living ivy that wrap around Vilsimbra’s 
  target, immobilizing him and perhaps rooting him 
  to the ground.
  Entangle 4d6, 4 PD/4 ED (40 Active Points); OAF (-1), 
  8 Charges (-½). Total cost: 16 points.
  Living Chair: This wooden chair can sprout 
  wooden hands to restrain a person who sits in it, 
  and walk about on its carved legs.
  Telekinesis (20 STR), Trigger (victim sits in chair; +¼) 
  (37 Active Points); IAF Bulky (-1), Affects Whole Object 
  (-¼), Costs Endurance (to activate; -¼), Only To Hold 
  Victim (-1), 1 Continuing Fuel Charge (1 Hour; -0). 
  Total cost: 11 points.
  
  96 n Eurostar 
  Hero System 6th Edition
  EUROSTAR
  Membership: Fiacho, Durak, Feuermacher, 
  Mentalla, Pantera, Scorpia, Ultrasonique, and der 
  Westgote
  Background/History: Eurostar first appeared on 
  the world stage in 1988, but its roots stretch back 
  half a decade. In 1983, an ambitious and char-
  ismatic young Danish politician named Danar 
  Nicole, after years of arguing passionately, but 
  fruitlessly, about the need for European union, 
  quit the European Parliament in disgust. If Europe 
  wouldn’t unite for its own good, he decided, he 
  would make it unite under the rulership of the one 
  person with the right vision to lead: himself. For 
  the next several years, Nicole trained himself in 
  the arts of destruction, and had surgeons, bioen-
  gineers, and technicians remake his body so that 
  he became a living weapon — a human dagger 
  pointed at the heart of foolish Europe.
  But Nicole, now calling himself Fiacho, knew 
  that in a world filled with the likes of the New 
  Knights and VIPER, he couldn’t achieve his aims 
  alone, no matter how well-trained he might be. 
  He needed allies, superpowered allies who shared 
  his vision of the future — or who were at least 
  willing to follow his orders. He put the word out 
  to his contacts throughout Europe, asking them to 
  report anything unusual to him.
  He got his first break in 1986, when a friend at 
  Interpol told him about a superhuman strongman 
  wreaking havoc in Poland. Fiacho traveled there 
  to find Igor Sterankov — Durak — destroying a 
  Soviet armored division the Kremlin had sent to 
  capture or kill him. After helping Durak out of 
  a tight spot by slaughtering a tank crew, Fiacho 
  suggested to him that there were better, more prof-
  itable, ways to use his powers. Realizing the Soviet 
  military would eventually overwhelm him with 
  sheer numbers, Durak agreed. Fiacho spirited him 
  out from behind the Iron Curtain to safety, and 
  Eurostar had its first recruit.
  Later that same year, the pair was intrigued 
  when a series of mysterious, sudden, violent storms 
  destroyed some villages in Italy. When they inves-
  tigated, they found Bora, an Italian woman with 
  the power to control the winds. Although Bora 
  was initially suspicious of them and ready to fight, 
  Fiacho used his most persuasive manner to explain 
  himself and convince her she could better extract 
  her longed-for revenge upon the world as part of a 
  team. Now the nascent Eurostar was a trio.
  In 1987, word reached Fiacho about Jean 
  Dubois, a brilliant French scientist whose work 
  Danar Nicole had once helped sponsor. Poor 
  Dubois had been maimed in an accident and 
  become a raving paranoid. Sensing an asset he 
  could exploit for his team, which needed a techni-
  cian, Fiacho visited the hospital where Dubois 
  was staying. He was disappointed to discover that 
  Dubois was blind, and more deeply disturbed than 
  he’d heard. But Dubois convinced him not only 
  that he was sufficiently lucid to become part of 
  Fiacho’s team, but that he could use technology 
  to compensate for his blindness. Fiacho took a 
  chance and broke him free, and soon Ultrasonique 
  was born.
  The four villains adjourned to Fiacho’s chalet 
  in Switzerland to discuss their plans. Over several 
  weeks, Fiacho sold them on his vision of a united 
  Europe — with Eurostar at its helm. In truth, the 
  other members were less interested in Fiacho’s 
  political aspirations than in the chance for adven-
  ture, excitement, destruction, and profit he prom-
  ised, but at least to some degree they agreed with 
  him. With their consent, Fiacho planned a grand 
  statement to let the world know what was in store.
  On March 7, 1988, Fiacho released to the world 
  the Eurostar Manifesto, a statement of the group’s 
  political beliefs and goals. It read, in part: “The 
  free peoples of Europe, inspired solely by greed 
  and isolationism, have consistently refused to 
  become part of a united Europe — a Europe that 
  would be the world power it deserves to be, and in 
  the end make all of them better off than they are 
  today. Such ignorance cannot be ignored, or left 
  unpunished. From this day forward, let the foolish 
  peoples of Europe take note: you have forfeited 
  your freedom. If you do not unite of your own free 
  will, Eurostar will unite you by force.”
  Nor was the team’s statement an empty one. 
  For the rest of that year Europe was victimized by 
  a Eurostar crime wave, the likes of which it had 
  never seen before. The team raided a Russian gold 
  depository, stealing billions of dollars’ worth of 
  bullion. It attacked UNTIL facilities, not only to 
  weaken one of its chief enemies but to steal valu-
  able technology. It robbed banks, looted arsenals, 
  and committed numerous acts of terrorism and 
  mayhem designed to destabilize the governments 
  of Europe.
  
  Champions Villains Volume Two: Villain Teams n Eurostar 
  97
  During 1989, Eurostar was less visible — the 
  team was using its gains to build a secret head-
  quarters in Europe and plan further activities. In 
  1990 it resumed its campaign of terror, and also 
  picked up a new member: the Whip, a former 
  KGB operative with a high-tech whip who 
  betrayed his Russian masters to join the team. In 
  late 1992, Eurostar added to its roster yet again, 
  when Mentalla, a Spaniard formerly in the service 
  of Dr. Destroyer, became a member.
  The team stabilized at six members for the 
  next four years. It launched an attempted inva-
  sion of Poland in 1993, conducted a series of 
  attacks on Balkans peacekeepers in 1994, and 
  tried to overthrow the governments of the Baltic 
  states in 1995 — plots all averted by superheroes 
  by the narrowest of margins. In 1996, it lost two 
  members, Bora and the Whip, when their brains 
  were blown out by VIPER snipers in an ambush 
  that started the so-called “VIPER-Eurostar War.” 
  From then until 1998, the team was occupied 
  mainly with battles against VIPER, depleting its 
  coffers in an effort to obtain revenge. Finally, both 
  sides dropped the matter, unwilling to waste any 
  more time and resources on what was obviously a 
  stalemate. But hostility between the two remains 
  strong to this day.
  With his team weakened by two years of 
  conflict, Fiacho began looking for new members 
  and other ways to strengthen Eurostar. He 
  soon found the perfect candidates — Scorpia 
  and Feuermacher, members of another villain 
  team called Terror, Inc. Scorpia had previously 
  contacted him about the possibility of joining, 
  but he had not been ready for new members 
  at that time. Now he let her know the situation 
  had changed. Within a few months, Scorpia and 
  Feuermacher had killed the tyrannical leader 
  of Terror, Inc., Professor Muerte, and left South 
  America to return home to Europe. Now the team 
  had six members again and was ready to continue 
  its march toward domination of the continent.
  That same six-member lineup existed until 
  2005, when Fiacho recruited the German 
  strongman der Westgote to join the team. He 
  added an eighth member in 2007 when he discov-
  ered that one of his contacts, the unscrupulous 
  scientist Aldo Sanchietti, had transformed his 
  daughter into a beast-woman, only to die at her 
  hands. Fiacho named her Pantera and made her a 
  part of Eurostar.
  In the over two decades since it first announced 
  itself to the world, Eurostar has acquired a 
  well-deserved reputation as the most dangerous 
  supervillain team on Earth. In its quest to take 
  over Europe, it has destroyed entire city blocks, 
  stolen billions of dollars, and killed hundreds of 
  people (including several superheroes). Though 
  the team normally confines its activities to Europe, 
  it has occasionally struck at targets in the United 
  States and Asia, and will probably do so again. The 
  costumed crimefighters of the world have learned 
  not to take Eurostar’s threats lightly. As Fiacho 
  once said, “Eurostar does not rob banks. We wreck 
  economies.”
  Group Relations: The members of Eurostar aren’t 
  normally joiners; they’re obsessed, anti-social loners 
  and brooders who prefer to keep to themselves. 
  Only their mutual desire to lash out at the world — 
  whether that means destruction, conquest, or both 
  — brings them together, and then only as needed. 
  They rarely socialize together, maintaining more 
  of a “business relationship” than anything else. But 
  there’s very little bickering among them; over the 
  years they’ve learned to tolerate each other’s quirks 
  and work together without much friction. Fiacho’s 
  intense political vision and leadership skills help to 
  keep the team motivated and efficient.
  Fiacho keeps a close eye on Scorpia and der 
  Westgote. He recognizes that the Irishwoman is a 
  potential threat to his leadersihp. He knows how 
  skilled she is... and how willing to betray anyone 
  who seems to be an obstacle to her own plans 
  and desires. Preferring not to end up dead like 
  Professor Muerte, Fiacho watches her carefully. 
  Similarly, while der Westgote’s never indicated any 
  ambition to lead the team, he’s got the power and 
  the personal charisma to do it, and Fiacho would 
  rather cut any threat off before it’s fully-grown.
  Eurostar has a secret base in Switzerland, 
  well-hidden and protected by elaborate security 
  measures. It’s similar to the Urban Base on page 
  234 of Champions but with a danger room, more 
  laboratories, and better protection.
  Tactics: Years of working and fighting together 
  have made Eurostar a well-oiled combat machine. 
  In battle the team fights to win, avoiding flashy or 
  “showoff” maneuvers in favor of a lethal, practical 
  approach. It typically goes for the jugular; it has 
  no interest in taking captives so Fiacho can gloat 
  about his latest master plan.
  Eurostar plans most of its missions elaborately 
  and includes in its contingencies the possibilities 
  of superhero interference. Thus, the team is rarely 
  taken by surprise; in fact, superheroes who think 
  they’re ambushing Eurostar may find themselves 
  on the wrong end of the trap! It’s not uncommon 
  for one member of the team to remain in hiding 
  to attack anyone who interferes with a mission, or 
  for the team to bring along weaponry specifically 
  created to deal with a particular superhero Fiacho 
  expects to show up.
  The members of Eurostar have all learned 
  Esperanto, and typically use it to communicate 
  on the battlefield, since so few of their enemies 
  understand it.
  Campaign Use: Eurostar’s primary role in the 
  campaign is to be the “dangerously practical” 
  superteam. Unlike VIPER, Dr. Destroyer, or the 
  Ultimates, Eurostar won’t waste time and money 
  on grandiose Silver Age-style world-threatening 
  gadgets and plots. It functions more like a military 
  squad or a terrorist cell: it attacks a defined target 
  with precision and forethought, and if it meets 
  opposition it responds with lethal force. The team’s 
  members represent an intriguing dilemma for 
  heroes with Codes Versus Killing, since they’re so 
  ruthless and murderous many heroes will want to 
  try to put them down permanently.
  EUROSTAR 
  TEAM TACTICS
  Some of Eurostar’s 
  specific tactics and 
  codewords (in Espe-
  ranto) include:
  Fireball: All the 
  members with Area 
  Of Effect attacks 
  use them on the 
  designated area.
  Pigeon: Durak 
  tosses the desig-
  nated target in the 
  air, and everyone 
  (or specific team 
  members) attack 
  him while he’s in 
  mid-air.
  Pincushion: Fiacho 
  and Scorpia both 
  target the same 
  victim with their 
  weapons, using 
  Teamwork to 
  obtain bonuses. An 
  alternate version is 
  Stinger — Fiacho 
  uses his Hold 
  maneuver to disable 
  a foe, allowing 
  Scorpia to come in 
  and use her Sting 
  or Martial Arts to 
  attack the target.
  Ring Of Fire: 
  Feuermacher traps 
  an enemy with his 
  Wall Of Flame or 
  Fiery Prison powers, 
  and then the other 
  members target the 
  hapless hero with 
  physical attacks.
  Visiting Hour: 
  Every team member 
  should grab a 
  hostage (if possible) 
  and prepare to 
  escape.
  
  98 n Eurostar 
  Hero System 6th Edition
  Eurostar is a dangerous Hunter for a hero to 
  have. The same precision and ruthlessness that 
  makes the team such a potent threat in general 
  make it doubly troublesome for any specific hero 
  it singles out for “punishment.” For example, 
  Eurostar won’t hesitate to take a DNPC hostage 
  and threaten to kill him if the hero doesn’t show 
  up — and then kill the DNPC anyway after the 
  hero arrives, if it feels like it.
  Eurostar has a particular hatred of Americans 
  and American heroes, regarding them, and their 
  countrymen, as boorish idiots who don’t under-
  stand political realities. In any given situation, it 
  prefers to target Americans for hostage-taking or 
  killings intended to “send a message.”
  If Eurostar isn’t strong enough for your 
  campaign, the best way to beef it up is to add 
  members. Champions Universe describes a 
  number of European villains who’d make good 
  recruits. On the other hand, if Eurostar’s numbers 
  and power make it too much of a threat for your 
  PCs, get rid of a few members — Ultrasonique, 
  Feuermacher, and Mentalla would make good 
  candidates for this — or decrease all the members’ 
  power levels by 10-20 Active Points.
  Associates, Allies, And Adversaries: Eurostar 
  doesn’t maintain close relations with any other 
  villain team or villainous agency; it prefers to 
  stand alone. It’s said to have ties to some Italian 
  and Russian organized crime groups, but if so, it is 
  likely simply using them until it’s ready to sweep 
  away the governments of Europe and take control. 
  On the other hand, the Russian villain team Red 
  Winter and Eurostar hate each other; Fiacho sees 
  them as an obstacle to his plans, while Red Winter 
  doesn’t want Europe united under anything but 
  Communism.
  Eurostar and VIPER remain bitter enemies. 
  Each is looking for an opportunity to strike a 
  serious blow against the other without risking a 
  repeat of the War. Eurostar also holds a grudge 
  against Mechassassin for stealing some rare 
  technological components right out from under its 
  nose, and intends to teach him a lesson.
  Slither, one of King Cobra’s superpowered 
  minions, bitterly hates Eurostar because of its 
  treatment of him when it found out he was a 
  VIPER infiltrator (see CV1). He’ll do anything 
  he can to harm or hinder the team, and might 
  even try to convince King Cobra to move against 
  it. Menton, on the other hand, looks on Eurostar 
  with favor because his sister’s a member. The 
  team’s also worked well with the Warlord on a 
  couple of occasions.
  Eurostar has clashed with Gravitar in the past. 
  Fiacho believes the French supervillain should be 
  a part of his team, but she wants nothing to do 
  with them... and eventually made the point quite 
  clear by soundly defeating the entire team when 
  they tried to force her to join.
  Teleios still resents Eurostar for its “incom-
  petence” in revealing his existence to the world, 
  but not enough to start a fight. Still, he might be 
  tempted to help Eurostar’s enemies at some point 
  as a form of revenge.
  FIACHO
  Background/History: <“Danar, you can’t be 
  serious!”>
  <“I am very serious. You might even say, deadly 
  serious.”>
  <“But... but, your career! You’ve spent years 
  becoming one of the best-known politicians in 
  Europe! You’re one of the leaders of the European 
  Parliament. There’s no stronger, more eloquent 
  voice for the cause of European unity than 
  yours!”>
  <“And has it worked? Have the fools stopped 
  squabbling, stopped dredging up centuries’ worth 
  of supposed wrongs, started working together to 
  build a better future? Have they done anything to 
  put Europe in the position of world pre-eminence 
  that it deserves? No! They’ve done nothing! All my 
  words have been meaningless, and my career has 
  been wasted.”>
  <“You can’t mean that.”>
  <“I have never been more serious in my life. 
  After years of blinding myself to reality, I can 
  finally see clearly. The peoples of Europe will only 
  come together for their common good if someone 
  makes them. And I intend to do just that.”>
  With those words, Danar Nicole stalked out 
  of the European Parliament building, never to 
  return. Years of tireless work for his beloved cause 
  of European unity had led to nothing but failure. 
  Frustrated, angry, and incredibly bitter, Nicole 
  decided that where persuasion had failed, force 
  would do the trick.
  He spent the next several years transforming 
  himself into a living agent of destruction. He 
  studied with terrorists and martial arts masters, 
  learning how to fight, kill, and cause mayhem and 
  paranoia throughout society. He hired the best 
  underworld surgeons and technicians to trans-
  form him. Bulletproof plastics were inserted under 
  his skin, muscle grafts were sewn onto existing 
  muscles, and special weapons were designed 
  specifically for him. When the treatments were 
  done, he went back to his training facilities to 
  learn how to use his new body.
  And when he was done, Danar Nicole was no 
  more. In his place stood Fiacho.
  Personality/Motivation: Fiacho’s name — an 
  Esperanto word meaning “very bad” — encapsu-
  lates his background and personality perfectly. It’s 
  a word from a created language intended to unify 
  mankind, twisted to other purposes — just like 
  Nicole, once an ardent pan-European patriot, has 
  become twisted by rage into a vicious conqueror. 
  And the meaning of the word is important, too; 
  it reflects Fiacho’s attitude about both himself 
  and the people of the world. The fanaticism he 
  once focused on unifying Europe through politics 
  has been transformed into an obsession with 
  conquering Europe and forcing it to unify under 
  his rule — an obsession so strong it literally drove 
  him to “improve” himself through radical surgery 
  and bio-engineering.
  EUROSTAR FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  Eurostar if they 
  succeed with an 
  appropriate Skill Roll:
  N/R: Eurostar is 
  the largest and 
  most dangerous 
  supervillain team in 
  Europe, with a stated 
  goal of conquering 
  the continent. Its 
  leader is Fiacho; 
  as of mid-2010 its 
  other members 
  are Durak, Feuer-
  macher, Mentalla, 
  Pantera, Scorpia, 
  Ultrasonique, and der 
  Westgote.
  K/R: In the mid-
  Nineties Eurostar 
  fought a “war” with 
  VIPER, losing two 
  members (Bora and 
  the Whip) in the 
  process. Enmity still 
  exists between the 
  two organizations.
  -2: Eurostar is 
  also enemies with 
  Gravitar. On the other 
  hand, it seems to get 
  along with Menton 
  and the Warlord.
  -4: Eurostar uses 
  an elaborate system 
  of combat codes in 
  Esperanto.
  -10: Eurostar has 
  a secret headquar-
  ters somewhere in 
  Switzerland.
  
  Champions Villains Volume Two: Villain Teams n Eurostar 
  99
  FIACHO FACTS
  Here are some facts characters 
  and NPCs might know about 
  Fiacho if they succeed with an 
  appropriate Skill Roll:
  N/R: Fiacho is the leader of 
  Eurostar and is widely consid-
  ered one of the deadliest 
  terrorists in the world. He’s 
  an augmented human with 
  advanced fighting skills and 
  custom-designed weapons.
  K/R: His real name is Danar 
  Nicole; he was once an ideal-
  istic European Union politician.
  -1: Fiacho is a master of martial 
  arts, and that combined with his 
  chemically- and cybernetically-
  augmented body makes him a 
  deadly hand-to-hand fighter.
  -2: Fiacho’s weapons include a 
  micro-flechette launcher whose 
  darts can penetrate heavy 
  armor, corrosive gas pellets, a 
  sonic disorientator that hinders 
  his foes in HTH Combat, and 
  smoke clouds that are laced 
  with knockout gas.
  -4: Fiacho has a strong vengeful 
  streak and never forgets a 
  wrong or an insult, be they real 
  or just perceived.
  Where once he was gentle and peaceful, 
  Fiacho is now cruel, brutal, and ruthless. He has 
  murdered dozens of people with his own hands, 
  and would think nothing of killing dozens more 
  — or even detonating a nuclear device in an urban 
  area, if he believed doing so would advance his 
  purposes. Normally cold and calculating, he’s 
  sometimes prone to outbursts of rage (particu-
  larly when insulted or mocked), and has a strong 
  vengeful streak, as many of his former European 
  Parliament adversaries have learned to their 
  sorrow.
  Quote: “The destiny of the European millions is at 
  stake here — and I intend to see that they fulfill it, 
  whether they like it or not.”
  Powers/Tactics: Thanks to the extensive surgical 
  and bio-engineering processes he underwent, and 
  years of training and combat experience, Fiacho 
  is a deadly combatant with abilities far in excess 
  of even an elite forces soldier. With eight times 
  the strength of a normal man, he can use his 
  martial arts skills to hit with lethal force. Dermal 
  armoring implanted under his skin distorts his 
  appearance, but provides needed protection; he 
  supplements it with an armored costume.
  When his martial arts abilities aren’t enough, 
  Fiacho has several weapons he can employ. His 
  Micro-Flechette launcher fires tiny explosive 
  flechettes capable of penetrating heavy body 
  armor, and he also carries pellets of corrosive gas 
  that not only make good weapons, but are useful 
  for eating through doors and walls to create an 
  alternate escape route. When fighting in hand-to-
  hand combat, he activates his Sonic Disorientator, 
  which plays hob with an opponent’s balance, 
  reflexes, and agility. If necessary he can generate 
  a cloud of smoke laced with anaesthetic gas to 
  weaken his opponent further (he uses his Combat 
  Sense to ignore the smoke, and the gas is tailored 
  to have no effect on him).
  In addition to his combat abilities, Fiacho is a 
  skilled tactician, a knowledgeable and persuasive 
  politician, and a student of many subjects. Even if 
  he can’t fight physically, his brilliant, twisted mind 
  will be working hard to find other ways to hurt his 
  enemies.
  Campaign Use: Fiacho is a fanatic, and should 
  be played as such. You should present him as 
  obsessed, over the top, utterly irrational when 
  it comes to achieving his goals. The danger he 
  poses should never leave the PCs’ minds; one slip 
  on their parts, and Fiacho will escape, probably 
  leaving dozens or thousands of corpses in his 
  wake... some of them possibly the PCs.
  If Fiacho is a little too powerful for your game, 
  get rid of some of his Martial Maneuvers, one or 
  two of his weapons, and perhaps his Combat Luck. 
  If you need to make him stronger, increase his 
  STR to 35 or 40, his SPD to 6 or 7, and/or give him 
  more weapons. His weapons should be powerful 
  and clever but not outright “super-tech”; they 
  should have more of a “realistic” feel to them than, 
  say, Ultrasonique’s do.
  Fiacho is a dangerous Hunter. His 
  vengefulness makes it difficult for him 
  to Hunt anyone on less than an 11-, and 
  he approaches Hunting the same way he 
  approaches his other missions — from 
  the perspective of a fanatic terrorist. He’d 
  think nothing of blowing up an entire 
  building to affect one superhero, of killing 
  the hero’s DNPCs to send a message, or holding 
  thousands of people hostage to force his quarry to 
  walk into a trap. He won’t bother trying to capture 
  his adversary; he’ll go straight for the jugular every 
  time.
  Associates, Allies, And Adversaries: Fiacho 
  maintains loose connections with many of the 
  more destructive or dangerous European super-
  villains, such as der Schwartze Tod (a German 
  disease inflictor), Venin Vert (a French villainess 
  with poison powers), Panzer (a German powered 
  armor wearer), and Clockwork (a malevolent 
  British gadgeteer). Some of them he considers 
  potential future recruits for Eurostar; others are 
  simply assets he can make use of if necessary.
  Two Russian villains may pose potential 
  problems for Fiacho, so he keeps an eye on them. 
  One is Slun, perhaps the most powerful crimelord 
  in Eurasia (see CV1). The other is Molnya, an 
  electricity manipulator who’s also working to set 
  up a major criminal organization in the region. 
  Fiacho’s vision for a “united Europe” under his 
  own rule doesn’t allow for this sort of “competi-
  tion,” so when the time comes, these villains are 
  either going to have to submit to his leadership or 
  be destroyed.
  Appearance: Once a 
  handsome man about 
  six feet tall, Fiacho has 
  obviously undergone 
  surgical alteration and 
  augmentation. The 
  dermal implants which 
  protect him from 
  attacks have altered 
  his features and added 
  both bulk and a little 
  height. In some places 
  on his body, cyber-
  netic implants, muscle 
  grafts, or the like are 
  visible. His costume 
  consists of dark-
  colored pants and a 
  red and grey high-
  collared tunic, both 
  made of high-tech 
  cloth to offer further 
  protection against 
  injury. On his upper 
  arms are high-tech 
  armbands that contain 
  some of his weaponry.
  
  100 n Eurostar 
  Hero System 6th Edition
  FIACHO
  Val Char Cost Roll Notes
  25 STR 
  15 14- Lift 800 kg; 5d6 HTH damage [2]
  23 DEX 
  26 14-
  23 CON 
  13 14-
  25 INT 
  15 14- PER Roll 14-
  18 EGO 
  8 13-
  25 PRE 
  15 14- PRE Attack: 5d6
  9 
  OCV 
  30
  8 
  DCV 
  25
  3 
  OMCV 
  0
  6 
  DMCV 
  9
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  10 PD 
  8 	
  Total: 22 PD (14 rPD)
  9 
  ED 
  7 	
  Total: 21 ED (14 rED)
  14 REC 
  10
  45 END 
  5
  16 BODY 
  6
  46 STUN 
  13  
  Total Characteristics Cost: 235
  Movement: 
  Running: 
  22m
   
  Leaping: 
  20m
  Cost Powers 
  END
  23 
  Micro-Flechette Launcher: RKA 1d6 
  [32]
  Armor Piercing (+¼), Autofire (3 shots; +¼), 
  Penetrating (+½), 32 Charges (+¼); OIF (-½)
  39 
  Corrosive Gas Pellets: RKA 2d6 
  [8]
  NND (the defense is a PD Resistant Protection 
  defined as a force-field, or the like; +1), Does BODY 
  (+1), Area Of Effect (1m Radius; +¼); OAF (-1), 8 
  Charges (-½)
  48 
  Sonic Disorientator: Drain DEX, OCV, DCV, and SPD 
  3d6 (standard effect: 9 points) 
  0
  Expanded Effect (four Characteristics simultaneously; 
  +1½), Area Of Effect (1m Radius; +¼), Constant 
  (+½), Personal Immunity (+¼), Reduced Endurance 
  (0 END; +½); OIF (armband; -½), No Range (-½), 
  Maximum Effect (-10 points of each of the Charac-
  teristics at any one time; -½)
  28 
  Knockout Smoke Generator: Darkness to Sight 
  Group 6m radius 
  [4cc]
  OIF (armband; -½), No Range (-½), 4 Charges 
  lasting 1 Turn each (-½)
   
  plus: Drain STUN 2d6
  Area Of Effect (6m Radius; +½), Constant (+½), 
  Personal Immunity (+¼); OIF (armband; -½), No 
  Range (-½), 4 Charges lasting 1 Turn each (-½), 
  Linked (-¼)
   
  Martial Arts: General Combat Training
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Choke 
  -2 
  +0 
  Grab One Limb, 4d6 NND (2)
  4 
  Deadly Strike -2 
  +0 
  HKA 1d6+1 (2½d6 with STR) 
  4 
  Disarm 
  -1 
  +1 
  Disarm, +55 STR
  4 
  Escape 
  +0 
  +0 
  +60 STR vs. Grabs
  4 
  Eye Gouge 
  -1 
  -1 
  Sight Group Flash 8d6
  4 
  Hold 
  -1 
  -1 
  Grab Three Limbs, +55 STR
  5 
  Kick 
  -2 
  +1 
  13d6 Strike
  4 
  Low Blow 
  -1 
  +1 
  4d6 NND (3)
  3 
  Throw 
  +0 
  +1 
  9d6 + v/10, Target Falls
  4 
  Punch 
  +0 
  +2 
  11d6 Strike
  4 
  Vital Point Strike -1 
  +1 
  4d6 NND (1)
  16 
  +4 Damage Classes (already added in)
  2 
  Dermal Implants: Resistant (+½) for 2 PD/2 ED 
  0
  18 
  Armored Uniform: Resistant Protection (9 PD/9 ED) 
  0
  OIF (-½)
  10 
  Fast Runner: Running +10m (22m total) 
  1
  8 
  Strong Legs: Leaping +16m 
  (20m forward, 10m upward) 
  1
  6 
  Wrist Communicator: HRRP (Radio Group) 
  0
  OIF (-½), Affected As Sight And Hearing Groups As 
  Well As Radio Group (-½)
   
  Perks
  50 
  Contacts: Well-Connected and 47 points’ worth 
  throughout Europe and the Military/Mercenary/
  Terrorist World
  6 
  Deep Covers (3)
  15 
  Money: Filthy Rich
  9 
  Positive Reputation: world-threatening super-terrorist (on 
  Earth; 14-) +3/+3d6
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
  15 
  Combat Sense 14-
   
  Skills
  36 
  +3 Overall
  20 
  +2 with All Combat
  3 
  Acrobatics 14-
  3 
  Acting 14-
  3 
  Breakfall 14-
  3 
  Bribery 14-
  3 
  Bureaucratics 14-
  3 
  Combat Driving 14-
  3 
  Computer Programming 14-
  3 
  Conversation 14-
  3 
  Deduction 14-
  3 
  Demolitions 14-
  3 
  Disguise 14-
  3 
  Electronics 14-
  3 
  High Society 14-
  3 
  Interrogation 14-
  2 
  KS: Dr. Destroyer 11-
  4 
  KS: European History 15-
  5 
  KS: European Politics 16-
  3 
  KS: Fine Restaurants Of Europe 14-
  3 
  KS: The Military/Mercenary/Terrorist World 14-
  3 
  KS: The Superhuman World 14-
  
  Champions Villains Volume Two: Villain Teams n Eurostar 
  101
  DURAK
  Background/History: Igor Sterankov 
  was just a punk kid growing up in 
  Moscow during the final decline of the 
  Soviet Union. Uninterested in school, 
  he quickly drifted in with Russian 
  organized crime gangs. Big, tough, 
  and strong, he was a perfect enforcer 
  and legbreaker for his bosses, and he 
  enjoyed his work.
  Then he made the mistake of getting 
  into a fight with a Russian Army officer 
  in a bar. The officer called for backup, 
  and pretty soon Sterankov was at the 
  center of a melee involving a dozen 
  trained Russian soldiers. They held him 
  down and beat him unmercifully, their 
  punches shattering his jaw and ruining 
  his face forever. Then they turned 
  him over to the KGB to serve as a test 
  subject in ongoing superhuman-soldier 
  experiments.
  The treatments, involving chemical 
  injections, sensory deprivation cham-
  bers, neuro-electrical stimulation, and 
  other such pleasantries, worked only too 
  well. They enraged Sterankov, somehow 
  allowing him to tap reserves of power 
  and strength he didn’t know he had. He 
  smashed his way out of the cell they put 
  him in, out of Lubyanka Prison, and out 
  of Russia and into Poland, destroying 
  buildings, tanks, and anything else he 
  could get his hands on along the way. 
  That’s where Fiacho found him, rescued 
  him from the Russian Army, and made 
  him the first recruit for Eurostar.
  Durak has served Eurostar loyally, 
  since being a part of the team has given 
  him plenty of opportunities to engage in 
  the fighting and wholesale destruction 
  he loves. The media often refers to him 
  as “the fist of Fiacho,” since Eurostar’s 
  evil leader has but to point or give an 
  order, and Durak leaps into devastating 
  action.
  Personality/Motivation: Durak is 
  nothing but a thug who got lucky. He 
  loves to fight, break things, hurt people, 
  and throw his considerable weight 
  around. His superpowers have just 
  made him all the more contemptuous of 
  ordinary people; if you’re not super-
  human, you’re just a gnat to be swatted, 
  as far as he’s concerned.
  Quote: “Breaking your back will be good 
  warm-up.”
  2 
  KS: VIPER 11-
  3 
  Lockpicking 14-
  3 
  Mimicry 14-
  3 
  Oratory 14-
  3 
  Paramedics 14-
  3 
  Persuasion 14-
  3 
  PS: Politician 14-
  3 
  PS: Terrorist 14-
  3 
  Security Systems 14-
  3 
  Stealth 14-
  3 
  Streetwise 14-
  3 
  Systems Operation 14-
  3 
  Tactics 14-
  3 
  Teamwork 14-
  3 
  Linguist
  1 
  1) English (fluent conversation; Danish is Native)
  1 
  2) Esperanto (fluent conversation)
  1 
  3) French (fluent conversation)
  1 
  4) German (fluent conversation)
  1 
  5) Greek (fluent conversation)
  1 
  6) Italian (fluent conversation)
  1 
  7) Russian (fluent conversation)
  1 
  8) Spanish (fluent conversation)
  3 
  Traveler
  4 
  1) AK: Europe 16-
  1 
  2) CK: Berlin 11-
  1 
  3) CK: Brussels 11-
  1 
  4) CK: Copenhagen 11-
  1 
  5) CK: Geneva 11-
  1 
  6) CK: London 11-
  1 
  7) CK: Madrid 11-
  1 
  8) CK: Moscow 11-
  1 
  9) CK: Munich 11-
  1 
  10) CK: New York City 11-
  1 
  11) CK: Paris 11-
  1 
  12) CK: Rome 11-
  1 
  13) CK: Vienna 11-
  1 
  14) CK: Washington, D.C. 11-
  Total Powers & Skills Cost: 537
  Total Cost: 772
  400 Matching Complications (75)
  15 
  Distinctive Features: altered, ugly human (Concealable 
  With Difficulty, Always Noticed)
  20 
  Enraged: by insults, sarcasm, or not being taken seriously 
  (Common), go 11-, recover 11-
  25 
  Hunted: New Knights Of The Round Table (Infrequently, 
  Mo Pow, NCI, Capture)
  25 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  20 
  Psychological Complication: Determined To Conquer 
  And Rule Europe (Common, Total)
  15 
  Psychological Complication: Extremely Vengeful 
  (Common, Strong)
  15 
  Psychological Complication: Must Be In Command 
  (Common, Strong)
  15 
  Social Complication: Public Identity (Danar Nicole) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 372
  DURAK FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Durak if they 
  succeed with an 
  appropriate Skill 
  Roll:
  N/R:  Durak is a 
  super-strong villain 
  who’s a member of 
  Eurostar; he’s some-
  times referred to as 
  “the fist of Fiacho.” 
  His real name is Igor 
  Sterankov; he used 
  to be involved in 
  Russian organized 
  crime.
  K/R:  Durak’s said 
  to have gotten 
  his powers from 
  being involuntarily 
  experimented on by 
  the KGB; he certainly 
  has a fierce hatred 
  for Russians and 
  Russia.
  -1:  As “bricks” 
  go, Durak is on the 
  upper end, able to 
  life approximately 
  400 metric tons.
  -2:  Durak is basi-
  cally a crude thug 
  with super-strength; 
  he particularly loves 
  to fight, and treats 
  non-superpowered 
  people with 
  contempt.
  
  102 n Eurostar 
  Hero System 6th Edition
  DURAK
  Val Char Cost Roll Notes
  70 STR 
  60 23- Lift 400 tons; 14d6 HTH damage [7]
  18 DEX 
  16 13-
  40 CON 
  30 17-
  13 INT 
  3 12- PER Roll 12-
  10 EGO 
  0 11-
  25 PRE 
  15 14- PRE Attack: 5d6
  8 
  OCV 
  25
  8 
  DCV 
  25
  3 
  OMCV 
  0
  3 
  DMCV 
  0
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  30 PD 
  28 	
  Total: 30 PD (30 rPD)
  30 ED 
  28 	
  Total: 30 ED (30 rED)
  20 REC 
  16
  80 END 
  12
  20 BODY 10
  76 STUN 
  28  
  Total Characteristics Cost: 326
  Movement: 
  Running: 
  12m
   
  Leaping: 
  48m
  Cost Powers 
  END
  17 
  Super-Strong Muscles: Reduced Endurance 
  (½ END; +¼) on 70 STR 
  0
  15 
  Super-Tough Skin: Hardened (+¼) for 30 PD/30 ED 
  0
  37 
  Super-Tough Skin: Resistant (+½) for 30 PD/30 ED 
  0
  Hardened (+¼)
  3 
  Mask Lenses: Sight Group Flash Defense (5 points) 
  0
  OIF (-½)
  14 
  Bracing: Knockback Resistance -14m 
  0
  27 
  Super-Strong Legs: Leaping +44m (48m forward, 
  24m upward), x4 Noncombat 
  3
  6 
  Wrist Radio: Radio Perception/Transmission 
  (Radio Group) 
  0
  OIF (-½), Affected As Hearing Group As Well As Radio 
  Group (-¼)
   
  Perks
  6 
  Contacts: Russian organized crime 11-
   
  Skills
  32 
  +4 HTH
  3 
  Climbing 13-
  3 
  Interrogation 14-
  1 
  KS: European Politics 8-
  2 
  KS: Russian Organized Crime 11-
  1 
  Language: English (basic conversation; Russian is Native)
  1 
  Language: Esperanto (basic conversation)
  3 
  Teamwork 13-
  Total Powers & Skills Cost: 171
  Total Cost: 497
  400 Matching Complications (75)
  10 
  Distinctive Features: smashed, scarred face (Conceal-
  able With Difficulty; Noticed And Recognizable)
  25 
  Enraged: in combat (Very Common), go 11-, recover 11-
  15 
  Enraged: when fighting Russians (Uncommon), go 11-, 
  recover 11-
  25 
  Hunted: New Knights Of The Round Table (Infrequently, 
  Mo Pow, NCI, Capture)
  25 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  20 
  Psychological Complication: Loves To Fight (Very 
  Common, Strong)
  15 
  Psychological Complication: Hates Russia And Russians 
  (Common, Strong)
  15 
  Psychological Complication: Contempt For Normal 
  Humans (Common, Strong)
  15 
  Social Complication: Public Identity (Igor Sterankov) 
  (Frequently, Major)
  33 
  Experience Points
  Total Complications Points: 75
  Experience Points: 97
  
  Champions Villains Volume Two: Villain Teams n Eurostar 
  103
  Powers/Tactics: One of the strongest superhu-
  mans in the world, Durak is a powerful hand-
  to-hand combatant who delivers punches that 
  can penetrate tank armor and shrugs off soldiers’ 
  gunfire as if they were kids with peashooters. He 
  has little grasp of tactics (though he knows how to 
  team up with other Eurostar members to maxi-
  mize their effectiveness); he prefers to just leap 
  into the middle of battle and begin swinging his 
  fists. He’s surprisingly fast and agile for someone 
  of his size, which sometimes takes his opponents 
  by surprise. Given a decent chance of success, he’ll 
  plant his feet and prepare to unleash a Haymaker 
  on his opponent.
  Durak’s biggest weakness is his low EGO; he’s 
  an easy target for heroic mentalists or mystic 
  supers with mind-controlling spells. If this 
  becomes too much of a problem, Fiacho will 
  design a Psychic Shield for his mask (i.e., he’ll buy 
  some Mental Defense on a Focus).
  Campaign Use: Durak is really nothing more (or 
  less) than major muscle for Eurostar; he has all the 
  depth of a wading pool.
  If Durak is too strong and powerful for your 
  game, reduce his STR to 60, get rid of his Super-
  Strong Muscles power, and reduce his defenses 
  to 25. If he’s not tough enough to go toe-to-toe 
  with PC bricks and have at least an even chance of 
  beating them, increase his STR and defenses until 
  he’s on par.
  Appearance: Nearly seven feet tall and weighing 
  over 350 pounds, Durak is an enormous mass 
  of super-strong muscle. His costume is a grey 
  bodysuit with red highlights (including a D on his 
  left breast) and a half-face mask (with protective 
  lenses to shield his eyes from bright lights). His 
  lower right face is permanently mis-shapen and 
  scarred due to the beating he received from the 
  KGB agent.
  FEUERMACHER
  Background/History: Hanz Zeldte was once a 
  mercenary with a well-deserved reputation for 
  taking on any job, no matter how reprehensible 
  or dangerous, if the pay was good. A mysterious 
  employer offered him a small fortune to obtain 
  samples of an experimental fuel called “X-53” 
  from a French research corporation. Zeldte didn’t 
  know what X-53 was, but for that much money, he 
  didn’t care. He took the job.
  The mission went perfectly at first. He and 
  his team penetrated the company’s security, got 
  inside, and found the lab without any problem. 
  But it took so long to find the X-53 that the guards 
  spotted them. Grabbing the container of X-53, 
  Zeldte ran for it. A stray bullet from one of the 
  guards’ pistols shattered the container, dousing 
  Zeldte with the fuel. To his horror, he burst into 
  flame! He fell to the ground screaming, rolling 
  in the dirt to try to put the flames out... only to 
  discover, a few seconds later, that he was on fire, 
  but not feeling any pain at all. Then he passed out 
  from shock.
  He awoke in a special hospital, one maintained 
  by L’Institut Thoth to help people with unusual 
  superhuman conditions. He was in a bed — a bed 
  with asbestos sheets, because his body was still on 
  fire! In fact, according to the doctors, he was going 
  to remain on fire permanently. Somehow the X-53 
  had interacted with his cellular structure to cause 
  an instantaneous, irreversible mutation.
  As Zeldte tried to come to terms with his new 
  body, he was contacted by the evil mastermind 
  Professor Muerte. Muerte thought Zeldte would 
  be a perfect addition to his Terror, Inc. villain 
  team — and the pay was excellent. Zeldte had 
  had enough of the hospital anyway, so he took 
  the Professor up on his offer. Christening himself 
  Feuermacher (Firemaker), he became a part of the 
  Superhuman World.
  Over the next several years, Feuermacher 
  fought against the likes of the Sentinels, the Justice 
  Squadron, and plenty of other heroes — usually 
  on the losing end. He became more and more 
  disgusted with Professor Muerte’s “leadership”; the 
  man was dangerously insane. It was time to find 
  a better job, with a better class of people. It was 
  about then that his teammate Scorpia approached 
  him about the possibility of getting rid of Muerte 
  and joining Eurostar — a villain team with a 
  much better reputation in Feuermacher’s eyes. 
  He jumped at the chance. A few weeks later he 
  dropped Muerte’s body, encased in the ruins of 
  powered armor he’d melted into a solid cocoon 
  of slag, into the deeps of the Pacific. Then he and 
  Scorpia set out for Switzerland, and 
  he’s been doing great ever since.
  Personality/Motivation: 
  Feuermacher carries a lot 
  of rage and bitterness 
  around with him over his 
  condition — which keeps 
  him from interacting with 
  ordinary people in any 
  meaningful way, and often 
  makes day-to-day life 
  difficult — but he masks it 
  through a combination of 
  professionalism and wise-
  cracking. Only in battle 
  does he really give vent to 
  his anger, and even then 
  he tends to joke around a lot 
  (though his opponents rarely 
  find his jokes amusing). He shares 
  Durak’s contempt for ordinary people 
  (another defense mechanism). If given the 
  chance to reverse his condition, even if it meant 
  risking his life, he’d take it.
  Since he knows he’s cut off from many types of 
  entertainment, Feuermacher is willing to spend 
  prodigious amounts of money on those types he 
  can enjoy (like buying recorded music or movies 
  by mail order). Despite making so much money as 
  part of Eurostar, he’s perpetually strapped for 
  cash, and sometimes pulls “side jobs” on his 
  own to keep his pockets lined.
  
  104 n Eurostar 
  Hero System 6th Edition
  FEUERMACHER FACTS
  Here are some facts characters and NPCs might know about 
  Feuermacher if they succeed with an appropriate Skill Roll:
  N/R: Feuermacher is a fire-manipulating villain who’s a 
  member of Eurostar. His real name is Hans Zeldte; he’s a 
  German who used to be a mercenary.
  K/R: Feuermacher can’t turn off his fiery form; he’s always 
  ablaze.
  -2: Feuermacher can create “shapes” out of fire and use 
  them to attack a target from nearly any angle.
  -4: Like many fire-using superhumans, Feuermacher is more 
  strongly affected by Water-based attacks than most people.
  -6: The constant blaze of Feuermacher’s body makes it 
  difficult for him to see, hear, and smell things.
  -8: Feuermacher sometimes seems to be a little protective of 
  Scorpia in combat.
  -10: Feuermacher resents the way his condition cuts him off 
  from other people and would love to find a way to reverse it... 
  or better yet, alter his powers so he can turn his “Fiery Form” 
  on and off at will.
  FEUERMACHER
  Val Char Cost Roll Notes
  10 STR 
  0 11- Lift 100 kg; 2d6 HTH damage [1]
  21 DEX 
  22 13-
  25 CON 
  15 14-
  18 INT 
  8 13- PER Roll 10-/8-
  15 EGO 
  5 12-
  18 PRE 
  8 13- PRE Attack: 3½d6
  8 
  OCV 
  25
  7 
  DCV 
  20
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  6 
  PD 
  4 	
  Total: 22 PD (16 rPD)
  10 ED 
  8 	
  Total: 34 ED (24 rED)
  7 
  REC 
  3
  50 END 
  6
  10 BODY 
  0
  36 STUN 
  8  
  Total Characteristics Cost: 168
  Movement: 
  Running: 
  12m
   
  Flight: 
  40m
  Cost Powers 
  END
  67 
  Fiery Attacks: Multipower, 67-point reserve
  6f 
  1) Fiery Blast: Blast 10d6 
  2
  Reduced Endurance (½ END; +¼)
  6f 
  2) Melting Blast: RKA 3d6 
  2
  Reduced Endurance (½ END; +¼)
  6f 
  3) Fireball: Blast 8d6 
  6
  Area Of Effect (18m Radius Explosion; +½)
  6f 
  4) Fiery Shapes: RKA 2d6 
  2
  Indirect (Source Point is always Feuermacher, but 
  Path can alter to can strike target from any angle; 
  +½), +1 Increased STUN Multiplier (+¼), Reduced 
  Endurance (½ END; +¼)
  4f 
  5) Fiery Prison: RKA 2d6 
  0
  Area Of Effect (1m Radius; +¼), Constant (+½), 
  Reduced Endurance (0 END; +½); Targets Only Take 
  Damage If They Touch Cage Or Move Into/Out Of The 
  Affected Area (see APG 134; -½)
  60 
   Fiery Wall: RKA 2d6 
  3
  Area Of Effect (25m long, 4m high Line; +¾), 
  Constant (+½), Reduced Endurance (½ END; +¼); 
  No Knockback (-¼)
  33 
  Fiery Form: RKA 2d6 
  0
  Constant (+½), Area Of Effect (personal Surface — 
  Damage Shield; +¼), Reduced Endurance (0 END; 
  +½), Persistent (+¼); Always On (-½), No Range (-½), 
  Unified Power (with other Fiery Form powers; -¼)
  48 
   Fiery Form Flight: Flight 40m 
  0
  Reduced Endurance (0 END; +½); Unified Power 
  (with other Fiery Form powers; -¼)
  48 
   Fiery Form Protection: Resistant Protection 
  (16 PD/24 ED) 
  0
  Unified Power (with other Fiery Form powers; -¼)
  4 
  Fiery Body: Life Support (Safe Environments: Intense 
  Cold, Intense Heat) 
  0
   
  Skills
  15 
  +3 with Fiery Attacks Multipower
  3 
  Climbing 13-
  2 
  AK: Africa 11-
  2 
  AK: Europe 11-
  2 
  AK: South America 11-
  2 
  KS: The Military/Mercenary/Terrorist World 11- 
  2 
  KS: The Superhuman World 11-
  2 
  Language: English (fluent conversation; German is Native)
  1 
  Language: Esperanto (basic conversation)
  3 
  Shadowing 13-
  4 
  Survival (Temperate/Subtropical, Tropical) 13-
  3 
  Tactics 13-
  3 
  Teamwork 13-
  3  
  WF: Small Arms, Blades
  Total Powers & Skills Cost: 341
  Total Cost: 509
  400 Matching Complications (75)
  25 
  Hunted: New Knights Of The Round Table (Infrequently, 
  Mo Pow, NCI, Capture)
  25 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  30 
  Physical Complication: only has a Sight PER Roll of 10-, 
  and all other PER Rolls are 8- (All The Time, Greatly 
  Impairing)
  15 
  Psychological Complication: Spendthrift (Common, 
  Strong)
  15 
  Psychological Complication: Contempt For Normal 
  Humans (Common, Strong)
  15 
  Social Complication: Public Identity (Hans Zeldte) 
  (Frequently, Major)
  10 
  Vulnerability: 2 x STUN from Water attacks (Uncommon)
  Total Complications Points: 75
  Experience Points: 109
  
  Champions Villains Volume Two: Villain Teams n Eurostar 
  105
  Feuermacher has a little bit of a crush on 
  Scorpia. He knows nothing can ever come of 
  it, but he still looks out for her a little more in 
  combat and would protect her before any of the 
  others if he had to make a choice.
  Quote: “Things getting a little hot for you, hero?”
  Powers/Tactics: Although not as powerful or 
  versatile as the likes of Firewing, Feuermacher 
  possesses a useful suite of fire-based superpowers. 
  He can fly, generate various types of fire-bolts, 
  surround his foes with walls or cages made of pure 
  fire, and melt or deflect incoming attacks with the 
  fiery mantle that surrounds his body. Perhaps his 
  most unusual ability, the one from which he takes 
  his name, is Fiery Shapes — the ability to sculpt 
  flame into semi-solid objects before using it to 
  attack. For example, he might create a fire-hawk 
  that swoops around to hit an opponent in the 
  back, or a fire-disk he can arc over an enemy’s 
  Barrier.
  Feuermacher’s body is on fire permanently, 
  making it dangerous for other characters to touch 
  him (or let him touch them). His flames only 
  go out if there’s no oxygen to support them, and 
  they return as soon as they have access to oxygen. 
  Eurostar’s headquarters and equipment include 
  fireproofed sections able to withstand his flames 
  so he can try to live a quasi-normal existence. 
  Unfortunately, the flames interfere with his ability 
  to perceive things, and make it impossible for him 
  to wear a wrist radio like his teammates do.
  Campaign Use: If Feuermacher is too powerful for 
  your game, get rid of his Melting Blast and Fireball 
  Multipower slots, and then move Fiery Prison and 
  Fiery Wall into the Multipower (increasing the 
  reserve as needed to accomodate them). If you 
  need him to be more powerful, give him some 
  additional Multipower slots, and increase the 
  strength of his Resistant Protection. 
  Appearance: Feuermacher looks like a tall, 
  athletic man sheathed in flame from head to foot. 
  Sometimes he shapes the flames into boots, gaunt-
  lets, and a sort of mask at the appropriate places, 
  just to give himself a little more visual defini-
  tion. Sometimes, particularly when he’s using his 
  powers intensely, the flames around his head and 
  hands take on more of a butane-flame blue color 
  than a typical orange-red.
  MENTALLA
  Background/History: A daughter of the Medinas 
  of Spain, and twin sister to the world-infamous 
  Menton, Isabella Medina comes from a rather 
  distinguished lineage (see CV1 118 for details). 
  When she was young, her parents turned her 
  and her brother over to Dr. Destroyer to become 
  experimental subjects in his psionics program. 
  Destroyer unlocked the twins’ psionic potential, 
  making Menton extremely powerful and Isabella, 
  code-named “Mentalla,” less so — but still quite 
  powerful in her own right.
  Mentalla served Dr. Destroyer as a spy and 
  assassin for many years. After his “death” in 1992, 
  she decided the time had come to strike out on 
  her own. She didn’t share Rakshasa’s faith that the 
  master would one day return, and in any event 
  she was tired of serving him faithfully only to 
  be repaid with harsh punishments for even the 
  slightest failure. But she needed somewhere to go, 
  and someone to help protect her from Destroyer’s 
  other servants, if they decided to seek vengeance 
  for her “defection;” unlike Menton, she lacked the 
  raw power to do that on her own.
  That’s when she thought of Eurostar. Destroyer 
  had once assigned her to investigate the group 
  and assess its danger to his overall plans, and 
  Mentalla had been struck by how much she had in 
  common with Fiacho. Like him, she was intrigued 
  by political philosophy and social theories, and 
  to some extent she sympathized with his desire to 
  lead Europe. She abandoned Destroyer’s faltering 
  organization and sought out Eurostar to apply for 
  membership.
  At first the group was highly suspicious of her, 
  especially given the nature of her powers. But she 
  never did anything to justify their worries, and 
  it quickly became apparent just how useful her 
  psionic abilities were to the group. By 1995, she’d 
  been removed from provisional status and made a 
  full-fledged member.
  Personality/Motivation: The first impression 
  Mentalla gives is a good one — she seems smart, 
  reasonably friendly, and self-confident. Get to 
  know her a little better, though, and her true 
  personality emerges. Self-assured to the point of 
  arrogance, and completely disdainful of those 
  around her, she thinks nothing of manipulating 
  the minds of others as she sees fit. To her, they’re 
  just toys to keep her amused... until she decides 
  to break them. The only person she truly seems 
  to love and respect is Menton, though she enjoys 
  having political discussions with Fiacho.
  Quote: “Don’t mind if I do.”
  Powers/Tactics: Mentalla has powerful psionic 
  and psychokinetic abilities — not nearly as 
  powerful as those of her brother Menton, but 
  stronger than those possessed by most other 
  mentalists. She’s particularly good and taking 
  a person’s willpower and reducing it to next to 
  nothing; the victim won’t recover for hours. While 
  in this “mindwiped” state, a victim is even more 
  MENTALLA FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Mentalla if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: Mentalla is 
  a supervillainess 
  who’s a member 
  of Eurostar; she 
  possesses strong 
  mental and psycho-
  kinetic powers.
  K/R: Mentalla 
  formerly worked for 
  Dr. Destroyer, but 
  joined Eurostar after 
  his death.
  -4: Mentalla has 
  some sort of close 
  connection with 
  Menton; perhaps 
  they got their powers 
  from the same 
  source.
  -6: Mentalla 
  apparently left Dr. 
  Destroyer’s service 
  under something of 
  a cloud; she does 
  not get along with 
  the Destroyers.
  -8: Mentalla is 
  Menton’s twin sister.
  -10: Her Secret 
  Identity is Isabella 
  Medina; she’s a 
  member of the 
  wealthy Medina 
  family of Spain.
  
  106 n Eurostar 
  Hero System 6th Edition
  easily manipulated 
  by her other mental 
  powers, making it 
  quite easy for Euro-
  star to interrogate 
  captives or plant 
  mental commands 
  in peoples’ minds.
  Mentalla usually hangs back in 
  battle, since she has relatively low 
  defenses for the group and is also rela-
  tively slow. If possible she’ll find cover 
  far from the center of the fight and use 
  her Mental Powers via Line Of Sight. She 
  can also deflect attacks away from her 
  comrades, a valuable ability in many 
  combats.
  Campaign Use: To make Mentalla 
  more powerful, give her more 
  psychokinetic abilities, or expand 
  the scope of her psionic powers; see 
  the “Mental And Psionic Powers” 
  and “Telekinetic Powers” sections of 
  Champions Powers for dozens of abili-
  ties she could develop. You should also 
  consider giving her some extra SPD just 
  for the use of her mental powers, like her 
  brother Menton has (see CV1). To make 
  her less powerful, reduce her Multipower 
  to a 75 Active Point reserve (or even 60, if 
  appropriate).
  Associates, Allies, And Adversaries: 
  Mentalla enjoys the enviable position of 
  being the twin sister of one of the most 
  powerful superhumans on the planet — 
  Menton — and remains close to him even 
  though they rarely see one another. (They 
  “keep in touch” psionically.) If she ever 
  needs help, he’s usually glad to provide it. Anyone 
  who harms her will suffer his wrath.
  Mentalla hates Dr. Destroyer because of his 
  poor treatment of her, and is glad he’s dead. 
  (She doesn’t think Shadow Destroyer is really 
  Destroyer returned to “life”; she thinks he’s some 
  demon or creature who’s faking the whole thing as 
  part of some sick game.) She won’t go out of her 
  way to interfere with his other former lieuten-
  ants (the Destroyers), but would have no qualms 
  about turning them all into drooling, brain-fried 
  vegetables if their paths crossed. If and when 
  she finds out Dr. Destroyer is still alive, she will 
  actively try to disrupt his schemes, which may put 
  Eurostar at peril.
  Appearance: Mentalla is a beautiful woman of 
  Spanish ancestry, 5’8” tall with dark hair and 
  an attractive figure. She wears a dark bodysuit-
  like costume with a stylized M on the front. She 
  keeps her dark hair long and unbound. Her eyes 
  are green, and her face and figure remarkably 
  beautiful. She doesn’t wear a mask, but has so far 
  managed to keep her identity concealed because 
  she grew up in Destroyer’s care... and he makes 
  few of his records public.
  PANTERA
  Background/History: Aldo Sanchietti was a bril-
  liant biologist and geneticist... but also one with 
  some very peculiar ideas. Looking at the animal 
  kingdom, Sanchietti saw so much to admire: 
  swiftness, strength, acute senses, natural weapons, 
  defensive adaptations — the list was practically 
  endless. And then he looked at humans and was 
  disgusted. Of course humanity had intelligence, 
  but what matters intelligence in the battle for 
  survival? Humans were weak; they’d be much 
  better with more animal characteristics.
  Sanchietti began experimenting with manipu-
  lating human DNA to introduce animal charac-
  teristics, and with fusing animal DNA to human 
  genes. He kept his work secret for a while, but 
  eventually the university found out and he was 
  summarily dismissed for numerous severe ethical 
  violations. The university promised not to bring 
  the matter to the attention of the police if he’d just 
  disappear for good.
  Railing against his peers’ “lack of vision,” 
  Sanchietti continued working on his own, using 
  pilfered equipment and whatever other resources 
  he could scrape together. Fortunately, he had 
  two significant advantages. The first was his 
  young daughter Carla Rosita, who would make 
  the perfect test subject for his work. The second 
  was the secret patronage of Danar Nicole, better 
  known as the supervillain Fiacho, who saw much 
  promise in Sanchietti’s work. With Eurostar 
  money backing him, the fanatical geneticist soon 
  had his own top-notch laboratory facilities.
  A few years of hard work followed... and then, 
  success! A long series of drug therapies, gene 
  splicing treatments, and other experimental proce-
  dures slowly but surely transformed Carla into 
  Sanchietti’s perfect epitome of humanity: a woman 
  as much cat as human, with fingernails like claws, 
  feline senses, and a predatory instinct. But the 
  proud father had done his work too well — one 
  day while he was working with Carla, training her 
  hunting skills and senses by letting her stalk mice 
  around the lab, she turned on him, killing him as 
  casually as she killed the mice.
  As luck would have it, Fiacho dropped by the 
  Sanchietti villa the next day on one of his periodic 
  visits. Carla attacked him too, but he was much 
  better equipped than Dr. Sanchietti to defend 
  himself. Christening the now-unconscious cat-
  woman Pantera, he set the villa on fire and then 
  carried her out to a new life in Eurostar.
  Personality/Motivation: Pantera barely qualifies 
  as human in many respects. Although she’s still 
  intelligent, the predatory instincts and bloodlust 
  she’s received as a result of her father’s experi-
  ments override her intellect almost all the time. 
  For example, she can speak, but rarely says more 
  than a word or three at a time (usually pertaining 
  to food or killing). She can operate simple devices 
  (doorknobs, light switches, changing TV channels, 
  and so on), but can’t do complex tasks like typing, 
  
  Champions Villains Volume Two: Villain Teams n Eurostar 
  107
  MENTALLA
  Val Char Cost Roll Notes
  10 STR 
  0 11- Lift 100 kg; 2d6 HTH damage [1]
  18 DEX 
  16 13-
  20 CON 
  10 13-
  18 INT 
  8 13- PER Roll 13-
  25 EGO 
  15 14-
  20 PRE 
  10 13- PRE Attack: 4d6
  6 
  OCV 
  15
  6 
  DCV 
  15
  9 
  OMCV 18
  9 
  DMCV 18
  6 
  SPD 
  40	 Phases: 2, 4, 6, 8, 10, 12
  8 
  PD 
  6	 Total: 24 PD (16 rPD)
  10 ED 
  8	 Total: 26 ED (16 rED)
  10 REC 
  6
  60 END 
  8
  11 BODY 
  1
  30 STUN 
  5 Total Characteristics Cost: 199
  Movement: 
  Running: 
  12m
   
  Flight: 
  32m
  Cost Powers 
  END
  90 
  Mental Powers: Multipower, 90-point reserve
  9f 
  1) Mindblast: Mental Blast 7d6 
  3
  Reduced Endurance (½ END; +¼)
  9f 
  2) Mindscapes: Mental Illusions 14d6 
  3
  Reduced Endurance (½ END; +¼)
  9f 
  3) Mindbar: Mind Control 14d6 
  3
  Reduced Endurance (½ END; +¼)
  9f 
  4) Mindspeech: Telepathy 14d6 
  3
  Reduced Endurance (½ END; +¼)
  9f 
  5) Mindwipe: Drain EGO 3d6 
  3
  Delayed Return Rate (points return at the rate of 5 
  per Hour; +1¾), Reduced Endurance (½ END; +¼)
  5f 
  6) Psionic Surgery: Major Transform 4d6 (alter, 
  remove, or add memories or Psychological Compli-
  cations, heals back normally or through repeated 
  applications of this power)
  ACV (uses OMCV against DMCV; +¼), AVAD (Mental 
  Defense; +0), Line Of Sight (+½), Works Against 
  EGO, Not BODY (+¼); Limited Target (mental 
  “objects” in the minds of sentient beings; -½)
  87 
  Mindfinding: Mind Scan 14d6 
  3
  Reduced Endurance (½ END; +¼)
  72 
  Psychokinesis: Telekinesis (40 STR) 
  6
  ACV (uses OMCV against DCV; +0), Line Of Sight 
  (+½); Unified Power (with other Psychokinetic 
  powers; -¼)
  32 
  Psychokinetic Shield: Resistant Protection 
  (16 PD/16 ED) 
  2
  Costs Half Endurance (-¼), Unified Power (with other 
  Psychokinetic powers; -¼)
  32 
  Psychokinetic Flight: Flight 32m 
  1
  Reduced Endurance (½ END; +¼); Unified Power 
  (with other Psychokinetic powers; -¼)
  16 
  Psychokinetic Defense: Deflection 
  2
  Unified Power (with other Psychokinetic powers; -¼) 
  15 
  Mindshield: Mental Defense (15 points) 
  0
  5 
  Mindshield: Power Defense (5 points) 
  0
  6 
  Wrist Radio: Radio Perception/Transmission (Radio 
  Group) 
  0
  OIF (-½), Affected As Hearing Group As Well As Radio 
  Group (-¼)
   
  Talents
  3 
  Striking Appearance +1/+1d6
   
  Skills
  18 
  +3 with All Mental Powers
  3 
  Conversation 14-
  3 
  High Society 14-
  2 
  KS: Dr. Destroyer 11-
  2 
  KS: European History 11-
  2 
  KS: Philosophy 11-
  2 
  KS: Spanish History 11-
  2 
  KS: The Superhuman World 11-
  2 
  Language: English (fluent conversation; Spanish is Native)
  1 
  Language: Esperanto (basic conversation)
  1 
  Language: Italian (basic conversation)
  3 
  Power: Mentalism 14-
  3 
  Power: Psychokinesis 14-
  3 
  Riding 13-
  3 
  Teamwork 13-
  Total Powers & Skills Cost: 458
  Total Cost: 657
  400 Matching Complications (75)
  15 
  Enraged: when someone resists her Mind Control 
  (Uncommon), go 11-, recover 11-
  20 
  Hunted: New Knights Of The Round Table (Infrequently, 
  Mo Pow, NCI, Capture)
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  15 
  Psychological Complication: Disdainful Of Normals; 
  Considers Other Peoples’ Minds Her Playthings 
  (Common, Strong)
  15 
  Social Complication: Secret Identity (Isabella Medina) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 257
  
  108 n Eurostar 
  Hero System 6th Edition
  PaNTeRa
  Val Char Cost Roll Notes
  30 STR 
  20 15- Lift 1,600 kg; 6d6 HTH damage [3] 
  30 DEX 
  40 15- OCV: 10/DCV: 10
  30 CON 
  20 15-
  5 
  INT 
  -5 10- PER Roll 10-
  14 EGO 
  4 12- MCV: 5
  20 PRE 
  10 13- PRE Attack: 4d6
  10 OCV 
  35
  12 DCV 
  45
  3 
  OMCV 
  0
  6 
  DMCV 
  9
  6 
  SPD 
  40 	
  Phases: 2, 4, 6, 8, 10, 12
  15 PD 
  13 	
  Total: 23 PD (8 rPD)
  15 ED 
  13 	
  Total: 23 ED (8 rED)
  12 REC 
  8
  60 END 
  8
  20 BODY 10
  50 STUN 
  15  
  Total Characteristics Cost: 285
  Movement: 
  Running: 
  24m
   
  Leaping: 
  24m
  Cost Powers 
  END
  45 
  Claws: HKA 2d6 (6d6 with STR) 
  0
  Reduced Endurance (0 END; +½)
  11 
  Fang-Like Teeth: HKA ½d6 
  0
  Armor Piercing (+¼), Reduced Endurance 
  (0 END; +½); No STR Bonus (-½)
  7 
  Inspires Panic: +15 PRE 
  0
  Only For Fear-/Intimidation-Based Presence 
  Attacks (-1)
  2 
  Tough Skin: Resistant (+½) for 2 PD/2 ED 
  0
  14 
  Armored Costume: Resistant Protection (8 PD/8 ED) 
  0
  OIF (-½), Activation Roll 14- (-¼)
  12 
  Runs Like A Cat: Running +12m (24m total) 
  1
  10 
  Leaps Like A Cat: Leaping +20m (24m forward, 
  12m upward) 
  1
  12 
  Animalistic Senses: +4 to PER Rolls with all Senses 
  0
  5 
  Cat’s Eyes: Nightvision 
  0
  16 
  Fast Healer: Regeneration (2 BODY per Hour) 
  0
   
  Talents
  12 
  Combat Luck (6 PD/6 ED)
   
  Skills
  16 
  +2 HTH
  6 
  +3 OCV with Claws
  3 
  Acrobatics 15-
  3 
  Breakfall 15-
  3 
  Climbing 15-
  1 
  Language: Esperanto (basic conversation; Italian is Native)
  11 
  Shadowing 14-
  3 
  Stealth 15-
  11 
  Tracking 14-
  Total Powers & Skills Cost: 203
  Total Cost: 488
  400 Matching Complications (75)
  15 
  Enraged: when denied something she wants or stolen 
  from (Uncommon), go 11-, recover 11-
  30 
  Enraged: Berserk when takes BODY damage (Common), 
  go 8-, recover 8-
  20 
  Hunted: New Knights Of The Round Table (Infrequently, 
  Mo Pow, NCI, Capture)
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  25 
  Psychological Complication: Bloodthirsty, Casual Killer 
  (Very Common, Total)
  15 
  Psychological Complication: Greedy; Loves “Shinies” 
  and “Pretties” (Common, Strong)
  15 
  Social Complication: Secret Identity (Carla Rosita 
  Sanchietti) (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 88
  
  Champions Villains Volume Two: Villain Teams n Eurostar 
  109
  driving a car, or preparing a meal. (She prefers 
  to eat raw meat anyway; she’s even been known 
  to cannibalistically feast on downed victims, or 
  at least to lap up their blood, until Fiacho stops 
  her.) She also has an animalistic fascination with 
  shiny or pretty objects, and may become angry if 
  not allowed to have them. She’s often difficult to 
  control, though Fiacho’s beaten her into submis-
  sion so many times that she’s learned to instinc-
  tively defer to him. But that might change if he 
  ever showed weakness....
  Quote: “Kill! Pretties mine. Mine.”
  Powers/Tactics: Pantera’s superhuman abilities 
  result from having animal DNA (primarily from 
  felines) fused with her own. She’s far stronger, 
  tougher, faster, and more agile than normal, and 
  also has heightened senses and claw-like finger-
  nails. Although Pantera’s claws are a part of herself 
  (and thus not truly a Focus), they can be trimmed 
  so that they’re harmless — though of course this 
  requires that Pantera be restrained or sedated. 
  They’ll grow back to full size within 48 hours; it 
  takes 2 hours before they grow enough to give her 
  an HKA 1 point with them.
  In combat Pantera usually starts by fighting 
  cautiously, then switches to an aggressive attack 
  when she spots an opening or senses a weakness. 
  If Enraged she simply leaps with claws and fangs 
  bared. She’s not much of a team player, but obeys 
  Fiacho’s orders (unless she’s Enraged), and has 
  learned that opponents who are already fighting 
  one of her “packmates” are easier targets.
  Campaign Use: Pantera’s main purpose is to 
  provide Eurostar with more firepower... but unpre-
  dictable firepower that may turn the tables in the 
  heroes’ favor if Fiacho loses control of her during 
  a battle. When she’s injured and goes Berserk, she’s 
  as likely to attack a teammate as she is an adver-
  sary. No one in Eurostar other than Fiacho would 
  be sad to see her dead or captured.
  To make Pantera tougher, give her more 
  animal abilities — both from cats (such as greatly 
  enhanced Running based on cheetah DNA) and 
  from other animals. This may involve minor 
  shapeshifting; for example, perhaps she gains 
  increase STR by making herself more bear-like for 
  short periods of time. To weaken her, reduce her 
  Claws to HKA 1d6, her DEX to 25, and her SPD 
  to 5.
  Pantera is a consummate Hunter — that’s what 
  her father designed her to be, really. Once she 
  fixates on a target she stealthily stalks him until 
  the right moment arises for an ambush, then she 
  leaps on him and claws him to death. However, 
  unless Fiacho specifically orders her to do some-
  thing like that, she rarely becomes interested 
  enough in someone to deliberately Hunt him on a 
  repeated basis.
  Appearance: Pantera would have grown up to 
  become a beautiful Italian girl... if her father 
  weren’t a mad, immensely talented, biologist. 
  Thanks to his genetic manipulations she’s a cat-
  woman, with cat-like eyes, claw-like fingernails, 
  a lithe, graceful body, and an expression of crafty 
  ferocity on her face. On her lower arms and legs 
  there’s thick, flowing, fur-like hair. She goes bare-
  foot and wears no gloves; her only concession to 
  modesty is a black bodysuit similar to a woman’s 
  one-piece bathing suit with a provocative plunging 
  neckline. Her luxurious mane of black, slightly 
  curly hair reaches just below her shoulders.
  SCORPIA
  Background/History: Fiona O’Brady was born 
  and raised in one of the worst parts of Belfast, 
  Northern Ireland, where sectarian violence was 
  frequent and bloody. The daughter of devout 
  Catholics, with a father who belonged to the 
  Provisional IRA, it was only natural that she 
  got involved in the Troubles at an early age. She 
  started throwing rocks at Protestant children, and 
  then at British soldiers. With her quick wits and 
  quick hands, she was always able to hit her mark 
  and then get away before the Brits could catch her.
  Recognizing her talent and potential, the 
  Provos made her one of their own and began to 
  train her. She became a talented amateur chemist, 
  with a particular affinity for poisons and bombs. 
  Before long she was such a problem for the British 
  that she earned herself a nickname — Scorpia — 
  and took to wearing a mask when she went on 
  jobs, so the enemy couldn’t identify her.
  But then a member of her cell tripped up and 
  the British found out where the group was hiding. 
  With the soldiers closing in, Scorpia abandoned 
  them and escaped. She hadn’t cared about the 
  cause much for a long time — it was the violence 
  and bloodshed themselves that drew her, like a 
  PANTERA FACTS
  Here are some facts characters and NPCs might 
  know about Pantera if they succeed with an appro-
  priate Skill Roll:
  N/R: Pantera is a supervillainess who’s a member 
  of Eurostar; she’s a beast-woman with fangs, 
  claws, and incredible reflexes and speed.
  K/R: Unfortunately for her, she also has the mind 
  of a beast; she’s more of a predatory cat than 
  a human in many ways, and easily becomes 
  enraged.
  -2: Pantera has a childlike, animalistic greed; she 
  loves “pretty” and “shiny” things, and may hurt or 
  kill people who try to keep her from possessing 
  them.
  -6: Pantera’s occasionally shown a cannibalistic 
  tendency to gnaw on her downed victims, or lap up 
  their blood.
  -10: Her Secret Identity is Carla Rosita Sanchietti; 
  she’s the daughter of the unscrupulous geneticist 
  Also Sanchietti, who turned her into a beast-
  woman and whom she killed.
  
  110 n Eurostar 
  Hero System 6th Edition
  SCORPIA
  Val Char Cost Roll Notes
  15 STR 
  5 12- Lift 200 kg; 3d6 HTH damage [1]
  18 DEX 
  16 13-
  20 CON 
  10 13-
  15 INT 
  5 12- PER Roll 12-
  15 EGO 
  5 12-
  20 PRE 
  10 13- PRE Attack: 4d6
  9 
  OCV 
  30
  8 
  DCV 
  25
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  6 
  PD 
  4 	
  Total: 14 PD (8 rPD)
  6 
  ED 
  4 	
  Total: 14 ED (8 rED)
  12 REC 
  8
  40 END 
  4
  20 BODY 10
  38 STUN 
  9  
  Total Characteristic Cost: 181
  Movement: 
  Running: 
  18m
   
  Leaping: 
  12m
  Cost Powers 
  END
  18 
  Throwing Blades: Multipower, 30-point reserve 
  [12rc]
  12 Recoverable Charges for entire reserve (+¼); 
  all OAF (-1)
  1f 
   1) Single Blade: RKA 2d6
  OAF (-1), Range Based On STR (-¼)
  1f 
   2) Multiple Blades: RKA 1d6
  Autofire (up to 5 shots, +½); OAF (-1), Range Based 
  On STR (-¼)
  28 
  Curare-Tipped Darts: RKA 1d6 
  [12]
  NND (defense is Life Support [Immunity: Curare]; +1), 
  Does BODY (+1), Damage Over Time (6 increments, 
  one every four Segments for two Turns, cannot use 
  attack again on same target until all increments 
  accrue; +3); OAF (-1), No Knockback (-¼), Must 
  Target Unarmored Hit Locations (-½), Range Based 
  On STR (-¼), 12 Charges (-¼)
  38 
  Paralysis Poison Capsules: Entangle 5d6, 5 PD/5 ED [6]
  Area Of Effect (1m Radius; +¼), Takes No Damage 
  From Attacks (+1), Personal Immunity (+¼); OAF 
  (-1), Limited Power (Life Support [Self-Contained 
  Breathing or appropriate Immunity] provides 
  complete protection against this attack; -¼), Range 
  Based On STR (-¼), 6 Charges (-¾)
  23 
  Scorpia’s Sting: HKA 1d6 (2d6-1 with STR) 
  2 + [12]
  Armor Piercing (+¼); OAF (claws; -1)
   
  plus: Drain STUN 5d6
  OAF (claws; -1), Linked (-¼), No Range (-½), Only 
  Works When Claws Do BODY (-¼), 12 Charges (-¼)
   
  Martial Arts: Karate
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Atemi Strike 
  -1 
  +1 
  3d6 NND(1)
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Disarm 
  -1 
  +1 
  Disarm, 35 STR
  4 
  Dodge 
  +0 
  +5 
  Dodge all attacks, Abort
  3 
  Legsweep 
  +2 
  -1 
  6d6; Target Falls
  4 
  Knifehand Strike -2 
  +0 
  HKA 1d6+1 (2d6+1 with STR)
  4 
  Punch/Snap Kick 
  +0 
  +2 
  7d6 Strike
  5 
  Side/Spin Kick -2 
  +1 
  9d6 Strike
  8 
  +2 Damage Classes (already added in)
  16 
  Armored Costume: Resistant Protection (8 PD/8 ED) 
  0
  OIF (-½)
  2 
  Curare Tolerance: Life Support (Immunity: Curare) 
  0
  6 
  Fast Runner: Running +6m (18m total) 
  1
  4 
  Strong Leaper: Leaping +8m 
  (12m forward, 6m upward) 
  1
  5 
  Swingline: Swinging 20m; OAF (-1) 
  1
  3 
  Nightsight Lenses: Nightvision 
  0
  OIF (-½)
  6 
  Wrist Radio: Radio Perception/Transmission (Radio 
  Group) 
  0
  OIF (-½), Affected As Hearing Group As Well As Radio 
  Group (-¼)
   
  Perks
  6 
  Contact: the Provisional IRA 11-
   
  Talents
  7 
  Lightning Reflexes: +7 DEX to act first with All Actions
  3 
  Lightsleep
  3 
  Striking Appearance +1/+1d6
   
  Skills
  24 
  +2 Overall
  20 
  +2 with All Combat
  9 
  +3 with Throwing Blades and Poisoned Darts
  6 
  +1 with Agility Skills
  3 
  Acrobatics 13-
  3 
  Breakfall 13-
  3 
  Climbing 13-
  3 
  Computer Programming 12-
  5 
  Demolitions 13-
  3 
  Disguise 12-
  3 
  KS: The Espionage World 12-
  3 
  KS: The Military/Mercenary/Terrorist World 12-
  2 
  KS: The Superhuman World 11-
  1 
  Language: Esperanto (basic conversation; English is 
  Native)
  2 
  Language: Spanish (fluent conversation)
  1 
  Language: Irish (basic conversation)
  3 
  Lockpicking 13-
  3 
  SS: Chemistry 12-
  3 
  SS: Pharmacology/Toxicology 12-
  
  Champions Villains Volume Two: Villain Teams n Eurostar 
  111
  SCORPIA FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Scorpia if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: Scorpia is 
  a supervillainess 
  who’s a member of 
  Eurostar; she’s a 
  martial artist who 
  specializes in the 
  use of poisons.
  K/R: Scorpia used 
  to be a terrorist for 
  the Provisional IRA. 
  After leaving that 
  “job” she became 
  a member of the 
  Terror, Inc. villain 
  team, but defected 
  from it to join 
  Eurostar after the 
  death of its leader, 
  Professor Muerte (a 
  death she’s believed 
  to have caused).
  -1: Scorpia’s favorite 
  weapon is “Scorpia’s 
  Sting,” blades she 
  wears on the back of 
  her hands which can 
  inject a knockout 
  poison into her 
  victims.
  -2: Scorpia 
  also carries 
  curare-tipped 
  darts, throwing 
  blades, and capsules 
  of paralysis gas.
  -4: Scorpia’s an 
  expert at demoli-
  tions, and though 
  she doesn’t normally 
  carry any explo-
  sives with her can 
  easily rig up a few 
  “surprises” if she 
  expects trouble 
  or Eurostar needs 
  bombs for a mission.
  -10: His Secret Iden-
  tity is Fiona O’Brady.
  moth to a flame. She made her way to the Middle 
  East, using her contacts in the terrorist under-
  world to find a job training other terrorists in 
  hidden camps in Iraq. That was where the mega-
  lomaniacal Professor Muerte found her. Amused 
  by the idea of a beautiful Irishwoman teaching 
  foul-mouthed Arabs terrorism tactics, he offered 
  her a position in his organization — Terror, Inc. 
  Ever eager for the opportunity to commit more 
  mayhem and acquire greater power, she accepted.
  Scorpia was part of Terror, Inc. for several 
  years, but eventually it began to pall. Muerte 
  was too unstable and dangerous to work with 
  anymore. Looking about for other options, she 
  saw Eurostar. That seemed like the perfect fit. 
  But when she put out feelers, she was rebuffed — 
  Eurostar didn’t need any more members just yet.
  So she waited and bided her time. When Bora 
  and the Whip were killed in the VIPER-Eurostar 
  War, she knew Fiacho would need replacements, 
  so she started laying plans for her escape. Using 
  her feminine wiles, she got closer to Professor 
  Muerte than ever before. Then, in 1998, when 
  Fiacho contacted her to ask her to join his group, 
  she betrayed Muerte, subtly poisoning him over 
  the course of several weeks. The final look on his 
  face, when he realized he was about to die, was 
  worth the wait.
  Scorpia had Feuermacher, another of her 
  teammates who wanted to jump ship to Eurostar, 
  melt Muerte’s armor to slag around his corpse, 
  then drop him into the Pacific. Taking all the 
  technology and data they could carry, the two left 
  for Europe, detonating several explosive packages 
  as they departed. (The rest of Muerte’s facility was 
  later destroyed in bombing raids by the United 
  States Air Force.)
  Since then, Scorpia has been a loyal member 
  of Eurostar. She finds the group and its activities 
  much more to her liking — and the occasional 
  opportunity to strike at the British is just icing on 
  the cake.
  Personality/Motivation: Scorpia has few, if any, 
  redeeming personality features. Cold, manipu-
  lative, and cynical, she relishes violence and 
  bloodshed. Human life means nothing to her; 
  she’ll kill for the slightest reason, even just to vent 
  her momentary frustration. Planning large-scale 
  attacks on society is even more fun, as far as 
  she’s concerned. Though she can act like a nice, 
  normal person for a while, eventually her need for 
  violence re-asserts itself.
  Scorpia is also extremely vain. She considers 
  herself a rare beauty, and she’s right, but she hates 
  it when other women “challenge” her by looking 
  prettier than she. Maiming and mutilation of the 
  offending female often follow. Mentalla has dealt 
  with this problem by mentally smacking Scorpia 
  around the block, reducing her EGO to nothing 
  and then instilling mental commands to “leave 
  Mentalla alone.” Periodically she reinforces these 
  commands. If Scorpia ever breaks free from 
  Mentalla’s control, what she’ll do to Isabella won’t 
  be pleasant... at least, not for Isabella.
  Quote: “It’s only proper that the last thing a man 
  sees before he dies is a pretty face and a friendly 
  smile, no?”
  3 
  Security Systems 12-
  3 
  Stealth 13-
  3 
  Streetwise 13-
  3 
  Systems Operation 12-
  3 
  Tactics 12-
  3 
  Teamwork 13-
  7 
  TF: Common Motorized Ground Vehicles, Two-Wheeled 
  Motorized Ground Vehicles, Small Motorized Boats, 
  SCUBA, Parachuting (Basic and Advanced)
  7 
  WF: Small Arms, Blades, Thrown Blades, Grenade 
  Launchers, Heavy Machine Guns, Shoulder-Fired 
  Weapons
  Total Powers & Skills Cost: 342
  Total Cost: 523
  400 Matching Complications (75)
  25 
  Hunted: New Knights Of The Round Table (Frequently, Mo 
  Pow, NCI, Capture)
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  20 
  Psychological Complication: Bloodthirsty And Sadistic 
  (Very Common, Strong)
  15 
  Psychological Complication: Vain (Common, Strong)
  15 
  Social Complication: Secret Identity (Fiona O’Brady) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 123
  
  112 n Eurostar 
  Hero System 6th Edition
  Powers/Tactics: Scorpia is a highly-trained 
  terrorist, assassin, and martial artist, able to kill 
  her opponents in a number of ways. She’s an 
  expert with blades and poisons, and commonly 
  carries throwing blades, curare-tipped darts, and 
  capsules of paralysis gas. Her favorite weapon is 
  “Scorpia’s Sting,” claws she wears on the back of 
  her hands. When she slashes a victim with them, 
  she can, if she chooses, inject a knockout drug. 
  The victim typically awakens to find himself tied 
  up and awaiting interrogation at the hands of a 
  woman who finds torturing people exciting.
  Lacking the raw power of her comrades, 
  Scorpia tends to hang back in battle, fighting on 
  the periphery and picking off targets her team-
  mates have weakened. She often works with 
  Fiacho to take on enemy martial artists.
  Campaign Use: To make Scorpia more powerful, 
  give her more weapons — perhaps some other 
  poisons, or some explosive grenades, or some-
  thing more high-tech and clever (like the weapons 
  Fiacho uses). You could also increase her SPD 
  to 6, improve her defenses a bit, and maybe add 
  some more Martial Maneuvers (or an Array with 
  Fiacho; see HSMA 123). To weaken her, reduce 
  her DEX to 16, remove about 15 points’ worth of 
  Skills, and get rid of the Curare-Tipped Darts (or 
  reduce them to just 1 Charge).
  Scorpia, as a trained killer, is a dangerous 
  Hunter. She stalks her target the way she used to 
  stalk British soldiers — she gathers intel, follows 
  the target until she sees an opening, and then she 
  strikes with a flurry of poisoned blades. Alter-
  nately, she might plant a bomb in the hero’s car or 
  at his house. She’s perfectly willing to kill DNPCs 
  if she can’t get at or affect the hero himself.
  Appearance: Scorpia’s costume is a two-tone blue 
  costume — lighter blue on the legs, stomach, 
  and gloves, darker blue on the upper body and 
  half-face mask (which leaves her hair free). Her 
  thigh-high boots are also dark blue; she keeps 
  most of her throwing blades concealed in them. 
  Over her left breast is a stylized scorpion symbol 
  in light blue.
  Out of costume, Fiona O’Brady is a beautiful 
  young Irishwoman with red hair and green eyes. 
  Her smile can light up a room, but in her eyes 
  there’s always a hint of darkness to counteract it.
  ULTRASONIQUE
  Background/History: Jean Dubois, a physicist 
  renowned for his skill with sonic devices who was 
  also an accomplished SCUBA diver, was hired 
  to work with the French Navy to develop new 
  sensors for tracking torpedoes and submarines 
  underwater. The project was going well until one 
  of the torpedoes, which hadn’t been properly 
  disarmed, accidentally exploded near him. Bits of 
  red-hot shrapnel struck him in the eyes, perma-
  nently blinding him.
  Dubois awoke in the hospital several days later. 
  He couldn’t see anymore, but he could hear. Out 
  in the hall, doctors were whispering. He couldn’t 
  make it all out, but he did hear his name. Slowly 
  it dawned on him that they were plotting against 
  him — he didn’t know why, but they were. Then 
  he realized the “accident” with the torpedo hadn’t 
  been an accident at all — the Navy was out to get 
  him, too! Clearly, they were all jealous of his bril-
  liance; they wanted his inventions for themselves.
  Dubois’s paranoia only deepened over the next 
  few weeks as he slowly healed. Then, one day, 
  Danar Nicole came to visit him. Dubois remem-
  bered Nicole; the charismatic politician had 
  helped him get funding for scientific progress on 
  several occasions, and had always supported his 
  work. Quietly, so the scheming doctors and nurses 
  couldn’t overhear, Nicole explained everything 
  to him. “They” were out to get Dubois because of 
  his vocal support of the cause of pan-European 
  unity that Nicole championed — they wanted him 
  eliminated so he couldn’t help Nicole any more. 
  But he and Nicole weren’t going to let them win, 
  were they?
  Dubois swore he’d do anything he could to 
  help Nicole. He wouldn’t even let blindness slow 
  him down; he could easily design a personal sonar 
  device to compensate for the loss of his eyes. 
  Nicole took Dubois away from the hospital, killing 
  several of those treacherous doctors on the way, 
  and Eurostar had its next member.
  Personality/Motivation: Ultrasonique is a seri-
  ously deluded paranoid. Convinced “they” are out 
  to get him, he weaves every possible threat to his 
  safety or well-being into an elaborate conspiracy 
  theory. The only people he trusts are the members 
  of Eurostar, who have proven themselves his 
  friends again and again. When his ravings become 
  too difficult to handle, or threaten to jeopardize 
  a mission (because, for example, he veers away 
  from the team to attack one of his many imagined 
  enemies), Mentalla can mentally override his fears 
  and calm him down, but that only works for a 
  little while.
  Quote: “Plot against us all you want, but you 
  cannot silence me!”
  Powers/Tactics: Ultrasonique’s powers derive 
  from devices he’s built which use focused sonics to 
  achieve various combat effects. He also uses sound 
  waves to overcome his blindness, and the various 
  gadgets he carries on missions often employ sonics 
  as well.
  Ultrasonique tends to fight intelligently, 
  following Fiacho’s or Scorpia’s tactical directions to 
  accomplish as much as possible. However, at least 
  once per fight the GM should have him make an 
  EGO Roll against his Psychological Complication. 
  If he fails, he decides his enemies are working for 
  “them,” and reacts out of desperation and anger. 
  This might have the same effect as an Enraged, or 
  any other outcome the GM prefers.
  
  Champions Villains Volume Two: Villain Teams n Eurostar 
  113
  ULTRASONIQUE
  Val Char Cost Roll Notes
  15 STR 
  5 12- Lift 200 kg; 3d6 HTH damage [1]
  16 DEX 
  12 12-
  23 CON 
  13 14-
  20 INT 
  10 13- PER Roll 13-
  15 EGO 
  5 12-
  15 PRE 
  5 12- PRE Attack: 3d6
  7 
  OCV 
  20
  6 
  DCV 
  15
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  5 
  SPD 
  30	 Phases: 3, 5, 8, 10, 12
  8 
  PD 
  6	 Total: 18 PD (10 rPD)
  8 
  ED 
  6	 Total: 18 ED (10 rED)
  8 
  REC 
  4
  45 END 
  5
  12 BODY 
  2
  36 STUN 
  8 Total Characteristics Cost: 152
  Movement: 
  Running: 
  12m
   
  Swimming: 
  24m
  Cost Powers 
  END
  43 
  Power Pack: Endurance Reserve (200 END, 21 REC) 
  0
  OIF (-½)
  37 
  Technical Support: Variable Power Pool (Gadget Pool), 
  30 Pool + 30 Control Cost 
  var
  Focus (all powers bought through VPP must have at 
  least -½ worth of this Limitation; -½), Can Only Be 
  Changed In Ultrasonique’s Laboratory (-½)
  47 
  Sonic Gauntlets: Multipower, 70-point reserve
  All OIF (-½)
  5f 
  1) Sonic Blast: Blast 14d6 
  7
  OIF (-½)
  4f 
  2) Low-Powered Sonic Blast: Blast 9d6 
  0
  Reduced Endurance (0 END; +½); OIF (-½) 
  4f 
  3) Ultrasonic Blast: Blast 10d6 
  6
  Armor Piercing (+¼); OIF (-½)
  4f 
  4) Infrasonic Blast: Blast 9d6 
  7
  Area Of Effect (20m Radius Explosion; +½); OIF (-½)
  3f 
  5) Sonic Cone: Blast 9d6 
  7
  Area Of Effect (16m Cone; +½); OIF (-½),  
  No Range (-½)
  4f 
  6) Shriekers: Hearing Group Flash 15d6  
  0
  Reduced Endurance (0 END; +½); OIF (-½)
  20 
  Armored Diving Suit: 
  Resistant Protection (10 PD/10 ED) 
  0
  OIF (-½)
  7 
  Armored Diving Suit: Life Support (Self-Contained 
  Breathing; Safe Environment: High Pressure) 
  0
  OIF (-½)
  7 
  Underwater Propulsion Pack: Swimming +20m 
  (24m total) 
  1
  OIF (-½)
  17 
  Sonar: Active Sonar, Concealed (-5 to Hearing Group 
  PER Rolls to detect the “pings”), Increased Arc Of 
  Perception (360 Degrees) 
  0
  OIF (-½)
  2 
  Auditory Sensors: Ultrasonic Perception 
  (Hearing Group) 
  0
  OIF (-½)
  6 
  Radio: Radio Perception/Transmission (Radio Group) 
  0
  OIF (-½), Affected As Hearing Group As Well As Radio 
  Group (-¼)
   
  Talents
  4 
  Lightning Reflexes: +4 to act first with All Actions
   
  Skills
  10 
  +2 with Sonic Gauntlets Multipower
  3 
  Computer Programming 13-
  3 
  Electronics 13-
  3 
  Inventor 13-
  2 
  AK: French Beaches 11-
  2 
  KS: European Politics 11-
  2 
  KS: The Superhuman World 11-
  2 
  Language: Braille (fluent “conversation”; French is Native)
  1 
  Language: English (basic conversation)
  1 
  Language: Esperanto (basic conversation)
  3 
  Power: Gadgeteering 13-
  3 
  PS: Diver 13-
  5 
  Stealth 13-
  3 
  Systems Operation 13-
  3 
  Teamwork 12-
  3 
  TF: Large Motorized Boats, SCUBA, Small Motorized Boats
  3 
  Scientist
  1 
  1) SS: Marine Biology 11-
  1 
  2) SS: Oceanography 11-
  1 
  3) SS: Physics 11-
  2 
  4) SS: Sonics 13-
  Total Powers & Skills Cost: 271
  Total Cost: 423
  400 Matching Complications (75)
  10 
  Distinctive Features: scarred face (Concealable With 
  Difficulty; Noticed And Recognizable)
  25 
  Hunted: New Knights Of The Round Table (Infrequently, 
  Mo Pow, NCI, Capture)
  25 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  35 
  Physical Complication: Blindness (All The Time, Fully 
  Impairing)
  20 
  Psychological Complication: Raving Paranoid; Trusts No 
  One But Eurostar (Common, Total)
  15 
  Social Complication: Public Identity (Jean Dubois) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 23
  
  114 n Eurostar 
  Hero System 6th Edition
  Campaign Use: Ultrasonique functions as Euro-
  star’s gadgeteer and source of technical expertise, 
  making him an invaluable asset for a group mostly 
  containing villains with innate superpowers. 
  However, his paranoia often counterbalances his 
  effectiveness, and sometimes exposes the team 
  to danger (or gives the GM a hook to draw the 
  heroes into an adventure).
  To make Ultrasonique more powerful, add 
  some slots to his Multipower (see the “Sonic 
  Powers” section of Champions Powers for plenty 
  of ideas), and/or increase the size of his Technical 
  Support VPP. If you want to make him less effec-
  tive, get rid of his VPP altogether, and/or reduce 
  his SPD to 4.
  Appearance: Jean Dubois is a French male, 5’9” 
  tall with short black hair and dark eyes that often 
  glance around nervously. As Ultrasonique, he 
  wears a dark blue-black bodysuit with large blue-
  grey bracers and other blue-grey highlights and 
  attachments; his mask completely covers his face, 
  and includes a blue-grey plate across the eyes.
  EXAMPLE POWERS FOR TeCHNICaL 
  sUPPORT POWER POOL
  Auditory Pinpointer: Ultrasonique installs this 
  device in his battlesuit as a backup for his sonar.
  Increased Arc Of Perception (360 Degrees) and 
  Targeting for Hearing Group (15 Active Points); OIF (-½). 
  Total cost: 10 points.
  Flight Pack: This device attaches onto Ultraso-
  nique’s Underwater Propulsion Pack and allows 
  him to fly.
  Flight 30m (30 Active Points); OIF (-½). Total cost: 
  20 points.
  Propulsion Enhancers: This device augments 
  Ultrasonique’s Underwater Propulsion Pack, 
  giving him even greater speed underwater.
  Swimming +20m (44m total) (10 Active Points); 
  OIF (-½). Total cost: 7 points.
  Sonic Cutter: This short-range beam of focused 
  sound can cut through most solid objects.
  RKA 2d6 (30 Active Points); OIF (-½), Limited Range 
  (8m; -¼). Total cost: 17 points.
  Sound Mimicry System: This device allows Ultra-
  sonique to create a wide variety of sound effects.
  Hearing Group Images, -3 to PER Rolls, Increased 
  Size (32m radius; +1) (28 Active Points); OIF (-½). Total 
  cost: 19 points.
  Stealth Enhancer: Ultrasonique uses this gadget 
  to ensure the success of stealth missions.
  Invisibility to Hearing Group (10 Active Points); 
  OIF (-½). Total cost: 7 points.
  DER WESTGOTE
  Background/History: Born and raised in 
  Germany, Rudolf Eberhardt can barely remember 
  a time when he wasn’t stronger and tougher than 
  normal. Even as a child he could easily bully his 
  playmates, and by the time he turned 13 he was 
  obviously superhumanly strong. His parents kept 
  trying to convince him to hide his abilities and 
  only use them responsibly to help people, but he 
  thought they were idiots. Why shouldn’t he use 
  his strength to get anything he wanted? When he 
  robbed a bank at 15 and they started to call the 
  police on him, he killed them both and left home, 
  never looking back.
  He spent the next ten years in the European 
  underworld, making a reputation for himself as a 
  super-strong, super-ruthless criminal who’d take 
  any sort of job if the money was right or the thrills 
  were there. Along the way he murdered over two 
  dozen people, including several women. He was 
  captured by UNTIL twice, but found a way to 
  escape both times. In his late 20s he journeyed to 
  America for the first time and committed some 
  crimes there as well, but he’s shown a marked 
  preference for staying in Europe since then.
  In 2002, der Westgote made some political 
  comments in an interview with an underground 
  journalist. Fiacho, leader of Eurostar, read the 
  interview and approved of what the self-styled 
  “Visigoth” had to say. He tracked the feared brick 
  down and had a discussion with him. For several 
  years the two maintained a cordial, if wary, rela-
  tionship, mostly based around meeting in obscure 
  taverns late at night to discuss politics and drink. 
  Fiacho introduced him to the rest of Eurostar as 
  well, and except for Durak they all seemed to get 
  along with him, so in 2005 Fiacho offered him a 
  position on the team, which he accepted.
  ULTRASONIQUE 
  FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Ultrasonique 
  if they succeed with 
  an appropriate Skill 
  Roll:
  N/R: Ultrasonique 
  is a member of the 
  villain team Euro-
  star; he uses sonic 
  devices to simulate 
  superpowers, and is 
  also adept at func-
  tioning underwater. 
  He’s Eurostar’s 
  “technical expert.”
  K/R: His real name 
  is Jean Dubois.
  -1: Ultrasonique’s 
  main weapons are 
  his Sonic Gauntlets, 
  which emit various 
  types of sonic 
  blasts.
  -2: Ultrasonique is 
  incredibly paranoid, 
  convinced “they” 
  are out to get him. 
  He weaves anything 
  that happens to 
  him, or any unusual 
  occurrences, into an 
  elaborate, ongoing 
  conspiracy theory.
  -4: Ultrasonique 
  often uses custom-
  designed gadgets to 
  enhance his other 
  devices, or provide 
  him with abilities 
  he doesn’t normally 
  have.
  
  Champions Villains Volume Two: Villain Teams n Eurostar 
  115
  DER WESTGOTE
  (THE ViSiGOTH)
  Val Char Cost Roll Notes
  60 STR 
  50 21- Lift 100 tons; 12d6 HTH damage [6]
  24 DEX 
  28 14-
  30 CON 
  20 15-
  20 INT 
  10 13- PER Roll 13-
  18 EGO 
  8 13-
  25 PRE 
  15 14- PRE Attack: 5d6
  8 
  OCV 
  25
  8 
  DCV 
  25
  3 
  OMCV 
  0
  6 
  DMCV 
  9
  6 
  SPD 
  40 	
  Phases: 2, 4, 6, 8, 10, 12
  25 PD 
  23 	
  Total: 25 PD (20 rPD)
  25 ED 
  23 	
  Total: 25 ED (20 rED)
  30 REC 
  26
  80 END 
  12
  15 BODY 
  5
  60 STUN 
  20  
  Total Characteristics Cost: 339
  Movement: 
  Running: 
  26m
   
  Leaping: 
  40m
  Cost Powers 
  END
   
  Martial Arts: Brick Tricks
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Bearhug 
  +0 
  +0 
  16d6 Crush, Must Follow Grab
  4 
  Big Push 
  +0 
  +0 
  75 STR to Shove
  4 
  Break Free 
  +0 
  +0 
  75 STR vs. Grabs
  5 
  Fist-Grab 
  +1 
  +1 
  Grab One Limb, Block
  3 
  Grab 
  -1 
  -1 
  Grab Two Limbs, 70 STR for 
  holding on
  4 
  Punch 
  +2 
  +0 
  14d6 Strike
  4 
  Slam 
  -1 
  -1 
  14d6 Strike; Grab Two Limbs; 
  Target Falls
  3 
  Tackle 
  +0 
  -1 
  12d6 +v/10 Strike; You Fall, 
  Target Falls; FMove
  4 
  Toughness 
  +2 
  +2 
  Block, Abort
  30 
  Rending And Tearing: HKA 3d6 (7d6 with STR) 
  8
  Increased Endurance Cost (x2 END; -½)
  20 
  Super-Tough Skin: Resistant (+½) for 20 PD/20 ED 
  0
  9 
  Super-Physiology: Life Support (Extended Breathing: 
  1 END per 20 Minutes; Immunity: all terrestrial 
  poisons and chemical warfare agents) 
  0
  14 
  Super-Strong Legs: Running +14m (26m total) 
  1
  18 
  Super-Strong Legs: Leaping +36m (40m forward, 
  20m upward) 
  1
  32 
  Rapid Healing: Regeneration (2 BODY/Turn) 
  0
  6 
  Wrist Radio: Radio Perception/Transmission 
  (Radio Group) 
  0
  OIF (-½), Affected As Hearing Group As Well As Radio 
  Group (-¼)
   
  Perks
  30 
  Contacts: Well-Connected and 27 points’ worth of 
  Contacts in the European and American underworlds
  5 
  Money: Well Off
   
  Skills
  32 
  +4 HTH
  1 
  Computer Programming 8-
  4 
  Gambling (Card Games, Dice Games) 13-
  3 
  AK: Europe 13-
  2 
  CK: Berlin 11-
  1 
  KS: Art History 8-
  1 
  KS: The Espionage World 8-
  2 
  KS: European Politics 11-
  1 
  KS: History 8-
  2 
  Language: English (fluent conversation; German is Native)
  1 
  Language: Esperanto (basic conversation)
  1 
  Language: French (basic conversation)
  1 
  Language: Russian (basic conversation)
  7 
  Power: Brick Tricks 16- (DEX-Based)
  3 
  Stealth 14-
  3 
  Streetwise 14-
  3 
  Tactics 13-
  2 
  WF: Small Arms
  Total Powers & Skills Cost: 269
  Total Cost: 608
  400 Matching Complications (75)
  10 
  Distinctive Features: Mutant (Not Concealable; Always 
  Noticed; Detectable Only By Unusual Senses)
  25 
  Hunted: UNTIL (Frequently, Mo Pow, NCI, Capture)
  5 
  Hunted: Eurostar (Infrequently, Mo Pow, Watching)
  20 
  Psychological Complication: Utterly Amoral (Common, 
  Total)
  15 
  Psychological Complication: Overconfidence (Very 
  Common, Moderate)
  15 
  Social Complication: Secret Identity (Rudolf Eberhardt) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 208
  DER WESTGOTE FACTS
  Here are some facts characters and NPCs might know about 
  der Westgote if they succeed with an appropriate Skill Roll:
  N/R: Der Westgote (“the Visigoth”) is a super-strong villain 
  who’s a member of Eurostar.
  K/R: Der Westgote can lift up to 100 metric tons, and has 
  developed a series of hand-to-hand combat maneuvers that 
  exploit his superhuman strength to its fullest.
  -2: Der Westgote is also extremely resilient, able to wake up 
  quickly after being knocked out. Putting him down for the 
  count is difficult!
  -10: His Secret Identity is Rudolf Eberhardt.
  
  116 n Eurostar 
  Hero System 6th Edition
  Personality/Motivation: The Visigoth is utterly 
  amoral, a true sociopath who cares about no one 
  and nothing except himself and his own personal 
  gratification. He doesn’t feel the slightest shred 
  of guilt about committing robbery, murder, and 
  acts of terrorism — as long as he enjoys himself 
  and gets what he wants, that’s all that matters. 
  He’s interested in politics, art, and history, but 
  only in a superficial way compared to the likes of 
  Fiacho and Mentalla; he mainly pays attention to 
  intellectual subjects so he can “look smart” in the 
  company of others.
  Quote: “All right, it’s your funeral.”
  Powers/Tactics: The Visigoth is an immensely 
  strong brick, though he’s not quite as resilient as 
  many superhumans with similar levels of STR. 
  (On the other hand, he heals very quickly, and it’s 
  extraordinarily difficult to keep him unconscious.) 
  What makes him dangerous as a fighter is that 
  he doesn’t just punch people and throw heavy 
  objects. He’s taught himself how to use his super-
  strength effectively in combat, as reflected by his 
  Brick Tricks Martial Arts.
  In battle, the Visigoth usually opens up with a 
  few straightforward punches to find out just how 
  much damage his opponent can take. If that’s not 
  enough to end the battle, he’ll switch to Martial 
  Maneuvers (particularly Bearhug) or his Rending 
  And Tearing ability. He enjoys showing off his 
  strength by doing something flashy (especially a 
  Fist-Grab maneuver) and then making a Presence 
  Attack.
  Campaign Use: Der Westgote isn’t quite as “butch” 
  as many other bricks. What sets him apart from 
  other super-strong characters is that he’s smart. 
  While his sociopathy compromises his intelligence 
  at times, he knows how to fight cleverly and with 
  tactical insight... and when it’s time to retreat and 
  live to fight another day. Don’t play him as another 
  ordinary knock-down-drag-out punching brick; 
  showcase his ability to fight intelligently.
  To make the Visigoth tougher, increase his 
  defenses a bit, and perhaps give him a small Multi-
  power of “brick trick” powers. If he’s too tough, 
  reduce his STR to 50, his SPD to 5, his REC to 20, 
  and his related abilities proportionately.
  Der Westgote definitely holds grudges; it 
  wouldn’t take much for him to start Hunting a 
  hero. But if he does, he’ll do so casually (rarely on 
  more than an 8-); he prefers to take advantage of 
  opportunities that come his way (or that he can 
  easily set up) rather than deliberately stalking 
  someone for a long period of time.
  Appearance: The Visigoth is a handsome German 
  man in his late 20s. He’s extremely muscular, but 
  not nearly as much so as a typical Champions 
  Universe brick — he looks more like a body-
  builder than a superhumanly strong person. He 
  wears his wavy blond hair at shoulder length, and 
  his eyes have a gleam of malicious cleverness to 
  them. He doesn’t have a costume like most super-
  villains do; typically he wears black boots and 
  pants, a tan or brown shirt (often with the topmost 
  three or four buttons undone), and sometimes 
  black fingerless gloves.
  
  Champions Villains Volume Two: Villain Teams n The Futurists 
  117
  THE FUTURISTS
  Membership: The Fiend; Morticus.
  Background/History: “Give me a lever long 
  enough and a fulcrum on which to place it, and 
  I shall move the world,” Archimedes said. The 
  Futurists believe this is true... and that they are 
  the lever.
  The team got its start when two villains — the 
  powered armor-wearing Morticus and the pain-
  inducing Fiend — were both hired by VIPER 
  for a scheme that required a lot of “hurry up and 
  wait.” During this downtime, the two of them got 
  to talking and discovered they shared an interest 
  in history, politics, and sociology. Both were 
  convinced that human civilization was becoming 
  increasingly chaotic, unstable, dangerous, and 
  backward.
  The more they talked, the more they were 
  certain they understood what was wrong with 
  modern society — and knowing what needs fixing 
  is the first step toward fixing it. By the time the job 
  was done, they’d reached a mutual understanding: 
  they were going to work together to save civiliza-
  tion and cure the ills of society. Determined to 
  lead humanity into a better future, they named 
  themselves the Futurists.
  But of course, humanity being what it is, it 
  doesn’t understand that it needs saving. People 
  can’t even come to grips with the problem when 
  those who do understand — say, intelligent men 
  like Morticus and the Fiend — confront them with 
  it. Lacking the power to force people to do what 
  they want, and realizing that even those who did 
  (Dr. Destroyer, Istvatha V’han, Takofanes...) had 
  rarely (if ever) succeeded, the Futurists decided 
  on another approach: stealth and influence. They 
  would work behind the scenes, applying the lever 
  of their power using just the right fulcrums, and 
  direct humanity down the paths they wanted 
  it to take... the paths that would in time lead to 
  Futurist rule.
  Group Relations: United by a common vision 
  for a common cause, the Futurists get along well. 
  They definitely want to expand their ranks (see 
  below), since the more power they have the more 
  they can accomplish, but they want to be sure 
  that anyone who joins their cabal is someone 
  both of them like and enjoy spending time with. 
  (This includes being rich, like both of them; they 
  know that differences in means create jealousy 
  and bad feelings.) They know from studying great 
  conspiracies of the past how lack of cooperation 
  and personal animosities can derail an otherwise 
  solid plan, and they’re determined not to let that 
  happen to them.
  Tactics: The Futurists prefer to operate behind the 
  scenes and avoid open battle, so they don’t have 
  elaborate group tactics the way combat-oriented 
  villain teams do. If something goes wrong and 
  they’re confronted with force, they try to inca-
  pacitate their opponents as quickly as possible and 
  then escape. They don’t mind causing some pain 
  — in fact, the Fiend actively enjoys hurting people 
  with his powers — but they’re not killers. When 
  they implement the Futurist World Order, they 
  expect superheroes to be an important element in 
  advancing humanity to higher levels of achieve-
  ment; killing off such resources would be foolish.
  Campaign Use: The Futurists represent a villain 
  team on the rise. They’re only a duo right now, but 
  they hope to grow... and in growing, they could 
  easily provide some plots for your campaign.
  Additionally, their emphasis on conspiracy 
  and behind-the-scenes manipulation, rather than 
  traditional supercrime, sets the Futurists apart 
  from most of the other teams in this book. Unlike 
  most villains, they want to help humanity on some 
  level — even if “help” is ultimately defined as 
  making society run the way they want it to, with 
  them in charge. Compared to many villains they’re 
  likely to do “heroic” things, such as help super-
  hero teams defeat a world-threatening menace. 
  They can’t improve human society if humanity’s 
  taken over by Istvatha V’han, or if Dr. Yin Wu 
  transforms the world into medieval China! It’s 
  entirely possible that they’ll help out your PCs, 
  either directly or covertly, many times during the 
  events of a campaign. But of course, any such help 
  they provide ultimately has the ulterior motive of 
  assisting their own schemes.
  To make the Futurists more powerful, give the 
  team more members. A few possibilities are listed 
  below, but you can add just about any villain who 
  fits their modus operandi and personal views. 
  To weaken them, make them less agreeable to 
  one another, and more prone to arguing about 
  methods, plans, and philosophies.
  
  118 n The Futurists 
  Hero System 6th Edition
  Associates, Allies, And Adversaries: The Futurists 
  want to increase the size of their team, provided 
  they can do so without weakening their resolve or 
  effectiveness (see above). So far the villain they’ve 
  worked with the most is a cyberkinetic who calls 
  himself Cybercide. They’re considering him for 
  membership, but they’re concerned that (a) he’s 
  not sufficiently dedicated to the cause, and (b) 
  that his penchant for violence and potentially 
  harmful “pranks” hurts their plans. (For Cyber-
  cide, use Cybermind’s character sheet from CV3, 
  but change his personality.) They’re also very 
  interested in Lady Blue as a potential recruit, but 
  haven’t yet been able to make contact with her in a 
  way that would let them “evaluate” her.
  Some other villains from CV3 who’d make 
  good members of the Futurists (perhaps with 
  slight changes to their personality and a few 
  additional KSs) include: Alchemica; Galeforce; 
  Howler; Mantara; Mindgame; Photon; Shrinker; 
  Signal Ghost; Timelapse; and Zephyr. They’re 
  most interested in allies who can help them 
  accomplish things secretly (such as mentalists and 
  many technology-oriented characters), rather than 
  “combat monsters,” but they recognize the value 
  in any superhuman who fervently shares their 
  beliefs.
  Since he’s publicly expressed similar goals, and 
  even done things to back up his words, Sunburst 
  interests the Futurists a great deal. They’re 
  watching him carefully, trying to determine if he 
  really believes what he says or is just using it as a 
  “cover story.” Even if they decide he legitimately 
  wants to improve human society, they’re not sure 
  what they’ll do; they don’t know if they could 
  control him or establish an equal partnership with 
  someone so powerful.
  The Futurists also think highly of GRAB due 
  to that group’s relatively nonviolent nature and 
  professionalism. They’ve hired the super-thieves 
  on several occasions, and will undoubtedly do so 
  again. The time may come when they reveal their 
  plans to GRAB and try to recruit that team to join 
  their cause.
  On the other hand, the Futurists despise 
  Eurostar. They don’t believe Fiacho’s rhetoric at 
  all, and think that even if he’s telling the truth his 
  method for fomenting social change — terrorism 
  and violent crime — is totally repugnant. They’d 
  be happy to help superhero teams defeat Euro-
  star... but covertly, since Fiacho’s vengefulness is 
  well-known.
  THE FIEND
  Background/History: Born to an aristocratic 
  German family whose lineage dates back centu-
  ries, Niklas Krueger was different from most 
  other people in another way: he was a mutant. His 
  psionic power of “pain induction” surfaced when 
  he was thirteen and already a pretentious, abusive 
  young man. Soon anyone who crossed, insulted, 
  or annoyed him suffered a splitting headache for 
  their troubles.
  As he grew older, and even more selfish and 
  jaded, Krueger became fascinated by causing 
  others pain. Watching how they reacted to it, 
  and their general suffering, was the only thing 
  that eased his perpetual boredom. He came to 
  see himself as a modern-day Marquis de Sade, 
  exploring the frontiers of human feeling and 
  freedom from restraint or morality. Unfortunately 
  there weren’t too many situations in which he 
  could get away with using his powers freely, even 
  in the more... unusual... parts of the European 
  underworld. But one day he had a wonderful idea: 
  become a supervillain! Crime, and the violence 
  that sometimes accompanies it, would offer many 
  opportunities to exercise his superhuman abilities.
  Adopting the name the Fiend, Krueger spent 
  several years working as a villain-for-hire in 
  Europe and North America, accepting jobs only 
  from villains he had some degree of respect for. 
  But he was never entirely satisfied. He did get 
  to satisfy his ability to cause pain, but somehow 
  it wasn’t enough. He wanted more. Crime alone 
  wasn’t a worthy pursuit. He ought to be doing 
  something more meaningful with his life and 
  powers.
  Then he met Morticus on a job for VIPER. The 
  two of them got to talking... and a few days later 
  the Futurists were born.
  Personality/Motivation: The Fiend is something 
  of a contradiction. One part of him genuinely 
  believes society is going downhill and wants to 
  help make the world a better place — it’s a sort 
  of noblesse oblige thing. But subconsciously, and 
  sometimes consciously, he thinks that the best 
  way to correct society’s problems is to put him in 
  charge. He knows he doesn’t have the power or 
  influence to take over in one fell swoop, so he’s 
  adopted the methods of the conspirator.
  Even with those relatively noble aspects of 
  his personality, though, the fact remains that 
  the Fiend is a sadist, and often a vicious one. He 
  enjoys hurting people with his superhuman abili-
  ties, and seeing the power that inflicting pain gives 
  him over them. It wouldn’t take much for this side 
  of him to overwhelm the better side and turn him 
  into a more traditionally-motivated supervillain.
  Quote: “Feel that? That’s pain. Pain controls you... 
  and I control pain!”
  
  Champions Villains Volume Two: Villain Teams n The Futurists 
  119
  THE FIEND
  Val Char Cost Roll Notes
  10 STR 
  0 11- Lift 100 kg; 2d6 HTH damage [1]
  15 DEX 
  10 12-
  20 CON 
  10 13-
  15 INT 
  5 12- PER Roll 12-
  20 EGO 
  10 13-
  20 PRE 
  10 13- PRE Attack: 4d6
  5 
  OCV 
  10
  5 
  DCV 
  10
  8 
  OMCV 15
  7 
  DMCV 12
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  6 
  PD 
  4 	
  Total: 14 PD (8 rPD)
  6 
  ED 
  4 	
  Total: 14 ED (8 rED)
  8 
  REC 
  4
  40 END 
  4
  15 BODY 
  5
  60 STUN 
  20  
  Total Characteristics Cost: 163
  Movement: 
  Running: 
  12m
  Cost Powers 
  END
  72 
  Chronic Pain Induction: Mental Blast 6d6 
  9
  Constant (+½); Unified Power (-¼)
  44 
  Acute Pain Induction: Drain STUN 4d6 
  4
  ACV (uses OMCV versus DMCV; +¼), Delayed Return 
  Rate (points return at the rate of 5 per Minute; +1), 
  Reduced Endurance (½ END; +¼); One Use At A 
  Time (-1), Unified Power (-¼)
  16 
  Armored Costume: Resistant Protection (8 PD/8 ED) 
  0
  OIF (-½)
  60 
  Tolerance For Pain: Physical and Energy Damage 
  Reduction, 50%, Resistant 
  0
  10 
  Psi-Shields: Mental Defense (10 points) 
  0
   
  Perks
  15 
  Money: Filthy Rich
   
  Talents
  3 
  Resistance (3 points)
   
  Skills
  3 
  High Society 13-
  3 
  Interrogation 13-
  2 
  KS: History 11-
  2 
  KS: Politics 11-
  2 
  Language: English (fluent conversation; German is 
  Native)
  3 
  Stealth 12-
  3 
  Streetwise 13-
  Total Powers & Skills Cost: 238
  Total Cost: 401
  400 Matching Complications (75)
  10 
  Distinctive Features: Mutant (Not Concealable; Always 
  Noticed; Detectable Only By Unusual Senses)
  25 
  Hunted: UNTIL (Frequently, Mo Pow, NCI, Capture)
  15 
  Psychological Complication: Sadist (Common, Strong)
  15 
  Social Complication: Secret Identity (Niklas Krueger) 
  (Frequently, Major)
  5 
  Susceptibility: to Mental Blast, takes 1d6 damage 
  instantly (Uncommon)
  Total Complications Points: 75
  Experience Points: 1
  FIEND FACTS
  Here are some facts characters and NPCs 
  might know about the Fiend if they succeed 
  with an appropriate Skill Roll:
  K/R: The Fiend is a villain-for-hire working in 
  America and Europe; he has the psionic power to 
  induce pain in others.
  -2: Based on his accent, the Fiend is German or Eastern European.
  -4: The Fiend is a mutant.
  -6: The Fiend experiences intense pain when subjected to direct 
  psionic assault (i.e., Mental Blasts).
  -10: His Secret Identity is Niklas Krueger; he’s a German aristocrat.
  
  120 n The Futurists 
  Hero System 6th Edition
  Powers/Tactics: The Fiend has a single psionic 
  power: the ability to induce pain. Depending on 
  how he uses it, he can either inflict ongoing pain at 
  a relatively low level, or more intense acute pain. 
  His powers also give him a high tolerance for pain; 
  in effect he subconsciously mentally shunts pain 
  aside so he doesn’t truly feel it.
  Campaign Use: See above for general informa-
  tion. Beyond that, the tension between the Fiend’s 
  nobler side and his sadism could lead to some 
  interesting subplots if you can develop a relation-
  ship between him and the PCs as other than a 
  typical villainous adversary/combatant.
  To make the Fiend more powerful, expand 
  the scope of his mental powers. Perhaps he can 
  focus pain more precisely to, for example, inflict 
  arthritis-like agony (Drain DEX), or he might 
  even develop other “standard” types of psionic 
  abilities. To weaken him, make his pain induc-
  tion powers take Extra Time (Full Phase) and/or 
  require Concentration.
  Appearance: The Fiend’s costume is dark green 
  with black belt, trunks, boots, gloves, and cape; 
  the cape has a raised collar behind his head. There 
  are silver spikes on the gloves and boots. A silver 
  mask covers the upper half of his face, and on his 
  chest is a red demonic skull. His hair is blond.
  MORTICUS
  Background/History: Ethan Martin was once a 
  CIA field agent, and a good one. The Agency sent 
  him to trouble spots all over the world to gather 
  intelligence, assess the lay of the land, and 
  “deal with” enemy agents.
  In 2004 Martin was assigned to assist the US 
  Special Forces with Operation Green Star, an 
  effort to eradicate poppy fields in the Hindu Kush 
  mountain region of Afghanistan. All went well for 
  the first few weeks. Then, during a routine night 
  patrol, Martin and his soldiers were ambushed by 
  a squad of VIPER agents led by a rogue CIA oper-
  ative who was in that organization’s pay. Martin 
  and his men barely fought their attackers off... 
  and in the confusion during the final moments 
  of the battle, he and two soldiers were hit by the 
  splash from a VIPER acid grenade. The left side of 
  Martin’s face, and much of the left side of his body, 
  was badly burned.
  Martin was evacuated to the States for medical 
  treatment. He got some basic care, but it soon 
  became apparent that was all he was going to 
  get. Despite its promises of the best doctors and 
  advanced reconstructive surgery, the CIA just 
  wanted to sweep the whole incident under the 
  carpet and forget what happened. The last thing 
  Langley wanted was for the world to learn that an 
  Agency spy had gone to work for VIPER on the 
  side. So Ethan Martin ceased to exist. The CIA 
  purged him from its records, destroyed his aliases, 
  and scrubbed out as much of his past as it could.
  It didn’t take long for Martin’s disbelief to turn 
  to anger. The country he’d so loyally served, for 
  whom he’d sacrificed everything but his life, was 
  hanging him out to dry. He became so embittered 
  and enraged that his wife left him and his friends 
  abandoned him. Between his attitude and his 
  appearance he couldn’t even begin to hold a job.
  Eventually Martin’s rage finally pushed him 
  over the edge and into... an epiphany. He real-
  ized that modern nation-states and the military-
  industrial complex that supported them were just 
  mechanisms through which the strong oppressed 
  the weak, using them when they were needed and 
  then discarding them when they became incon-
  venient. Society needed to be changed from the 
  ground up — or if that weren’t possible, steered so 
  that it would evolve into something better in the 
  future. And Ethan Martin was just the one to do 
  the driving.
  Martin called on the few remaining contacts he 
  had at the CIA for help. Through them he learned 
  about a series of long-forgotten Swiss bank 
  accounts from the Cold War era and a cutting-
  edge DARPA project to develop a suit of powered 
  armor with electricity-based weapons. Stealing 
  both the prototype armor and the funds, he chris-
  tened himself Morticus, for he intended to be the 
  death of the corrupt society that nearly destroyed 
  him, and the father of a better one to come.
  
  Champions Villains Volume Two: Villain Teams n The Futurists 
  121
  MORTICUS
  Val 
  Char Cost Roll 
  Notes
  15+25 STR 5+17* 12- (17-) Lift 100 kg (25 tons); 2d6 
  (10d6) HTH damage [1 (5)]
  15+5 DEX 10+7* 12- (13-)
  15+15 CON 5+10* 12- (15-)
  18 
  INT 
  8 13- 
  PER Roll 13-
  15 
  EGO 
  5 12-
  15+15 PRE 5+10* 12- (15-) PRE Attack: 3d6 (6d6)
  3+5 
  OCV 
  17*
  3+5 
  DCV 
  17*
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  2+4 
  SPD 
  27* 	
  Phases: 6, 12 
  (2, 4, 6, 8, 10, 12)
  7 
  PD 
  5 	
  Total: 35 PD (28 rPD)
  7 
  ED 
  5 	
  Total: 35 ED (28 rED)
  6 
  REC 
  2
  30 
  END 
  2
  15 
  BODY 
  5
  30 
  STUN 
  5                Total Characteristics Cost: 173
  *: OIF (powered armor; -½)
  Movement: 
  Running: 
  12m
   
  Flight: 
  30m
  Cost Powers 
  END
  43 
  Armor Batteries: Endurance Reserve 
  (200 END, 21 REC) 
  0
  OIF (-½)
  50 
  Electric Blasters: Multipower, 75-point reserve
  All OIF (-½)
  2f 
  1) Thunderbolt Blast: Blast 15d6 
  35
  OIF (-½), Increased Endurance Cost (x5 END; -2)
  4f 
  2) Electric Bolt: Blast 12d6 
  6
  OIF (-½)
  4f 
  3) High-Voltage Blast: RKA 4d6 
  6
  OIF (-½)
  4f 
  4) Cone Of Lightning: Blast 10d6 
  7
  Area Of Effect (16m Cone; +½); OIF (-½), No Range 
  (-½)
  5f 
  5) Lightning Storm: Blast 10d6 
  7
  Autofire (5 shots; +½); OIF (-½)
  4f 
  6) Cyberkinetic Override: Mind Control 12d6 
  (Machine class of minds) 
  6
  Reduced Endurance (½ END; +¼); OIF (-½), No 
  Range (-½)
  50 
  Powered Armor: Resistant Protection (25 PD/25 ED) 
  0
  OIF (-½)
  7 
  Psi-Shields: Mental Defense (10 points) 
  0
  OIF (-½)
  7 
  Force-Field: Power Defense (10 points) 
  0
  OIF (-½)
  7 
  Flare Shielding: Sight Group Flash Defense (10 points) 0
  OIF (-½)
  7 
  Hearing Protection: Hearing Group Flash Defense 
  (10 points) 
  0
  OIF (-½)
  13 
  Life Support Systems: Life Support (Safe Environ-
  ments: High Pressure, High Radiation, Intense Cold, 
  Intense Heat, Low Pressure/Vacuum; Self-Contained 
  Breathing) 
  0
  OIF (-½)
  20 
  Boot-Jets: Flight 30m 
  3
  OIF (-½)
  6 
  Helmet Communication System: HRRP (Radio Group) 0
  OIF (-½), Affected As Sight And Hearing Groups As 
  Well As Radio Group (-½) 
   
  Perks
  15 
  Money: Filthy Rich
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
   
  Skills
  20 
  +2 with All Combat
  3 
  Acting 12-
  3 
  Bribery 12-
  3 
  Charm 12-
  3 
  Combat Driving 13-
  3 
  Computer Programming 13-
  3 
  Conversation 12-
  3 
  Cryptography 13-
  3 
  Demolitions 13-
  3 
  Disguise 13-
  3 
  Electronics 13-
  2 
  KS: The Espionage World 11-
  1 
  KS: The Military/Mercenary/Terrorist World 8-
  2 
  Language: Arabic (fluent conversation; English is Native)
  2 
  Language: Farsi (fluent conversation)
  2 
  Language: Spanish (fluent conversation)
  3 
  Lockpicking 13-
  3 
  Mechanics 13-
  3 
  Security Systems 13-
  3 
  Stealth 12-
  3 
  Streetwise 12-
  3 
  Systems Operation 13-
  7 
  WF: Common Melee Weapons, Small Arms, General 
  Purpose/Heavy Machine Guns, Grenade Launchers, 
  Shoulder-Fired Weapons
  5 
  Weaponsmith (Firearms, Missiles And Rockets, Incendiary 
  Weapons, Energy Weapons) 13-
  Total Powers & Skills Cost: 346
  Total Cost: 516
  400 Matching Complications (75)
  10 
  Distinctive Features: acid-scarred face and body 
  (Concealable With Effort; Noticed And Recognizable)
  25 
  Hunted: UNTIL (Frequently, Mo Pow, NCI, Capture)
  15 
  Psychological Complication: Hatred Of Nation-States, 
  Corporations, And Others Who Exploit People 
  (Common, Strong)
  15 
  Social Complication: Secret Identity (Ethan Martin) 
  (Frequently, Major)
  Total Complications Points: 65
  Experience Points: 126
  
  122 n The Futurists 
  Hero System 6th Edition
  Personality/Motivation: Morticus is a zealot as 
  only a convert can be. He’s gone from being a red-
  blooded American patriot to a man determined 
  to either destroy “the system” or find a way to 
  change it so that it does what it’s supposed to — 
  make everyone’s lives better, not just the wealthy 
  few. He doesn’t espouse any political philosophy 
  other than “things need to get better, and fast.” If 
  you dig deep enough into his thinking, though, 
  it eventually becomes apparent that he thinks he 
  should run things. He expects that when human 
  civilization and thinking have been made to 
  “evolve” to the proper point, people will realize 
  that he’s the most fit to govern and submit to his 
  rule voluntarily.
  Compared to the Fiend, Morticus is more 
  inclined to use violent means to achieve the Futur-
  ists’ goals, or at least to commit violent crimes 
  designed to forward the team’s social agenda. He’s 
  just unstable enough that a few defeats by super-
  criminals might push him over the edge from 
  “determined conspirator” to “super-terrorist.”
  Morticus spends as much time as possible in 
  his armor. Outside of it, he takes pains to hide his 
  scarred features with baggy clothes, hats, staying 
  in the shadows, and so forth.
  Quote: “Capitalist? Socialist? Imperialist? Those 
  labels are meaningless, and applying them to 
  people or governments doesn’t do a thing to solve 
  the real problems society’s facing.”
  Powers/Tactics: Morticus wears an experimental 
  suit of powered armor that projects electricity. 
  He can fire single bolts of electricity, multiple less 
  powerful bolts, or a “fan” of electricity that hits 
  every opponent in front of him.
  Between his spy training and learning to repair, 
  maintain, and improve his armor, Morticus has 
  become the Futurists’ technology expert. As time 
  goes on he may learn more in that area, become 
  a gadgeteer as much as a powered armor wearer. 
  He’s also still well-versed in other espionage skills, 
  such as lockpicking, codebreaking, and bribery.
  Campaign Use: See above for general information. 
  You may be able to tie Morticus into a scenario via 
  a PC who also has ties to the intelligence commu-
  nity; perhaps they once worked together and the 
  hero will have a chance to recognize Morticus’s 
  speech patterns, mannerisms, or tradecraft.
  To make Morticus more powerful, give him 
  a small Variable Power Pool for gadgetry, and/or 
  improve his defenses with some Damage Negation 
  or Damage Reduction. To weaken him, put Acti-
  vation Rolls on most of his systems to represent 
  the fact that his armor’s a prototype.
  Appearance: Morticus wears a suit of light 
  powered armor that’s mostly purple and grey, but 
  with some electronic blue highlights and panels 
  here and there. Electricity arcs and crackles 
  around the gauntlets, and sometimes other parts 
  of the armor as well. Outside of his armor, Ethan 
  Martin is 5’10” tall with black hair, dark eyes, and 
  prominent acid scars on the left side of his face 
  and much of the left half of his body.
  MORTICUS FACTS
  Here are some facts characters and NPCs might 
  know about Morticus if they succeed with an 
  appropriate Skill Roll:
  K/R: Morticus is a powered armor-wearing villain; 
  his armor’s weapons primarily involve electricity 
  generation and control.
  -2: Morticus seems to be broadly skilled, or at least 
  widely-read and well-experienced.
  -4: Morticus’s armor bears some similarities to 
  a prototype developed by DARPA several years 
  ago; the prototype disappeared under mysterious 
  circumstances.
  -8: The left side of Morticus’s body is badly scarred 
  by acid or some other chemical.
  -10: His Secret Identity is Ethan Martin; he’s a 
  former CIA agent.
  
  Champions Villains Volume Two: Villain Teams n Grab 
  123
  GRAB
  Membership: Black Diamond, Bluejay, Cheshire 
  Cat, Hummingbird
  Background/History: GRAB was founded in the 
  late Eighties by several money-minded villains 
  as a sort of “support group.” Its members were 
  all mentally balanced individuals (relatively 
  speaking) who didn’t want to conquer the world, 
  spread misery and suffering, or launch grandiose 
  schemes — they just wanted to use their powers to 
  get rich and live in the lap of luxury. Although it 
  was a loose alliance more than a true villain team, 
  all the members got along well, often socializing 
  together. They established special funds for plan-
  ning jobs, obtaining medical care, posting bail 
  money, and so on.
  Things went horribly awry in 1994, when Black 
  Claw, one of the group’s founding members and its 
  de facto “leader,” was shot and killed by the police 
  while trying to escape from a botched break-in. 
  Unfortunately, the Claw was the one who main-
  tained all of the group’s finances and records, and 
  the police quickly found them and froze all his 
  assets. Almost overnight, the members of GRAB 
  lost nearly two million dollars — their entire 
  operating stash.
  Disheartened by Black Claw’s death, not to 
  mention losing all that money, the members of 
  GRAB started to drift apart. Without someone 
  to motivate the membership, the group was in 
  danger of breaking up altogether. Then, one 
  fine spring day, each of them received a note in 
  the mail. Elegantly handwritten on rich, cream-
  colored paper, each note invited the recipient to a 
  meeting “to discuss matters of mutual interest that 
  will ensure the continued existence, prosperity, 
  and success of your organization.”
  Intrigued, and lacking any better alternative, 
  each of the remaining members showed up at the 
  designated location — an elegant hotel suite in 
  New York City — at the appointed time. Ushered 
  into a sitting room by a silent butler, they soon 
  found themselves speaking with an old, vulpine-
  faced man.
  Obviously wealthy and powerful, the man 
  minced no words. “I am aware of the nature of 
  your organization,” he said, “and I applaud your 
  cupidity and your desire to avoid bloodshed — 
  both admirable qualities in my opinion. I have 
  need of persons such as yourself from time to 
  time, and often come across information that 
  might be of use to individuals in your... profession.
  “I propose to re-constitute GRAB in a form 
  more or less the same as it was before. I will 
  establish a five million dollar “working fund” in 
  trust, so that you as a group exert control over the 
  money but the police cannot take it away. From 
  time to time, I will provide you with information 
  about jobs, and unless the group has some strong 
  objection you will perform these jobs according to 
  my instructions. What do you say?” He gave them 
  a week to think it over.
  Although none of the thieves was entirely 
  comfortable with the proposal — they couldn’t 
  find out a thing about the mysterious old man — it 
  looked like a pretty good deal. It was too elaborate 
  to be a police scam; it had to be legit. When they 
  met the crafty old man one week later, they agreed 
  to his terms.
  Since then, the members of GRAB have seen 
  an unprecedented rise in their respective fortunes. 
  Their jobs go more smoothly than ever, the old 
  man helps them get top dollar for fenced goods, 
  and none of them has spent very much time in 
  jail. They still have no idea who the old man is, 
  where he gets his information, or why he wants 
  to work with them, but they see no reason to look 
  a gift horse in the mouth. Things are good, and 
  GRAB wants them to stay that way.
  Group Relations: The members of GRAB get along 
  extremely well. They tend to be easy-going, and 
  to have the same attitudes and opinions, so the 
  group isn’t split apart by personality conflicts like 
  so many villain teams are. And they play together 
  as well as work together; they go out in their 
  Secret Identities to eat at fine restaurants, shop at 
  boutiques, and visit clubs.
  Tactics: GRAB doesn’t have an extensive selection 
  of combat tactics; the group doesn’t even like to 
  fight. As far as the members are concerned, if they 
  get into a battle, something’s gone wrong. Their 
  main concern in combat is usually getting away. 
  Fortunately, as a group GRAB is pretty mobile, 
  and they use that to their advantage whenever 
  possible.
  GRAB doesn’t have a secret headquarters, but 
  it maintains several luxury apartments as safe-
  houses and bolt-holes. Cheshire Cat often uses his 
  “gate” power to take the team to one of them, or 
  to other designated “rally zones,” when fleeing the 
  scene of a crime.
  
  124 n Grab 
  Hero System 6th Edition
  Campaign Use: GRAB is markedly different 
  from most villain teams. It’s not after power, or 
  trying to satisfy some bizarre personal ambition, 
  or interested in putting people in danger. It just 
  wants money, and wants to get it as easily and 
  safely as possible. Heroes may find themselves 
  wondering why they’re wasting time pursuing 
  GRAB when there are really dangerous villains out 
  there. Vigilante-style heroes may have to confront 
  a moral quandry — is it just and proper to shoot 
  a group of villains that goes out of its way not to 
  hurt people, and which even spends time helping 
  with disaster relief when some master villain 
  attacks the city?
  Because the villains of GRAB are so sympa-
  thetic (relatively speaking), they may make good 
  potential romantic interests for PCs. Given the 
  right circumstances, any one of them could reform 
  and give up crime, or maybe even become a 
  superhero.
  GRAB doesn’t Hunt heroes; it’s interested in 
  money, not revenge. At best they might pursue 
  a hero to steal something from him, but they’ll 
  either succeed and stop bothering him, or eventu-
  ally conclude it’s not worth the time and give up.
  GRAB isn’t meant as an equal combat threat 
  against most superhero teams; its members don’t 
  want to fight at all. So don’t worry about the 
  group’s power level vis-a-vis your PCs in most 
  instances. However, GRAB should be powerful 
  or versatile enough to have a decent chance to 
  escape from the heroes when confronted; if it’s not, 
  consider increasing the team’s movement speeds, 
  and/or give Cheshire Cat some group-oriented 
  teleportation powers. On the other hand, if GRAB 
  can escape too easily, tone down the members’ 
  movement powers until they’re more evenly 
  matched with the PCs.
  Associates, Allies, And Adversaries: For the most 
  part GRAB doesn’t associate with other villain 
  teams or agencies, since that just seems to lead 
  to trouble and most of those people aren’t very 
  likeable anyway. In fact, on a few occasions they’ve 
  stolen from the likes of VIPER, so any attempt at 
  alliance would prove fruitless.
  On the other hand, GRAB is certainly open 
  to considering new members, if it encounters 
  a villain who “fits” in terms of personality and 
  modus operandi. If you want to expand the team’s 
  roster, some good possibilities from this book or 
  CV3 include: Alchemica; Arachne; Cateran (if she 
  could be convinced to stop swinging that claymore 
  around...); Dreamwitch; Lady Blue; Lash; Lode-
  stone; Riptide; El Salto; Signal Ghost; Smoke and 
  Mirrors; Snowblind; Vixen; White Rhino; Zephyr; 
  and ZigZag.
  BLACK DIAMOND
  Background/History: “Maxine, would you take 
  these notes in to Dr. Rabindahar, please?”
  “Yes, sir.” She picked up the folder and headed 
  toward the lab, her mind more on what she was 
  going to wear for her date that night than what 
  she was doing. Unfortunately, while she was 
  debating the merits of mini-skirt versus jeans, 
  she completely overlooked the EXPERIMENT IN 
  PROGRESS — DO NOT ENTER warning sign. 
  She opened the door to the lab and walked right 
  into the middle of one of Dr. Rabindahar’s gravity 
  induction experiments. Enormous energies fed 
  back into her body, and the equipment exploded.
  She woke up when the paramedics tried 
  to move her — and couldn’t! Something had 
  happened; instead of dying, she’d become 
  extremely heavy. She didn’t look any different, 
  didn’t feel or sound any different, but a change 
  had definitely taken place. Over the next few days, 
  Maxine discovered she’d become superhumanly 
  strong and durable — and she could absorb the 
  force of impacts to become stronger still. Sure, she 
  was too heavy to ride in most cars anymore, but 
  that was a small price to pay.
  For the first time in her life, Maxine felt she’d 
  gotten a break. With superpowers, she could 
  become rich! She made herself a costume out of an 
  old bathing suit, bought a mask at a costume shop, 
  and started robbing banks and jewelry stores. 
  Due to her inexperience, it wasn’t long before the 
  superhero Diamond caught her. She managed to 
  escape before the government could get her to 
  Stronghold, but the whole incident scared her. She 
  didn’t want to go to prison.
  It wasn’t long afterward that she met Black 
  Claw, another costumed criminal who, like her, 
  didn’t particularly want to hurt anyone — he 
  just wanted to get rich. Together the two of them 
  thought up the idea of GRAB, pitched it to like-
  minded villains, and got the “team” started. Since 
  the Claw’s death, she’s sort of become the “leader” 
  of GRAB, a role she’s not particularly comfortable 
  with. But the jobs keep going well, and they’re all 
  raking in the bucks, so she figures she must be 
  doing all right.
  Personality/Motivation: Black Diamond isn’t a 
  particularly complex person. She wants to be rich, 
  and she doesn’t particularly care how she gets 
  there as long as no one gets hurt. The way she sees 
  it, anyone who can’t protect their stuff deserves to 
  have it taken away.
  Black Diamond has a tendency to be reckless. 
  She goes off half-cocked, without fully considering 
  the implications of her actions. She’s a doer, not a 
  thinker, and reacts impulsively to many situations. 
  Combined with her greediness, this trait has led 
  her to stick her nose where it doesn’t belong more 
  than once, causing trouble for herself and GRAB.
  Quote: “Look, pal, don’t make me hit you. Trust 
  me, you won’t like it.”
  GRAB FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  GRAB if they succeed 
  with an appropriate 
  Skill Roll:
  N/R: GRAB is a group 
  of super-thieves who 
  specialize in stealing 
  items other criminals 
  can’t get. Members 
  include Black Diamond, 
  Bluejay, Cheshire Cat, 
  and Hummingbird.
  K/R: The members 
  of GRAB go out of 
  their way to avoid 
  violence and fighting. 
  Their usual tactic is 
  to flee from super-
  heroic opposition, 
  and no civilian’s ever 
  been seriously hurt 
  during one of their 
  jobs. GRAB has often 
  participated in disaster 
  relief efforts, or joined 
  forces with superhe-
  roes to oppose major 
  super-menaces.
  -10: The secret leader 
  of GRAB is the Fox of 
  Crime, a fox-faced, 
  teleporting, practical 
  joke-playing super-
  thief who was active 
  in the Seventies 
  and early Eighties, 
  but retired after age 
  diminished his powers 
  to the point of near-
  uselessness. GRAB 
  is his way of staying 
  involved in the under-
  world and enjoying 
  himself without risking 
  exposure.
  
  Champions Villains Volume Two: Villain Teams n Grab 
  125
  BLACK 
  DiAMOND
  Val Char Cost Roll Notes
  60 STR 
  50 21- Lift 100 tons; 12d6 HTH damage [6]
  20 DEX 
  20 13-
  40 CON 
  30 17-
  10 INT 
  0 11- PER Roll 11-
  10 EGO 
  0 11-
  20 PRE 
  10 13- PRE Attack: 4d6
  7 
  OCV 
  20
  7 
  DCV 
  20
  3 
  OMCV 
  0
  3 
  DMCV 
  0
  6 
  SPD 
  40 	
  Phases: 2, 4, 6, 8, 10, 12
  25 PD 
  23 	
  Total: 25 PD (25 rPD)
  25 ED 
  23 	
  Total: 25 ED (25 rED)
  20 REC 
  16
  80 END 
  12
  15 BODY 
  5
  66 STUN 
  23  
  Total Characteristics Cost: 292
  Movement: 
  Running: 
  18m
   
  Leaping: 
  40m
  Cost Powers 
  END
  30 
  Kinetic Absorption: Absorption 15 BODY (physical, 
  half to STR, half to PD) 
  0
  Delayed Return Rate (loses points at the rate of 5 per 
  Minute; +1)
  12 
  Dense Form: Hardened (+¼) for 25 PD/25 ED 
  0
  31 
  Dense Form: Resistant (+½) for 25 PD/25 ED 
  0
  Hardened (+¼)
  10 
  Dense Form: Knockback Resistance -10m 
  0
  6 
  Super-Strong Legs: Running +6m (18m total) 
  1
  18 
  Super-Strong Legs: Leaping +36m (40m forward, 
  20m upward) 
  2
   
  Skills
  16 
  +2 HTH
  3 
  Climbing 13-
  2 
  CK: New York City 11-
  2 
  KS: The Superhuman World 11-
  1 
  Security Systems 8-
  3 
  Stealth 13-
  3 
  Teamwork 13-
  Total Powers & Skills Cost: 137
  Total Cost: 429
  400 Matching Complications (75)
  25 
  Hunted: PRIMUS (Infrequently, Mo Pow, NCI, Capture)
  25 
  Hunted: Justice Squadron (Infrequently, Mo Pow, NCI, 
  Capture)
  10 
  Physical Complication: Weighty (weighs 400 kg) (Infre-
  quently; Slightly Impairing)
  20 
  Psychological Complication: Code Versus Killing 
  (Common, Total)
  15 
  Psychological Complication: Greedy (Common, Strong)
  15 
  Psychological Complication: Hasty, Impulsive, And Care-
  less (Common, Strong)
  15 
  Social Complication: Public Identity (Maxine Walters) 
  (Frequently, Major)
  10 
  Vulnerability: 1½ x STUN from Force, Gravitic, and 
  Magnetic attacks (Common)
  10 
  Vulnerability: 1½ x BODY from Force, Gravitic, and 
  Magnetic attacks (Common)
  Total Complications Points: 75
  Experience Points: 29
  
  126 n Grab 
  Hero System 6th Edition
  Powers/Tactics: Black Diamond was given 
  superhuman powers from accidental exposure to 
  an experimental high-gravity field. This made her 
  superhumanly strong — able to rip vault doors 
  off their hinges, toss cars around like baseballs, 
  and shrug off bullets like they were nothing. Her 
  most unusual power is her ability to absorb kinetic 
  energy and use it to increase her strength and 
  resilience. When she uses this power, a field of 
  black, crackling energy surrounds her body.
  Black Diamond is the most “straightforward” 
  member of GRAB in combat. She’s the group’s 
  front-line fighter, the one who charges into battle 
  and starts smacking superheroes around. The rest 
  of the team tends to rally around her, following 
  her lead until they can all break free from the fight 
  and escape.
  Campaign Use: Other than as a member of GRAB, 
  Black Diamond can serve as a source of story 
  ideas due to her tendency to act without thinking. 
  She might impulsively steal a necklace, only to 
  discover it’s an enchanted relic DEMON desper-
  ately wants. She might take it into her head that a 
  news reporter is insulting her, and go down to the 
  TV station to pick a fight with him and everyone 
  else there. The possibilities are endless.
  If you need Black Diamond to be more 
  powerful, boost her STR to 70, give her a few 
  levels of Density Increase, or let her have the Brick 
  Tricks Martial Art from HSMA 79. If she’s too 
  tough already, reduce her STR to 50, cut her SPD 
  down to 5, and/or get rid of her Kinetic Absorp-
  tion power.
  Associates, Allies, And Adversaries: Superhuman 
  gossip magazines and websites claim that Black 
  Diamond and Vector were once involved in a 
  passionate love affair, but neither of them has 
  commented publicly about the matter.
  Appearance: Black Diamond is a tall black 
  woman, 6’2” with a sculpted, muscular body and 
  hair cut very short. She wears a sleeveless black 
  body stocking with tasteful silver-edged diamond-
  shaped cut-outs on the sides and front, and short 
  silver gloves. Since she was first captured and her 
  identity exposed, she hasn’t bothered to wear a 
  mask.
  BLUEJAY
  Background/History: Lisa Anderson was once 
  an engineer working for a small, cutting-edge 
  aeronautics firm called McNeil Aviation. Thanks 
  in large part to some of her innovative designs, the 
  firm won a contract from UNTIL to manufacture 
  a winged “flying battlesuit.”
  Lisa spent many long, frustrating hours 
  working on the project, allowing her personal and 
  social life to deteriorate in the hope of reaping 
  big career and financial benefits when the job was 
  done. Unfortunately, UNTIL cancelled the project 
  due to cost overruns, and McNeil fired Lisa, 
  keeping her work for itself under the terms of her 
  employment contract.
  Bitter over how she was treated, and eager 
  for riches she felt should be hers, Lisa broke 
  into McNeil late one night, stole the suit and all 
  its plans, and made her escape. Unfortunately, 
  something went wrong; a fire started that burned 
  the McNeil plant to the ground. The authorities 
  blamed the fire on the “new flying supervillain” 
  seen leaving the scene of the crime.
  Seeing no legitimate way to earn the kind 
  of money she wanted to have, Lisa went back 
  to work, modifying the battlesuit for her own 
  uses. Soon Bluejay was making the papers with 
  stories of her daring upper-story robberies and 
  other crimes. But bad luck continued to dog Lisa; 
  though she didn’t want to harm anyone, things 
  often went wrong, resulting in innocent people 
  getting hurt during her jobs. She soon developed 
  a reputation as being far more dangerous than she 
  actually is.
  One night, Bluejay planned to rob a high-tech 
  company, but found Black Diamond and Black 
  Claw were beating her to it! When PRIMUS 
  showed up, the three villains, who were just 
  about to start fighting, teamed up to make their 
  escape. In the process they found they had a lot in 
  common, and Black Diamond told Bluejay about 
  GRAB. Bluejay gladly got involved, and has been a 
  part of the alliance ever since.
  Personality/Motivation: Like the other members 
  of GRAB, Bluejay is in the supervillain game for 
  the money. She feels life has treated her shabbily, 
  and she intends to make up for it by stealing from 
  people who have more than they need — banks, 
  corporations, rich people, and so on. Although 
  her suit carries some pretty heavy armaments, she 
  doesn’t want to hurt anyone; she’ll stick to nonle-
  thal attacks most of the time. She’s been known to 
  fly injured people to the hospital after she acciden-
  tally hurt them.
  Bluejay is really upset about her reputation as 
  a “dangerous supervillainess”; she knows she’s not 
  really dangerous at all. But every time she tries to 
  convince people she’s harmless, something goes 
  wrong and the stories about her keep circulating. 
  Not even membership in GRAB has helped.
  Quote: “Just try to catch me!”
  BLACK DIAMOND FACTS
  Here are some facts characters and NPCs might know about Black 
  Diamond if they succeed with an appropriate Skill Roll:
  N/R: Black Diamond is a member of GRAB; she’s superhumanly strong 
  and tough.
  K/R: Her real name is Maxine Walters; she got her powers from a labo-
  ratory accident involving a gravity induction experiment.
  -2: Black Diamond also has the ability to “absorb” the energy of physical 
  impacts and “channel” it to make herself even stronger and tougher.
  -4: Black Diamond is something of a “hipshooter” who tends to act/react 
  without thinking; her recklessness sometimes gets GRAB into trouble.
  -6: Attacks based on gravitic, magnetic, or force energy cause Black 
  Diamond extra pain.
  
  Champions Villains Volume Two: Villain Teams n Grab 
  127
  BLUEJAY
  Val 
  Char Cost Roll 
  Notes
  10+20 STR 
  13* 11- (15-) Lift 100 kg (1,600 kg); 2d6 
  (6d6) HTH damage [1 (3)]
  15+8 DEX 10+11* 12- (14-)
  13+7 CON 
  3+5* 12- (13-)
  18 
  INT 
  8 13- 
  PER Roll 13-
  11 
  EGO 
  1 11-
  10+10 PRE 
  7* 11- (13-) PRE Attack: 2d6 (4d6)
  5+3 
  OCV 10+10*
  5+3 
  DCV 10+10*
  3 
  OMCV 
  0
  4 
  DMCV 
  3
  3+3 
  SPD 10+20* 	
  Phases: 6, 12 
  (2, 4, 6, 8, 10, 12)
  5 
  PD 
  3 	
  Total: 19 PD (14 rPD)
  5 
  ED 
  3 	
  Total: 19 ED (14 rED)
  7 
  REC 
  3
  25 
  END 
  1
  10 
  BODY 
  0
  30 
  STUN 
  5                Total Characteristics Cost: 
  146
  *: OIF (battlesuit; -½)
  Movement: 
  Running: 
  12m
   
  Flight: 
  32m/86m
  Cost Powers 
  END
  33 
  Power Pack: Endurance Reserve (160 END, 15 REC) 
  0
  OIF (-½)
  40 
  Gauntlet Weapons: Multipower, 60-point reserve
  All OIF (-½)
  4f 
  1) Blaster: Blast 12d6 
  6
  OIF (-½)
  4f 
  2) Pulse Blaster: Blast 8d6 
  6
  Autofire (5 shots; +½); OIF (-½)
  4f 
  3) Atrophic Ray: Drain STR 6d6 
  6
  OIF (-½)
  4f 
  4) Capturefoam Projector: Entangle 6d6, 6 PD/6 ED [16]
  OIF (-½), 16 Charges (-0)
  28 
  Battlesuit: Resistant Protection (14 PD/14 ED) 
  0
  OIF (-½)
  7 
  Helmet Flare Shielding: Sight Group Flash Defense 
  (10 points) 
  0
  OIF (-½)
  7 
  Helmet Acoustic Shielding: Hearing Group Flash 
  Defense (10 points) 
  0
  OIF (-½)
  21 
  Wings: Flight 32m, x8 Noncombat 
  4
  OIF (-½), Restrainable (-½)
  27 
  Booster Pack: Flight +54m 
  10
  OIF (-½), Increased Endurance Cost (x2 END; -½)
  6 
  Helmet Communicator: HRRP 
  0
  OIF (-½), Affected As Sight And Hearing Groups As 
  Well As Radio Group (-½)
  10 
  Helmet Radar Unit: Radar (Radio Group), Increased Arc 
  Of Perception (360 Degrees) 
  0
  OIF (-½), Affected As Sight Group As Well As Radio 
  Group (-½)
  12 
  Helmet Binocular Lenses: +12 versus Range Modifier 
  for Sight Group 
  0
  OIF (-½)
   
  Perks
  8 
  Contacts: 8 points’ worth in the aeronautics/defense 
  contracting industries
   
  Skills
  10 
  +2 with Gauntlet Weapons Multipower
  8 
  +4 with Flight
  3 
  Acrobatics 12- (14-)
  3 
  Breakfall 12- (14-)
  3 
  Computer Programming 13-
  3 
  Electronics 13-
  2 
  KS: The Superhuman World 11-
  2 
  Navigation (Air) 13-
  3 
  SS: Aeronautics 13-
  3 
  SS: Physics 13-
  3 
  Stealth 12- (14-)
  Total Powers & Skills Cost: 258
  Total Cost: 404
  400 Matching Complications (75)
  20 
  Hunted: PRIMUS (Infrequently, Mo Pow, NCI, Capture)
  20 
  Hunted: Justice Squadron (Infrequently, Mo Pow, NCI, 
  Capture)
  20 
  Psychological Complication: Code Versus Killing 
  (Common, Total)
  15 
  Psychological Complication: Greedy (Common, Strong)
  15 
  Social Complication: Secret Identity (Lisa Anderson) 
  (Frequently, Major)
  10 
  Unluck 2d6
  Total Complications Points: 75
  Experience Points: 4
  
  128 n Grab 
  Hero System 6th Edition
  Powers/Tactics: Bluejay’s powers come from the 
  battlesuit she wears. In addition protecting her 
  from attacks, the battlesuit augments her strength 
  and reflexes. It also comes equipped with several 
  weapons built into the gauntlets: two blasters, a 
  weakness ray, and a capturefoam projector. Most 
  importantly, it allows her to fly using built-in 
  hypercritical wings and a booster pack. When she 
  turns the booster pack up to full, she can move 
  at approximately Mach 1, which is useful for 
  escaping from annoying superheroes.
  If she can’t avoid combat, Bluejay sticks to 
  the skies, not landing at all if she can help it. She 
  uses her Capturefoam Projector and Atrophic 
  Ray the most, since they cause no lasting harm; 
  the blasters are best for smashing through walls 
  and taking out superheroes powerful enough to 
  withstand the blast. She and Black Diamond have 
  worked out a “fastball special”-style tactic where 
  she picks Diamond up, carries her along at high 
  speed, and then lets her go like a “living bomb.”
  Campaign Use: Bluejay is a pretty typical member 
  of GRAB when it comes to everyday use, but 
  she presents some interesting story hooks. For 
  example, was she really responsible for the McNeil 
  Aviation fire, or is there more going on of which 
  she’s unaware?
  If you want to increase Bluejay’s powers, there 
  are several possible routes. You could improve her 
  STR and defenses, making her a quasi-brick. You 
  could increase her SPD and movement, making 
  her a quasi-speedster. Or you could give her more 
  weapons, making her more like a powered armor 
  character. Another possibility is to change the 
  Atrophic Ray to Drain Characteristics 4d6, Vari-
  able Effect (+½) so she can make people less agile, 
  stupider, and so forth instead of just physically 
  weaker. Making her less powerful usually involves 
  decreasing her movement and SPD, and/or getting 
  rid of one or two of her weapons.
  Associates, Allies, And Adversaries: Bluejay is 
  good friends with Lady Blue, and sometimes helps 
  her out with her “charity work.” That could lead 
  to some interesting escapades. She’s also friends 
  with Cyclone; they correspond about aeronautical 
  engineering, and if he ever decides the Ultimates 
  are too violent for him he might play on their 
  friendship to try to join GRAB.
  Appearance: Bluejay’s battlesuit is light blue and 
  white, with some black highlights: blue boots, 
  torso, gauntlets, and helmet; white legs and arms; 
  with various points of articulation and the like in 
  black. The helmet leaves her lower face exposed, 
  and has a bird-like crest. The suit’s wings, also light 
  blue, are attached to her arms.
  Out of her battlesuit, Lisa Anderson is a pretty 
  woman, 5’7” tall with light brown hair cut just 
  above her shoulders, and brown eyes. Thanks to 
  her criminal career, she can afford to dress nicely, 
  and does.
  CHESHIRE CAT
  Background/History: Bob Johanssen was a nuclear 
  plant technician — not a very good one, but he got 
  by. For fun, he studied martial arts and spent time 
  with his wife. One day, to his shock, his wife said 
  she wanted a divorce. She was sick of living on his 
  technician’s salary; she expected more of a man, 
  and Bob certainly wasn’t delivering. She moved 
  out that night, leaving Bob alone.
  The day he got the final divorce papers, Bob 
  tried to commit suicide by walking right into the 
  heart of the reactor. Much to everyone’s amaze-
  ment, he didn’t die — he suddenly appeared, right 
  out of thin air, on the other side of the plant! Bob 
  wasn’t quite sure what to make of it, but he knew 
  opportunity when he saw it. With superpowers, he 
  could make himself so rich his ex-wife would eat 
  her heart out with envy and regret!
  As Cheshire Cat, Bob spent several years 
  as a solo criminal, committing robberies and 
  avoiding trouble as much as he could. He was 
  quite successful, but lonely. When he heard about 
  GRAB, he tracked down Black Diamond and 
  told her he wanted to be a member. He’s never 
  regretted it — after all, how many other jobs let 
  him get rich quickly and effortlessly while hanging 
  out with three gorgeous women?
  Personality/Motivation: Cheshire Cat is usually 
  the most violence-prone member of GRAB. He 
  doesn’t want to kill or seriously injure anyone — 
  after all, he’s in this for the money! — but he has 
  no objection to administering a good beating to 
  his enemies. He particularly likes to defeat other 
  superpowered martial artists to prove he’s better 
  than they are.
  Cheshire Cat has a borderline bipolar person-
  ality disorder. Most of the time, he’s cheerful, or 
  at least neutral, but a sustained run of failures or 
  bad luck plunges him into a deep, dark depression 
  from which it may take him a long time to recover. 
  This doesn’t affect his job or combat abilities most 
  of the time, so it’s not represented as a Psycho-
  logical Complication, but it’s worth noting for 
  roleplaying purposes.
  Cheshire Cat is something of a skirtchaser. 
  He doesn’t hit on his teammates, since that could 
  make things awkward, but he’s not above making a 
  pass at a superheroine who catches his eye.
  Quote: “Keeping this Cat out is harder than you 
  think.”
  Powers/Tactics: Cheshire Cat is a hand-to-hand 
  combatant; he has no Ranged attacks (aside from 
  his Teleportation Boxing, which is only technically 
  ranged). His high (for a martial artist) STR gives 
  him punching power and makes it easy for him to 
  immobilize most opponents with his Hold or Joint 
  Lock maneuvers.
  BLUEJAY FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Bluejay if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: Bluejay is a 
  member of GRAB; 
  she wears a suit 
  of light powered 
  armor with wings 
  that allow her to 
  fly and various 
  weapons built into 
  its gauntlets.
  K/R: Bluejay’s 
  weapons include 
  blasters, a capture-
  foam projector, and 
  an Atrophic Ray that 
  weakens the target.
  -2: Bluejay and 
  Black Diamond 
  sometimes use a 
  “fastball special”-
  style attack where 
  Bluejay carries 
  Black Diamond at 
  his speed and then 
  drops her onto 
  hapless foes.
  -4: For someone 
  who’s extremely 
  graceful in the air, 
  Bluejay seems to 
  be a little clumsy 
  at times; she often 
  accidentally knocks 
  things over or 
  causes other prob-
  lems for GRAB.
  -10: Her Secret 
  Identity is Lisa 
  Anderson; she’s an 
  aerospace engineer 
  who stole her suit 
  from the defense 
  contractor McNeil 
  Aviation.
  
  Champions Villains Volume Two: Villain Teams n Grab 
  129
  CHESHIRE CAT
  Val Char Cost Roll Notes
  30 STR 
  20 15- Lift 1,600 kg; 6d6 HTH damage [3]
  25 DEX 
  30 14-
  23 CON 
  13 14-
  10 INT 
  0 11- PER Roll 11-
  11 EGO 
  1 11-
  20 PRE 
  10 13- PRE Attack: 4d6
  9 
  OCV 
  30
  9 
  DCV 
  30
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  6 
  SPD 
  40 	
  Phases: 2, 4, 6, 8, 10, 12
  14 PD 
  12 	
  Total: 17 PD (3 rPD)
  14 ED 
  12 	
  Total: 17 ED (3 rED)
  11 REC 
  7
  45 END 
  5
  10 BODY 
  0
  38 STUN 
  9  
  Total Characteristics Cost: 225
  Movement: 
  Running: 
  20m
   
  Leaping: 
  20m
   
  Teleportation: 
  30m
  Cost Powers 
  END
   
  Martial Arts: Aikijutsu
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Dodge 
  — 
  +5 
  Dodge all attacks, Abort
  4 
  Escape 
  +0 
  +0 
  +55 STR vs. Grabs
  3 
  Hold 
  -1 
  -1 
  Grab Two Limbs, +50 STR 
  for holding on
  4 
  Joint Lock/Throw +1 
  +0 
  Grab One Limb; 2d6 NND 
  (1); Target Falls
  5 
  Redirect 
  +1 
  +3 
  Block, Abort
  5 
  Strike 
  +1 
  +3 
  8d6 Strike
  3 
  Throw 
  +0 
  +1 
  8d6 + v/10; Target Falls
  8 
  +2 Damage Classes (already added in)
  9 
  Billy Club: HA +4d6 
  2
  OAF (-1), Hand-To-Hand Attack (-¼)
  34 
  Teleportation Boxing: Blast 6d6 
  6
  Area Of Effect (16m Radius Selective; +1); Extra 
  Time (Full Phase; -½), Limited Range (center of Area 
  must be within the Cat’s Half Move using Teleporta-
  tion at Combat velocity; -¼)
  44 
  Teleporting: Teleportation 30m, Position Shift 
  0
  Reduced Endurance (½ END; +¼)
  29 
  Long-Distance Teleporting: MegaScale (1m = 10 km; 
  +1¼) for Teleporting 
  8
  Increased Endurance Cost (x2 END; -½)
  8 
  Compensatory Teleporting: No Relative Velocity for 
  Teleporting 
  2
  Increased Endurance Cost (x2 END; -½)
  22 
  Staying Out Of Reach: Teleportation 10m, Position Shift 0
  Trigger (whenever he wants to after performing an 
  attack, activating Trigger takes no time, resetting 
  Trigger is a Zero Phase Action; +¾), Reduced Endur-
  ance (0 END; +½)
  67 
  Teleport Gate: Teleportation 20m, x32 Noncombat, 
  x4 Increased Mass 
  8
  Area Of Effect (1m Radius; +¼), Constant (+½), 
  Usable By Others (+¼); Gate (-½)
  8 
  Strong Runner: Running +8m (20m total) 
  1
  8 
  Strong Leaper: Leaping +16m (20m forward, 10m 
  upward) 
  2
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
   
  Skills
  16 
  +2 HTH
  26 
  Teleportive Combat Enhancement: +4 HTH 
  3
  Costs Endurance (to activate; -¼)
  3 
  Acrobatics 14-
  3 
  Breakfall 14-
  1 
  KS: Hockey 8-
  2 
  KS: Superhuman World 11-
  2 
  PS: Nuclear Technician 11-
  3 
  Stealth 14-
  3 
  Streetwise 13-
  3 
  Teamwork 14-
  Total Powers & Skills Cost: 333
  Total Cost: 555
  400 Matching Complications (75)
  10 
  Distinctive Features: Style (Not Concealable, Always 
  Noticed And Recognizable, Detectable By Large 
  Group)
  25 
  Hunted: PRIMUS (Infrequently, Mo Pow, NCI, Capture)
  25 
  Hunted: Justice Squadron (Infrequently, Mo Pow, NCI, 
  Capture)
  20 
  Psychological Complication: Code Versus Killing 
  (Common, Total)
  15 
  Psychological Complication: Greedy (Common, Strong)
  5 
  Rivalry: Professional (with other superpowered martial 
  artists, to prove his superiority)
  15 
  Social Complication: Public Identity (Robert Johanssen) 
  (Frequently, Major)
  15 
  Susceptibility: to being Teleported, takes 3d6 damage 
  instantly (Uncommon)
  Total Complications Points: 75
  Experience Points: 155
  
  130 n Grab 
  Hero System 6th Edition
  Campaign Use: To make the Cat more powerful, 
  give him some additional Teleportation-based 
  ablities (see the “Teleportation Powers” section 
  of Champions Powers for plenty of ideas) and 
  improve his Gate; you could also consider 
  increasing his DEX to 28. If he’s too powerful for 
  your game, get rid of his Gate, and decrease his 
  STR to 25 and SPD to 5.
  Associates, Allies, And Adversaries: Cheshire Cat 
  regards other superpowered martial artists as his 
  rivals; he’s happy to fight them to prove he’s better. 
  His challenges and insults have led to less-than-
  friendly relations between him and villains like 
  Blackguard, Black Mist, Green Dragon (he and the 
  Cat particularly hate one another), Jade Phoenix, 
  and Tiger Lily.
  Appearance: Robert “Bob” Johanssen is a six feet 
  tall, handsome, blond-haired man with an infec-
  tious smile and the body of an athlete who trains 
  intensively. As Cheshire Cat, he wears a white 
  gi-like top, with red trim and a red sash, and red 
  ankle-length pants and shoes. His fingerless gloves 
  are red, and his half-face, cat-eared mask is white.
  CHESHIRE CAT FACTS
  Here are some facts characters and NPCs might know 
  about Cheshire Cat if they succeed with an appropriate 
  Skill Roll:
  N/R: Cheshire Cat is a member of the GRAB team of 
  super-thieves; he’s a martial artist who can teleport.
  K/R: His real name is Robert “Bob” Johanssen; he 
  got his teleportation powers when he tried to commit 
  suicide by walking into a nuclear reactor, but his 
  martial arts skills come from training and practice.
  -1: Cheshire Cat considers other superpowered martial 
  artists his rivals, and is always looking for opportuni-
  ties to prove that he’s a better fighter than they are.
  -2: Cheshire Cat practices Aikijutsu.
  -6: Cheshire Cat and Green Dragon are bitter rivals.
  -8: If someone else teleports Cheshire Cat, he suffers 
  intense pain.
  Cheshire Cat is adept at using his Teleporta-
  tion in conjunction with his fighting skills. Besides 
  simply making a Half Move Teleport right behind 
  or next to someone to obtain a Surprise Move 
  bonus, he can rapidly teleport around to hit 
  several people (Teleportation Boxing), “blink tele-
  port” rapidly around someone to hit them from 
  unexpected angles or avoid their counterattacks 
  (Teleportive Combat Enhancement), or quickly 
  “mini-teleport” away from someone so they can’t 
  hit back. However, his metabolism cannot tolerate 
  having other people Teleport him; this causes him 
  severe pain.
  In addition to being able to teleport himself 
  (sometimes over distances of up to 300 km), 
  Cheshire Cat also has a limited power to open 
  “teleportation gates” through which other people 
  can travel. His gates aren’t a continuous-effect 
  phenomenon; he can only keep one open for a 
  second or two, just long enough for someone to 
  use it. Through diligent practice, he’s increased his 
  ability to the point where he can move someone 
  as heavy as Black Diamond through his gate; in 
  the future he hopes to extend the gate’s range and 
  duration.
  
  Champions Villains Volume Two: Villain Teams n Grab 
  131
  HUMMINGBIRD
  Background/History: Ever had that dream where 
  you wake up and you’re real tiny, and everything 
  around you looks gigantic? Well, it happened to 
  Melissa Saunders for real.
  One night when she was just shy of sixteen, 
  Melissa went to bed. She’d been reading Alice’s 
  Adventures In Wonderland for one of her high 
  school classes. Everything was perfectly normal, 
  but when she woke up, her bed, furniture, and 
  everything else in her room had become gigantic! 
  She screamed, but no one heard her (she figured 
  out later her voice wasn’t loud enough because 
  of her small size). After she stopped panicking, 
  she realized it wasn’t that her furnishings had all 
  gotten bigger — it was that she’d gotten smaller.
  She sat there and tried to figure out what to 
  do. Couldn’t tell her parents — heck, they usually 
  didn’t even have time to talk to her in the morning 
  anyway, they were so busy rushing off to work 
  in the city. Didn’t want to tell any of her friends, 
  either; some things, she understood, were best 
  kept secret.
  For that matter, how was she even going to get 
  to school? It would take her two hours just to walk 
  to the bus stop at her size. Could she even get out 
  of bed? She crawled to the edge and looked over. It 
  was a loooong way down. Well, nothing for it; she’d 
  have to jump and hope she didn’t break her leg. 
  She gritted her teeth, closed her eyes, and leaped...
  ...only to find herself suspended in mid-air! She 
  wasn’t falling. She concentrated hard for a second, 
  and found that she could move herself. She could 
  fly! Within five minutes, she was zipping around 
  the room just as pretty as you please, executing 
  midair spins, hairpin turns, and all sorts of fancy 
  maneuvers. She landed on the floor near her desk. 
  The flight thing was pretty cool, but she wasn’t all 
  that sure about the Tom Thumb routine. Maybe if 
  she concentrated real hard on being normal size 
  again?...
  Within a few seconds, she was back to her 
  normal self. She found out she couldn’t fly at that 
  size, though; flying only worked when she was 
  tiny. She got her biology textbook out of her back-
  pack and flipped through it for a second, looking 
  for something she’d read the other day. “Mutation: 
  a change in a gene which results in a new inherit-
  able characteristic.” Wow, she thought, that must 
  be it, I’m a mutant. I mean, I haven’t been in any 
  lab accidents or bitten by any radioactive butter-
  flies or anything, what else could it be? Cool.
  When you’re sixteen, without significant 
  parental supervision, and you have powers of 
  shrinking and flight, what can you do? You’ve got 
  it, spy on your rivals at school. And get into the 
  teacher’s desk and look at the test before you take 
  it. Soon, Melissa was making straight As, and the 
  gossip mill was buzzing with hateful little stories 
  about all the popular girls who’d been snubbing 
  her since fifth grade. All in all, it was a very good 
  junior year.
  It wasn’t long before Melissa graduated to 
  petty theft. Nothing major — small pieces of 
  jewelry, a little cash here and there, anything 
  small enough and light enough for her to carry 
  in her “Hummingbird” form (as she called it). It 
  was during one of these “shopping runs” that she 
  learned about some of the other powers that she 
  had. She was lifting a small, but nevertheless very 
  valuable, diamond ring from a jeweler’s in the mall 
  when an annoyingly diligent sales clerk saw her. 
  “Hey, come back here!” he shouted, waving his 
  hands and trying to catch her.
  “Leave me alone!” she shouted in her tiny, 
  squeaky voice. Suddenly he stopped, turned 
  around, and walked the other way as if nothing 
  had happened! Intrigued, she flew up behind him 
  and said, “Cluck like a chicken!” In a moment he 
  was strutting around making clucking noises. A 
  little experimentation brought another mental 
  power to the fore as well — a psychic blast that 
  made people clutch their heads in agony and pass 
  out.
  When you’re seventeen and find out you have 
  mind control powers, what do you do then? That’s 
  right — you get the captain of the football team to 
  take you to the Senior Prom. And you make your 
  parents give you a sportscar for graduation.
  But petty theft and idle amusement didn’t 
  satisfy Melissa for long. She had all these powers, 
  why shouldn’t she use them? Before long she was 
  making her living stealing and fencing jewelry and 
  similar small, valuable items. After she’d proven 
  herself trustworthy, her fence turned her on to 
  some spy-jobs she was ideal for. Soon she was 
  making more money doing industrial espionage 
  and surveillance work than by stealing, and having 
  a fine time. Sure, her parents thought she was 
  attending community college, but a little mental 
  control here and there ensured she got top marks 
  without ever having to attend class.
  Hummingbird came to GRAB’s attention 
  when the group’s patron needed to find out some 
  information about a computer corporation he 
  wanted to hit. GRAB had to know where the 
  plans for certain experimental microchips, as well 
  as the prototype chips themselves, were kept, so 
  they wouldn’t waste time looking. Humming-
  bird got the information, and in almost no time. 
  GRAB was impressed — so impressed it offered 
  Hummingbird membership in the team. It didn’t 
  take Melissa long to agree; the group’s attitude 
  toward crime suited hers, and it was a lot more fun 
  to hang out with other super-people than spend 
  so much time by herself. She’s been a member 
  in good standing since then, and enjoying every 
  minute.
  Personality/Motivation: Hummingbird isn’t a 
  hardened criminal. She’s more of a young adult 
  on a lark. She loves her powers and what she can 
  do with them. She likes spying on people without 
  being detected (she loves knowing peoples’ 
  secrets), making people do whatever she wants, 
  and getting whatever she wants without paying 
  for it. She really isn’t into the whole self-sacrifice, 
  devotion to the cause of good routine most heroes 
  
  132 n Grab 
  Hero System 6th Edition
  go in for; she’s essentially a selfish, petty, rather 
  vain person who’d rather look out for herself than 
  use her powers to help others. “Self-sacrifice, who 
  needs that? Gimme the mink coat and diamond 
  necklace any day!”
  Hummingbird’s villainous tendencies run 
  strictly to the larcenous. She has no desire what-
  soever to play nasty tricks on superheroes (okay, 
  maybe a little prank or two every now and then), 
  or to get in fights with them — or anybody else, 
  for that matter. If someone pulled a gun on her, 
  she’d probably freak out. This is really just a big 
  game to her, something to do for kicks. In fact, she 
  doesn’t always take things nearly seriously enough; 
  she’s sort of an airhead, prone to ignoring plan-
  ning meetings and other important details. (About 
  once every adventure or two she appears in, the 
  GM should make an EGO Roll for her; if she fails, 
  she forgets some important detail and causes 
  problems for GRAB as a result.)
  Hummingbird gets along well with her team-
  mates, particularly Bluejay and (to a lesser extent) 
  Black Diamond. She and Bluejay often go out 
  shopping together.
  Quote: “Size counts! But not in the way you’re 
  thinking.”
  Powers/Tactics: Hummingbird is a mutant with 
  the power to shrink her body down to about 2.5 
  inches tall. When she shrinks, her cells become 
  extremely compact, which makes her resistant 
  to damage. The compaction also somehow 
  strengthens her brain cells, giving her mental 
  powers (she may develop additional ones in 
  time). She can also use the residual energies from 
  reducing her size to fly.
  Most of Hummingbird’s powers are Linked 
  to her Shrinking. For every 6 points’ worth of 
  Shrinking she uses, she can use 1d6 of Mental 
  Blast, 2d6 of Mind Control, or 10m of Flight. She 
  usually Shrinks down as small as she can go.
  Hummingbird dislikes combat intensely and 
  will avoid it if at all possible. If she can’t, she’ll try 
  to use Held Actions to protect herself by Dodging 
  or Diving For Cover. She’s also gotten quite good 
  at Shrinking, hiding behind something strong 
  enough to protect her from counterattack, and 
  then blasting away at enemies with her Neural 
  Cohesion powers.
  Campaign Use: Like the other members of 
  GRAB, Hummingbird is primarily a thief, not a 
  combatant. The GM should use her appropriately 
  — as the focus for mystery and chase-and-capture 
  scenarios, rather than straight-up battles. Given 
  that she’s not particularly malicious or vicious, 
  she might even make a good potential romantic 
  interest for a PC hero.
  If you need to make Hummingbird more 
  powerful, there are two possible routes you can 
  take. One is to emphasize her psionic abilities — 
  give her more Mental Powers and increase her 
  EGO. The other is to focus on her speed — make 
  her a speedster by increasing her Flight, her SPD, 
  and her ability to Dodge. A little more defense 
  wouldn’t hurt, either. To make her less powerful, 
  reduce her SPD and meters of Flight.
  Associates, Allies, And Adversaries: Humming-
  bird has a bit of a crush on Tachyon, though it’s 
  based on picture she’s seen of him; they’ve never 
  met in person.
  Appearance: Hummingbird is a pretty twenty-
  something girl with shoulder-length brown hair, 
  green eyes, and a trim, attractive figure. Her 
  normal costume consists of tight green pants, a 
  green top that bares her midriff, nothing on her 
  arms, short gold gloves, and gold boots — but 
  sometimes she changes the color scheme around, 
  just for fun. She doesn’t wear a mask.
  HUMMINGBIRD FACTS
  Here are some facts characters and NPCs might 
  know about Hummingbird if they succeed with an 
  appropriate Skill Roll:
  N/R: Hummingbird’s a member of the GRAB team 
  of super-thieves; she has the power to shrink down 
  to about 2 inches tall and to fly.
  K/R: When shrunk, Hummingbird also has some 
  psionic powers.
  -2: Hummingbird only has two psionic powers 
  when shrunk, a direct mental assault and mental 
  control.
  -6: Hummingbird is a mutant.
  -8: Chemical and biological attacks are particu-
  larly effective against Hummingbird; she suffers 
  increased injury from them.
  -10: Her Secret Identity is Melissa Saunders.
  
  Champions Villains Volume Two: Villain Teams n Grab 
  133
  HUMMINGBIRD
  Val Char Cost Roll Notes
  10 STR 
  0 11- Lift 100 kg; 2d6 HTH damage [1]
  24 DEX 
  28 14-
  18 CON 
  8 13-
  10 INT 
  0 11- PER Roll 11-
  18 EGO 
  8 13-
  15 PRE 
  5 12- PRE Attack: 3d6
  7 
  OCV 
  20
  9 
  DCV 
  30
  6 
  OMCV 
  9
  6 
  DMCV 
  9
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  8 
  PD 
  6 	
  Total: 16 PD (8 rPD)
  8 
  ED 
  6 	
  Total: 16 ED (8 rED)
  8 
  REC 
  4
  35 END 
  3
  10 BODY 
  0
  30 STUN 
  5  
  Total Characteristics Cost: 171
  Movement: 
  Running: 
  12m
   
  Flight: 
  50m
  Cost Powers 
  END
  45 
  Hummingbird Size: Shrinking (.064m tall [about 
  2.5 inches], .0032 kg mass, -10 to PER Rolls to 
  perceive character, +10 DCV, takes +30m KB) 
  0
  Reduced Endurance (0 END; +½)
  50 
  Neural Cohesion Powers: Multipower, 62-point powers
  All Linked (to Shrinking; -¼)
  5f 
  1) Mental Attack: Mental Blast 5d6 
  2
  Reduced Endurance (½ END; +¼); Linked (to 
  Shrinking; -¼)
  5f 
  2) Mental Domination: Mind Control 10d6 
  2
  Reduced Endurance (½ END; +¼); Linked (to 
  Shrinking; -¼)
  16 
  Bulletproof Costume: Resistant Protection (8 PD/8 ED) 0
  OIF (-½)
  12 
  Neural Cohesion: Mental Defense (12 points) 
  0
  50 
  Small But Speedy: Flight 50m 
  2
  Reduced Endurance (½ END; +¼); Linked (to 
  Shrinking; -¼)
   
  Skills
  6 
  +2 with Neural Cohesion Powers Multipower
  8 
  +4 with Flight
  3 
  Acrobatics 14-
  3 
  Breakfall 14-
  3 
  Charm 12-
  3 
  Conversation 12-
  2 
  KS: Gems & Jewelry 11-
  4 
  KS: Popular Music & Culture 13-
  4 
  PS: Shopping 13-
  3 
  Security Systems 11-
  3 
  Stealth 14-
  Total Powers & Skills Cost: 225
  Total Cost: 396
  400 Matching Complications (75)
  10 
  Distinctive Features: Mutant (Not Concealable; Always 
  Noticed; Detectable Only By Unusual Senses)
  20 
  Hunted: PRIMUS (Infrequently, Mo Pow, NCI, Capture)
  20 
  Hunted: Justice Squadron (Infrequently, Mo Pow, NCI, 
  Capture)
  10 
  Physical Complication: Tiny Voice (-3 to Hearing PER 
  Rolls to hear her speak when she’s Shrunk below 1m 
  tall) (Infrequently, Slightly)
  20 
  Psychological Complication: Code Versus Killing 
  (Common, Total)
  10 
  Psychological Complication: Insatiable Curiousity About 
  Others’ Secrets (Common, Moderate)
  10 
  Psychological Complication: Airhead (see text; 
  Common, Moderate)
  15 
  Social Complication: Secret Identity (Melissa Saunders) 
  (Frequently, Major)
  20 
  Vulnerability: 2 x STUN from Biological or Chemical 
  Attacks (Common)
  20 
  Vulnerability: 2 x BODY from Biological or Chemical 
  Attacks (Common)
  Total Complications Points: 75
  Experience Points: 0
  
  134 n Merc-force 1 
  Hero System 6th Edition
  MERC-FORCE 1
  Membership: Stareye, Piledriver, and the 
  Cahokian.
  Background/History: The seeds of Merc-Force 
  1 were planted in 2002 with a rejection — the 
  rejection of Gregory Robinson, codenamed 
  “Stareye,” from the Ameriforce One project to 
  create a new team of superhumans for the US 
  government. Enraged at being denied a place on 
  the team despite his obvious superiority to the 
  “dolts” they’d chosen, Stareye decided that if Uncle 
  Sam wasn’t going to give him the job he deserved, 
  he wouldn’t work for the US at all. He went 
  AWOL, embarking on a career of crime instead of 
  superhuman-soldiering.
  After a couple years of solo supercrime sprin-
  kled with periodic team-ups and working for the 
  occasional master villain, Stareye decided it was 
  time to form a team of his own — one that would 
  show the Army just what a mistake it made when 
  it didn’t give him a place on Ameriforce One. He 
  recruited two villains he’d read about (illegally) 
  in classified government files during his training: 
  Piledriver, an energy-infused, superhumanly-
  strong man originally from Seattle; and a man 
  codenamed “the Cahokian” who apparently was 
  from some sort of alternate Earth.
  Finding Piledriver took a little work. He’d 
  broken out of the government’s secret “holding 
  facility” for military superhumans some time ago 
  and gone on the run as a supervillain. After calling 
  on all of his underworld contacts and spending 
  thousands of dollars on unscrupulous private 
  investigators, Stareye finally caught up with him 
  on the outskirts of Chicago and made his pitch. 
  The suspicious Piledriver took a little convincing, 
  but he was smart enough to know he’d stay free 
  and rich a lot longer as part of a team than he 
  would on his own. Finding the Cahokian, on the 
  other hand, was easy — he was still in that same 
  “holding facility” after all these years. Stareye and 
  Piledriver broke him out and arranged to have 
  his signature weapon rebuilt for him by Wayland 
  Talos; the grateful Cahokian readily signed up for 
  the team. Stareye christened them “Merc-Force 1” 
  as a slap in the face to the Ameriforce One brass. 
  Since then the three of them, often with two or 
  three more villains as short-term allies or hire-
  lings, have committed a series of crimes across the 
  US and fought several superhero groups.
  Group Relations: The members of Merc-Force 
  1 get along pretty well. Being in charge makes 
  Stareye happy, and for the most part he’s not a 
  harsh or demanding leader so Piledriver and the 
  Cahokian don’t mind letting him take control 
  (though the Cahokian thinks he’d actually be a 
  better leader most of the time). When they’re “off-
  duty,” they usually socialize together; they often go 
  to movies, live sporting events, or bars.
  Tactics: Since they’ve all had some amount of 
  military training, the members of Merc-Force 
  1 have spent a lot of time and effort developing 
  tactics that play to their strengths as a group — 
  the way their respective powers and preferred 
  moves can work together to maximum effect. They 
  maintain a Mind Link between them at all times 
  when on a mission so they don’t need to commu-
  nicate verbally, though they’ll drop it if they think 
  an enemy mentalist is “tapping in” and listening to 
  them. They have a fairly extensive “playbook” of 
  maneuvers, each with a simple one- or two-word 
  code name (the team periodically changes these 
  names to avoid becoming too predictable). Some 
  of these tactics include:
  
  n Beta Green: the Cahokian Holds his Action in 
  the hopes of picking off a target who tries to 
  Dodge or Dive For Cover out of the way of the 
  others’ attacks
  
  n Theta Mind [name of target]: Stareye captures 
  the designated target in a Mental Paralysis, 
  then the Cahokian concentrates his fire on 
  that target. (Iota Mind means for Piledriver 
  to attack the paralyzed victim, usually using 
  downward blows to avoid having to chase the 
  target down after doing Knockback to him.)
  
  n Lambda Twelve [name of target]: The Cahokian 
  uses his Flash on the target, then everyone hits 
  that target hard while he can’t see.
  
  n Omicron Fats [name of target]: Use your most 
  powerful attack on the designated target.
  
  n Upsilon Peter [name of target]: Piledriver should 
  perform a Move Through on the designated 
  target, and if possible try to hit him at such an 
  angle that he can Knock him Back into another 
  enemy.
  
  Champions Villains Volume Two: Villain Teams n Merc-force 1 
  135
  Campaign Use: Unlike many supervillain teams, 
  Merc-Force 1 doesn’t have any sort of agenda 
  or ulterior motive — they’re a “plain vanilla” 
  bunch of supercriminals who are just interested 
  in making money, having fun, and staying out of 
  prison. You can use them for nearly about any plot 
  you envision, whether that involves working for 
  some other villain, spearheading a major crime on 
  their own, or being hired by an anonymous adver-
  sary to take out the heroes once and for all.
  Merc-Force 1’s obvious weak spot is its rela-
  tively small roster, so the best way to make the 
  group more of a threat to your heroes is to add 
  more permanent members. (See the next section 
  for some potential new recruits.) If the team 
  already seems too powerful, get rid of their Tactics 
  and Teamwork Skills, or send the Cahokian back 
  home.
  Associates, Allies, And Adversaries: Since the 
  team only has three core members, Stareye often 
  arranges to hire “support personnel” (other super-
  villains) to work with the team for a particular 
  crime or series of crimes. The group prefers to 
  work with other super-mercenaries who have 
  strong reputations for professionalism — the Steel 
  Commando, Mechassassin, Lazer, Hazard, and 
  the like — but when it comes right down to it 
  what the members of Merc-Force 1 want first and 
  foremost is the right superpowers for the job. For 
  example, if a crime involves tapping a computer, 
  they’ll hook up with a cyberkinetic; if they need 
  a lot of tricky technical work done, Utility’s tops 
  on their list. Other villains they’ve worked with 
  from time to time include Brainchild, Devastator, 
  Exo, Fenris, Frag, Grenadier, Mantisman, Pulsar, 
  Python, Smoke and Mirrors, Wildeye, and ZigZag.
  As its name implies, Merc-Force 1 willingly 
  takes jobs for hire. They’ve worked for VIPER, 
  the Warlord, the Ultimates, ARGENT, and several 
  organized crime syndicates, usually receiving 
  excellent reviews for the quality of their job 
  performance.
  STAREYE
  Background/History: Gregory Robinson was 
  one of those lucky people who grew up to get 
  his dream job: astronaut. He didn’t make many 
  friends in the Air Force, what with his arrogant 
  manner and undisguised superiority complex, 
  but there was no denying his physical and mental 
  qualifications for the space program.
  In 2000, Robinson was chosen to fly a special 
  solo mission — NASA’s first manned orbital solar 
  surveyor. Everything was going superbly when 
  the Agency’s sensors picked up some sort of odd 
  energy flare. Most analysts later concluded that 
  it was an unpredictable solar flare of a type never 
  before observed, but some claimed it simply 
  couldn’t have been from the sun — on some 
  instruments’ readings it didn’t even seem to come 
  from the sun. Robinson himself later testified that 
  he didn’t see where it came from or what it was. 
  All he knew was that the electronics on the ship 
  went wonky, then the cabin was filled with this 
  ultra-bright light that seemed to be no color and 
  every color at once, and then a burst of intense 
  pain knocked him unconscious.
  Robinson awoke two hours later to find many 
  of the ship’s systems only partially functional. 
  After some effort he re-established contact with 
  Houston and began the long, arduous task of 
  getting home with a crippled ship. When he made 
  it back to Earth safely, the newspapers hailed it as 
  a miracle.
  But to NASA, the real miracle was that 
  Robinson not only seemed completely unharmed, 
  he was actually better — stronger, faster, tougher. 
  When his eyes began to change color, the doctors 
  realized there was even more going on: he 
  was rapidly developing superpowers. He soon 
  displayed a wide range of energy projection and 
  mental powers, thus adding even more fuel to the 
  speculative fires about what that energy flare was 
  and where it came from.
  When the government realized it had another 
  genuine superhuman in its military ranks, it 
  arranged to have Robinson transferred to the 
  Ameriforce One project post-haste. Robinson 
  didn’t like it one bit; he wanted to stay with NASA, 
  not join a bunch of “ground-pounding yahoos 
  wearing capes” (as he put it). But he didn’t have 
  any choice. He did well in the training program 
  and found that he actually enjoyed combat — 
  something about hurting people appealed to him, 
  an emotion he’d never experienced before. But his 
  superiors noticed his violent attitude and soon 
  realized that despite his versatile and powerful 
  superhuman abilities, he wasn’t right for the team 
  they were assembling.
  MERC-FORCE 1 FACTS
  Here are some facts characters and NPCs might 
  know about Merc-Force 1 if they succeed with an 
  appropriate Skill Roll:
  N/R: Merc-Force 1 is a trio of villains-for-hire; its 
  members include the powerful energy projector/
  mentalist Stareye, the super-strong Piledriver, and 
  a super-archer called the Cahokian.
  K/R: Since MF1 only has three members, it often 
  hires other mercenary villains to join it for specific 
  jobs. Some of the ones it’s worked with include 
  Devastator, Frag, Hazard, Lazer, Mechassassin, 
  Python, the Steel Commando, and ZigZag.
  -2: All three members of MF1 have military 
  training; they’ve practiced fighting together exten-
  sively, and have a large array of battle-codes that 
  indicate specific tactics or maneuvers.
  
  136 n Merc-force 1 
  Hero System 6th Edition
  When he got the word he not only wasn’t going 
  to lead Ameriforce One (as he’d fully expected, 
  given how obviously superior he was to every 
  other candidate) but hadn’t made the team at all, 
  Robinson was furious. He stewed about it for a few 
  days, and finally decided if they didn’t want him, 
  he damn sure had better things to do than hang 
  around. He left, destroying two buildings and 
  killing three guards in the process, and has never 
  looked back.
  Personality/Motivation: The mysterious energy 
  flare that altered Stareye’s body and brain to 
  give him superpowers also affected his person-
  ality, though this wasn’t apparent to his mili-
  tary handlers at first due to the fact that he’s 
  always been arrogant and obnoxious. Now that’s 
  increased to the point of sociopathy — he’s so 
  convinced he’s smarter and better than anyone else 
  that he has little interest in other people. He casu-
  ally kills civilians who get in his way, and would 
  have killed several superheroes already if they 
  weren’t so tough.
  Quote: “What do I spy with my little eye? Oh, yeah 
  — a dead man.”
  Powers/Tactics: Stareye’s powers, which are fueled 
  by a vast reserve of cosmic energy that infuses his 
  body, fall into two categories. The first is energy 
  projection — he can fire several different types 
  of energy beams from his eyes. Some simply 
  cause damage (one, the Mega-Eyebeam, causes 
  enormous amounts of damage, but at the cost of 
  nearly a third of his energy reserve). Others trap 
  the target in bands of starry energy or blind him. 
  The second is mental powers. While Stareye isn’t 
  a versatile psionic, he can inflict mental agony, 
  communicate with others mentally, paralyze 
  people, move objects psychokinetically, and main-
  tain a mind-link with his comrades.
  In combat, Stareye prefers to use his Flight to 
  stay mobile in the air. Unless he needs them to hit 
  his targets consistently, he usually puts his Combat 
  Skill Levels into DCV, representing his agility 
  while flying.
  Campaign Use: The most intriguing question 
  surrounding Stareye is exactly where his powers 
  come from. Did his ship “collide” with an energy 
  being traveling through space or who lives at the 
  heart of the sun? Was it the same sort of energy 
  that gave Photon (see CV3) her powers, or a 
  related type? Was he hit by some sort of stray 
  Malvan or Mandaarian energy beam fired centu-
  ries or millennia ago? Was he caught in an interdi-
  mensional rift of some sort for a few moments? He 
  doesn’t really care, but you may be able to weave a 
  story or two around the mystery.
  To make Stareye more powerful, give him 
  some more eyebeams — some Drains, for example 
  — increase his SPD to 6, and/or give him some 
  Telescopic for the Sight Group (and perhaps 
  some Enhanced Senses like Ultraviolet Percep-
  tion). Some more meters of Flight, perhaps with 
  Usable As FTL Travel (+¼) (in conjunction with 
  the necessary Life Support!), perhaps with some 
  Movement Skill Levels, would make him an even 
  more versatile combatant. To weaken him, reduce 
  the size of his Endurance Reserve, and perhaps the 
  protectiveness of his Cosmic Defenses.
  Appearance: Physically, Stareye almost looks like 
  an ordinary human. He’s a white male, 5’11” tall, 
  with short black hair and an athletic build. But his 
  eyes are a solid jet black with tiny, glittering specks 
  of white scattered throughout — like a starfield, 
  in other words. His eyebeams manifest with a 
  similar color pattern. His costume is a royal 
  blue bodystocking with curved white lines that 
  run up the sides from his calves to his shoul-
  ders; a horizontal white band connects the 
  two curved lines at the chest. The suit ends 
  at the neck, leaving his head uncovered 
  and his eerie-looking eyes clearly visible.
  STAREYE FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Stareye if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: Stareye is a 
  supervillain with 
  energy projection 
  powers; he leads the 
  Merc-Force 1 villain 
  team.
  K/R: Stareye also 
  has a small suite 
  of mental powers, 
  and can maintain a 
  mental communica-
  tions link with his 
  teammates.
  -2: Stareye is arro-
  gant and cruel to the 
  point of sociopathy; 
  he has no qualms 
  about using lethal 
  force.
  -6: If necessary 
  Stareye can unleash 
  an extremely 
  powerful “mega-
  blast,” but doing so 
  uses up a significant 
  portion of the cosmic 
  energy that infuses 
  his body.
  -10: His Secret 
  Identity is Gregory 
  Robinson. He’s a 
  former astronaut 
  who was part of 
  NASA’s orbital solar 
  expedition in 2000 
  and barely made 
  it home in a ship 
  crippled by a “solar 
  flare” that gave him 
  superpowers. (Note: 
  characters with 
  military connections 
  can learn this on a 
  -8 roll.)
  
  Champions Villains Volume Two: Villain Teams n Merc-force 1 
  137
  STAREYE
  Val Char Cost Roll Notes
  15 STR 
  5 12- Lift 200 kg; 3d6 HTH damage [1]
  20 DEX 
  20 13-
  20 CON 
  10 13-
  20 INT 
  10 13- PER Roll 13-
  20 EGO 
  10 13-
  20 PRE 
  10 13- PRE Attack: 4d6
  8 
  OCV 
  25
  7 
  DCV 
  20
  8 
  OMCV 15
  8 
  DMCV 15
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  6 
  PD 
  4 	
  Total: 26 PD (20 rPD)
  6 
  ED 
  4 	
  Total: 26 ED (20 rED)
  7 
  REC 
  3
  40 END 
  4
  15 BODY 
  5
  40 STUN 
  10  
  Total Characteristics Cost: 200
  Movement: 
  Running: 
  12m
   
  Flight: 
  30m
  Cost Powers 
  END
  95 
  Cosmic Energies: Endurance Reserve 
  (300 END, 30 REC) 
  0
  90 
  Powers Of The Starry Eye: Multipower, 90-point reserve
  9f 
  1) Eyebeams: Blast 12d6 
  9
  Line Of Sight (+½)
  2f 
  2) Mega-Eyebeams: Blast 18d6 
  90
  Concentration (½ DCV; -¼), Increased Endurance 
  Cost (x10 END; -4)
  9f 
  3) Deadly Eyebeams: RKA 4d6 
  9
  Line Of Sight (+½)
  9f 
  4) Starbeam Prison: Entangle 6d6, 6 PD/6 ED 
  9
  Line Of Sight (+½)
  9f 
  5) Stars In Your Eyes: Sight Group Flash 12d6 
  9
  Line Of Sight (+½)
  75 
  Powers Of The Mind: Multipower, 75-point reserve
  7f 
  1) Mental Attack I: Mental Blast 6d6 
  3
  Reduced Endurance (½ END; +¼)
  7f 
  2) Mental Attack II: Mental Blast 3d6 
  3
  Constant (+½), Reduced Endurance (½ END; +¼)
  5f 
  3) Mindprison: Entangle 3d6, 3 PD/3 ED 
  3
  ACV (uses OMCV against DMCV; +¼), Takes No 
  Damage From Physical Attacks (see 6E1 217; 
  +¾), Work Against EGO, Not STR (+¼), Reduced 
  Endurance (½ END; +¼); Mental Defense Adds To 
  EGO (-½)
  7f 
  4) Psychokinesis: Telekinesis (20 STR), 
  Fine Manipulation 
  3
  ACV (uses OMCV against DCV; +0), Line Of Sight 
  (+½), Reduced Endurance (½ END; +¼)
  7f 
  5) Mindspeech: Telepathy 12d6 
  3
  Reduced Endurance (½ END; +¼)
  72 
  Cosmic Defenses: Resistant Protection (20 PD/20 ED/10 
  Mental Defense/10 Power Defense) 
  4
  Costs Half Endurance (-¼)
  30 
  Cosmic Flight: Flight 30m 
  3
  30 
  Mental Link: Mind Link, up to any 8 minds at once 
  0
   
  Talents
  32 
  Danger Sense (immediate vicinity, any danger, sense) 13-
   
  Skills
  24 
  +3 with Ranged Combat
  3 
  Combat Piloting 13-
  1 
  Computer Programming 8-
  3 
  Conversation 13-
  2 
  KS: NASA 11-
  2 
  KS: The Solar System 11-
  2 
  KS: The Superhuman World 11-
  2 
  KS: The US Air Force 11-
  3 
  Navigation (Air, Space) 13-
  3 
  Persuasion 13-
  2 
  PS: Air Force Pilot 11-
  2 
  PS: Astronaut 11-
  2 
  SS: Astronomy 11-
  1 
  SS: Physics 8-
  3 
  Stealth 13-
  3 
  Streetwise 13-
  3 
  Tactics 13-
  3 
  Teamwork 13-
  Total Powers & Skills Cost: 559
  Total Cost: 759
  400 Matching Complications (75)
  20 
  Hunted: US government (Infrequently, Mo Pow, NCI, 
  Capture/Kill)
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture/Kill)
  20 
  Psychological Complication: Casual Killer (Very 
  Common, Strong)
  15 
  Psychological Complication: Has To Be In Charge 
  (Common, Strong)
  15 
  Social Complication: Secret Identity (Gregory Robinson) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 359
  
  138 n Merc-force 1 
  Hero System 6th Edition
  PILEDRIVER
  Background/History: Calvin Tannenbaum was 
  a late-blooming mutant — instead of emerging 
  when he hit puberty, his power to convert solar 
  energy into immense strength and resilience and 
  the power to fly only became apparent when he 
  reacted poorly to some of the tests performed 
  during his induction into the US Army. Realizing 
  what it had on its hands, the Army moved him 
  out of basic training and into the Ameriforce One 
  project.
  Calvin, codenamed Piledriver, spent a couple 
  of years in the program, but he never did well. He 
  learned most of what they had to teach him well 
  enough, but he was a constant discipline problem. 
  He took orders poorly, did his own thing during 
  group maneuvers, and went AWOL to enjoy a 
  night on the town far too often. Finally, after he hit 
  one of his drill instructors so hard he nearly killed 
  the man, the Army confined him to the stockade 
  — which in Piledriver’s case meant a secret 
  military “holding facility” designed to imprison 
  superhumans.
  Unfortunately for the Army, its “holding 
  facility” wasn’t as tough as it hoped. A few months 
  later Piledriver broke out and became a super-
  villain. The Army would probably have caught 
  him eventually, but Stareye found him first and 
  recruited him for Merc-Force 1.
  Personality/Motivation: Unlike his teammates, 
  who are both much more antisocial and violent 
  than he, Piledriver just basically wants to be left 
  alone to do whatever he feels like. He figures he’s 
  big and strong enough to take what he wants, 
  and therefore he deserves to have it. Anyone who 
  gets in his way gets squashed. He’s so good at 
  squashing people that he’s developed a real streak 
  of overconfidence that’s going to cause him prob-
  lems sooner or later.
  Quote: “You think you’ve been hit hard before, 
  pal? Try this on for size!”
  Powers/Tactics: The cells in Piledriver’s body 
  function like miniature solar engines, sucking 
  up ultraviolet radiation and using it to make 
  him incredibly strong and resistant to injury; he 
  can also project energy behind himself to fly. If 
  deprived of significant amounts of ultraviolet 
  radiation of any sort for long periods of time, he’ll 
  weaken, losing about 15% of his power per week 
  until he passes into a coma after about a month. 
  He’ll remain in the coma until he dies of old age, 
  is killed, or is revived with a good strong dose of 
  sunlight.
  Compared to Stareye and the Cahokian, Pile-
  driver isn’t much of a tactician. He’s usually the 
  front wave of their offense — the guy who charges 
  into battle and just starts smashing things — and 
  he likes it that way just fine. He still doesn’t much 
  like to take orders, but he’s learned enough to 
  know that things tend to go better when he does 
  what Stareye tells him to, and he’s got the team’s 
  tactical codes down cold.
  Campaign Use: Piledriver is the closest thing 
  Merc-Force 1 has to a weak link. He’s not entirely 
  comfortable with some of the things his team-
  mates do, and with the right sort of socialization 
  and experiences it might even be possible to trans-
  form him into a quasi-hero instead of a happy-go-
  lucky supervillain.
  To make Piledriver tougher, let him channel 
  his stored solar energy in other ways — perhaps 
  as Blasts, Sight Group Flashes, or other Ranged 
  attacks. To weaken him, remove some or all of his 
  Combat Skill Levels, or reduce his STR to 60.
  Appearance: Piledriver is an enormous brute of a 
  man, 6’8” tall and with the super-muscular build 
  one would expect of a man who can lift 400 tons. 
  He’s technically white, but the internal solar fires 
  that give him his powers have “burned” his skin a 
  sort of charcoal grey and caused all the hair on the 
  top of his head to fall out. His costume is a sort of 
  gold-colored leotard and tank top that resembles 
  a professional wrestler’s outfit; he doesn’t wear 
  gloves or a mask, but does have oversized black 
  boots (“the better to stomp you with,” as he some-
  times puts it).
  THE CAHOKIAN
  Background/History: Somewhere in the Multi-
  verse, not too far from the Champions Universe’s 
  reality but not too close, lies an alternate Earth 
  that’s almost, but not quite, the same as the 
  standard Earth. One of the most important 
  differences is that the United States of America 
  never coalesced; instead, North America between 
  Canada and Mexico is occupied by a hodge-podge 
  of often-warring states.
  One of those states is the Empire of Cahokia, 
  which occupies the upper Midwest and some of 
  the region around the Great Lakes. Of the many 
  warriors who serve the Empire, the greatest by far 
  is the living-legend superhuman-soldier known 
  to his people simply as the Cahokian. A master 
  of combat both unarmed and armed, he favors a 
  special high-tech crossbow that fires equally high-
  tech bolts.
  Some years ago during a fight with a superteam 
  from a neighboring nation, the Cahokian was 
  caught in a dimension rift created by an enemy 
  supermage and transported to Chicago on the 
  Earth of the Champions Universe. Disoriented 
  and weakened by his journey, he was easily picked 
  up by the authorities and confined until they could 
  figure out who he was and how he got there. Once 
  they developed some idea about who and what 
  he was, they couldn’t decide what to do with him 
  — he definitely wasn’t open to offers to work for 
  the United States (since he considered all nations 
  but his own inferior), and they knew of no way to 
  send him back home (even if they could find the 
  proper dimension to send him to). So they simply 
  kept him confined, thwarting his many attempts 
  to escape.
  
  Champions Villains Volume Two: Villain Teams n Merc-force 1 
  139
  PILEDRIVER FACTS
  Here are some facts characters and NPCs might know 
  about Piledriver if they succeed with an appropriate 
  Skill Roll:
  N/R: Piledriver is a super-strong villain who’s a 
  member of Merc-Force 1.
  K/R: In addition to superhuman strength and resilience 
  on par with Durak’s, Piledriver can fly.
  -2: Piledriver doesn’t need to breathe, eat, or sleep; his 
  superhuman energies somehow sustain his body.
  -6: Piledriver is a mutant.
  -8: Piledriver’s powers depend on his cells absorbing 
  solar energy; if cut off from solar energy for long 
  periods of time (weeks), he’ll weaken and eventually 
  fall into a coma after about a month.
  -10: His Secret Identity is Calvin Tannenbaum; his 
  mutant powers surfaced late, while he was in the mili-
  tary, but he didn’t like the discipline or instructors in 
  the Ameriforce One program and escaped to become a 
  supervillain.
  PiLEDRiVER
  Val Char Cost Roll Notes
  70 STR 
  60 23- Lift 400 tons; 14d6 HTH damage [7]
  20 DEX 
  20 13-
  40 CON 
  30 17-
  15 INT 
  5 12- PER Roll 12-
  10 EGO 
  0 11-
  25 PRE 
  15 14- PRE Attack: 5d6
  6 
  OCV 
  15
  6 
  DCV 
  15
  3 
  OMCV 
  0
  3 
  DMCV 
  0
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  40 PD 
  38 	
  Total: 40 PD (40 rPD)
  50 ED 
  48 	
  Total: 50 ED (50 rED)
  30 REC 
  26
  80 END 
  12
  30 BODY 20
  80 STUN 
  30  
  Total Characteristics Cost: 364
  Movement: 
  Running: 
  12m
   
  Flight: 
  30m
  Cost Powers 
  END
  17 
  Arm Sweep: Area Of Effect (1m Radius; +¼)
  for up to 70 STR 
  3
  22 
  Solar-Toughened Form: Hardened (+¼) 
  for 40 PD/50 ED 
  0
  56 
  Solar-Toughened Form: Resistant (+½) 
  for 40 PD/50 ED 
  0
  Hardened (+¼)
  45 
  Solar-Powered Flying: Flight 30m, x16 Noncombat 
  4
  35 
  Solar-Powered Form: Life Support (Total) 
  0
   
  Skills
  32 
  +4 HTH
  3 
  Stealth 13-
  1 
  Tactics 8-
  3 
  Teamwork 13-
  Total Powers & Skills Cost: 2214
  Total Cost: 578
  400 Matching Complications (75)
  10 
  Distinctive Features: Mutant (Not Concealable; Always 
  Noticed; Detectable Only By Unusual Senses)
  20 
  Hunted: US government (Infrequently, Mo Pow, NCI, 
  Capture/Kill)
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture/Kill)
  15 
  Psychological Complication: Overconfidence (Very 
  Common, Moderate)
  15 
  Psychological Complication: Greedy (Common, Strong)
  15 
  Social Complication: Secret Identity (Calvin Tannenbaum) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 178
  
  140 n Merc-force 1 
  Hero System 6th Edition
  He finally broke free with a little help from 
  Stareye and Piledriver, who also arranged to 
  supply him with new weapons. Deeply grateful for 
  their help, and honorable in his warrior’s way, he 
  agreed to join the new Merc-Force 1.
  Personality/Motivation: The Cahokian is a man 
  seemingly born and bred for nothing but combat. 
  He only comes alive when on a mission or in a 
  battle; the rest of the time he’s either training or 
  sitting around bored. Although he considers his 
  teammates his only friends on Earth (which is 
  true) and enjoys spending time in their company 
  on some basic level, unless they’re in a fight or 
  preparing for one he tends to be frustrated and 
  annoyed. He has a tendency to pick fights that 
  could be avoided, or to drag out fights he could 
  end quickly, which sometimes makes him a 
  liability.
  Because he’s not actually from the Earth of the 
  Champions Universe, the Cahokian sometimes 
  experiences disorienting episodes of “reality 
  fugue” where he seems to be perceiving his own 
  Earth overlaid with the Earth he now lives on. As 
  a result he suffers major penalties (-5 or more) to 
  PER Rolls, Attack Rolls, and most Skill Rolls. (In 
  game terms, the GM should roll his Reality Fugue 
  Psychological Complication at least once per game 
  session; if the Cahokian fails the roll, he should 
  experience an episode of reality fugue lasting 
  1d6+1 Phases at a crucial moment.)
  While he’s found life and battle on his current 
  Earth satisfying, the Cahokian would far prefer 
  to return home and fight for his own people once 
  more. He’s constantly on the lookout for informa-
  tion about dimensional technologies, dimension-
  travel spells, and any other way to get back to his 
  own reality. If he finds one he trusts, and that he 
  believes he can properly calibrate to get him to the 
  right dimension, he’ll do whatever he must to use 
  it... even if that means hurting his teammates.
  Quote: “They have no honor, and no skill... and 
  thus no way to defeat us.”
  Powers/Tactics: The Cahokian is a highly trained, 
  highly competent, highly experienced combatant 
  who knows many methods of armed and unarmed 
  combat. His main weapons are (a) a high-tech 
  crossbow that shoots bolts that can injure, inca-
  pacitate, or blind opponents, and (b) a blaster staff 
  that also has a projecting spearhead. If deprived of 
  these weapons he can inflict painful blows using 
  his Cahokian Combat Martial Art.
  In most combats the Cahokian lets his flashier 
  teammates take the lead; he hangs back and picks 
  off targets of opportunity. But he has no qualms 
  about mixing it up hand-to-hand if necessary. He’s 
  a wily fighter who often uses Acrobatics to obtain 
  Surprise Move bonuses.
  Campaign Use: Although the Cahokian isn’t 
  exactly a weak link in Merc-Force 1 — he’s a 
  tough fighter who willingly goes along with the 
  group’s plans — his desire to get home leaves the 
  team vulnerable to losing a member. The heroes 
  might be able to decoy him out of hiding with 
  the promise of a way to return him to his home 
  dimension... or better yet, they might actually have 
  a way to send him home and get him out of their 
  hair once and for all.
  To make the Cahokian tougher, increase the 
  Active Points in his Crossbow’s attacks to 75 
  or 90, and perhaps give him some Swinging or 
  more Combat Luck. To weaken him, get rid of his 
  Blaster-Staff and half of his Extra DCs.
  The Cahokian doesn’t Hunt heroes unless 
  Stareye orders him to, in which case he follows 
  orders. However, if he met up with a hero he felt 
  was his equal in combat, he might track that hero 
  down to challenge him to a “training match” — 
  just for fun, so to speak.
  Associates, Allies, And Adversaries: The 
  Cahokian studies superhumans with dimensional 
  powers in the hopes of finding one with the ability 
  and willingness to send him home. Currently 
  he’s mostly focused on Professor Paradigm and 
  the Paradigm Pirates, but he recognizes that the 
  Professor’s very self-interested and not neces-
  sarily trustworthy. He’s waiting until he has some 
  leverage before he approaches the Malevolent 
  Metaphysician. He’s also heard of the Janus Key 
  and its power to shift people along the Cosmic 
  Axis; he’d like to learn more, but until the Key 
  resurfaces there’s not much he can do.
  THE CAHOKIAN 
  FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about the Cahokian 
  if they succeed with 
  an appropriate Skill 
  Roll:
  N/R: The Cahokian 
  is a member of the 
  Merc-Force 1 villain 
  team; he’s a weap-
  onmaster armed 
  with a super-tech 
  crossbow and bolts, 
  and a blaster-staff.
  K/R: The Cahokian’s 
  quiver holds taser 
  bolts, explosive 
  bolts, “siren-flare” 
  bolts that blind and 
  deafean, a glue 
  bolt, and traditional 
  sharp-arrowhead 
  bolts.
  -2: The Cahokian 
  practices a martial 
  art that seems 
  similar to Karate.
  -6: The Cahokian 
  sometimes seems to 
  get very disoriented 
  in combat.
  -10: The Cahokian 
  is actually from 
  an alternate Earth 
  where he’s the 
  leading soldier 
  of the Empire of 
  Cahokia, located 
  in central North 
  America. He 
  desperately wants 
  to return home.
  Appearance: The Cahokian is a 6’2” tall, broad-
  shouldered, black-haired man whose deeply-
  tanned skin and high cheekbones betray his 
  American Indian ancestry. His costume is a black 
  bodystocking with red boots and gloves; on the 
  chest is an emblem of five red four-pointed stars in 
  an arc — the symbol of the Empire of Cahokia. He 
  doesn’t wear any sort of mask, but sometimes dons 
  a modern military helmet that he “borrowed” from 
  the US Army before going into battle. He usually 
  carries his high-tech crossbow in his hands, with 
  his quiver of high-tech bolts on his right hip, and 
  his blaster-staff strapped to his back.
  
  Champions Villains Volume Two: Villain Teams n Merc-force 1 
  141
  THE CAHOKIAN
  Val Char Cost Roll Notes
  20 STR 
  10 13- Lift 400 kg; 4d6 HTH damage [2]
  20 DEX 
  20 13-
  18 CON 
  8 13-
  20 INT 
  10 13- PER Roll 13-
  15 EGO 
  5 12-
  20 PRE 
  10 13- PRE Attack: 4d6
  7 
  OCV 
  20
  7 
  DCV 
  20
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  6 
  SPD 
  40 	
  Phases: 2, 4, 6, 8, 10, 12
  10 PD 
  8 	
  Total: 21 PD (11 rPD)
  10 ED 
  8 	
  Total: 21 ED (11 rED)
  10 REC 
  6
  35 END 
  3
  13 BODY 
  3
  40 STUN 
  10  
  Total Characteristics Cost: 187
  Movement: 
  Running: 
  18m
   
  Leaping: 
  12m
   
  Swimming: 
  8m
  Cost Powers 
  END
  45 
  High-Tech Crossbow And Quarrels: Multipower, 
  60-point reserve 
  [60]
  60 Charges (+½) for entire reserve; all OAF (-1)
  2f 
  1) Broadhead Arrow: RKA 3d6
  OAF (-1)
  2f 
  2) Chisel-Point Arrow: RKA 2d6
  Armor Piercing (+¼); OAF (-1)
  3f 
  3) Taser Arrow: Blast 12d6
  OAF (-1), STUN Only (-0)
  3f 
  4) Glue Arrow: Entangle 4d6, 4 PD/4 ED
  Sticky (+½); OAF (-1)
  3f 
  5) Siren-Flare Arrow: Sight and Hearing Group 
  Flash 11d6
  OAF (-1)
  3f 
  6) Smoke Arrow: Darkness to Sight Group 8m radius
  Continuing Charges (each Charge used for this slot 
  lasts for 1 Turn [or ends if exposed to high winds or 
  rain]; +½); OAF (-1)
  3f 
  7) Explosion Arrow: Blast 8d6
  Area Of Effect (18m Radius Explosion; +½); OAF (-1)
  2f 
  8) Knockout Gas Arrow: Blast 4d6
  NND (defense is Life Support [Self-Contained 
  Breathing]; +1), Area Of Effect (8m Radius; +½); 
  OAF (-1)
  30 
  Blaster Staff: Multipower, 60-point reserve
  All OAF (-1)
  1f 
  1) Staff: HA +4d6 
  2
  OAF (-1), Hand-To-Hand Attack (-¼)
   
  plus: Reach +2m
  OAF (-1)
  1f 
  2) Projecting Spearhed: HKA 1d6+1 (2½d6 with STR) 2
  OAF (-1)
   
  plus: Reach +2m
  OAF (-1)
  3f 
  3) Blaster: Blast 12d6 
  [12]
  OAF (-1), 12 Charges (-¼)
   
  Martial Arts: Cahokian Combat
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Disarm 
  -1 
  +1 
  Disarm, 50 STR
  4 
  Dodge 
  +0 
  +5 
  Dodge all attacks, Abort
  3 
  Legsweep 
  +2 
  -1 
  9d6; Target Falls
  4 
  Knifehand Strike 
  -2 
  +0 
  HKA 2d6 (3d6+1 with 
  STR)
  4 
  Nerve Strike 
  -1 
  +1 
  4d6 NND(1)
  4 
  Punch/Snap Kick +0 
  +2 
  10d6 Strike
  5 
  Side/Spin Kick 
  -2 
  +1 
  12d6 Strike
  16 
  +4 Damage Classes (already added in)
  16 
  Armored Costume: Resistant Protection (8 PD/8 ED) 
  0
  OIF (-½)
  6 
  Fast Runner: Running +6m (18m total) 
  1
  4 
  Strong Leaper: Leaping +8m (12m forward, 6m upward) 
  1
  2 
  Strong Swimmer: Swimming +4m (8m total) 
  1
  9 
  Observant: +3 to PER Rolls with all Sense Groups 
  0
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
   
  Skills
  50 
  +5 with All Combat
  3 
  Acrobatics 13-
  3 
  Breakfall 13-
  3 
  Climbing 13-
  3 
  Contortionist 13-
  3 
  Demolitions 13-
  3 
  Electronics 13-
  3 
  Lockpicking 13-
  3 
  Security Systems 13-
  3 
  Stealth 13-
  2 
  Survival (Temperate/Subtropical) 13-
  3 
  Tactics 13-
  3 
  Teamwork 13-
  3 
  Tracking 13-
  6 
  WF: Common Melee Weapons, Common Missile Weapons, 
  Common Martial Arts Weapons
  3 
  Weaponsmith (Firearms, Muscle-Powered Ranged) 13-
  Total Powers & Skills Cost: 289
  Total Cost: 476
  400 Matching Complications (75)
  10 
  Distinctive Features: Style (Not Concealable, Always 
  Noticed And Recognizable, Detectable By Large 
  Group)
  20 
  Hunted: US government (Infrequently, Mo Pow, NCI, 
  Capture/Kill)
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture/Kill)
  15 
  Psychological Complication: Lives For Combat 
  (Common, Strong)
  15 
  Psychological Complication: Desperately Wants To 
  Return Home (Common, Strong)
  10 
  Psychological Complication: Reality Fugue (see text) 
  (Uncommon, Strong)
  Total Complications Points: 75
  Experience Points: 76
  
  142 n Psi 
  Hero System 6th Edition
  PSI
  Membership: The primary members of PSI as 
  of mid-2010 are Psimon, Medusa, Mind Slayer, 
  Deuce, Hypnos, and Soulfire. The organiza-
  tion also has numerous “field agents” with lesser 
  psionic powers, young potential members in 
  training, and the like.
  Background/History: The story of PSI, the Para-
  psychological Studies Institute, began in 1980 
  when the National Institute of Health, working 
  with a grant from the estate of the super-scientist 
  Michael Maven, formed a task force to study bene-
  ficial human mutations in general and psionic and 
  psychokinetic powers in particular. The scientist 
  they put in charge of the program was Dr. Sebas-
  tian Poe, a prodigy in his mid-20s who’d already 
  published several papers on the topic of what he 
  referred to as “cerebellic genetic deviations.” Poe 
  had several theories about psionics, most interest-
  ingly that while everyone was born with some 
  level of psionic potential, certain combinations 
  of proteins and other chemicals could greatly 
  enhance the powers of those who had already 
  manifested small talents.
  Unfortunately, Poe was unable to prove his 
  theories quickly enough; the NIH cut his funding 
  in 1984. Poe believed he was very close to a 
  breakthrough, so he opened a private research 
  company called the Parapsychological Studies 
  Institute in Maryland with his own funds. Since 
  he no longer had the government providing him 
  with patients to experiment on, he hired Trace, a 
  private detective who’d already manifested psychic 
  tracking abilities, to help him find subjects for his 
  experiments.
  In 1985, Poe had his breakthrough, devel-
  oping what he called the “Psi Serum.” Using it on 
  himself, he amplified his own psychic potential 
  to the point where he could actually perceive the 
  world through other people’s senses. Thrilled by 
  his success, he also began experimenting on his 
  own infant son Kevin, though at first this had no 
  effect. 
  In 1986, Poe publicly founded the Parapsy-
  chological Studies Institute with the announced 
  goal of studying superhuman powers and training 
  young superhumans to use their powers. But this 
  was just a facade; Poe simply wanted to learn 
  more and further develop his serum. Things went 
  very well at first, but then Poe’s other personal 
  investments failed and he was suddenly unable 
  to continue maintaining the clinic. In despera-
  tion, Poe turned to organized crime; the Scarlatti 
  family, which ruled the underworld of Balti-
  more. Sam Scarlatti saw the potential value of 
  Poe’s serum and agreed to continue to fund Poe’s 
  research, as long as Poe could continue to provide 
  superhuman help for the Scarlattis in the form of 
  his successful “experiments.”
  Poe went straight to work, and within months 
  he had his first two criminal successes: Darkmind, 
  a powerful telepath; and Crimson, who manifested 
  additional telekinetic “limbs.” Poe had also hired 
  a new accountant, Madeline Bruner, and began an 
  affair with her. Bruner found out she had latent 
  psionic potential and insisted she also get a sample 
  of the serum; soon she manifested powers herself. 
  Learning of the affair (and also the illicit experi-
  ments Poe had performed on their child), Poe’s 
  wife Renee left him and took Kevin into hiding 
  somewhere in the midwest.
  By 1990 Madeline and Poe were married, and 
  her ambition began to guide Poe’s work. Dissatis-
  fied with merely providing soldiers for the mob, 
  Madeline devised a plan to use their powers to 
  seize control of the Scarlatti family, and she and 
  the other mentalists Poe had “created” carried 
  it out. Soon she repeated the plan, taking over 
  the Baltimore VIPER Nest. This time her spoils 
  included the Nest’s technological assets and the 
  brilliant mechanical engineer Bradley Richards, 
  who was responsible for creating and maintaining 
  them.
  PSI’s power had begun to grow. The pace of 
  growth, however, remained too slow for Madeline, 
  who now preferred her codename “Medusa.” 
  She wanted more money and power, and she 
  wanted it now, not years from now. The most 
  powerful of PSI’s field agents, a protégé of Poe’s 
  called Psimon, seemed to share her ambition. 
  She carefully sounded him out and found that he 
  was in complete agreement with her. The two of 
  them began a passionate affair, and in 1994 they 
  devised a scheme to remove Poe from leadership. 
  They carefully wove a web of betrayal, planting 
  a series of clues for the Justice Squadron that led 
  them to PSI’s secret headquarters in Maryland. 
  Poe and the field agents who were most loyal 
  to him were all captured, leaving Psimon and 
  Medusa in complete control of the remnants of the 
  
  Champions Villains Volume Two: Villain Teams n Psi 
  143
  organization. Thanks to their careful plan-
  ning, Poe’s claims that the Squadron had not 
  in fact captured all of the organization were 
  not believed. In 1995 Poe was sentenced 
  to twenty years in Stronghold; he remains 
  there to this day, having not managed to 
  escape during the 2009 breakout.
  With Psimon and Medusa now in 
  control, PSI relocated to what would 
  become Millennium City. By the early 
  2000s its ranks had swelled significantly due 
  to Medusa’s recruiting and use of the Psi 
  Serum. Some of its members at that time 
  included:
  
  n Bodyjacker, who had the power to project 
  his mind into another person’s body and 
  “possess” it;
  
  n Deuce, a young woman with the mental 
  power to split her “shadow self” off from 
  her body;
  
  n Hypnos, a mutant with powers of mental 
  control and will-sapping;
  
  n Inquisitor, a mutant with various psionic 
  powers, including strong telepathy;
  
  n Lancer, a “psi-soldier” who claimed to be 
  from an alternate Earth where mentalists 
  are oppressed and exploited;
  
  n Mind Slayer, a lethal psychokinetic 
  originally recruited by Dr. Poe who was 
  in love with Psimon;
  
  n Soulfire, a pyrokinetic;
  
  n Torment, a pain-afflicted young man with 
  the ability to mentally inflict the pain he 
  felt on other people; and
  
  n Trace, the psionic detective who’d helped 
  Dr. Poe find subjects for his experiments.
  PSI’s most successful scheme during the 
  first decade of the twenty-first century was 
  the creation of Mind, Inc., a self-help group 
  based in Millennium City. In reality Mind, 
  Inc. simply allowed PSI to accumulate profit, 
  power, influence, and potential recruits.
  But the whole thing unravelled in 2005 
  when Psimon, Medusa, Mind Slayer, and 
  their core group of followers came under 
  two-pronged attack. First, Kevin Poe, son 
  of Sebastian Poe and leader of Millennium 
  City’s infamous New Purple Gang, began a 
  war against PSI. Poe hungered for revenge 
  against the people who “betrayed” his father 
  and wanted to control the organization 
  itself. Second, after discovering that the 
  Institute for Human Advancement was 
  about to propose sweeping new legislation 
  to restrict non-registered superhumans, 
  Lancer decided that Champions Universe 
  Earth was about to go the oppressive way 
  of her home dimension... and that she had 
  to stop it. She and a group of PSI operatives 
  loyal to her (including Deuce, Torment, 
  and recent recruits Gossamer and Reflex) 
  rebelled against Psimon in an effort to take 
  over PSI. They wanted to turn it into an 
  “army” to use against the “anti-metahuman 
  forces” rising to power. Hypnos, Soulfire, 
  Inquisitor, and Bodyjacker switched 
  sides from moment to moment based on 
  perceived advantage, which only heightened 
  the chaos.
  The resulting three-sided conflict ripped 
  PSI apart. The Champions, with some 
  help from students at the Ravenswood 
  Academy, did their best to contain the 
  battle and capture the various villains (and 
  their mind-controlled allies). When the 
  dust settled, Lancer and most of her team 
  had escaped after arranging the disgrace of 
  several congressmen on IHA’s payroll, and 
  then disappeared (possibly having returned 
  to her homeworld to fight for mental-
  ists’ rights); Gossamer, Inquisitor, Reflex, 
  Torment, and Trace were dead; Bodyjacker 
  was also dead (though it was never clearly 
  established that his mind hadn’t escaped 
  into someone else’s body before his was 
  killed); Psimon and Medusa were both 
  captured and sent to Stronghold; Mind 
  Slayer was on the run from the law (and 
  temporarily went to work for Menton, along 
  with several of her other, lesser-powered, 
  colleagues); and the New Purple Gang 
  was significantly weakened and Kevin Poe 
  himself in hiding. Mind Inc. was revealed 
  to be a PSI front organization, and the 
  discovery that many of its followers were 
  city employees involved in siphoning public 
  funds for PSI activities was a scandal that 
  fed the local papers for months.
  When Psimon and Medusa escaped from 
  Stronghold during the 2009 breakout, they 
  got Mind Slayer and some of the others to 
  join them in re-creating PSI. Their minions 
  include a number of former Mind, Inc. 
  members whose psionic powers were left 
  dormant and have now been awakened to 
  serve the organization (see accompanying 
  text box). As of 2010, PSI seems as powerful 
  as it ever was... and officials fear that if it’s 
  not stopped, it may once again insidiously 
  corrupt the people of Millennium City to 
  serve it through a scheme that makes Mind, 
  Inc. look like child’s play.
  PsI fIeLD 
  aGeNTs
  PSI’s “field agents” are 
  people who’ve been treated 
  with the Psi Serum to bring 
  out their latent psionic abili-
  ties. Generally those abilities 
  are so weak that these people 
  can’t become full-fledged 
  members/supervillains; 
  instead they’re used as psionic 
  footsoldiers and minions in 
  PSI’s various schemes. Some 
  of the most common types 
  include:
  Agent: Regarded as the least 
  powerful field operatives, 
  Agents can manifest psycho-
  kinetic “arms.” (Possible 
  powers include Extra Limbs, 
  plus enhanced STR or 
  Stretching that only works 
  with those Limbs.)
  Hypnotist: Typically the 
  most powerful field agents, 
  Hypnotists have powers of 
  mesmerism and psionic 
  assault, and sometimes 
  psychokinetic abilities. 
  (Possible powers include 
  Mind Control 6-10d6, Mental 
  Blast 2-5d6, Telekinesis (no 
  more than 20 STR at most), 
  and Blast 4-6d6, Double 
  Knockback.)
  Neophyte: Neophytes have 
  psychokinetic powers but 
  can only channel them 
  through their bodies. Thus, 
  they can’t manipulate objects 
  at a distance, but they’re 
  much stronger, tougher, and 
  faster than a normal person. 
  (Possible powers include 
  STR 15-25, DEX 13-20, CON 
  13-18, OCV and DCV 4-6, 
  SPD 3-4, and PD and ED 
  8-12.)
  Slicers: Slicers have the 
  ability to manifest one or 
  two “blades” of psionic and/
  or psychokinetic force that 
  can strike deadly, or merely 
  painful, blows. (Possible 
  powers include RKA 1-2d6, 
  No Range; Mental Blast 2-4d6, 
  No Range; and Telekinesis (no 
  more than 20 STR at most).
  
  144 n Psi 
  Hero System 6th Edition
  Group Relations: The relations between the 
  members of PSI are strained, for several reasons. 
  First, Psimon, Medusa, and Mind Slayer form a 
  dangerous love triangle. Psimon and Medusa have 
  been involved with one another for years now — 
  but Mind Slayer is deeply attracted to Psimon, 
  and he has no problem taking advantage of that, 
  and exploiting her for his own purposes, when 
  Medusa’s not around. This causes a lot of tension 
  between the two supervillainesses; he does a good 
  job keeping the situation at no worse than a low 
  simmer, but it wouldn’t take much for it to boil 
  over into violence.
  Second, the other main members of PSI aren’t 
  as loyal to Psimon and Medusa as they’d prefer. 
  Hypnos and Soulfire both went with the wind 
  during the war, trying to support whichever side 
  seemed to have the upper hand at the moment. 
  Hypnos wouldn’t mind running things himself 
  if he had the chance, but ultimately both of 
  them are simply selfish and don’t care about the 
  organization as a whole. Only their mutual desire 
  for power and profit, which they can more easily 
  acquire together, keeps them a part of the group. 
  Deuce was one of Lancer’s partisans who was 
  somehow abandoned or left behind when Lancer 
  disappeared; she was practically forced to rejoin 
  PSI by Psimon and would rather not be a super-
  criminal at all.
  Tactics: PSI’s approach to combat is different from 
  that of other villain teams, since its members’ 
  powers mostly fall into the same category: psionic 
  and psychokinetic powers. Instead of working 
  together to pound opponents into the dirt, they 
  combine their mental powers to achieve greater 
  effects (see Complementary Mental Powers on 
  6E1 152). Early in battle, Hypnos often concen-
  trates on using his Drain EGO so that enemies 
  become more vulnerable to the team’s powers; the 
  other members protect him while he does this 
  (assuming he can’t find cover himself). Psimon 
  uses his Group Mind power to keep the team in 
  contact during any mission or battle.
  Other than its general lack of anyone but 
  mentalists, PSI’s major tactical weaknesses is its 
  inability to move quickly, or in unusual ways. Of 
  the six most powerful members, only two, Hypnos 
  and Mind Slayer, can fly; the others are limited 
  to running. They plan their jobs and battles to 
  take this into account as much as possible, but it 
  still causes problems from time to time. Psimon 
  has put some funds into researching personal 
  teleportation technology, but so far nothing has 
  come of it; he’d be interested in stealing some from 
  ARGENT or other organizations if he had the 
  opportunity. As an alternative, he’d be willing to 
  create versions of Hypnos’s belt jets for everyone, 
  but Hypnos refuses to let anyone examine or 
  reverse-engineer them.
  Campaign Use: You can use PSI in one of two 
  ways. The first, but perhaps least satisfying, is as 
  straightforward combat opponents for the PCs 
  — sort of the same way you’d use the Crimelords, 
  Eurostar, or the Ultimates. Given the specialized 
  nature of PSI, this may be problematic. If your 
  PCs don’t have any strong defenses against Mental 
  Powers, PSI will walk all over them; if they have 
  too many defenses, they’ll walk all over PSI.
  The second, and preferable, way is to empha-
  size the behind-the-scenes, conspiratorial 
  scheming aspect of PSI — the aspect Medusa is so 
  enamored with that led to the creation of Mind, 
  Inc. With their psionic powers, the members 
  of PSI can infiltrate governments and institu-
  tions, obtaining power and riches while secretly 
  corrupting society. This is a much more insidious 
  and evil form of supercrime than simply smashing 
  banks apart to take the money, and one the PCs 
  will have a harder time coming to grips with — 
  which makes PSI more of an intriguing challenge. 
  They can still hold their own if a fight breaks out 
  (as it inevitably will), but they’re not just combat 
  machines, and this approach focuses on what 
  makes them so dangerous: their ability to control 
  people and events without being detected.
  If PSI isn’t powerful enough for your PCs, all 
  you have to do is create some more members. The 
  ones described here definitely are not the limit of 
  PSI’s roster. On the other hand, if PSI’s members 
  are too powerful, decrease their mental powers 
  generally (or get rid of the powers causing you the 
  most trouble), or remove a few members from the 
  team.
  PSI is a dangerous and powerful Hunted. 
  Rather than take on its quarry directly, the team 
  conducts surveillance and research, finding out 
  whatever it can and using that information to 
  mount a campaign of covert harassment. A little 
  Mind Control on the right people is enough to get 
  a hero audited, divorced, fired, or arrested (among 
  other things), and that’s just the beginning. When 
  PSI feels the foe is sufficiently weakened, it closes 
  in to kill him... or transform him into a puppet to 
  do its bidding.
  THe PsI seRUM
  PSI retains control of Sebastian Poe’s greatest discovery, the Psi 
  Serum. (It’s possible that Kevin Poe obtained some during the “war” 
  with PSI, but as far as PSI can tell its stock is intact.) The Psi Serum 
  has the effect of amplifying a person’s latent psionic potential. If 
  administered to a person with no psionic potential at all, it has no 
  effect (other than sometimes making the subject mildly ill for one 
  or two days). But if the subject has the tiniest trace of latent psionic 
  potential — even so little that, like Madeline Bruner, they don’t 
  register as mutants on mutant detection scanners — then the Psi 
  Serum interacts with and increases that potential, usually to the point 
  where the subject gains true mental powers. The stronger the subject’s 
  potential, the stronger the powers he gains from the Psi Serum. To 
  date, Psimon is the strongest and most versatile mentalist created 
  with the Serum.
  PSI keeps a small stock of the Psi Serum on hand for testing new 
  “recruits” (even if they don’t know they’re being tested). The formula 
  is a carefully-guarded secret; only Medusa and Psimon know it in full.
  
  Champions Villains Volume Two: Villain Teams n Psi 
  145
  Associates, Allies, And Adversaries: PSI’s rela-
  tions with the rest of the Superhuman World 
  are none too good, in part because most villains 
  don’t trust the organization. Would you trust 
  someone who can manipulate your thoughts and 
  emotions with ease? But PSI generally doesn’t care, 
  since most villains are too overt and “flashy” to 
  suit the group’s preferred method of operation.
  That being said, PSI regards independent 
  mentalist villains, like Cybermind and Esper, as 
  potential recruits. It would prefer to “grow from 
  within” by enhancing the powers of its “field 
  agents” and young “students,” but adding fresh 
  blood in the form of an experienced psionic villain 
  is certainly possible.
  PSI’s opinion on Menton is mixed. On the one 
  hand, Mind Slayer and several lesser members 
  went to work for him after PSI split up, and rela-
  tions between them remain reasonably cordial; 
  he’s helped the group out on a couple of occasions. 
  However, Psimon and Medusa don’t trust him, 
  and pretty much everyone in the organization 
  resents how Menton thinks of them as “mental 
  midgets” to some degree. Psimon might eventu-
  ally become angry enough to try to eliminate 
  Menton... but only if he thought he had a strong 
  chance of success.
  PSI has ongoing feud with VIPER due to the 
  “Baltimore incident” (as VIPER refers to it), which 
  the snakes have never forgotten. And as discussed 
  on CU 160, PSI’s also feuding with ARGENT over 
  that organization’s “betrayal” of it and attempt to 
  develop psionic technology.
  However, PSI’s worst enemy is Kevin Poe and 
  his now-recovered New Purple Gang. Poe himself 
  is a powerful psychokinetic, and the members of 
  the Gang are a loyal, well-armed, vicious army 
  supporting his every move. He’s a major thorn in 
  PSI’s side; law enforcement officials have no doubt 
  that another war between the two is inevitable. 
  (For Kevin Poe, use Force’s character sheet on 
  page 65 but increase his INT to 20 and give him 
  Danger Sense.)
  Because so many of its members are mutants, 
  PSI is of great interest to Kinematik. He hasn’t 
  yet made any overtures to PSI about joining his 
  “team,” but he probably will eventually. At the very 
  least, he’d be willing to form a loose alliance with 
  PSI so the two groups can help each other out if 
  necessary.
  PSIMON
  Background/History: Simon Bell was PSI’s first 
  great success under Sebastian Poe’s leadership. 
  In 1992, Bell, a nondescript college student at 
  the University of Maryland, checked himself into 
  a local hospital complaining of migraine head-
  aches. While there, he began to manifest psychic 
  powers, giving several of the nurses and residents 
  “waking nightmares” in the process. His “emer-
  gence” was detected by Trace, and Poe visited him 
  in the hospital, recruiting him into PSI that very 
  afternoon.
  Giving him the joking code name “Psimon,” 
  Poe ran Bell through the full battery of tests, 
  and eventually woke in him an impressive suite 
  of psychic abilities. Poe began to regard Bell as 
  his eventual second-in-command. Meanwhile, 
  Medusa became quite taken with the handsome, 
  aggressive young man, and the two started a 
  torrid affair. Obsessed as always with personal 
  power, Medusa decided Psimon was both more 
  forceful and more easily manipulated than Poe, 
  and convinced him to overthrow his mentor 
  and seize control of the organization. With her 
  assistance, Psimon laid the trap that led to the 
  Justice Squadron capturing Poe and apparently 
  “destroying” PSI.
  Psimon led the team to Millennium City, 
  through the successes of the Mind, Inc. years, and 
  through the war and seeming dissolution of the 
  organization as he and Medusa were incarcerated 
  in Stronghold. Since escaping during the 2009 
  breakout he’s re-formed the organization and has 
  plans to lead it to greater heights of wealth, influ-
  ence, and power than ever before.
  Personality/Motivation: Psimon has been a fairly 
  effective leader for PSI. Though not very well-read 
  or educated (television is the limit of his entertain-
  ment), he’s a naturally-gifted tactician and a sharp 
  thinker who knows how to use his team’s abili-
  ties to best advantage. He’s not subtle, so he lets 
  Medusa handle the scheming, reserving the power 
  to approve her plans.
  Psimon has a massive ego and enormous faith 
  in his own abilities; his years in Stronghold did 
  nothing to diminish this sense of confidence. 
  He frequently underestimates the abilities of his 
  opponents, especially if they’re female, though to 
  his credit he usually learns from his mistakes. He 
  knows PSI’s greatest strength has been its patience 
  and willingness to work behind the scenes, and is 
  loath to risk revealing its activities to the public 
  for anything but the highest stakes. He’s a bit of a 
  bully and has no patience for weakness, which he 
  exploits cruelly for his own ends (as he does with 
  Mind Slayer and Deuce, for example).
  Despite his ego and desire for power, Psimon 
  genuinely cares for Medusa, though the two of 
  them fight frequently. He doesn’t take kindly to 
  other men paying her attention. Mind Slayer he 
  regards as more of a toy, someone he can use 
  however he wants. He may come to regret that 
  attitude if she ever falls out of love with him.
  PSI FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  PSI if they succeed 
  with an appropriate 
  Skill Roll:
  N/R: PSI is an 
  organization of 
  criminal mental-
  ists led by Psimon 
  and Medusa; other 
  members include 
  Mind Slayer, Hypnos, 
  and Soulfire.
  K/R: PSI has a long 
  and tortured history 
  (see main text), 
  including a “war” 
  in 2005 that pitted 
  some members 
  against others while 
  the organization was 
  under attack by the 
  New Purple Gang 
  for some reason. 
  The self-help group 
  Mind, Inc. was a PSI 
  front.
  -1: PSI also has 
  some “field agents” 
  who are mostly 
  normal humans 
  with minor psionic 
  or psychokinetic 
  powers.
  -6: Kevin Poe, leader 
  of the New Purple 
  Gang, is the son of 
  Sebastian Poe, PSI’s 
  now-disgraced and 
  imprisoned founder; 
  he wants to take 
  over PSI.
  -8: PSI does not get 
  along with VIPER or 
  ARGENT.
  
  146 n Psi 
  Hero System 6th Edition
  Quote: “All right, hero. Time to do as Psimon 
  says!”
  Powers/Tactics: Psimon is one of the more 
  powerful psychics on Earth, though nowhere 
  near the range of Menton or Mentalla. His powers 
  are varied and strong, allowing him the ability 
  to deploy his teammates according to their own 
  strengths and covering their weaknesses himself. 
  In combat he tries to identify the opposition’s 
  leaders and remove them with Mind Control or 
  Mental Illusions, hopefully scrambling any plan 
  of attack. His Mind Link allows him to remain 
  in constant contact with his own team, whom 
  he directs to strike by surprise and from hiding 
  wherever possible.
  When Psimon exerts his psychokinetic powers 
  in full, they manifest as a large humanoid form 
  made of pinkish energy with him “riding” in the 
  center. This “psi-giant” (as Deuce once named it) 
  protects him, enhances his basic psychokinesis, 
  and lets him “run” faster than normal.
  Campaign Use: As the leader of PSI, Psimon 
  should have as much or more knowledge of any 
  plot the organization gets involved in than any 
  other member (except maybe Medusa), though 
  not of individual members’ activities, which could 
  lead to some interesting situations. VIPER (or any 
  other organization PSI has interfered with) might 
  recognize his value and either attempt to recruit 
  him themselves or remove him to weaken PSI for 
  a future attack.
  Psimon should come across as a tough foe, 
  one any single PC (if not two or three) should 
  have a tough time with, especially when he’s in his 
  psi-giant. If he’s not powerful enough to func-
  tion that way in your campaign, try increasing 
  his Multipower to a 75 or higher point reserve 
  (and possibly increase some of the slots as well), 
  and/or tack more defensive powers (such as some 
  Damage Negation) onto the psi-giant form so 
  that he’s nigh-invulnerable when he’s “inside” 
  it. If he’s too effective, decrease the Multipower 
  reserve to 50 points and the psi-giant’s defenses to 
  20 PD/20 ED.
  Appearance: Psimon is a handsome brown-haired 
  man in his mid-thirties twenties, standing about 
  6’1”; he’s clean-shaven and his eyes glow with 
  pinkish energy. He wears a red and black costume 
  with a stylized PSI-symbol on the chest. His teleki-
  netic powers manifest as a form of pinkish energy 
  that matches his eyes.
  
  Champions Villains Volume Two: Villain Teams n Psi 
  147
  PSIMON
  Val Char Cost Roll Notes
  13 STR 
  3 12- Lift 150 kg; 2.5d6 HTH damage [1]
  18 DEX 
  16 13-
  25 CON 
  15 14-
  20 INT 
  10 13- PER Roll 13- 
  29 EGO 
  19 15-
  23 PRE 
  13 14- PRE Attack: 4½d6 
  6 
  OCV 
  15
  6 
  DCV 
  15
  10 OMCV 21
  10 DMCV 21
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  7 
  PD 
  5 	
  Total: 15 PD (8 rPD)
  10 ED 
  8 	
  Total: 18 ED (8 rED)
  15 REC 
  11
  60 END 
  8
  15 BODY 
  5 
  36 STUN 
  8  
  Total Characteristic Cost: 223
  Movement: 
  Running: 
  12m (20m)
  Cost Powers 
  END
  60 
  Mental Domination: Multipower, 60-point reserve
  12v 
  1) Superior Will: Mind Control 12d6 
  6
  12v 
  2) Open Your Mind to Me: Telepathy 12d6 
  6
  12v 
  3) Control Of The Senses: Mental Illusions 12d6 
  6
  12v 
  4) Mental Overload: Mental Blast 6d6 
  6
  12v 
  5) No Escape From My Thoughts: Mind Scan 12d6 
  6
  45 
  Basic Psychokinesis: Telekinesis (20 STR) 
  4
  ACV (uses OMCV against DCV; +0), Line Of 
  Sight (+½)
  42 
  Psi-Giant Psychokinetic Enhancement: Telekinesis 
  (+20 STR) 
  2
  ACV (uses OMCV against DCV; +0), Line Of Sight 
  (+½), Reduced Endurance (½ END; +¼); Unified 
  Power (-¼)
  60 
  Psi-Giant Force-Field: Resistant Protection 
  (30 PD/30 ED) 
  4
  Costs Half Endurance (-¼), Unified Power (-¼)
  6 
  Psi-Giant’s Stride: Running +8m (20m total) 
  1
  Unified Power (-¼)
  16 
  PSI Armored Costume: Resistant Protection 
  (8 PD/8 ED) 
  0
  OIF (-½)
  15 
  Mental Wards: Mental Defense (15 points) 
  0
  35 
  Group Mind: Mind Link, any group of up to 16 minds 
  0
  4 
  PSI Radio: Radio Perception/Transmission 
  (Radio Group) 
  0
  OAF (-1), Affected As Hearing Group As Well As 
  Radio Group (-¼)
   
  Talents
  5 
  Money: Well Off
   
  Skills
  18 
  +3 with All Mental Powers
  3 
  Charm 14-
  3 
  Interrogation 14-
  2 
  KS: American Superheroes 11-
  2 
  KS: Television Shows 11-
  3 
  Persuasion 14-
  3 
  Tactics 13-
  Total Powers & Skills Cost: 382
  Total Cost: 605
  400 Matching Complications (75)
  10 
  Distinctive Features: Mutant (Not Concealable; Always 
  Noticed; Detectable Only By Unusual Senses)
  10 
  Enraged: when taunted effectively or humiliated 
  (Common) go 8-, recover 14-
  25 
  Hunted: VIPER (Infrequently, Mo Pow, NCI, Kill)
  5 
  Psychological Complication: Vain About His Appearance 
  (Uncommon, Moderate)
  10 
  Psychological Complication: Consistently Underesti-
  mates Female Opponents (Common, Moderate)
  15 
  Psychological Complication: Powerhungry (Common, 
  Strong)
  15 
  Psychological Complication: Loyal To Medusa Despite 
  Their Fights (Common, Strong)
  15 
  Social Complication: Public Identity (Simon Bell) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 205
  PSIMON FACTS
  Here are some facts characters and NPCs might know 
  about Psimon if they succeed with an appropriate Skill 
  Roll:
  N/R: Psimon is the leader of PSI. He has a broad range of 
  mental and psychokinetic powers; the latter often manifest 
  in the form of a pinkish “psi-giant” that he “rides” inside.
  K/R: His real name is Simon Bell. He was captured in 2005 
  and imprisoned in Stronghold, but escaped during the 
  2009 breakout and re-formed PSI.
  -1: Psimon has been involved in a romantic relationship 
  with Medusa for many years.
  -2: Psimon’s “psi-giant” power makes him very difficult 
  to harm.
  -4: At maximum effectiveness, Psimon’s psychokinesis 
  can lift over 6,000 metric tons.
  -6: Psimon is a mutant, though his powers were so weak 
  it took the Psi Serum to enhance them to the point of 
  usefulness.
  
  148 n Psi 
  Hero System 6th Edition
  MEDUSA
  Background/History: Madeline Bruner was 
  born in 1965 to upper-middle-class parents in 
  Connecticut. All her life she watched her parents 
  try to scrabble up the social ladder and not quite 
  succeed. Everything they had, and it was plenty for 
  most people, was never enough for the Bruners. 
  Madeline learned her lessons well, and went off 
  to college with the idea of acquiring a good job 
  and then a wealthy husband firmly in mind. After 
  graduating with a degree in accounting, she went 
  to work as the CFO of a small research firm in 
  Maryland, only to discover that the Parapsycho-
  logical Studies Institute was being funded by the 
  mob in exchange for the use of some of its students 
  as super-criminals! Her mother would have been 
  scandalized, but Madeline was only... intrigued.
  She began an affair with the Institute’s director, 
  Sebastian Poe, and when his wife found out and 
  left him they moved in together, marrying in 1989. 
  She became invaluable to Poe in his relationship 
  with the Scarlatti family, since he didn’t have the 
  native instinct for deception that she had or the 
  ability to organize and “cook” PSI’s books. And 
  then, when she asked him to give her the psychic 
  activation serum he’d developed, well, there was 
  no way for him to refuse.
  Once Madeline became Medusa, there was no 
  limit to her thirst for more power. First she pushed 
  Poe to betray the mob, and then to take on and 
  defeat the local VIPER Nest. But he moved too 
  slowly for her, so she instead took up with the 
  younger and more ambitious Psimon, and helped 
  him betray and overthrow Poe. After escaping the 
  Justice Squadron, she convinced Psimon to move 
  PSI to Millennium City and to found first the 
  Academy and then Mind, Incorporated — all the 
  while juggling several other lovers. Now she has 
  set her sights on political power, and has spent her 
  time recently establishing her new secret identity 
  of Madeline Bell as a mover and shaker in Millen-
  nium City’s local politics. Though Psimon remains 
  the official head of PSI, no one who deals with the 
  organization has any doubt that it’s Medusa who 
  really holds the reins.
  Personality/Motivation: Medusa defines the word 
  “powerhungry,” and she has a generous dose of 
  good old-fashioned greed to go with it. She won’t 
  be satisfied as long as someone out there is happier 
  and more powerful than she is. Despite everything 
  she has, she still has a pathological need to acquire 
  more, whether it’s wealth, power, or the atten-
  tion of men. Despite this naked cupidity, she is a 
  shrewd and crafty plotter and never enters a situ-
  ation without a plan. She is patient, methodical, 
  and absolutely ruthless to anyone unfortunate 
  enough to get in her way.
  Despite her constant string of affairs and will-
  ingness to use sex as a weapon, Medusa genuinely 
  loves Psimon, and gets jealous when he pays atten-
  tion to other women. They may fight a lot, but he’s 
  hers to fight with, and anyone who tries to take 
  him away is going to suffer.
  Quote: “You’ll regret your interference in my 
  plans. Now why not be a good boy and stay there 
  for a while?”
  Powers/Tactics: Thanks to Sebastian Poe’s Psi 
  Serum, Medusa’s minuscule latent psionic poten-
  tial was vastly amplified. Initially she just had a 
  single, extremely strong, mental power: the ability 
  paralyze her foes, locking up their voluntary 
  muscles and motor commands. Once she makes 
  someone stop moving, they usually can’t budge 
  until the effect wears off (about a day later, unless 
  another member of PSI helps the victim out, or he 
  breaks out on his own).
  Over time, as she took more serum, prac-
  ticed more, and spent more time around her PSI 
  colleagues, Medusa manifested some psychoki-
  netic powers as well: basic psychokinetic manipu-
  lation and a few psychokinetic blasts. She’s not 
  the strongest psychokinetic in the world by any 
  means, but these powers give her some good 
  tactical options if her Mental Paralysis won’t do 
  the trick.
  Medusa avoids combat whenever possible. If 
  she can’t, she’ll get to cover quickly and then snipe 
  at targets, trying to use her Mental Paralysis to 
  set them up for her teammates. She’s been known 
  to freeze people who have particularly angered 
  her and then slit their throats, leaving them to 
  watch as their lives bleed slowly away. She carries 
  a stiletto with sharpened edges for this purpose 
  (it’s also good for Surprise Move attacks against 
  vulnerable foes who don’t know she’s got it).
  Campaign Use: Medusa is the “power behind the 
  throne” of PSI, and unlikely to appear without an 
  entourage of field agents to protect her. However, 
  her recent efforts to manipulate political events 
  in Millennium City may bring her a new set of 
  enemies and rivals that might threaten PSI’s veil of 
  secrecy.
  Medusa’s power may be a real problem for 
  your PCs; it’s a strong Entangle that’s hard (if not 
  impossible) for most heroes to break out of. If 
  this is a problem in your campaign, either weaken 
  it, make her not use it so much, or make its use 
  obvious so the PCs learn to take her out of the 
  fight quickly. She should be a frightening, but not 
  overwhelming, opponent.
  On the other hand, if Medusa’s too weak for 
  your game, expand the scope of her mental abili-
  ties. Either give her more psychokinetic powers, or 
  expand her Mental Paralysis into other telepathic 
  powers like Mental Assault and Mind Control.
  Appearance: Medusa is in her early 40s, and 
  though she’s only slightly more attractive than 
  average, she has an indefinable appeal to many 
  men. She’s careful about her appearance, and 
  keeps her thick mane of long, black hair styled 
  in whatever the fashion of the moment might be. 
  When she uses her psychokinetic powers, her hair 
  takes on the appearance of pinkish energy, similar 
  to Psimon’s powers. When she has to work in the 
  field she wears a modified PSI costume, carefully 
  tailored to show off her generous figure.
  MEDUSA FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Medusa if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: Medusa is 
  one of the main 
  members of PSI; 
  she has the power 
  to psionically para-
  lyze people.
  K/R: Her real 
  name is Madeline 
  Bruner; she was 
  once married to PSI 
  founder Sebastian 
  Poe, but betrayed 
  him to be with 
  Psimon and run the 
  organization.
  -1: Medusa also has 
  some psychokinetic 
  powers.
  -2: Medusa has a 
  real vicious streak 
  when crossed; she’s 
  been known to 
  paralyze opponents 
  and then slit their 
  throats so they have 
  to watch them-
  selves slowly bleed 
  to death.
  
  Champions Villains Volume Two: Villain Teams n Psi 
  149
  MEDUSA
  Val Char Cost Roll Notes
  8 
  STR  
  -2 11- Lift 75 kg; 1½d6 HTH damage [1]
  16 DEX 
  12 12-
  17 CON 
  7 12- 
  23 INT 
  13 14- PER Roll 14-
  26 EGO 
  16 14-
  20 PRE 
  10 13- PRE Attack: 4d6
  5 
  OCV 
  10
  5 
  DCV 
  10
  9 
  OMCV 18
  8 
  DMCV 15
  4 
  SPD 
  20 	
  Phases: 3, 6, 9, 12
  4 
  PD 
  2 	
  Total: 18 PD (14 rPD)
  4 
  ED 
  2 	
  Total: 18 ED (14 rED)
  5 
  REC 
  1
  35 END 
  3
  8 
  BODY 
  -2 
  30 STUN 
  5  
  Total Characteristic Cost: 140
  Movement: 
  Running 12m
  Cost Powers 
  END
  128 Mental Paralysis: Entangle 6d6, 8 PD/8 ED 
  0
  ACV (uses OMCV against DMCV; +¼), Takes No 
  Damage From Physical Attacks (see 6E1 217; +¾), 
  Work Against EGO, Not STR (+¼), Reduced Endur-
  ance (0 END; +½); Mental Defense Adds To EGO (-½)
  60 
  Psychokinetic Powers: Multipower, 60-point reserve
  4f 
  1) Psychokinesis: Telekinesis (20 STR) 
  4
  ACV (uses OMCV against DCV; +0), Line Of 
  Sight (+½)
  6f 
  2) Psychokinetic Blast: Blast 8d6
  ACV (uses OMCV against DCV; +0), Line Of 
  Sight (+½)
  4f 
  3) Psychokinetic Pulse: Blast 8d6 
  6
  ACV (uses OMCV against DCV; +0), Double Knock-
  back (+½); No Range (-½)
  5 
  Stiletto: HKA ½d6 (1d6-1 with STR) 
  1
  Armor Piercing (+¼); OAF (-1), No Knockback (-¼) 
  16 
  PSI Armored Costume: Resistant Protection 
  (11 PD/11 ED) 
  0
  OIF (-½), Activation Roll 14- (-½)
  20 
  Mental Wards: Mental Defense (20 points) 
  0
  4 
  PSI Radio: Radio Perception/Transmission (Radio Group) 0
  OAF (-1), Affected As Hearing Group As Well As Radio 
  Group (-¼)
   
  Perks
  6 
  Money: Wealthy
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
   
  Skills
  3 
  Acting 13-
  3 
  Bureaucratics 13-
  7 
  Charm 15-
  3 
  Computer Programming 12-
  3 
  Conversation 13-
  7 
  High Society 15-
  1 
  CK: Millennium City 8-
  3 
  KS: PSI’s Finances 14-
  2 
  KS: Millennium City Underworld 11-
  2 
  KS: The Superhuman World 11-
  2 
  Language: French (fluent conversation; English is Native)
  3 
  Persuasion 13-
  3 
  PS: Accountant 14- 
  3 
  Stealth 12-
  3 
  Teamwork 12-
  Total Powers & Skills Cost: 307
  Total Cost: 447
  400 Matching Complications (75)
  25 
  Hunted: VIPER (Infrequently, Mo Pow, NCI, Kill)
  20 
  Psychological Complication: Powerhungry (Very 
  Common, Strong)
  15 
  Psychological Complication: Uses Sex To Manipulate 
  Men (Common, Strong)
  15 
  Psychological Complication: Actually In Love With 
  Psimon And Jealous Of His Attention (Common, 
  Strong)
  15 
  Social Complication: Public Identity (Madeline Bruner) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 47
  
  150 n Psi 
  Hero System 6th Edition
  MIND SLAYER
  Background/History: Stacy Turner ran away from 
  her home in the suburbs of Chicago in 1989 when 
  she was sixteen, fleeing the beatings her father had 
  given her regularly since the death of her mother 
  a few years before. For awhile she survived on the 
  Chicago streets, first as a petty thief and eventually 
  as a prostitute. One night she unluckily walked 
  down the wrong alley and run into a gang looking 
  for something to steal. She only had a few dollars 
  on her, and she knew that wouldn’t be enough to 
  satisfy them. Terrified, she snapped mentally and 
  her powers manifested in the form of telekinetic 
  “knives” that tore her tormentors apart. Terrified, 
  Stacy stole their wallets and used the money to 
  buy a bus ticket.
  She stayed on the run for awhile, moving 
  from city to city when she had the money, and 
  finally landed in Millennium City. There she 
  was approached by a heavyset older man who 
  called himself Trace. He not only knew her name, 
  he knew what had happened in Chicago, and 
  everything she’d done since! He promised to take 
  her to a place where doctors could help her learn 
  to use her powers safely and no one would be 
  able to hurt her again. Though she was hesitant 
  at first, eventually he won her over and took her 
  back to the Institute. There she met Dr. Poe, who 
  showed her various new ways to use her powers, 
  and Psimon, with whom she fell instantly in love. 
  She became one of PSI’s most feared assassins, 
  and when Psimon approached her about joining 
  the “traitors” in taking over the organization, she 
  accepted immediately. Now she serves as Psimon’s 
  primary field operative and assassin, and some-
  times as his personal bodyguard.
  Personality: Mind Slayer is utterly in love with 
  and loyal to Psimon. Even though she knows he’s 
  in a relationship with Medusa, and that he uses 
  and abuses her for his own ends, she’s convinced 
  herself Medusa really means nothing to him and 
  that she is his one true love. To everyone else, 
  Mind Slayer is cold, merciless, and uncaring. 
  She rarely even speaks to anyone other than her 
  “love.” She’s quick to anger and reacts harshly 
  (sometimes violently) to any attempt to engage 
  her in conversation. She won’t hesitate to maim 
  or kill, and often seems to enjoy hurting people. 
  The other members of PSI have learned to just 
  leave her alone as much as possible. She smokes 
  heavily but doesn’t drink or use other drugs. She 
  takes her responsibilities as Psimon’s “bodyguard” 
  seriously; when she’s not on a mission for him she 
  spends most of her time at his side watching out 
  for danger.
  Quote: “Don’t worry, dear, this costumed fool 
  won’t hurt you again after I cut him to ribbons.”
  Powers/Tactics: Mind Slayer’s powers are all 
  variations on her psychokinesis, from straightfor-
  ward mental “grabs” to shields of mental energy to 
  psychokinetic “fingers” enabling her to function 
  by feel in darkness. Her specialty, however, is 
  the razor-sharp “knives” she fashions from pure 
  psychokinetic force and hurls at her enemies. She 
  has no hesitation about using this lethal attack in 
  combat, making her a fearsome opponent.
  In a battle, Mind Slayer remains as close to 
  Psimon as possible, using her Barrier to protect 
  him (and her) from attackers. That keeps her from 
  using her Psychokinetic Blades, of course, but 
  she can still use ordinary Telekinesis. If neces-
  sary, she’ll leave Psimon in a force bubble and fly 
  out into battle, but she’s loathe to do this for fear 
  Psimon will get hurt when she’s not around. If a 
  fight goes badly, she’ll pick Psimon up and fly away 
  with him. She won’t lift a finger to help or protect 
  Medusa unless Psimon directly orders her too.
  Campaign Use: Mind Slayer is probably the 
  least likely member of PSI (aside from Psimon 
  and Medusa) to turn against the organization; 
  she genuinely loves Psimon and has no outside 
  interests at all. However, some day she may finally 
  graps the fact that he doesn’t love her in return, 
  and her wrath in that case might be terrifying. 
  Also, her real father still lives in Chicago — if 
  a mission took her out there, she might decide 
  to drop in on him and try to resolve some old 
  traumas.
  To make Mind Slayer more powerful, give 
  her some additional telekinetic powers — some 
  Indirect attacks to bypass her Barrier would make 
  her even deadlier, but you can find plenty of other 
  suggestions in the “Telekinetic Powers” section 
  of Champions Powers. To weaken her, reduce her 
  powers by 15-25% effectiveness, and/or decrease 
  her END so she has to watch how she uses her 
  powers more carefully.
  Taking Mind Slayer as a Hunted is like signing 
  one’s own death warrant; she’s clever, fast, and 
  vicious. She likes to strike from surprise with her 
  Psychokinetic Blades, preferably while her quarry 
  is in public or with loved ones.
  Appearance: Mind Slayer is a white woman in her 
  late thirties (though she looks ten years younger) 
  with a thin, well-proportioned figure. She dyes her 
  shoulder-length hair pink or purple. Her costume 
  is a revealing red and black outfit similar to a 
  one-piece bathing suit, with a loose belt with the 
  PSI symbol on the buckle in red, black straps on 
  her arms and legs, and black boots with red laces. 
  Her telekinetic powers manifest with a pinkish or 
  purplish energy effect.
  MIND SLAYER 
  FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  Mind Slayer if they 
  succeed with an 
  appropriate Skill 
  Roll:
  N/R: Mind Slayer is 
  a member of PSI; 
  she has psychoki-
  netic powers.
  K/R: Mind Slayer is 
  a vicious, murderous 
  fighter whose 
  signature attack 
  is psychokinetic 
  “knives” that she 
  throws at her oppo-
  nents to cut them to 
  ribbons.
  -1: Mind Slayer is 
  deeply in love with 
  Psimon.
  -4: Mind Slayer is 
  a serious smoker; 
  she becomes upset, 
  nervous, and less 
  competent if kept 
  from smoking for 
  long periods of 
  time due to being 
  distracted by her 
  need for nicotine.
  -6: Mind Slayer is a 
  mutant.
  -8: Mind Slayer can 
  manifest psychoki-
  netic “fingers” that 
  make it possible 
  for her to perceive 
  things around her 
  even if she can’t 
  see.
  -10: Her Secret 
  Identity is Stacy 
  Turner.
  
  Champions Villains Volume Two: Villain Teams n Psi 
  151
  MIND SLAYER
  Val Char Cost Roll Notes
  15 STR 
  5 12- Lift 200 kg; 3d6 HTH damage [1]
  18 DEX 
  16 13-
  18 CON 
  8 13- -
  10 INT 
  0 11- PER Roll 11- 
  20 EGO 
  10 13-
  15 PRE 
  5 12- PRE Attack: 3d6 
  6 
  OCV 
  15
  6 
  DCV 
  15
  9 
  OMCV 18
  7 
  DMCV 12
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  8 
  PD 
  6 	
  Total: 36 PD (28 rPD)
  9 
  ED 
  7 	
  Total: 27 ED (18 rED)
  10 REC 
  6
  80 END 
  12
  10 BODY 
  0 
  28 STUN 
  4  
  Total Characteristics Cost: 169
  Movement: 
  Running: 
  12m
   
  Flight: 
  30m
  Cost Powers 
  END
  157 Psychokinesis: Telekinesis (60 STR) 
  6
  ACV (uses OMCV against DCV; +0), Line Of Sight 
  (+½), Reduced Endurance (½ END; +¼)
  6 
  Precise Psychokinesis: Fine Manipulation for 
  Telekinesis 10
  Increased Endurance Cost (x5 END; -2)
  75 
  Psychokinetic Blades: RKA 4d6 
  3
  ACV (uses OMCV against DCV; +0), Reduced Endur-
  ance (½ END, +¼)
  36 
  Psychokinetic Shield: Resistant Protection 
  (20 PD/10 ED) 
  2
  Costs Half Endurance (-¼)
  53 
  Psychokinetic Wall: Barrier 12 PD/12 ED, 12 BODY 
  (up to 12m long, 4m tall, and ½m thick), Non-
  Anchored, Dismissable; Costs Endurance (to main-
  tain; -½) 
  5
  14 
  PSI Armored Costume: Resistant Protection 
  (8 PD/8 ED) 
  0
  OIF (-½), Activation Roll 14- (-¼)
  16 
  Mental Wards: Mental Defense (16 points) 
  0
  30 
  Telekinetic Flight: Flight 30m 
  3
  21 
  Psychokinetic Probe: Spatial Awareness 
  (Mental Group) 
  3
  Costs Endurance (-½)
  4 
  PSI Radio: Radio Perception/Transmission (Radio Group) 0
  OAF (-1), Affected As Hearing Group As Well As Radio 
  Group (-¼)
   
  Talents
  3 
  Striking Appearance +1/+1d6
   
  Skills
  9 
  +3 with Psychokinesis, Psychokinetic Blades, and 
  Psychokinetic Wall
  3 
  Breakfall 13-
  3 
  Charm 13-
  2 
  KS: Millennium City 11-
  2 
  KS: The Superhuman World 11-
  1 
  Language: Spanish (basic conversation; English is Native)
  3 
  Stealth 13-
  5 
  Streetwise 13-
  2 
  Survival (Urban) 11-
  Total Powers & Skills Cost: 445
  Total Cost: 614
  400 Matching Complications (75)
  0 
  Dependence: character must smoke (or otherwise ingest 
  nicotine) at least once every six hours or suffer Incom-
  petence (Very Common, Addiction)
  10 
  Distinctive Features: Mutant (Not Concealable; Always 
  Noticed; Detectable Only By Unusual Senses)
  15 
  Hunted: VIPER (Infrequently, Mo Pow, NCI, Capture)
  20 
  Psychological Complication: Loves And Needs Approval 
  From Psimon (Common, Total)
  15 
  Psychological Complication: Violent (Common, Strong)
  15 
  Psychological Complication: Overconfidence (Very 
  Common, Moderate)
  5 
  Rivalry: Romantic, with Medusa, for Psimon’s affection
  15 
  Social Complication: Secret Identity (Stacy Turner) 
  (Frequently, Major)
  5 
  Unluck 1d6
  Total Complications Points: 75
  Experience Points: 214
  
  152 n Psi 
  Hero System 6th Edition
  DEUCE
  Background/History: Angela Baker was born 
  in 1981 in Mill Valley, California, to parents 
  of the “hippie” generation who belonged to a 
  series of “alternative” religious groups. In 1994 
  her mutant power first manifested at a weekend 
  prayer meeting; as she prayed along with the 
  rest of the congregation, she slowly slipped into 
  unconsciousness and a diaphanous “shadow-form” 
  began to float around the room. Her parents and 
  their “guru” condemned the creation as a mani-
  festation of Angela’s sins and cast her out of the 
  congregation, decrying the taint of Satan in her.
  Angela went to live with an aunt in San 
  Francisco. Her aunt had little interest in her, 
  so Angela spent most of her time on her own. 
  While she struggled to get along with the aid of 
  a local church, her shadow form caused havoc 
  on the dark streets at night. Fearing for her own 
  sanity, she visited a Mind, Inc. outlet bookstore, 
  where a counselor, realizing her “sinful shadow” 
  might indicate potential psionic powers, called 
  Edward Cummings (the “head” of Mind, Inc., a 
  minor mentalist who was Psimon’s and Medusa’s 
  puppet). It wasn’t long before Angela, now code-
  named “Deuce,” was a student of PSI living in 
  Millennium City.
  Although she was grateful for PSI’s help, and 
  to have a place where she “belonged,” Deuce was 
  never very comfortable with the criminal side of 
  the organization. When Lancer finally rebelled 
  and tried to take over the organization, Deuce 
  joined her, sensing in Lancer’s “protect super-
  humanity” crusade a noble cause she could get 
  behind with a whole heart. Unfortunately, when 
  Lancer finally found a way home, something in 
  the “gateway” technology she used malfunctioned, 
  leaving Deuce behind.
  Abandoned by her friends the way she’d been 
  abandoned by her parents, Deuce fled to the 
  streets, using her powers to support herself with 
  petty crime. She spent several miserable, lonely 
  years that way... and then Psimon and Medusa 
  escaped from Stronghold. When they were putting 
  PSI back together they tracked her down. By 
  that point she was so desperate for somewhere, 
  anywhere, she could belong and feel safe that it 
  didn’t take much to persuade her to join them.
  Personality/Motivation: Deuce used to be a much 
  nicer person, one who didn’t want to commit 
  crimes and felt guilty about using her powers to 
  hurt people. That side of her personality’s been 
  buried by her “shadow self” (which very much 
  enjoys the fear and chaos she spreads working 
  for PSI), her fear of “abandonment” and desire 
  to please her “friends” so they won’t toss her out 
  on the street, and general depression. She’s not a 
  hardened criminal, but she doesn’t really hesi-
  tate or worry about committing property crimes 
  anymore. Psimon, recognizing her fears and weak-
  nesses, exploits and manipulates her constantly.
  Quote: None. Deuce’s Shadow-Self is mute, and 
  she herself spends most combats unconscious.
  Powers/Tactics: Deuce’s mutant power is to mani-
  fest a psychokinetic “being,” a semi-ethereal form 
  of shadow — her Shadow-Self, which is tough, 
  fast, can fly at tremendous speeds, and create 
  painful psionic interference patterns in sentient 
  targets by means of a wraithlike touch. However, 
  while her Shadow-self is active, Angela falls into a 
  deathlike coma, utterly nonresponsive to outside 
  stimuli until something disrupts her Shadow-self 
  (i.e., Knocks it Out) or it returns to her voluntarily. 
  She suffers any harm it suffers, and vice-versa. 
  Deuce retains all memories of the Shadow-self’s 
  actions while it was out of her body. PSI prefers to 
  use Deuce as a scout and spy, keeping her physical 
  body in a nearby van while her Shadow-Self 
  stealthily gathers information.
  Campaign Use: Deuce is PSI’s resident sneak, 
  providing Psimon and Medusa with information 
  on their enemies. But she’s not particularly evil, 
  and if offered an alternative might turn against 
  her teammates. Her Shadow-Self wouldn’t like 
  that, though; some way would have to be found to 
  “convert” or “nullify” it.
  Deuce is generally intended to be weaker than 
  a starting superhero; the better side of her nature 
  holds her Shadow-Self back. You should only 
  adjust her powers if you want to expand the range 
  of her psychic abilities.
  Appearance: Deuce is a pretty brunette in her late 
  twenties, 5’7” and thin, with pale skin and a sad 
  demeanor. Her Shadow-Self looks like her dark 
  negative image, with a crueler expression, wild, 
  manic eyes, and no mouth.
  DEUCE FACTS
  Here are some facts characters and NPCs might 
  know about Deuce if they succeed with an appro-
  priate Skill Roll:
  N/R: Deuce is a member of PSI; she has the power 
  to unleash some sort of mental energy construct, 
  her “Shadow-Self,” from her body (which remains 
  physical helpless as long as the Shadow-Self is 
  active).
  K/R: Deuce’s Shadow-Self can cause mental pain 
  by “touching” someone (actually passing its hand 
  through someone, since it’s intangible).
  -6: Deuce is a mutant.
  -10: Her Secret Identity is Angela Baker.
  
  Champions Villains Volume Two: Villain Teams n Psi 
  153
  DEUCE
  Val Char Cost Roll Notes
  10 STR 
   0 11- Lift 100 kg; 2d6 [1]
  17 DEX 
   14 12-
  11 CON 
   1 11-
  10 INT 
   0 11- PER Roll 11- 
  18 EGO 
   8 13- 
  8 
  PRE 
  -2 11- PRE Attack: 1½d6
  6 
  OCV 
  15
  6 
  DCV 
  15
  7 
  OMCV 12
  6 
  DMCV 
  9
  4 
  SPD 
  20 	
  Phases: 3, 6, 9, 12
  4 
  PD 
  2 	
  Total: 12 PD (8 rPD)
  3 
  ED 
  1 	
  Total: 11 ED (8 rED) 
  4 
  REC 
  0
  40 END 
  4
  8 
  BODY 
  -2
  30 STUN 
  5  
  Total Characteristics Cost: 102
  Movement: 
  Running: 
  12m
  Cost Powers 
  END
  20 
  Shadow-Self: Desolidification (affected by magic) 
  0
  Projection (see APG 92; +0), Reduced Endur-
  ance (0 END; +½); Feedback (-1), Physical Body 
  Left Behind (-½), Must Return To Physical Body 
  (24 Hours; -½)
  20 
  Shadow Speed: +3 SPD 
  0
  Linked (to Desolidification; -½)
  51 
  Shadow Touch: Mental Blast 3d6 
  9
  Affects Physical World (+2); No Range (-½), Linked 
  (to Desolidification; -¼)
  10 
  PSI Armored Costume: Resistant Protection 
  (8 PD/8 ED) 
  0
  OIF (-½), Does Not Apply To Shadow-Self (-1)
  5 
  Shadow Toughness: +8 PD
  Linked (to Desolidification; -½)
  8 
  Shadow Toughness: +12 ED
  Linked (to Desolidification; -½)
  3 
  Hard To Hurt: Resistant (+½) for 10 ED 
  0
  Linked (to Desolidification; -½)
  20 
  Mental Wards: Mental Defense (20 points) 
  0
  40 
  Shadowflight: Flight 60m 
  6
  Linked (to Desolidification; -½)
  3 
  Shadow Sight: Nightvision 
  0
  Linked (to Desolidification; -½)
  3 
  PSI Radio: Radio Perception/Transmission (Radio Group) 0
  OAF (-1), Affected As Hearing Group As Well As 
  Radio Group (-¼), Does Not Work When Using 
  Shadow-Self (-1)
   
  Skills
  2 
  Animal Handler (Equines) 11-
  3 
  Concealment 11- 
  3 
  KS: The Bible 12-
  2 
  Language: French (fluent conversation; English is Native)
  3 
  Shadowing 11-
  3 
  Stealth 12-
  Total Powers & Skills Cost: 199
  Total Cost: 301
  400 Matching Complications (75)
  10 
  Distinctive Features: Mutant (Not Concealable; Always 
  Noticed; Detectable Only By Unusual Senses)
  20 
  Hunted: VIPER (Infrequently, Mo Pow, NCI, Kill)
  25 
  Psychological Complication: Despondent; Believes She 
  Has No Options In Life (Very Common, Total)
  20 
  Psychological Complication: Terrified Of Both PSI And 
  Its Enemies (Common, Total)
  20 
  Psychological Complication: Revels In Chaos And Fear 
  When In Shadow-Self Form (Common, Total) 
  15 
  Social Complication: Secret Identity (Angela Baker) 
  (Frequently, Major)
  15 
  Vulnerability: 1½ x BODY from Energy Attacks when in 
  Shadow-Self form (Very Common)
  Total Complications Points: 75
  Experience Points: 0
  
  154 n Psi 
  Hero System 6th Edition
  HYPNOS
  Background/History: Brian Van Der Schaaf was 
  always a bad kid — which only made sense, since 
  his Mom was the notorious supervillainess Dr. 
  Bedlam. After his mental powers manifested, he 
  used them to bully his foster parents, teachers, 
  and classmates, and when he finally got caught on 
  a breaking-and-entering charge in 1983 and was 
  sent to reform school, well, he wound up pretty 
  much running the place. All his life he’d watched 
  superbeings battle each other on the evening 
  news, and finally he decided he was ready to join 
  the fun. He developed a costume, stole some 
  experimental belt-jets, and became the mercenary 
  criminal Hypnos.
  Well, being a supervillain turned out to be 
  harder than he’d thought. He ran into a second-
  rate hero called Mighty Man the first couple of 
  times out of the starting gate, and despite his 
  obvious edge in intelligence got beaten and wound 
  up in Stronghold. He participated in the Great 
  Stronghold Breakout of 1990, only to get recap-
  tured a week later by Vanguard. He caught a lucky 
  break and escaped from custody before his trial, 
  but that was his last bit of good fortune for awhile. 
  When he teamed up with some other villains to 
  rob Fort Knox, things finally seemed to be looking 
  up — but then the Sentinels came along and 
  busted up that little party.
  Finally, in 1992 Hypnos took a job working as 
  a henchman for the Lyndon mob in Philadelphia, 
  and when the Scarlatti family took out a hit on 
  Mr. Lyndon himself, Hypnos wound up in direct 
  conflict with Psimon. The two struck up a conver-
  sation, and Psimon offered Hypnos a choice: join 
  PSI, or die along with his employers. Hypnos 
  signed up without hesitation.
  As a basically selfish and power-hungry 
  individual, Hypnos tried to play both sides of 
  the street during the PSI “civil war,” shifting 
  his allegiance from Lancer to Psimon and 
  back again based on how things were going. 
  Fortunately for him, he was on Psimon’s team 
  when Lancer disappeared. He escaped capture 
  and spent the next several years as a mercenary 
  villain once again. When he heard that Psimon 
  and Medusa were back on the scene, he tracked 
  them down and joined up again. Maybe this time 
  they’ll finally listen to him; he wasn’t the one 
  stupid enough to let the situation deteriorate like 
  Psimon did....
  Personality/Motivation: Hypnos is a straightfor-
  ward costumed villain. He’s greedy, amoral, and 
  lazy, and wants to use his powers to “get some 
  for himself and the heck with everybody else.” 
  He’s not particularly violent unless he’s scared or 
  embarrassed, and isn’t really a killer. Mostly he just 
  likes the excitement of fighting the law and living 
  life on the edge.
  Hypnos is a first-class lecher and made passes 
  at pretty much every female in PSI. Medusa has 
  strung him along with promises, Deuce was 
  mostly confused and shamefully ignored him, and 
  Mind Slayer nearly cut him in half. He won’t be 
  trying that one again.
  Quote: “Hey, Kinetik! Why don’t you go play in 
  traffic? No, I mean it....”
  Powers/Tactics: Hypnos doesn’t much care about 
  tactics, preferring to concentrate on having fun, 
  looking good, and humiliating heroes. Unless 
  Psimon orders him to use his Drain EGO to 
  support one of his teammates, his general tech-
  nique involves swooping into the fray with his 
  belt-jets and zapping whichever hero he finds 
  most annoying with a couple of Drain EGOs, then 
  ordering them to do something spectacularly 
  dangerous with his Mind Control and watching 
  the fun. He’s not above using his Mind Control to 
  sic opponents who are getting to close to him on 
  his teammates if the effect is easier to maintain.
  Campaign Use: Aside from his general criminal 
  conduct as a member of PSI, Hypnos is useful to 
  the GM as a potential weak spot in PSI’s armor. 
  Not only would he like to displace Psimon (if for 
  no other reason than to have a better chance with 
  Medusa), but he’s also a pretty good candidate to 
  sell out the team if someone like VIPER decides to 
  go after PSI once and for all.
  To make Hypnos a tougher opponent, give him 
  more Multipower slots (possibly including some 
  Mind Scan, a Mental Transform, or more ACV-
  based powers). To tone him down a bit, increase 
  the END cost for his Mind Control (and maybe 
  other powers).
  Appearance: Hypnos is an odd-looking white 
  male in his mid-30s, completely bald and with 
  unusually pale skin and dark eyes. He stands 
  5’10” tall and weighs about 180. In his costumed 
  identity, he wears a PSI armored uniform, dark 
  red in the center, boots, and gloves, and gold along 
  the sides and arms, with a “hypnotic eye” chest 
  symbol. Unlike most PSI members, he also wears 
  a cape, also gold-colored, with a high collar. His 
  belt-jets are worn in back, concealed by his cloak.
  HYPNOS FACTS
  Here are some facts characters and NPCs might know 
  about Hypnos if they succeed with an appropriate Skill 
  Roll:
  N/R: Hypnos is a member of PSI. As the name implies, 
  his main power is super-mesmerism, but he can also 
  make direct mental assaults or sap someone’s will.
  K/R: Hypnos uses concealed belt-jets to fly.
  -1: Hypnos is a pretty decent brawler, if forced to fight 
  hand-to-hand.
  -4: Hypnos is a skirtchaser and something of a sucker 
  for a pretty face.
  -6: Hypnos is a mutant.
  -8: His real name is Brian Van Der Schaaf; his mother 
  was the Silver Age supervillainess Dr. Bedlam.
  
  Champions Villains Volume Two: Villain Teams n Psi 
  155
  HYPNOS
  Val Char Cost Roll Notes
  15 STR 
  5 12- Lift 150 kg; 3d6 HTH damage [1] 
  18 DEX 
  16 13-
  18 CON 
  8 13- 
  10 INT 
  0 11- PER Roll 11- 
  23 EGO 
  13 14-
  12 PRE 
  2 11- PRE Attack: 2d6 
  5 
  OCV 
  10
  6 
  DCV 
  15
  8 
  OMCV 15
  8 
  DMCV 15
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  8 
  PD 
  6 	
  Total: 16 PD (8 rPD)
  7 
  ED 
  5 	
  Total: 15 ED (8 rED)
  9 
  REC 
  5
  55 END 
  7
  10 BODY 
  0
  30 STUN 
  5  
  Total Characteristics Cost: 157
  Movement: 
  Running: 12m
   
  Flight: 
   20m
  Cost Powers 
  END
  62 
  Mental Powers: Multipower, 62-point reserve
  6f 
  1) Power Of Suggestion: Mind Control 12d6 
  6
  6f 
  2) Mental Shock: Mental Blast 5d6 
  6
  Does Knockback (+¼)
  6f 
  3) Sapping The Will: Drain EGO 3d6 
  2
  ACV (uses OMCV against DMCV; +¼), Line Of Sight 
  (+½), Reduced Endurance (½ END; +¼)
   
  Martial Arts: Brawling
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Eye Gouge 
  -1 
  -1 
  Sight Group Flash 4d6
  4 
  Low Blow 
  -1 
  +1 
  2d6 NND (3)
  4 
  Punch 
  +0 
  +2 
  5d6 Strike
  3 
  Tackle 
  +0 
  -1 
  3d6 + v/10 Strike; You Fall, 
  Target Falls
  16 
  PSI Armored Costume: Resistant Protection 
  (8 PD/8 ED) 
  0
  OIF (-½)
  15 
  Mental Wards: Mental Defense (15 points) 
  0
  16 
  Concealed Belt Jets: Flight 20m 
  [1cc]
  IIF (-¼), Fuel Charge (1 Continuing Charge lasting 
  1 Hour; -0)
  4 
  PSI Radio: Radio Perception/Transmission (Radio Group) 0
  OAF (-1), Affected As Hearing Group As Well As Radio 
  Group (-¼)
   
  Skills
  3 
  +3 OMCV with Mind Control
  3 
  Conversation 11-
  5 
  Disguise 12-
  1 
  Gambling (Card Games) 8-
  2 
  KS: East Coast Mafia 11-
  2 
  KS: The Superhuman World 11-
  3 
  Persuasion 11-
  3 
  Stealth 13-
  1 
  Streetwise 8-
  1 
  Teamwork 8-
  Total Powers & Skills Cost: 171
  Total Cost: 328
  400 Matching Complications (75)
  10 
  Distinctive Features: Mutant (Not Concealable; Always 
  Noticed; Detectable Only By Unusual Senses)
  15 
  DNPC: Wanda Van Der Schaaf (retired mother, in a 
  nursing home) (Infrequently, Incompetent)
  15 
  Hunted: VIPER (Infrequently, Mo Pow, NCI, Kill)
  15 
  Psychological Complication: Overconfidence (Very 
  Common, Moderate)
  10 
  Psychological Complication: Lecherous (Common, 
  Moderate)
  5 
  Rivalry: Professional (with Psimon for leadership of PSI)
  10 
  Unluck 2d6
  Total Complications Points: 75
  Experience Points: 0
  
  156 n Psi 
  Hero System 6th Edition
  SOULFIRE
  Background/History: Harold Gripp was a bad 
  kid. Born in 1984 in Newark, New Jersey, Gripp 
  started cutting school and hanging out on the 
  streets before he was 10. He was soon selling drugs 
  and committing petty robberies with his band of 
  cronies. Caught and sent to juvenile hall in ’99, 
  Harry was soon among the leaders of the reform 
  school gangs and seemed headed down a slow 
  path to nowhere...
  ...until his mutant powers manifested in the 
  spring of 2001. He was part of a cleanup detail 
  collecting trash by the side of a New Jersey 
  freeway when he and another inmate got into a 
  fight over nothing in particular. As two fellow 
  inmates restrained his arms, Harry stared 
  intensely at his opponent, and was as surprised as 
  anyone when the other young man screamed and 
  burst into flames. In the ensuing confusion, Harry 
  escaped from the cleanup detail and fled into the 
  woods.
  Harry spent the next few months on the run, 
  working his way west as he learned how his 
  powers functioned by committing petty robberies 
  of gas stations and convenience stores to survive. 
  He arrived in Millennium City in September, 
  where Trace detected him. PSI recruited him by 
  promising to teach him how to control and use his 
  powers in new and interesting ways. As Soulfire, 
  he learned how to use his powers and became a 
  valuable member of the group.
  When the PSI “civil war” broke out, Soulfire 
  tried to cut the best deal for himself by shifting 
  sides depending on how the situation looked. 
  He fought for Lancer when she was winning, but 
  jumped ship to Psimon’s side when she wasn’t. He 
  got away when the authorities captured Psimon 
  and Medusa and began a solo supervillain career. 
  That lasted until 2009 when he was captured and 
  sentenced to Stronghold... arriving just in time for 
  the breakout. He fled with former partners and 
  agreed to join their new PSI.
  Personality/Motivation: Soulfire suffers from a 
  number of undiagnosed psychological problems. 
  He’s naturally paranoid, prone to violence, and 
  pathologically unable to sympathize with the 
  pain of others. This makes him a bully who only 
  responds to intimidation (Psimon and Medusa 
  can intimidate him easily... for now). He’s at least 
  borderline schizophrenic, a problem that currently 
  manifests as “voices” only he can hear. The voices 
  tell him to use his powers on anyone or anything 
  that annoys or frightens him. On top of all that, 
  Soulfire developed a cocaine habit years ago, and 
  has always found a way to keep it secret from the 
  rest of PSI. Despite his tremendous power, Soulfire 
  is definitely a time bomb waiting to go off.
  Quote: “Burn.”
  Powers/Tactics: Soulfire is a pyrokinetic: he can 
  mentally “excite” molecules of matter until they 
  combust, frequently with explosive effects. He’s 
  become so skilled that he can frequently destroy 
  bullets and other projectiles in mid-air. He’s 
  also resistant (but not immune) to the effects of 
  tremendous heat, and can detect and “see” gradi-
  ents of heat.
  In combat Soulfire doesn’t have too much 
  tactical sense; he jumps right into the thick of 
  things and starts enflaming people or creating fire-
  balls. Eventually someone will show him the error 
  of his ways with a few well-placed blows.
  Campaign Use: Soulfire is a young man with a 
  hair-trigger temper and a dangerous power. PSI 
  has no real interest in helping him with his various 
  psychological issues (beyond making sure they 
  don’t make him a liability to the team), and good 
  dramatic karma dictates they should suffer for it. 
  Eventually Soulfire will turn against them, with 
  devastating results, unless the PCs find a way to 
  help him.
  If you want to make Soulfire more powerful, 
  add some slots to his Multipower and give him 
  a little more general defense. If his powers make 
  him too dangerous, tone his Multipower down to 
  a 45-point reserve.
  Appearance: Harry is a powerfully-built young 
  white man standing 6’2m and weighing 195 
  pounds. He has black hair, and his green eyes flash 
  fire-orange when his powers activate. Ordinarily 
  he wears a PSI costume with a small “flame” logo, 
  but when off duty prefers a T-shirt, jeans and a 
  backwards baseball cap.
  SOULFIRE FACTS
  Here are some facts characters and NPCs might 
  know about Soulfire if they succeed with an appro-
  priate Skill Roll:
  N/R: Soulfire is a member of PSI; he’s a pyrokinetic 
  (a fire-controller).
  -4: Soulfire’s body doesn’t tolerate cold well; he 
  suffers intense pain when hit with Ice/Cold attacks.
  -6: Soulfire is a mutant. His real name is Harold 
  Gripp, though he hates to be called anything but 
  Soulfire.
  -8: Soulfire is addicted to cocaine; if he can’t get 
  any, withdrawal symptoms adversely affect him.
  -10: Soulfire is dangerously schizophrenic and 
  violent; it’s only a matter of time before he snaps 
  for good and becomes really dangerous unless he 
  gets the proper treatment.
  
  Champions Villains Volume Two: Villain Teams n Psi 
  157
  SOULFIRE
  Val Char Cost Roll Notes
  13 STR 
   3 12- Lift 150 kg; 2½d6 [2]
  21 DEX 
   22 13- OCV: 7/DCV: 7
  18 CON 
   8 13- 
  13 INT 
   3 12- PER Roll 12- 
  18 EGO 
   8 13- 
  20 PRE 
   10 13- PRE Attack: 4d6
  7 
  OCV 
  20
  6 
  DCV 
  15
  3 
  OMCV 
  0
  6 
  DMCV 
  9
  4 
  SPD 
  20 	
  Phases: 3, 6, 9, 12
  7 
  PD 
  5 	
  Total: 15 PD (8 rPD)
  12 ED 
  10 	
  Total: 20 ED (18 rED)
  7 
  REC 
  3
  50 END 
  6
  10 BODY 
   0
  26 STUN 
  3  
   Total Characteristics Cost: 145
  Movement: 
  Running: 
  12m
  Cost Powers 
  END
  67 
  Pyrokinesis: Multipower, 67-point reserve 
  4f 
  1) Enflame: RKA 3d6 
  7
  Indirect (Source Point is always Soulfire, but Path can 
  change from use to use; +½); No Knockback (-¼), 
  Not Versus Targets In Or Under Water (-¼)
  7f 
  2) Fireball: RKA 3d6 
  7
  Area Of Effect (20m Radius Explosion; +½)
   
  Martial Arts: Karate
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Disarm 
  -1 
  +1 
  Disarm, 23 STR
  4 
  Dodge 
  — 
  +5 
  Dodge, Abort
  4 
  Knifehand 
  -2 
  +0 
  HKA ½d6 (1d6+1 with STR)
  3 
  Legsweep 
  +2 
  -1 
  3½d6 Strike, Target Falls 
  16 
  Padded Costume: Resistant Protection (8 PD/8 ED) 
  0
  OIF (-½)
  5 
  Fire Resistance: Resistant (+½) for 10 ED 
  0
  16 
  Heat Point Defense: Deflection 
  2
  Only Works Against Physical Projectiles (-¼)
  14 
  Mental Wards: Mental Defense (14 points) 
  0
  2 
  Stay In The Kitchen: Life Support (Safe Environment: 
  Intense Heat) 
  0
  5 
  See Heat: Infrared Perception (Sight Group) 
  0
  4 
  PSI Radio: Radio Perception/Transmission (Radio Group) 0
  OAF (-1), Affected As Hearing Group As Well As Radio 
  Group (-¼)
   
  Skills
  3 
  Breakfall 13-
  3 
  Combat Driving 13-
  2 
  CK: Newark 11-
  1 
  KS: PSI 8-
  2 
  KS: Video Games 11-
  2 
  Language: French (fluent conversation; English is Native)
  3 
  Lockpicking 13-
  3 
  Streetwise 13-
  Total Powers & Skills Cost: 174
  Total Cost: 319
  400 Matching Complications (75)
  5 
  Dependence: must snort cocaine at least once per day or 
  suffer Incompetence (Common, Addiction)
  10 
  Distinctive Features: Mutant (Not Concealable; Always 
  Noticed; Detectable Only By Unusual Senses)
  30 
  Enraged: Berserk in combat (Very Common), go 8-, 
  recover 11-
  20 
  Hunted: FBI (Infrequently, Mo Pow, NCI, Imprison)
  15 
  Psychological Complication: Bully (Common, Strong)
  10 
  Psychological Complication: Believes His Powers 
  Control Him (Uncommon, Strong)
  10 
  Vulnerability: 2 x STUN from Cold attacks (Uncommon)
  10 
  Vulnerability: 2 x BODY from Cold attacks (Uncommon)
  Total Complications Points: 75
  Experience Points: 0
  
  158 n Red Winter 
  Hero System 6th Edition
  RED WINTER
  Membership: Soviet Guard, Drago, Hammer, Red 
  Dawn, Sickle, and White Wolf.
  Background/History: During the late twentieth 
  century, the People’s Legion was world-renowned 
  as the official superhero team of the Soviet Union. 
  But unbeknownst to most people either inside or 
  outside Russia, the Soviets had another super-
  team to perform espionage and military missions: 
  Krasniy Zyma — “Red Winter.” With members 
  who included the most ruthless superhumans in 
  Russia, Red Winter was assigned to all secret tasks 
  the Soviet leadership needed taken care of: assassi-
  nations, thefts, kidnappings, quelling dissent, and 
  much, much more. Although they were consid-
  ered heroes, and frequently decorated for their 
  service to the state, in truth the members of Red 
  Winter were just supervillains given an official 
  job by a totalitarian regime (though some of them 
  would strongly disagree with that description).
  When the Soviet Union disintegrated in the 
  early Nineties, the Red Winter program was 
  discontinued. Cast aside by the state they’d once 
  served, the members faced a quandry: should they 
  go to work for the “new Russia” somehow, or go 
  into business for themselves? After much discus-
  sion and debate, they finally decided there was 
  little worth serving in the post-Communist world, 
  so they might as well get rich.
  Since then Red Winter’s been known as one of 
  the most skilled and professional teams of merce-
  nary villains on the market. Most of them would 
  still strongly disagree with being called “villains,” 
  preferring to think of themselves as superpowered 
  spies or elite soldiers. But the truth is that the 
  things they do are usually blatantly illegal, and 
  now they don’t even have the political facade of 
  working for a nation to hide behind.
  Group Relations: The members of Red Winter 
  have been together for over two decades and 
  have strong bonds of experience and friendship; 
  camaraderie among them is rock-solid. But even 
  brothers sometimes quarrel, and in Red Winter 
  the differences that sometimes cause tension tend 
  to be ideological. The Soviet Guard, Hammer, 
  and Sickle are all Communist loyalists who’d like 
  to have the Soviet regime (and Russian pride) 
  restored; seeing their beloved Russia degenerate 
  into kleptocracy and capitalism sickens them. 
  If they could they’d spearhead a restoration of 
  Marxism, but they’ve never had the chance and 
  lack the power to conquer and hold the entire 
  nation. White Wolf has a canine’s loyalty to the 
  Soviet Guard, but is otherwise apolitical.
  Drago and Red Dawn, on the other hand, 
  never really cared much about Communism, and 
  care even less today. They’re in it for the money, 
  the excitement, and the violence, and constantly 
  push the team to take high-profit jobs that the 
  other members aren’t always comfortable with. 
  The Soviet Guard, Hammer, and Sickle continue to 
  delude themselves that they’re not really criminals, 
  so they try to find jobs they consider “respect-
  able” (such as guard duty or taking out a VIPER 
  Nest) instead of obviously criminal missions. But 
  ultimately the bills must be paid, and crime brings 
  in the rubles... and truth to tell, the three of them 
  enjoy the thrill of being supervillains, though they 
  won’t admit it even to themselves.
  Tactics: The members of Red Winter have all 
  received military training and worked extensively 
  together, making them tactically adept and far 
  more dangerous than their number or powers 
  suggest. Typically the Soviet Guard, Hammer, 
  Sickle, and White Wolf close to HTH Combat 
  distance, while Drago and Red Dawn remain at 
  Range (depending on the situation, Drago may 
  really be at Range, waiting to pick off enemies with 
  his sniper rifle). When fighting opponents they’re 
  reasonably certain don’t know Russian (or who 
  know very little Russian), they communicate freely 
  in battle using their native language (heavily laced 
  with Soviet military slang) to arrange attacks and 
  keep their foes off-balance.
  When facing teams of heroes (or rival villains), 
  Red Winter usually prefers to eliminate mentalists 
  and mystics first, since they don’t have either on 
  their own team. If the enemy has flyers, tele-
  porters, or speedsters, Red Dawn and Drago (and 
  sometimes Sickle) concentrate on taking them 
  out quickly so they don’t take advantage of Red 
  Winter’s relative lack of mobility.
  
  Champions Villains Volume Two: Villain Teams n Red Winter 
  159
  Campaign Use: Red Winter’s background provides 
  you with many possible plots, particularly if you 
  can arrange for the PCs to get involved in their 
  personal lives somehow. On the one hand, when 
  it comes right down to it they’re just a powerful, 
  well-trained group of supervillains (even though 
  most of them would never use that term to 
  describe themselves). On the other hand, their 
  political ties, ideology, and dreams give them a 
  goal beyond simply acquiring money and power. 
  They could draw the PCs into struggles for control 
  of Russia, attempts to establish (or uphold) 
  Marxist regimes elsewhere on Earth, or the 
  shadowy world of super-espionage.
  Red Winter is already pretty powerful, with 
  six highly-trained members. They should be a 
  tough opponent, one your PCs can be proud of 
  defeating; if they’re not at that level already, add 
  some members (perhaps some of the villains 
  mentioned on CU 79) or increase the existing 
  members’ power by giving them gadgets from the 
  former Soviet super-arsenal or custom-designed 
  for them by the scientists of Larisagrad. If they’re 
  already too tough, get rid of Drago and Red Dawn 
  and make the team more overtly political and 
  dedicated to reviving the Soviet Union.
  Associates, Allies, And Adversaries: As a merce-
  nary villain team, Red Winter considers similar 
  teams — the Crimelords, the Ultimates, and so 
  on — as competitors to some degree. It’s more 
  concerned with teams that operate frequently in 
  Eurasia, but it’s performed more than enough 
  missions in North America to worry about rivals 
  there.
  Red Winter enjoys good relations with Slun, 
  who’s hired the team on several occasions. The 
  pro-Soviet members aren’t entirely comfortable 
  working for someone who so embodies everything 
  they hate about post-Communism Russia, but 
  there’s no denying that Slun pays them well.
  Red Winter despises Eurostar, and vice-
  versa. Eurostar’s stated goal of uniting Europe 
  is anathema to the pro-Soviet members of Red 
  Winter, who think that if anything’s going to 
  unite Europe it should be Communist rule 
  directed from Moscow. (Drago and Red Dawn, 
  on the other hand, would be good candidates for 
  membership in Eurostar if Red Winter ever breaks 
  up.) Fiacho sees a powerful villain team with at 
  least some pro-Soviet leanings as a definite threat 
  to his long-term goals and would be happy to see 
  Red Winter destroyed or imprisoned.
  The wrist communicators worn by Red Winter 
  were designed, and are maintained, by Larisagrad 
  scientists — which is to say, ARGENT (see CU 
  143-44). Unbeknownst to the team, ARGENT’s 
  placed micro-miniaturized tracking devices in 
  them so that it knows where all members of Red 
  Winter are at all times.
  THE SOVIET GUARD
  Background/History: In the late Eighties scientists 
  working for PRIMUS achieved an unusual break-
  through when they administered the Cyberline 
  treatments to a recruit named Christian Bernard. 
  He didn’t register as a mutant, but somehow his 
  body reacted particularly well to the treatments, 
  making him much stronger, tougher, and faster 
  than a typical Silver Avenger. Never one to pass 
  up an opportunity, PRIMUS decided to make 
  Bernard its own superhero — Liberty Guard — 
  rather than just another Avenger.
  Across the ocean Soviet military scientists 
  looked on with envy. Fortunately for them, the 
  KGB had infiltrated an agent into PRIMUS, and he 
  was able to obtain data on the Cyberline program 
  in general and Liberty Guard in particular. After 
  months of work, the Soviet scientsts thought they 
  might be able to duplicate the Liberty Guard “acci-
  dent”... if only they had the right subject.
  That subject proved to be Stephan Stepanov, 
  the son of a minor bureaucrat from Minsk who’d 
  enrolled in the military some years before and 
  been flagged as a potential subject for “special 
  programs” based on the results of his physical. A 
  loyal Soviet subject, Stepanov willingly submitted 
  to the experiments “to aid the Motherland.” And 
  against all odds, the experiments were successful! 
  Stepanov emerged from the lab able to lift over 12 
  tons, run like the wind, and bounce gunfire off his 
  chest.
  Given a special uniform and christened 
  Chasovoy Sovietskiy — the Soviet Guard — 
  Stepanov expected his superiors to assign him to 
  join the People’s Legion. But he was wrong. The 
  Legion’s ranks were complete. Another team was 
  being assembled, a more covert team, one that 
  could perform missions the Legion could not 
  without attracting attention. This team would be 
  called Red Winter, and he would lead it.
  Faithfully obeying the orders of his Commu-
  nist masters, the Soviet Guard threw himself into 
  training, become a master soldier and spy. He was 
  immensely proud to be serving the Soviet Union, 
  though some of his missions — assassinations, 
  kidnappings, and worse — weren’t that much 
  to his liking. But he and his team had only been 
  operational a few years when the Soviet system 
  collapsed to the point where his superiors pulled 
  the plug on Red Winter.
  The Soviet Guard and Red Winter had given 
  their all to Mother Russia... only to have Mother 
  Russia cast them aside. Well, a man had to make 
  a living in this world. Regretfully turning his back 
  on patriotic service, the Soviet Guard became a 
  mercenary supervillain instead of a superhuman 
  soldier-spy.
  RED WINTER 
  FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Red Winter if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: Red Winter is 
  a team of Russian 
  villains for hire; it’s 
  led by the Soviet 
  Guard, and other 
  members include 
  Hammer, Sickle, 
  Drago, Red Dawn, 
  and White Wolf.
  K/R: Red Winter 
  used to be a team 
  of superhumans 
  performing secret 
  missions for the 
  KGB, GRU, Red 
  Army, and the Soviet 
  Union in general. Its 
  existence was only 
  publicly revealed 
  and acknowledged 
  after the collapse of 
  the Soviet Union.
  -1: Red Winter has 
  worked for Slun on 
  several occasions.
  -4: Some members 
  of Red Winter still 
  espouse a pro-
  Soviet, pro-Commu-
  nism ideology to 
  some degree and 
  would like to see 
  the Soviet Union 
  restored.
  -6: Red Winter and 
  Eurostar hate each 
  other.
  
  160 n Red Winter 
  Hero System 6th Edition
  THЄ
  SOVIЄT GUAЯD
  Val Char Cost Roll Notes
  50 STR 
  40 19- Lift 12.5 tons; 10d6 HTH damage [5]
  23 DEX 
  26 14-
  25 CON 
  15 14-
  20 INT 
  10 13- PER Roll 13-
  18 EGO 
  8 13-
  25 PRE 
  15 14- PRE Attack: 5d6
  9 
  OCV 
  30
  9 
  DCV 
  30
  3 
  OMCV 
  0
  6 
  DMCV 
  9
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  15 PD 
  13 	
  Total: 25 PD (20 rPD)
  15 ED 
  13 	
  Total: 25 ED (20 rED)
  10 REC 
  6
  50 END 
  6
  15 BODY 
  5
  40 STUN 
  10  
  Total Characteristics Cost: 266
  Movement: 
  Running: 
  20m
   
  Leaping: 
  12m
   
  Swimming: 
  8m
  Cost Powers 
  END
   
  Martial Arts: Brick Tricks
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Bearhug 
  +0 
  +0 
  14d6 Crush, Must Follow Grab
  4 
  Big Push 
  +0 
  +0 
  65 STR to Shove
  4 
  Break Free 
  +0 
  +0 
  65 STR versus Grabs
  4 
  Grab 
  +0 
  -1 
  Grab Two Limbs, 60 STR for 
  holding on
  4 
  Punch 
  +2 
  +0 
  12d6 Strike
  4 
  Slam 
  -1 
  -1 
  12d6 Strike; Grab Two Limbs; 
  Target Falls
  3 
  Tackle 
  +0 
  -1 
  10d6 +v/10 Strike; You Fall, 
  Target Falls; FMove
  4 
  Toughness 
  +2 
  +2 
  Block, Abort
  12 
  Enhanced Physiology: Reduced Endurance (½ END; 
  +¼) for 50 STR 
  0
  10 
  Super-Tough Skin: Resistant (+½) for 10 PD/10 ED 
  0
  20 
  Armored Costume: Resistant Protection (10 PD/10 ED) 0
  OIF (-½)
  12 
  Enhanced Physiology: Power Defense (12 points) 
  0
  6 
  Mask Lenses: Sight Group Flash Defense (8 points) 
  0
  IIF (-¼)
  8 
  Fast Runner: Running +8m (20m total) 
  1
  4 
  Strong Leaper: Leaping +8m (12m forward, 6m upward) 1
  2 
  Fast Swimmer: Swimming +4m (8m total) 
  1
  9 
  Observant: +3 to PER Rolls with all Sense Groups 
  0
  6 
  Wrist Communicator: HRRP 
  0
  OIF (-½), Affected As Sight And Hearing Groups As 
  Well As Radio Group (-½)
   
  Talents
  3 
  Resistance (3 points)
  3 
  Lightsleep
   
  Skills
  24 
  +2 Overall
  32 
  +4 HTH
  3 
  Acrobatics 14-
  3 
  Acting 14-
  3 
  Breakfall 14-
  2 
  Bribery 10-
  3 
  Bureaucratics 14-
  3 
  Charm 14-
  3 
  Climbing 14-
  3 
  Combat Driving 14-
  3 
  Combat Piloting 14-
  1 
  Computer Programming 8-
  3 
  Concealment 13-
  3 
  Conversation 14-
  3 
  Cryptography 13-
  1 
  Demolitions 8-
  1 
  Disguise 8-
  1 
  Electronics 8-
  1 
  Forgery (Documents) 8-
  2 
  KS: The Espionage World 11-
  2 
  KS: The Military/Mercenary/Terrorist World 11-
  2 
  KS: The Russian Underworld 11-
  2 
  KS: The Superhuman World 11-
  2 
  Language: English (fluent conversation; Russian is Native)
  2 
  Language: German (fluent conversation)
  3 
  Lockpicking 14-
  1 
  Mechanics 8-
  3 
  Oratory 14-
  3 
  Persuasion 14-
  11 
  Power: Brick Tricks 18-
  2 
  PS: Espionage Agent 11-
  2 
  PS: Soviet Soldier 11-
  3 
  Security Systems 13-
  3 
  Shadowing 13-
  3 
  Stealth 14-
  3 
  Streetwise 14-
  1 
  Systems Operation 8-
  7 
  Tactics 15-
  3 
  Teamwork 14-
  4 
  TF: Common Motorized Ground Vehicles, Two-Wheeled 
  Motorized Ground Vehicles, Basic Parachuting
  5 
  WF: Small Arms, Blades, General Purpose/Heavy Machine 
  Guns, Shoulder-Fired Weapons
  Total Powers & Skills Cost: 291
  Total Cost: 557
  
  Champions Villains Volume Two: Villain Teams n Red Winter 
  161
  Personality/Motivation: Although he’s outwardly 
  bitter at the way the Soviet government treated 
  him, in his heart the Soviet Guard would very 
  much like to revive the Soviet Union (look at 
  how he’s kept the name, rather than changing it 
  to something more descriptive and less politically 
  charged). He’s as fervent a Soviet patriot as they 
  come, even today, and would gladly abandon his 
  villainous career to go back into the service of his 
  country... provided he can respect his country. 
  Right now, unfortunately, there’s little to respect 
  about Russia.
  Even deeper down, though, serving his country 
  and being a high-ranking military/espionage 
  asset were just means to an end for the Soviet 
  Guard. What he really wants most of all is respect, 
  influence, and money — all things he had when 
  he served the state, since like other high-ranking 
  Soviet officials he had it good while the ordinary 
  people suffered. He wants to have that again, and 
  right now the surest route to wealth and power for 
  him is being a supervillain for hire.
  Villain or not, the Soviet Guard is an extremely 
  charismatic individual and an adept leader of men. 
  Even his enemies can’t deny his skill at presenting 
  himself to others and persuading them to see his 
  point of view.
  Quote: “Not all that has fallen is dead. Sometimes 
  it merely slumbers, awaiting the proper spark to 
  awaken it to life once more.”
  Powers/Tactics: As a result of being subjected 
  to a Cyberline-like series of experiments and 
  treatments, the Soviet Guard is superhumanly 
  strong, tough, and fast. Compared to many other 
  “bricks” (such as Ironclad, Durak, or Ogre) he’s a 
  little weak, but he’s trained in ways to employ his 
  super-strength to make him as effective a fighter 
  as someone able to lift dozens or hundreds of tons 
  more. He’s also got two decades’ worth of practical 
  experience in the field as a fighter.
  The Soviet Guard has also received extensive 
  training as a soldier and spy. While he hasn’t 
  mastered every discipline of espionage, he’s a 
  tolerable hand at many skills and a master of 
  more than a few. The real danger he poses as an 
  adversary isn’t just his strength, it’s his ability to 
  outthink and outmaneuver his opponents.
  Campaign Use: As the leader of Red Winter, the 
  Soviet Guard is the “face” and spokesman for the 
  team. He’s the group member the PCs are most 
  likely to talk with at length. As they’ll discover 
  if they’re insightful enough, he’s not really that 
  villainous. Circumstances have driven him to 
  crime, but he’d rather be a soldier and spy for 
  a Russia he loves and respects. Given the right 
  opportunities and pressures he could “switch 
  sides” and become a superhero (probably bringing 
  Hammer, Sickle, and White Wolf along with him), 
  though his first loyalty would always be to the 
  Soviet Union, not to crimefighting.
  If you want to make the Soviet Guard tougher, 
  increase his SPD to 6 and his REC to 15-20 (a little 
  more STUN might not hurt either), and give him 
  some super-tech weapons and gadgets designed 
  for him by the Larisagrad scientists. If he’s too 
  tough, get rid of some Skills (or reduce them to 
  Familiarities or Proficiencies) and some Martial 
  Maneuvers, and drop his OCV and DCV to 7.
  Appearance: The Soviet Guard is a 6’2” tall 
  Russian man. He wears a red, black, and gold 
  costume with a gold hammer-and-sickle chest 
  symbol. A high collar rises from his tunic behind 
  his head, and he conceals his identity with a 
  simple black domino mask. His hair and short, 
  stylish beard are dark brown.
  400 Matching Complications (75)
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, 
  Capture)
  15 
  Hunted: Eurostar (Infrequently, Mo Pow, Kill)
  15 
  Psychological Complication: Wants 
  Respect, Influence, Power, And Wealth 
  (Common, Strong)
  10 
  Psychological Complication: Ardent 
  Communist; Wants To Restore The 
  Soviet Union (Common, Moderate)
  15 
  Social Complication: Secret Identity 
  (Stephan Stepanov) (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 157
  SOVIET GUARD 
  FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  the Soviet Guard if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: The Soviet 
  Guard is the leader 
  of Red Winter. He’s 
  superhumanly 
  strong, fast, and 
  tough.
  K/R: The Soviet 
  Guard’s strong 
  enough to lift over 
  ten metric tons.
  -1: The Soviet 
  Guard has trained 
  himself to use his 
  super-strength very 
  effectively in combat 
  (in game terms, he 
  has a Brick Tricks 
  Martial Art).
  -2: In many ways the 
  Soviet Guard seems 
  to be a counterpart 
  to the Liberty Guard, 
  a superhero affili-
  ated with PRIMUS; 
  perhaps their powers 
  are related.
  -4: The Soviet Guard 
  remains loyal to the 
  ideals and govern-
  ment of the Soviet 
  Union, and would 
  probably be inclined 
  to bring Communist 
  rule back to Russia if 
  given the chance.
  -8: The Soviet Guard 
  was created by 
  Soviet scientists 
  using data stolen 
  from the PRIMUS 
  program that created 
  the Liberty Guard.
  -10: His Secret 
  Identity is Stephan 
  Stepanov; he used 
  to be a soldier in the 
  Red Army.
  
  162 n Red Winter 
  Hero System 6th Edition
  DЯAGO
  Val Char Cost Roll Notes
  30 STR 
  20 15- Lift 1,600 kg; 6d6 HTH damage [3]
  20 DEX 
  20 13-
  20 CON 
  10 13-
  15 INT 
  5 12- PER Roll 12-
  20 EGO 
  10 13-
  20 PRE 
  10 13- PRE Attack: 4d6
  8 
  OCV 
  25
  7 
  DCV 
  20
  3 
  OMCV 
  0
  6 
  DMCV 
  9
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  12 PD 
  10 	
  Total: 23 PD (15 rPD)
  10 ED 
  8 	
  Total: 21 ED (15 rED)
  10 REC 
  6
  50 END 
  6
  20 BODY 10
  50 STUN 
  15  
  Total Characteristics Cost: 214
  Movement: 
  Running: 
  18m
   
  Leaping: 
  10m
   
  Swimming: 
  6m
  Cost Powers 
  END
  24 
  Dragori Heavy Pistols: RKA 2d6 
  [12]
  Armor Piercing (+¼), +2 Increased STUN Multiplier 
  (+½), 8 Clips of 12 Charges each (+¼); OAF (-1), 
  Beam (-¼), No Knockback (-¼)
  5 
  Dragori Heavy Pistols: Another Pistol (total of 2) 
  [12]
  32 
  Dragori Sniper Rifle: RKA 3d6 
  [8]
  Armor Piercing (+¼), Increased Maximum Range 
  (1,800m; +½), +1 Increased STUN Multiplier (+¼), 
  No Range Modifier (+½); OAF (-1), Beam (-¼), No 
  Knockback (-¼), Two-Handed (-½), 8 Charges (-½)
  8 
  Combat Knives: HKA 1d6 (2½d6 with STR) 
  2
  Range Based On STR (can be thrown; +¼); OAF (-1), 
  Lockout (after being thrown, can’t be used again until 
  recovered; -0), No Knockback (-¼)
  5 
  Combat Knives: Another Knife (total of 2) 
  2
   
  Martial Arts: Boxing
   
  Maneuver 
  OCV DCV 
  Damage/Effect
  4 
  Block 
  +2 
  +2 
  Block, Abort
  3 
  Clinch 
  -1 
  -1 
  Grab Two Limbs, 40 STR for 
  holding on
  4 
  Cross 
  +0 
  +2 
  8d6 Strike
  5 
  Hook 
  -2 
  +1 
  10d6 Strike
  3 
  Jab 
  +2 
  +1 
  6d6 Strike
  4 
  Toughened Skin: Resistant (+½) for 4 PD/4 ED 
  0
  16 
  Armored Costume: Resistant Protection (8 PD/8 ED) 
  0
  OIF (-½)
  10 
  Cyber-Eyes: Sight Group Flash Defense (10 points) 
  0
  6 
  Leg Bone And Muscle Augmentations: Running +6m 
  (18m total) 
  1
  3 
  Leg Bone And Muscle Augmentations: Leaping +6m 
  (10m forward, 5m upward) 
  1
  1 
  Leg Bone And Muscle Augmentations: Swimming 
  +2m (6m total) 
  1
  5 
  Cyber-Eyes: Infrared Perception (Sight Group) 
  0
  5 
  Cyber-Eyes: Ultraviolet Perception (Sight Group) 
  0
  12 
  Cyber-Eyes: Telescopic (+8 versus Range Modifier) 
  for Sight Group 
  0
  6 
  Wrist Communicator: HRRP 
  0
  OIF (-½), Affected As Sight And Hearing Groups As 
  Well As Radio Group (-½)
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
   
  Skills
  20 
  +2 with All Combat
  3 
  Climbing 13-
  3 
  Combat Driving 13-
  3 
  Fast Draw (Small Arms) 13-
  3 
  Interrogation 13-
  2 
  KS: The Espionage World 11-
  2 
  KS: The Military/Mercenary/Terrorist World 11-
  2 
  KS: The Russian Underworld 11-
  2 
  Language: English (fluent conversation; Russian is Native)
  1 
  Language: Farsi (basic conversation)
  2 
  PS: Soviet Soldier 11-
  2 
  PS: Sniper 11-
  10 
  Rapid Attack
  5 
  Stealth 14-
  3 
  Streetwise 13-
  3 
  Tactics 12-
  3 
  Teamwork 13-
  4 
  TF: Common Motorized Ground Vehicles, Two-Wheeled 
  Motorized Ground Vehicles, Basic Parachuting
  10 
  Two-Weapon Fighting
  6 
  WF: Common Melee Weapons, Small Arms, General 
  Purpose/Heavy Machine Guns, Shoulder-Fired 
  Weapons
  Total Powers & Skills Cost: 256
  Total Cost: 470
  400 Matching Complications (75)
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  15 
  Hunted: Eurostar (Infrequently, Mo Pow, Kill)
  20 
  Psychological Complication: Casual Killer (Very 
  Common, Strong)
  15 
  Psychological Complication: Greedy And Self-Centered 
  (Common, Strong)
  15 
  Social Complication: Secret Identity (Evgenii Drago) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 70
  
  Champions Villains Volume Two: Villain Teams n Red Winter 
  163
  DRAGO
  Background/History: In the early Eighties Evgenii 
  Drago was a Spetznaz (Soviet elite forces) soldier 
  assigned to the invasion of Afghanistan. Even for a 
  Spetznaz he was skilled, ruthless, and brutal, soon 
  earning a terrifying reputation among the Afghan 
  rebels for his stealthiness, ability to kill, and love 
  of torturing prisoners.
  One day Drago and his squad walked into a 
  carefully-laid ambush. The other soldiers were 
  killed, but Drago fought on, eventually killing 
  all of their attackers. But he paid a heavy price; 
  he was shot in several places (including the left 
  eye) and stabbed twice. Only a nigh-superhuman 
  strength of will enabled him to walk out of there 
  until he found some Russian troops who could get 
  him to medical care.
  Given the extent of his injuries, it seemed that 
  Drago’s soldiering days were over — but fate had 
  other plans in mind for him. The scientists of 
  Directorate Black-12, the Soviet superhuman-
  soldier program, had been waiting for just such 
  an opportunity. They ordered the military to turn 
  Evgenii Drago over to them, and he went under 
  the knife.
  Months passed in a blur of drugs and pain. 
  Operation followed operation, separated only 
  by chemical treatments and strange regimens 
  of physical therapy. When Drago was finally 
  coherent again, he discovered that the Directorate 
  had implanted devices in his body: cybernetic eyes 
  to replace the one he’d lost (and the other one, 
  which had to be amputated to make the cyber-eye 
  system function properly); muscle grafts and bone 
  augmentations to make him stronger and faster; 
  micro-polymers woven into his skin to make it 
  resistant to bullets and knives. Deciding to use his 
  last name Drago (derived from the Russian word 
  for “dragon”) for his codename, they sent him for 
  further training as a soldier and assassin.
  For years Drago went on missions all over 
  the world, killing whoever his handlers ordered 
  him to (and sometimes other people, just for 
  fun). Then the powers that be decided the Soviet 
  Union needed an entire secret team of superpow-
  ered operatives, and Drago became a part of Red 
  Winter.
  Drago served loyally with Red Winter for years, 
  enjoying the companionship even if some of his 
  comrades were entirely too squeamish about the 
  use of force and other “fun” activities. When the 
  team was “disbanded” by the government, he was 
  quick to suggest that they turn mercenary. As 
  far as he’s concerned, it’s the best decision they 
  ever made.
  Personality/Motivation: Drago is a cold, efficient, 
  ruthless killer. He has no real concern for others 
  (unless those others are his superior officers or 
  comrades in Red Winter, and sometimes not 
  even then). The only thing he thinks about is 
  himself — things he wants, things he enjoys. He’ll 
  do whatever it takes to satisfy his own wants and 
  desires, up to and including casually murdering 
  people who annoy him.
  Quote: “A thousand meters? A simple shot. Now 
  be quiet and let me take care of this problem 
  without anyone knowing we were here.”
  Powers/Tactics: Drago is a highly-trained 
  Soviet soldier and assassin whose body has been 
  augmented and enhanced with cybernetic tech-
  nology. He’s stronger, tougher, and faster than a 
  normal person, and thanks to his cyber-eyes can 
  see far better as well.
  DRAGO FACTS
  Here are some facts characters and NPCs might 
  know about Drago if they succeed with an appro-
  priate Skill Roll:
  N/R: Drago is a member of the Red Winter merce-
  nary villain team; he’s a cybernetically-enhanced 
  soldier armed with powerful weapons.
  K/R: Drago’s cybernetic enhancements include 
  cyber-eyes, muscle grafts, bone augmentation, and 
  artificial toughening of the skin to resist injury.
  -2: Drago favors using one or two pistols in 
  combat, but he also uses a high-powered sniper 
  rifle to take out Red Winter’s enemies from a 
  distance.
  -8: Drago is jealous of and dislikes the Soviet 
  Guard.
  -10: His Secret Identity is Evgenii Drago; he was a 
  Soviet soldier and assassin in Afghanistan.
  
  164 n Red Winter 
  Hero System 6th Edition
  Drago’s armed with weapons of his own design: 
  two heavy pistols; a sniper rifle; and two combat 
  knives. He’s also a skilled boxer. Typically he 
  prefers to fight at range, relying on the pistols, but 
  he’s not scared of mixing it up hand-to-hand if he 
  has to. He often waits for the melee fighters of the 
  group to engage, then provides supporting fire to 
  assist them.
  Campaign Use: Drago is a weakness in the Red 
  Winter lineup. His sociopathy, combined with his 
  dislike of the Soviet Guard, makes him the most 
  likely member to abandon (or even turn on) his 
  teammates because they won’t wholeheartedly 
  embrace their destiny as supervillains.
  To make Drago tougher, equip him with more 
  weapons and gadgets (heavier armor; multi-func-
  tion blaster pistols instead of regular pistols; an 
  energy blade...) or more cyberware (internal organ 
  replacements, claws that pop out of the back of his 
  hands, and so forth). To weaken him, reduce his 
  STR and other Characteristics slightly.
  Associates, Allies, And Adversaries: Although 
  they’re still comrades in arms, Drago’s jealous of 
  the Soviet Guard, and more and more over the 
  years has come to dislike him. He’s a goody-two-
  shoes who got all the attention and accolades 
  back in the day, and now his idiotic insistence on 
  “morality” is preventing Red Winter from being 
  the villain team it could be. He won’t kill the 
  Soviet Guard — they’ve been through too much 
  and saved one another’s lives too many times — 
  but he might not be so quick to help him out of a 
  situation where he might get killed.
  Appearance: Drago is a Russian male 6’0” tall. His 
  cowl is red and gold; his belt gold; the holster and 
  pouch on his legs red; his boots red. The chest-
  piece of his costume is red with black side panels 
  and a golden hammer-and-sickle chest symbol; 
  over it he wears a short brown jacket. His gloves 
  are red.
  HAMMER
  Background/History: Natalya Fedorovna was 
  raised in a loyal Soviet family to be a model Soviet 
  citizen. Wanting to to serve her nation and her 
  people, she joined the Red Army when she was 
  done with school. Her physicals showed that she 
  might be a viable low-level test subject for some 
  superhuman-soldier programs the Soviet military 
  was working on, so she was placed in a special 
  unit with soldiers who’d tested similarly. There she 
  met Stephan Stepanov, who became a friend for 
  life, and Vasilli Vasilev, who in time became her 
  beloved husband.
  The three came up through the ranks together 
  until the day Stepanov was re-assigned to a secret 
  project and they lost touch with him. They might 
  never have seen him again, for he became the 
  Soviet Guard, but one day on a routine mission 
  in Afghanistan there were involved in a serious 
  car accident that grievously wounded Vasilli’s left 
  hand. It became apparent that the hand would 
  have to be amputated — and that was just the sort 
  of situation the scientists on the superhuman-
  soldier project had been waiting for. They’d devel-
  oped a weapon they could attach to his left arm, 
  provided they could use their special treatments 
  to toughen his body. Vasilli was willing to take 
  part in the experiment, but in a rare act of defi-
  ance refused to go along unless his wife was also 
  brought into the program. He might have gotten 
  shot for his pains, but their old friend the Soviet 
  Guard heard about what was happening and used 
  his influence to see that Vasilli’s wishes were met.
  Natalya and Vasilli both successfully under-
  went the treatments that had made their old friend 
  the Soviet Guard, though the strength, swiftness, 
  and toughness they gained were much less than 
  his. Vasilli was given a special sickle weapon and 
  the codename Sickle. As his counterpart, Natalya 
  was provided with a gauntlet-based piston weapon 
  and the codename Hammer.
  The two spent several years alongside their 
  friend the Soviet Guard doing the necessary 
  work of the Soviet Union. Although they weren’t 
  entirely happy with some of the missions they 
  performed, they knew that statecraft was some-
  times an ugly thing and that someone had to 
  “take care of things.” They were dismayed by the 
  collapse of the Soviet Union and Russia’s rejection 
  of the government and way of life they supported 
  and admired. Deciding to make the best of a bad 
  situation, they joined their teammates and became 
  mercenary supervillains... but to this day would be 
  glad to go back to work for a new Soviet Union, if 
  one were to ever arise.
  Personality/Motivation: Hammer was once an 
  idealistic young soldier. Years of secret missions, 
  watching her beloved Soviet Union crumble to 
  dust, and being a supervillainess have largely 
  burned that idealism out of her, though she’s not 
  yet the hardened criminal Drago and Red Dawn 
  are. She’s more mercenary than the Soviet Guard, 
  but would gladly follow him on a crusade to 
  re-establish a new Soviet Union if he started one. 
  Her one overriding concern is the safety of her 
  husband, Sickle, and getting to be with him as 
  much as possible.
  Quote: “Time to feel the power of the people!”
  Powers/Tactics: Although the Soviet super-
  human-soldier program made her faster, stronger, 
  and tougher than most people, Hammer’s main 
  power is her weapon, called the Hammer Of The 
  People. It uses a compressed-air piston system 
  to let her punch with tremendous force, unless a 
  blast of compressed air to knock her opponents 
  head over heels, or hit the ground and create a 
  “shockwave.” It can also create a compressed-air 
  field around her to protect her, but this tends to 
  drain its batteries (the Endurance Reserve) quickly 
  so she has to be careful how much she uses it.
  HAMMER FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Hammer if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: Hammer is a 
  member of the Red 
  Winter mercenary 
  villain team; her 
  main “power” is a 
  “hammer” weapon 
  on her right gauntlet 
  that lets her punch 
  with tremendous 
  force.
  K/R: The “hammer” 
  can also fire 
  compressed air 
  blasts, or be used to 
  hit the ground and 
  cause a “shock-
  wave” effect.
  -1: The “hammer” 
  can also protect her 
  with a compressed-
  air field, though this 
  requires a lot of its 
  power.
  -2: Hammer is 
  romantically 
  attached to her 
  teammate Sickle; 
  they may even be 
  married.
  -4: Hammer wears 
  boots that use 
  compressed-air 
  “jets” that let her 
  leap up to thirty 
  meters.
  -10: Her Secret 
  Identity is Natalya 
  Vasilev; she’s a 
  former Soviet 
  soldier.
  
  Champions Villains Volume Two: Villain Teams n Red Winter 
  165
  HAMMЄЯ
  Val Char Cost Roll Notes
  20 STR 
  10 13- Lift 400 kg; 4d6 HTH damage [2]
  20 DEX 
  20 13-
  20 CON 
  10 13-
  15 INT 
  5 12- PER Roll 12-
  13 EGO 
  3 12-
  18 PRE 
  8 13- PRE Attack: 3½d6
  8 
  OCV 
  25
  7 
  DCV 
  20
  3 
  OMCV 
  0
  4 
  DMCV 
  3
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  8 
  PD 
  6 	
  Total: 16 PD (8 rPD)
  8 
  ED 
  6 	
  Total: 16 ED (8 rED)
  8 
  REC 
  4
  45 END 
  5
  10 BODY 
  0
  40 STUN 
  10  
  Total Characteristics Cost: 165
  Movement: 
  Running: 
  18m
   
  Leaping: 
  30m
   
  Swimming: 
  6m
  Cost Powers 
  END
  15 
  Hammer Power: Endurance Reserve (60 END, 12 REC) 0
  OIF (-½)
  40 
  Hammer Of The People: Multipower, 60-point reserve
  All OIF (-½)
  2f 
  1) Hammer-Punch: HA +8d6 
  4
  OIF (-½), Hand-To-Hand Attack (-¼)
  3f 
  2) Compressed Air Blast: Blast 8d6 
  6
  Double Knockback (+½); OIF (-½), Limited Range 
  (30m; -¼)
  3f 
  3) Piston-Shockwave: HA +6d6 
  5
  Area Of Effect (22m Radius Explosion; +½), Personal 
  Immunity (+¼); OIF (-½), Hand-To-Hand Attack (-¼), 
  Only Affects Targets On The Ground (-¼)
  16 
  Armored Costume: Resistant Protection (8 PD/8 ED) 
  0
  OIF (-½)
  18 
  Compressed-Air Field: Damage Negation (-6 DCs 
  Physical, -3 DCs Energy) 
  8
  OIF (-½), Costs Endurance (-½), Increased Endurance 
  Cost (x2 END; -½)
  6 
  Mask Lenses: Sight Group Flash Defense (8 points) 
  0
  IIF (-¼)
  9 
  Compressed-Air Boot-Jets: Leaping +26m (30m 
  forward, 15m upward) 
  1
  OIF (-½)
  6 
  Fast Runner: Running +6m (18m total) 
  1
  1 
  Fast Swimmer: Swimming +2m (6m total) 
  1
  6 
  Wrist Communicator: HRRP 
  0
  OIF (-½), Affected As Sight And Hearing Groups As 
  Well As Radio Group (-½)
   
  Skills
  12 
  +4 with Hammer Of The People Multipower
  3 
  Concealment 12-
  2 
  Language: English (fluent conversation; Russian is Native)
  2 
  PS: Soviet Soldier 11-
  3 
  Stealth 13-
  3 
  Streetwise 13-
  3 
  Tactics 12-
  3 
  Teamwork 13-
  4 
  WF: Common Melee Weapons, Small Arms
  Total Powers & Skills Cost: 160
  Total Cost: 325
  400 Matching Complications (75)
  15 
  Enraged: if Sickle is hurt (Common), go 11-, recover 14-
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  15 
  Hunted: Eurostar (Infrequently, Mo Pow, Kill)
  15 
  Psychological Complication: Loves Sickle (Common, 
  Strong)
  15 
  Social Complication: Secret Identity (Natalya Vasilev) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 0
  
  166 n Red Winter 
  Hero System 6th Edition
  ЯЄD DAwИ
  Val 
  Char Cost Roll 
  Notes
  10+40 STR 
  27* 11- (19-) Lift 100 kg (25 tons); 2d6 
  (10d6) HTH damage [1 (5)]
  10+11 DEX 
  15* 11- (13-)
  10+20 CON 
  13* 11- (15-)
  16 
  INT 
  6 12- 
  PER Roll 12-
  12 
  EGO 
  2 11-
  10+20 PRE 
  13* 11- (15-) PRE Attack: 2d6 (6d6)
  3+5 
  OCV 
  17*
  3+5 
  DCV 
  17*
  3 
  OMCV 
  0
  4 
  DMCV 
  3
  2+3 
  SPD 
  20* 	
  Phases: 6, 12 (3, 5, 8, 10, 12)
  6 
  PD 
  4 	
  Total: 36 PD (30 rPD)
  6 
  ED 
  4 	
  Total: 36 ED (30 rED)
  6 
  REC 
  2
  30 
  END 
  2
  12 
  BODY 
  2
  40 
  STUN 10                Total Characteristics Cost: 157
  *: OIF (Powered Armor; -½)
  Movement: 
  Running: 
  12m
   
  Flight: 
  15m
  Cost Powers 
  END
  53 
  Power System: Endurance Reserve (240 END, 30 REC) 0
  OIF (-½)
  60 
  Mega-Gauntlets: Multipower, 90-point reserve
  All OIF (-½)
  6f 
  1) Mega-Beam: Blast 18d6 
  9
  OIF (-½)
  6f 
  2) Concussor Blast: Blast 12d6 
  9
  Double Knockback (+½); OIF (-½)
  6f 
  3) Explosive Blast: Blast 12d6 
  7
  Area Of Effect (26m Radius Explosion; +½); OIF (-½)
  6f 
  4) Laser Beam: RKA 4d6 
  6
  Penetrating (+½), OIF (-½)
  60 
  Secondary Weapons: Multipower, 90-point reserve
  All OIF (-½)
  6f 
  1) Micro-Rocket Launcher: RKA 2d6 
  [32]
  Area Of Effect (3m Radius; +¼), Autofire (5 shots; 
  +1½), 32 Charges (+¼); OIF (-½)
  4f 
  2) Mini-Gun: RKA 2d6 
  [20]
  Area Of Effect (125m Line; +1), Armor Piercing (+¼), 
  20 Charges (+¼); OIF (-½), No Range (-½)
  6f 
  3) Chest Beam: Blast 12d6 
  9
  No Range Modifier (+½); OIF (-½)
  60 
  Powered Armor: Resistant Protection (30 PD/30 ED) 
  0
  OIF (-½)
  7 
  Psi-Shields: Mental Defense (10 points) 
  0
  OIF (-½)
  7 
  Flare Shielding: Sight Group Flash Defense (10 points) 0
  OIF (-½)
  7 
  Hearing Protection: Hearing Group Flash Defense (10 
  points) 
  0
  OIF (-½)
  13 
  Life Support Systems: Life Support (Safe Environ-
  ments: High Pressure, High Radiation, Intense Cold, 
  Intense Heat, Low Pressure/Vacuum; Self-Contained 
  Breathing) 
  0
  OIF (-½)
  10 
  Boot-Jets: Flight 15m 
  1
  OIF (-½)
  6 
  Helmet Communication System: HRRP (Radio Group) 0
  OIF (-½), Affected As Sight And Hearing Groups As 
  Well As Radio Group (-½) 
   
  Skills
  24 
  +3 with Ranged Combat
  3 
  Computer Programming 12-
  3 
  Demolitions 12-
  3 
  Electronics 12-
  2 
  Language: English (fluent conversation; Russian is Native)
  3 
  Mechanics 12-
  2 
  PS: Physics 11-
  2 
  PS: Robotics 11-
  3 
  Security Systems 12-
  3 
  Systems Operation 12-
  2 
  Tactics 10-
  3 
  Teamwork 13-
  2 
  WF: Small Arms
  2 
  Weaponsmith (Energy Weapons) 12-
  Total Powers & Skills Cost: 380
  Total Cost: 537
  400 Matching Complications (75)
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  15 
  Hunted: Eurostar (Infrequently, Mo Pow, Kill)
  25 
  Physical Complication: No Manipulatory Limbs While 
  Wearing Armor (Very Frequently, Greatly Impairing)
  15 
  Psychological Complication: Hungry For Power And 
  Wealth (Common, Strong)
  15 
  Social Complication: Secret Identity (Fyodor Mikhailov) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 137
  
  Champions Villains Volume Two: Villain Teams n Red Winter 
  167
  Campaign Use: Hammer and Sickle are the heart 
  of Red Winter in many ways. They always support 
  one another and are firmly loyal to the Soviet 
  Guard, so his opinions hold sway over the group 
  more than the harsher ideals of Drago and Red 
  Dawn. Without their support Red Winter could 
  easily become more villainous and cruel very 
  quickly.
  To make Hammer tougher, give her more 
  gadgets (including one that provides her with 
  more defense at all times). For example, maybe 
  you could expand the hammer’s special effect to 
  be more like vibratory energy and give her some 
  related gadgets (like one that lets her “phase” 
  through walls [Desolidification]). See the “Vibra-
  tion Powers” section of Champions Powers for 
  plenty of ideas. To weaken her, reduce her SPD 
  to 4 and get rid of her “shockwave” slot and her 
  Compressed-Air Boot-Jets.
  Appearance: Hammer is a Russian woman 5’7” 
  tall. Her costume is red on the right side, black 
  on the left with a golden hammer-and-sickle 
  chest symbol; the boots, belt, and gauntlets are 
  gold; her cape is black with a gold hem, and she 
  keeps the hood drawn up to conceal her face. Her 
  “Hammer” weapon attaches to the back of her 
  right hand.
  RED DAWN
  Background/History: A top-notch engineering 
  student recruited into the weapons development 
  program of the Red Army, Fyodor Mikhailov has 
  been working on powered armor systems for most 
  of his adult life. He became intrigued by them 
  during his college days, when he designed a proto-
  type gauntlet blaster for his graduation projec. 
  Getting to work with the best technology the 
  Soviet Union had to offer soon turned that interest 
  into an obsession.
  With the help of some other Soviet scientists, 
  Mikhailov soon achieved major breakthroughs, 
  eventually designing a suit of armor his superiors 
  codenamed Krasniy Rassvet — “Red Dawn.” The 
  one drawback to the armor was that to operate 
  it a person needed to have certain cybernetic 
  control modules implanted in his brain, spine, 
  and nervous system. No one wanted to undergo 
  the risky surgery, so Mikhailov volunteered to do 
  it himself. (Secretly he was happy for the oppor-
  tunity, but he pretended to be making a noble 
  sacrifice to earn the favor of his superiors.) The 
  procedure was a success, and he soon joined the 
  ranks of Red Winter.
  RED DAWN FACTS
  Here are some facts char-
  acters and NPCs might 
  know about Red Dawn 
  if they succeed with an 
  appropriate Skill Roll:
  N/R: Red Dawn is a 
  member of the Red 
  Winter mercenary villain 
  team; he wears a suit of 
  powered armor.
  K/R: Red Dawn’s main 
  weapons are his “Mega-
  Gauntlets,” which fire 
  powerful energy beams 
  but enclose his hands so 
  he can’t pick things up. 
  His armor also comes 
  equipped with micro-
  rockets, a mini-gun, and 
  a chest-mounted beam 
  projector.
  -1: Red Dawn can fly, 
  but not much faster than 
  most heroes can run.
  -8: Red Dawn’s armor 
  offers no protection 
  against Drains and similar 
  attacks.
  -10: His Secret Identity is 
  Fyodor Mikhailov.
  
  168 n Red Winter 
  Hero System 6th Edition
  When the Soviet Union collapsed, Red Dawn 
  joined his voice with Drago’s to urge that the team 
  become mercenary villains. He had no particular 
  loyalty to Russia or Communism — what he 
  wanted was money, power, and technology, and 
  being a villain could get him all three. Succumbing 
  to their urging, the other team members agreed, 
  and as far as Red Dawn’s concerned things have 
  gone smoothly ever since.
  Personality/Motivation: Red Dawn is a greedy, 
  amoral person who wants all the money and 
  power he can get out of life. Being a supervil-
  lain satisfies that desire, and also lets him use his 
  beloved armor in battle. He enjoys the excitement 
  of battle and the chance to blast his enemies into 
  oblivion, though he’s not a hothead about it.
  Red Dawn is obsessed with improving his 
  armor — making it tougher, more powerful, and 
  to his way of thinking “the best ever created.” 
  Deep down, though, he’s aware that his design 
  simply isn’t as good as many created by Western 
  and Asian superheroes, and this chafes at him. As 
  a result, he’s often in an acerbic, surly mood. The 
  situation’s not likely to improve until he finally 
  admits the truth to himself and does some major 
  redesign work on the gauntlets and other primary 
  components of his armor... and that, in turn, is 
  unlikely until he has lots of samples of better 
  armor to study.
  Quote: “Ha! Your powers cannot possibly protect 
  you against the might of the Red Dawn!”
  Powers/Tactics: In terms of raw power, Red Dawn 
  is by far the strongest member of Red Winter. 
  His energy beams and other attacks can destroy 
  cars, buildings, and superheroes with ease, and 
  his technological skills also come in hand on 
  many missions. His main weapons are his Mega-
  Gauntlets, which fire most of the beam attacks, 
  but the armor also has a micro-rocket launcher 
  and a mini-gun that folds out of a pack on his 
  back. Unfortunately the tradeoff for the gauntlets’ 
  power is that they totally surround Red Dawn’s 
  hands, making him unable to pick things up or 
  manipulate most objects — all he can do is blast 
  and smash. The armor also comes equipped with 
  boot-jets, but it’s so heavy he can’t fly very fast.
  In battle Red Dawn usually takes point, picking 
  the toughest-looking enemy and blasting at him 
  until he falls. Despite being trained as a soldier he 
  has relatively little tactical sense, though years of 
  experience fighting with his comrades have made 
  him good at supporting them in combat.
  Campaign Use: Red Dawn is Red Winter’s major 
  “muscle,” and as such is likely to attract a lot of 
  counterattacks from PCs. He should be tough 
  enough to stand up to them for at least a Phase or 
  three; otherwise he’s not particularly threatening 
  or effective. On the other hand, if you let him 
  dominate the battle that’s no fun either; make sure 
  the PCs have a way to take him down before he 
  blasts them all into chutney.
  Making Red Dawn tougher is just a matter 
  of upgrading the Resistant Protection his armor 
  provides, and perhaps the DCs of his attacks. A 
  more subtle improvement would be to change his 
  Mega-Gauntlets so they have fingers, thus elimi-
  nating his Physical Complication. Weakening him, 
  on the other hand, means reducing his defenses 
  and cutting his Multipowers’ reserves (and slots) 
  down to 60-75 points.
  Appearance: The Red Dawn powered armor is a 
  huge, hulking, super-technological marvel with 
  a red paint job and glowing green panels and 
  screens. The gauntlets containing most of the 
  weaponry are so large and bulky that they don’t 
  even have fingers, making it impossible for the 
  wearer to handle objects or manipulate devices.
  SICKLE
  Background/History: Vasilli Vasilev is the 
  grandson of Irina Vasilev, better known to the 
  world as the Golden Sickle, a member of the 
  Soviet Super Patriots during the Great Patriotic 
  War (World War II) who was murdered by the 
  villain Necrull (see CV1). When he came of age, 
  Vasilli could think of no better way to spend his 
  life than to serve the Soviet Union as a soldier, the 
  way his grandmother had.
  He got his wish to an even greater degree than 
  expected. As related above under Hammer, after 
  he suffered an injury that required the amputation 
  of his left hand, the scientists running the program 
  that created the Soviet Guard sensed opportunity. 
  They’d been wanting to try to re-create the Golden 
  Sickle, and perhaps even her old partner the Iron 
  Hammer, and this was the perfect opportunity. 
  At first they only wanted Vasilli himself, but he 
  insisted that his wife Natalya be brought into 
  the program, and the Soviet Guard backed his 
  play. The scientists weren’t entirely happy with 
  the situation, because they had better candidates 
  for “Hammer” picked out, but it wasn’t the worst 
  possible solution so they acquiesced.
  Months of surgery, drug treatments, experi-
  mentation, and finally training followed. When 
  it was all done Vasilli Vasilev had a powerful, 
  symbolic weapon where his left hand had once 
  been, and he went by a new name: Sickle.
  Personality/Motivation: There was a time when 
  Sickle was immensely proud of the fact that he 
  ended up following in his grandmother’s footsteps 
  by turning a potential handicap into an asset, and 
  a symbolically powerful one at that. However, 
  since the breakup of the Soviet Union and the 
  team’s switch to becoming mercenary supervil-
  lains, he’s become a bit more cynical. He’s still 
  entirely loyal to the Soviet Guard and would love 
  to see a new Soviet Union established, but he feels 
  as if the government he served so loyalty used him 
  for its own ends, and he doesn’t particularly like 
  that. In many ways he’s happy to be serving his 
  own destiny now.
  Quote: “This Sickle can do more than just cut you.”
  
  Champions Villains Volume Two: Villain Teams n Red Winter 
  169
  SICKLЄ
  Val Char Cost Roll Notes
  25 STR 
  15 14- Lift 800 kg; 5d6 HTH damage [2]
  20 DEX 
  20 13-
  20 CON 
  10 13-
  15 INT 
  5 12- PER Roll 12-
  13 EGO 
  3 12-
  20 PRE 
  10 13- PRE Attack: 4d6
  8 
  OCV 
  25
  8 
  DCV 
  25
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  5 
  SPD 
  30	 Phases: 3, 5, 8, 10, 12
  10 PD 
  8	 Total: 18 PD (8 rPD)
  10 ED 
  8	 Total: 18 ED (8 rED)
  10 REC 
  6
  60 END 
  8
  10 BODY 
  0
  40 STUN 
  10 Total Characteristics Cost: 189
  Movement: 
  Running: 
  18m
   
  Flight: 
  20m
   
  Leaping: 
  8m
   
  Swimming: 
  6m
  Cost Powers 
  END
  31 
  Golden Sickle: Multipower, 31-point reserve
  3f 
  1) Sickle’s Edge: HKA 1½d6 (3d6-1 with STR) 
  3
  Armor Piercing (+¼)
  2f 
  2) Sickle’s Flat: HA +5d6 
  2
  Hand-To-Hand Attack (-¼)
  100 Sickle Electric Blaster: Multipower, 100-point reserve
  7f 
  1) Electric Blast: Blast 12d6 
  3
  Reduced Endurance (½ END; +¼)
  7f  
  2) Electric Field: Blast 10d6 
  4
  Area Of Effect (30m Cone; +¾), Reduced Endurance 
  (½ END; +¼); No Range (-½)
  8f 
  3) Paralytic Discharge: Entangle 5d6, 5 PD/5 ED 
  10
  Takes No Damage From Attacks (+1); Limited Range 
  (30m; -¼)
  2f 
  4) Force-Field: Resistant Protection (15 PD/15 ED) 
  4
  Costs Endurance (-½), Lockout (can’t use other slots 
  while maintaining field; -½)
   
  Martial Arts: Sicklefighting
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Counterstrike +2 
  +2 
  Weapon +2 DC Strike, Must 
  Follow Block
  4 
  Disarm 
  -1 
  +1 
  Disarm, 35 STR to Disarm
  4 
  Parry 
  +2 
  +2 
  Block, Abort
  5 
  Plunging Strike -2 
  +1 
  Weapon +4 DC Strike
  4 
  Slash 
  +0 
  +2 
  Weapon +2 DC Strike
  5 
  Thrust 
  +1 
  +3 
  Weapon Strike
  3 
  Trip 
  +1 
  +1 
  Weapon Strike; Target Falls
  16 
  Armored Costume: Resistant Protection (8 PD/8 ED) 
  0
  OIF (-½)
  6 
  Mask Lenses: Sight Group Flash Defense (8 points) 
  0
  IIF (-¼)
  13 
  Jet-Boots: Flight 20m 
  2
  OIF (-½)
  6 
  Fast Runner: Running +6m (18m total) 
  1
  2 
  Strong Leaper: Leaping +4m (8m forward, 4m upward) 1
  1 
  Fast Swimmer: Swimming +2m (6m total) 
  1
  6 
  Wrist Communicator: HRRP 
  0
  OIF (-½), Affected As Sight And Hearing Groups As 
  Well As Radio Group (-½)
   
  Skills
  20 
  +2 with All Combat
  16 
  +2 HTH
  2 
  Climbing 10-
  2 
  KS: The Superhuman World 11-
  2 
  Language: English (fluent conversation; Russian is Native)
  2 
  PS: Soviet Soldier 11-
  3 
  Stealth 13-
  3 
  Streetwise 13-
  3 
  Tactics 12-
  3 
  Teamwork 13-
  4 
  WF: Common Melee Weapons, Small Arms
  Total Powers & Skills Cost: 299
  Total Cost: 484
  400 Matching Complications (75)
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  15 
  Hunted: Eurostar (Infrequently, Mo Pow, Kill)
  15 
  Physical Complication: Lacks Left Hand (Frequently, 
  Slightly Impairing)
  15 
  Psychological Complication: Loves Hammer (Common, 
  Strong)
  15 
  Social Complication: Secret Identity (Vasilli Vasilev) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 84
  SICKLE FACTS
  Here are some facts characters and NPCs might 
  know about Sickle if they succeed with an appro-
  priate Skill Roll:
  N/R: Sickle is a member of the Red Winter merce-
  nary villain team; in place of his left hand he has a 
  large, lethally sharp sickle.
  K/R: Sickle’s sickle is also a form of blaster, able 
  to project electricity for a variety of tactical effects.
  -2: Sickle is romantically attached to her team-
  mate Hammer; they may even be married.
  -6: Sickle is thought to be related to the Golden 
  Age Soviet superheroine Golden Sickle, and 
  possibly to her partner Iron Hammer as well.
  -10: His Secret Identity is Vasilli Vasilev.
  
  170 n Red Winter 
  Hero System 6th Edition
  Powers/Tactics: Sickle takes his name from his 
  weapon: a large golden sickle that attaches to his 
  left arm where his left hand once did. In addition 
  to being very sharp (and having a heavy, blunt 
  back edge for non-lethal blows), it’s got a built-in 
  electric blaster that provides him with a variety of 
  ranged attacks (a basic blast, a cone-shaped flare 
  of electricity, and an electric bolt that paralyzes the 
  target). It can also generate a protective force-field, 
  but he has to maintain the field, which prevents 
  him from using the blaster for other purposes. 
  The power source for the blaster draws on his own 
  personal bio-energy, so he has to be careful not to 
  tire himself out too much when using it.
  Having a sickle in place of a left hand isn’t all 
  fun and games, though. It prevents Sickle from 
  taking part in a lot of mundane activities, makes it 
  impossible for him to disguise himself, and so on.
  In combat Sickle usually tries to close to HTH 
  distance as quickly as possible and use his Martial 
  Maneuvers + weapon to take out a few foes as 
  quickly as possible. One of his favorite moves is a 
  Multiple Attack linking his HKA or HA with his 
  Paralytic Discharge, leaving the target both hurt 
  and unable to move.
  Campaign Use: Hammer and Sickle are the heart 
  of Red Winter in many ways. They always support 
  one another and are firmly loyal to the Soviet 
  Guard, so his opinions hold sway over the group 
  more than the harsher ideals of Drago and Red 
  Dawn. Without their support Red Winter could 
  easily become more villainous and cruel very 
  quickly.
  To make Sickle more powerful, first make his 
  sickle a held weapon and give him back his left 
  hand. Then build more weapons into it so that he’s 
  got more tactical flexibility — some Drains and 
  an RKA, for example. To weaken him, convert his 
  Sickle Electric Blaster Multipower into just the first 
  Blast slot.
  Appearance: Sickle is a Russian male 5’11” tall. 
  His costume is black on the right side, red on 
  the left, with a golden hammer-and-sickle chest 
  symbol. His belt, boots, shoulderpieces, and the 
  bracer on his right wrist are golden. Instead of a 
  left hand his left arm terminates in a gold-colored 
  sickle weapon. His cape is black with a gold hem, 
  and he keeps the hood drawn up to conceal 
  his face.
  WHITE WOLF
  Background/History: Adrik Smirnov was born to 
  parents who lived in a tiny village in the back-
  woods of northern Russia. The village was full of 
  superstitious folk, but his parents were not among 
  them. One day they said something that offended 
  an old woman in the village that most people 
  thought was a witch. Some even said she was the 
  great-great-great-great granddaughter of Baba 
  Yaga herself!
  Unfortunately for Adrik, those villagers were 
  right! The deeply insulted old woman got revenge 
  on his parents by cursing him with lycanthropy. 
  On the next full moon he transformed into a wolf-
  man. For a few years his parents tried to control 
  him, and sought out every folk remedy they could, 
  but it was all for naught. Finally, in desperation 
  they turned to the Soviet government.
  Sensing a possible asset, the KGB took Adrik 
  from his parents and raised him in a sort of 
  military school. Subjected to Soviet propaganda 
  at every turn, he grew up to be a deeply loyal 
  Communist, eager to serve his country with his 
  special “abilities.” His superiors gave him the code-
  name Beliy Volk — White Wolf — and assigned 
  him to Red Winter.
  Personality/Motivation: At first White Wolf’s 
  love of country and desire to serve was genuine. 
  But as he’s grown older and stronger, he’s become 
  more powerful and bestial in both form and mind. 
  Although he has a fierce, doglike loyalty to the 
  Soviet Guard, his violent, bestial side has become 
  more and more a part of his personality. It’s now 
  so dominant that he spends most of his time 
  in man-wolf form and tends to lose control of 
  himself in battle. He can feel his humanity slowly 
  slipping away, and sometimes it scares him. At 
  other times he grins wolfishly.
  Quote: None. White Wolf almost never speaks in 
  combat, though he sometimes snarls and howls.
  
  Champions Villains Volume Two: Villain Teams n Red Winter 
  171
  wHITЄ wOLF
  Val Char Cost Roll Notes
  40 STR 
  24* 17- Lift 6,400 kg; 8d6 HTH damage [4]
  25 DEX 
  24* 14-
  23 CON 
  10* 14-
  10 INT 
  0 11- PER Roll 11-
  10 EGO 
  0 11-
  25 PRE 
  12* 14- PRE Attack: 5d6
  10 OCV 
  28*
  9 
  DCV 
  24*
  3 
  OMCV 
  0
  7 
  DMCV 10*
  6 
  SPD 
  32* 	
  Phases: 2, 4, 6, 8, 10, 12
  25 PD 
  18* 	
  Total: 25 PD (15 rPD)
  25 ED 
  18* 	
  Total: 25 ED (15 rED)
  25 REC 
  17*
  60 END 
  6*
  20 BODY 
  8*
  76 STUN 22*  
  Total Characteristics Cost: 253
  *: OIAID (-¼)
  Movement: 
  Running: 
  30m
   
  Leaping: 
  15m
  Cost Powers 
  END
  24 
  Claws: HKA 2d6 (4½d6 with STR) 
  3
  OIAID (-¼)
  12 
  Fangs: HKA 1d6 (3½d6 with STR) 
  1
  OIAID (-¼)
  12 
  Lupine Toughness: Resistant (+½) for 15 PD/15ED 
  0
  OIAID (-¼)
  27 
  Supernatural Healing: Regeneration (3 BODY per Turn) 0
  OIAID (-¼), Does Not Work On Some Damage (that 
  caused by silver weapons; -½)
  8 
  Bestial Mind: Mental Defense (8 points) 
  0
  14 
  Lupine Speed: Running +18m (30m total) 
  2
  OIAID (-¼)
  4 
  Lupine Legs: Leaping +11m (15m forward, 8m upward) 1
  OIAID (-¼)
  5 
  Lupine Senses: +2 PER with All Sense Groups 
  0
  OIAID (-¼)
  8 
  Lupine Senses: Discriminatory for Smell/Taste Group 
  0
  OIAID (-¼)
  8 
  Lupine Senses: Tracking for Smell/Taste Group 
  0
  OIAID (-¼)
  4 
  Lupine Senses: Nightvision 
  0
  OIAID (-¼)
  2 
  Lupine Senses: Ultrasonic Perception (Hearing Group) 0
  OIAID (-¼)
   
  Skills
  16 
  +2 HTH
  3 
  Acrobatics 14-
  2 
  Animal Handler (Canines) 14-
  3 
  Breakfall 14-
  3 
  Climbing 14-
  3 
  Shadowing 14-
  3 
  Stealth 14-
  2  
  Tactics 10-
  3 
  Teamwork 14-
  Total Powers & Skills Cost: 166
  Total Cost: 419
  400 Matching Complications (75)
  20 
  Accidental Change: always during nights of the full 
  moon (Uncommon)
  10 
  Accidental Change: when angry, frightened, or in combat 
  8- (Common)
  20 
  Enraged: if takes BODY (Common), go 11-, recover 11-
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  15 
  Hunted: Eurostar (Infrequently, Mo Pow, Kill)
  20 
  Psychological Complication: Bestial, Violent Killer (Very 
  Common, Strong)
  20 
  Psychological Complication: Loyal To Soviet Guard (Very 
  Common, Strong)
  15 
  Social Complication: Secret Identity (Adrik Smirnov) 
  (Frequently, Major)
  20 
  Vulnerability: 2 x STUN from attacks with Silver Weapons 
  (Common)
  20 
  Vulnerability: 2 x BODY from attacks with Silver Weapons 
  (Common)
  Total Complications Points: 75
  Experience Points: 19
  
  172 n Red Winter 
  Hero System 6th Edition
  Powers/Tactics: White Wolf is a classic werewolf 
  — a wolf-man with claws, fangs, and powerful 
  muscles (far more powerful than usual in his case; 
  he can lift nearly 6,500 metric tons). In combat 
  he relies on his natural weaponry and agility. He 
  follows the Soviet Guard’s orders scrupulously 
  unless he loses control of himself, which is most 
  likely to happen if he’s injured.
  Campaign Use: White Wolf is a liability in the 
  making for Red Winter. Eventually his bestial side 
  will overwhelm his humanity and he’ll probably 
  turn on them — or if not, he’ll flee into the wilder-
  ness and have to be hunted down.
  One potential plot seed surrounding White 
  Wolf is: who, exactly, cursed him with lycan-
  thropy? Few old women are powerful witches. 
  Could it have been Mother Gothel (see CV3)? 
  Some member of the Circle of the Scarlet Moon? 
  Someone even more sinister?
  To make White Wolf tougher, enhance the 
  “brick” side of his nature — make him stronger, 
  tougher, and maybe give him a few “brick tricks” 
  that complement his natural weaponry. To weaken 
  him, reduce the DCs in his Claws and Fangs.
  Appearance: In his human form, Adrik Smirnov 
  is a Russian male 5’8” tall with an average face and 
  build. But when he transforms into White Wolf he 
  becomes a 6’3” tall wolf-man with silver fur and 
  razor-sharp fangs and claws.
  WHITE WOLF FACTS
  Here are some facts characters and NPCs might 
  know about White Wolf if they succeed with an 
  appropriate Skill Roll:
  N/R: White Wolf is a wolf-man who’s a member of 
  the Red Winter mercenary villain team; he fights 
  with a combination of claws, fangs, strength, and 
  swiftness.
  K/R: White Wolf is actually a lycanthrope; he can 
  transform back to a normal-looking human form if 
  necessary, though he prefers not to.
  -1: Like most lycanthropes, White Wolf is vulner-
  able to attacks made with silver weapons.
  -6: White Wolf is becoming more and more bestial, 
  mentally at least if not also physically; eventually 
  he will lose his human nature altogether.
  -10: His Secret Identity is Adrik Smirnov.
  
  Champions Villains Volume Two: Villain Teams n Smoke And Mir rors 
  173
  SMOKE AND 
  MIR RORS
  Background/History: Lizaveta and Irina Perovsky 
  are twin mutants whose superpowers — darkness 
  control and illusion creation, respectively — mani-
  fested when they were in their early teens. Their 
  parents, wretchedly poor and highly superstitious 
  Russian farmers, were “persuaded” to sell their 
  “devil children” to VIPER.
  VIPER instructors indoctrinated the two, code-
  named them Smoke and Mirrors, and inducted 
  them into Dragon Branch. Though they weren’t 
  truly happy in VIPER, especially when asked to 
  participate in some of the organization’s more 
  violent or brutal activities, it was the only life they 
  knew.
  In 1994, VIPER launched Operation Fever 
  Dream, an effort to force the world to pay an 
  enormous ransom to avoid being subjected to 
  biological warfare. It was mostly a feint designed 
  to test the world’s strength and ability to respond 
  to a threat of that magnitude, and to a large extent 
  it worked. But any plan requires the use of some 
  organizational resources, and in VIPER’s case one 
  of the things it had to do was sacrifice Smoke and 
  Mirrors. It betrayed them to the authorities and 
  left them to endure a long term in jail.
  At first the two girls remained loyal to VIPER, 
  but it didn’t take long for their indoctrination 
  to wear off. Eventually they realized VIPER had 
  used them as dupes. At that point they agreed 
  to cooperate with the authorities by revealing 
  everything they knew about VIPER in exchange 
  for early parole. VIPER, which had expected its 
  brainwashing to last much longer (if not forever), 
  has never forgiven the sisters for their “treachery.”
  Once released from Stronghold, Smoke and 
  Mirrors returned to a life of supercrime. In the 
  years since they’ve worked primarily as villains for 
  hire (always as a duo), and on occasion have even 
  perpetrated their own schemes.
  Personality/Motivation: Life has taught Smoke 
  and Mirrors that the only thing they can count 
  on is each other. They’re totally devoted to one 
  another, to the extent that both of them have diffi-
  culty keeping boyfriends — no man, no matter 
  how cute or attentive, can truly become a part of 
  their own little world. Years of running from the 
  police and having to live by their wits and powers 
  has only strengthened their sisterly bond.
  Quote: 
  Smoke: “If we turn out the lights...” 
  Mirrors: “...then can you figure out what’s 
  real and what’s not?”
  Powers/Tactics: Smoke and Mirrors fight 
  as a team; years of practice doing that allow 
  them to Coordinate with ease. (However, since 
  Mirrors has no powers that do STUN damage, 
  you should figure out what effect, if any, they 
  can achieve with Coordination, or if they just 
  look graceful fighting together.) Mirrors can 
  see through Smoke’s Darkness, and Smoke can 
  easily distinguish Mirror’s Images from reality, 
  so they don’t trip each other up. Typically they 
  use Mirrors’s Images to cover their approach 
  to a location, then attack from surprise. They 
  sometimes pretend that Mirrors has the power 
  to pull “monsters” out of Smoke’s Darkness in 
  the hopes of making Images of shadow-beasts 
  more believable. If the battle starts to go badly, 
  Smoke can Teleport them both to safety, and/or 
  Mirrors can cover their retreat with an illusion.
  In addition to their powers, VIPER trained 
  Smoke as a combat pilot and Mirrors as a 
  combat driver. They’ll happily provide “getaway 
  driver” services to employers who don’t need 
  their superhuman abilities.
  Campaign Use: Compared to most supervil-
  lains Smoke and Mirrors aren’t really dislike-
  able; they’re not even particularly violent. They 
  could easily become “friendly foes” who act as 
  much like rivals with the PCs than enemies, 
  and possibly even romantic interests (but see 
  above regarding how well that usually works 
  out). If treated well in the long run, they might 
  even reform.
  To make Smoke and Mirrors more powerful, 
  you primarily need to beef up Mirrors, who has 
  only one offensive power, no way to directly 
  cause damage to an opponent, and relatively 
  little defense. Perhaps they liberated some 
  gadgets from a VIPER Nest to make up for their 
  weaknesses. To weaken them, reduce Mirrors’s 
  Images to -3 to PER Rolls, Smoke’s Multipower 
  to a 50 point reserve, and both their SPDs to 5.
  SMOKE AND 
  MIRRORS FACTS
  Here are some facts char-
  acters and NPCs might 
  know about Smoke and 
  Mirrors if they succeed 
  with an appropriate Skill 
  Roll:
  N/R: Smoke and Mirrors 
  are twin sister supervil-
  lainesses; Smoke has 
  darkness powers, while 
  Mirrors can generate illu-
  sions. They always work 
  together.
  K/R: Their real names 
  are Lizaveta (Smoke) and 
  Irina (Mirrors) Perovsky; 
  they used to work for 
  VIPER as part of its 
  Dragon Branch, but were 
  captured during Operation 
  Fever Dream in 1994 and 
  turned on the organiza-
  tion (which now wants 
  them dead).
  -2: Based on their 
  accents and names, 
  Smoke and Mirrors are 
  probably from Russia or 
  Eastern Europe.
  -4: Smoke and Mirrors 
  are both mutants.
  -8: Smoke experiences 
  heightened pain when 
  struck with Light-based 
  attacks, and her eyes are 
  particularly susceptible to 
  Light-based Sight Group 
  Flashes.
  
  174 n Smoke And Mir rors 
  Hero System 6th Edition
  SMOKE
  Val Char Cost Roll Notes
  15 STR 
  5 12- Lift 200 kg; 3d6 HTH damage [1]
  20 DEX 
  20 13-
  20 CON 
  10 13-
  20 INT 
  10 13- PER Roll 13-
  15 EGO 
  5 12-
  20 PRE 
  10 13- PRE Attack: 4d6
  8 
  OCV 
  25
  8 
  DCV 
  25
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  6 
  SPD 
  40 	
  Phases: 2, 4, 6, 8, 10, 12
  8 
  PD 
  6 	
  Total: 28 PD (20 rPD)
  12 ED 
  10 	
  Total: 32 ED (20 rED)
  12 REC 
  8
  60 END 
  8
  12 BODY 
  2
  30 STUN 
  5  
  Total Characteristics Cost: 195
  Movement: 
  Running: 
  12m
   
  Teleportation: 
  50m
  Cost Powers 
  END
  50 
  Shadow Field: Darkness to Sight Group 8m radius 
  5
  Personal Immunity (+¼)
  60 
  Shadow Powers: Multipower, 60-point reserve
  6f 
  1) Shadow Force Blast: Blast 12d6 
  6
  5f 
  2) Blinding Shadow Force Blast: Blast 8d6 
  6
   
      plus: Sight Group Flash 4d6
  Linked (-½)
  6f 
  3) Grasping Shadows: Entangle 5d6, 5 PD/5 ED, 
  Stops A Given Sense (Sight Group) 
  6
  6f 
  4) Blinding Clot Of Shadows: Sight Group Flash 12d6 6
  2f 
  5) Shadow Sphere: Barrier 8 PD/8 ED, 8 BODY (up 
  to 4m long, 2m tall, and ½m thick), Opaque (Sight 
  Group) 
  5
  Costs Endurance (to maintain; -½), No Range (-½), 
  Only To Englobe (-½)
  48 
  Shadow Shield: Resistant Protection (20 PD/20 ED) 
  2
  Costs Half Endurance (-¼)
  55 
  Shadow-Travel: Teleportation 50m, x2 Increased Mass 5
  5 
  Telling Reality From Illusion: +10 to Normal Sight 
  PER Rolls 
  0
  Only To Determine That Mirror’s Illusions Are 
  Illusions (-1)
   
  Talents
  4 
  Lightning Reflexes: +4 DEX to act first with All Actions
  3 
  Striking Appearance +1/+1d6
   
  Skills
  9 
  +3 with Shadow Powers Multipower
  3 
  Acrobatics 13-
  3 
  Breakfall 13-
  3 
  Charm 13-
  3 
  Combat Piloting 13-
  2 
  KS: The Superhuman World 11-
  2 
  KS: VIPER 11-
  3 
  Language: English (completely fluent; Russian is Native)
  1 
  Lockpicking 8-
  3 
  Persuasion 13-
  1 
  Security Systems 8-
  3 
  Stealth 13-
  3 
  Streetwise 13-
  3 
  Teamwork 13-
  3 
  TF: Common Motorized Ground Vehicles, Two-Wheeled 
  Motorized Ground Vehicles
  Total Powers & Skills Cost: 295
  Total Cost: 490
  400 Matching Complications (75)
  10 
  Distinctive Features: Mutant (Not Concealable; Always 
  Noticed; Detectable Only By Unusual Senses)
  25 
  Enraged: if sister Knocked Out or seriously hurt 
  (Common), go 14-, recover 11-
  25 
  Hunted: VIPER (Infrequently, Mo Pow, NCI, Capture)
  25 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  20 
  Psychological Complication: Code Versus Killing 
  (Common, Total)
  20 
  Psychological Complication: Devoted To/Protective Of 
  Her Sister (Common, Total)
  15 
  Social Complication: Public Identity (Lizaveta Perovsky) 
  (Frequently, Major)
  10 
  Vulnerability: 2 x STUN from Light attacks (Uncommon)
  10 
  Vulnerability: 2 x BODY from Light attacks (Uncommon)
  20 
  Vulnerability: 2 x Effect from Light-based Flashes 
  (Common)
  Total Complications Points: 75
  Experience Points: 90
  Associates, Allies, And Adversaries: Smoke 
  and Mirrors have worked for a wide variety of 
  employers and generally enjoy good professional 
  relations with them; these include ARGENT, the 
  Ultimates, Holocaust, and Professor Paradigm 
  (who’s intrigued by Mirror’s powers and would 
  like to study her further... but the sisters find him 
  a little too creepy to want to go along for what he’s 
  willing to pay). They haven’t worked with GRAB 
  yet, but each group is aware of the other; Smoke 
  and Mirrors would make excellent additions to 
  GRAB’s lineup if that team ever decides to expand. 
  Kinematik has extended an offer to them to join 
  his pro-mutant followers, but they’re totally apolit-
  ical and don’t care about his cause right now; he 
  hasn’t yet gotten mad enough about their refusals 
  to label them “traitors to mutantkind.”
  Smoke and Mirror’s major underworld enemy 
  is VIPER. They betrayed the snakes, and there’s 
  only one penalty for that: death. VIPER has a 
  standing offer out for them, dead or alive, and that 
  often makes their life difficult.
  
  Champions Villains Volume Two: Villain Teams n Smoke And Mir rors 
  175
  MIRRORS
  Val Char Cost Roll Notes
  15 STR 
  5 12- Lift 200 kg; 3d6 HTH damage [1]
  20 DEX 
  20 13-
  20 CON 
  10 13-
  20 INT 
  10 13- PER Roll 13-
  15 EGO 
  5 12-
  20 PRE 
  10 13- PRE Attack: 4d6
  7 
  OCV 
  20
  7 
  DCV 
  20
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  6 
  SPD 
  40 	
  Phases: 2, 4, 6, 8, 10, 12
  8 
  PD 
  6 	
  Total: 16 PD (8 rPD)
  12 ED 
  10 	
  Total: 20 ED (8 rED)
  12 REC 
  8
  60 END 
  8
  12 BODY 
  2
  30 STUN 
  5  
  Total Characteristics Cost: 185
  Movement: 
  Running: 
  12m
  Cost Powers 
  END
  107 Illusions: Images to Sight, Hearing, Smell/Taste, and 
  Touch Groups, -6 to PER Rolls 
  6
  Area Of Effect (16m Radius; +¾), Mobile (+½), 
  Reduced Endurance (½ END; +¼)
  16 
  Armored Costume: Resistant Protection (8 PD/8 ED) 
  0
  OIF (-½)
  16 
  Eyes In The Darkness: Detect Physical Objects 13- 
  (no Sense Group), Discriminatory, Range, Sense, 
  Targeting 
  0
  Only To Perceive Through Smoke’s Darkness (-1)
   
  Talents
  4 
  Lightning Reflexes: +4 DEX to act first with All Actions
  3 
  Striking Appearance +1/+1d6
   
  Skills
  8 
  +4 OCV with Illusions
  3 
  Acrobatics 13-
  3 
  Breakfall 13-
  3 
  Charm 13-
  3 
  Combat Driving 13-
  1 
  Computer Programming 8-
  1 
  Electronics 8-
  2 
  KS: The Superhuman World 11-
  2 
  KS: VIPER 11-
  3 
  Language: English (completely fluent; Russian is Native)
  3 
  Persuasion 13-
  3 
  Stealth 13-
  3 
  Streetwise 13-
  3 
  Teamwork 13-
  4 
  TF: Small Planes, Large Planes, Combat Aircraft, 
  Helicopters
  Total Powers & Skills Cost: 191
  Total Cost: 376
  400 Matching Complications (75)
  10 
  Distinctive Features: Mutant (Not Concealable; Always 
  Noticed; Detectable Only By Unusual Senses)
  25 
  Enraged: if sister Knocked Out or seriously hurt 
  (Common), go 14-, recover 11-
  25 
  Hunted: VIPER (Infrequently, Mo Pow, NCI, Capture)
  25 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  20 
  Psychological Complication: Code Versus Killing 
  (Common, Total)
  20 
  Psychological Complication: Devoted To/Protective Of 
  Her Sister (Common, Total)
  15 
  Social Complication: Public Identity (Irina Perovsky) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 0
  Appearance: Smoke 
  and Mirrors are twin 
  sisters, both beautiful 
  twenty-somethings 
  with long blonde hair. 
  Each wears a skin-
  tight bodysuit with 
  a daring teardrop-
  shaped decolletage 
  cut out of the front 
  (Smoke’s suit is char-
  coal grey, Mirror’s 
  is a shiny, reflective 
  silver), plus matching 
  boots and gloves. 
  Neither of them wears 
  a mask.
  
  176 n The Syl ves tri clan 
  Hero System 6th Edition
  THE
  SYL VES TRI CLAN
  Membership: Giacomo Sylvestri (Patriarch), Bocol 
  McFarlane, Astralle, Cornelius Liefeld, and others.
  Background/History: For three hundred years, the 
  Sylvestri clan has been one of the most powerful 
  and evil factions of the Mystic World. The clan 
  consists of several related, extended families: the 
  Sylvestris themselves; the McFarlanes; the Liefelds; 
  and a few other minor families. Members of the 
  Sylvestri Clan live on at least three continents.
  The lineage’s involvement in black magic 
  began with Count Giacomo Sylvestri. Unlike most 
  Satanists, Giacomo had the patience and discre-
  tion to learn magic on his own instead of relying 
  on what the Lords of Hell proffered. Giacomo 
  went beyond his deal with the Devil to serve the 
  Dragon — the mystical embodiment of all human 
  evil — directly. He has lived for centuries through 
  Satanic power, with no end in sight, and has 
  become one of the Dragon’s most favored servants.
  Giacomo raised his children as Satanists and 
  Dragon-worshippers, and they continued the 
  tradition with their own children. The Sylvestris 
  married other black magicians, bringing them 
  into the extended family. By now the far-flung 
  clan includes at least twenty adepts of significant 
  power, and dozens of minor mystics. Family 
  members with no talent for magic stay involved 
  as cultists and accomplices. Not all the family 
  members choose to follow this peculiar “family 
  business,” and the Sylvestris suffer a high attrition 
  rate, but after three centuries their numbers make 
  them a major power-bloc in the Magical World.
  Group Relations: Sylvestris work together on 
  missions, and any Sylvestri can count on help 
  from the others if he faces danger from outside 
  forces such as churches, governments, or mystic 
  heroes. At the same time, the Sylvestris are selfish 
  amoralists who gladly betray each other when 
  things go well, if they think this could bring them 
  more power. Keeping up with family gossip on 
  who’s doing what with whom (or to whom) is a 
  major preoccupation.
  The Sylvestris agree, however, that family patri-
  arch Giacomo remains the boss, now and forever. 
  Giacomo has the most seniority and experience, 
  and he’s clearly the clan’s most powerful sorcerer. 
  Giacomo has also survived numerous assassina-
  tion attempts and killed the would-be assassins. 
  Most importantly, the Dragon says Giacomo is 
  the boss, and most Sylvestris know better than to 
  argue with the Dragon.
  Other senior Sylvestris receive respect and 
  obedience in proportion to their age, power, 
  and favor with Giacomo. The family patriarch 
  appoints an informal council of elders to advise 
  him and oversee family operations. The Sylvestris 
  preach obedience to elders as an important part 
  of Sylvestri etiquette. Actually, respect for elders 
  is a matter of self-preservation: young snots who 
  mouth off to their seniors don’t live to become 
  seniors themselves.
  Most law enforcement agencies have no idea 
  of the Sylvestris’ dark deeds. The Sylvestris devote 
  great effort to keeping the cops in the dark. It’s not 
  easy, considering how many Sylvestris engage in 
  kidnapping, torture, murder, and other criminal 
  activities. The family is also hip-deep in the 
  international drug trade, more for its value as a 
  corroder of social values than for the money (their 
  demonic connections have allowed the Sylves-
  tris to amass total assets worth billions of dollars 
  already). Several are multi-millionaires. A few 
  Sylvestris fall because of their criminal activities, 
  but the family passes them off as isolated “black 
  sheep” and hides the occult aspects.
  Tactics: The family’s goals can be summarized as, 
  “Whatever would please the Dragon.” In the long 
  term, this means freeing the Dragon, annihilating 
  civilization as it currently exists, and making the 
  Earth an eternal Hell of misery from which even 
  death gives no escape. In the short term, however, 
  the Sylvestris follow many goals. Typical Sylvestri 
  operations range from creating a magic item to 
  provoking wars, plagues, and famines — if it’s 
  nasty, Sylvestris enjoy doing it. Some Sylvestris 
  hire out to other evil sorcerers and cults as a way 
  of making contacts — and keeping an eye on 
  potential rivals of the clan. Each family member 
  has his own favored magic tactics, making the 
  group a dangerously unpredictable foe.
  Resources: Many members of the extended 
  Sylvestri clan are wealthy and/or hold positions of 
  influence in the societies they live in. Additionally, 
  the Sylvestris own several Bases. The three family 
  homelands hold their most important sanctums. 
  Castello di Sylvestri in the Apennine Mountains 
  of Italy is the clan’s supreme headquarters. A 
  small town in Scotland hosts McFarlane House. 
  
  Champions Villains Volume Two: Villain Teams n The Syl ves tri clan 
  177
  The Liefeld Commerzbank Tower in Frankfurt, 
  Germany forms the chief nexus for the clan’s 
  financial web. All these Bases boast extensive 
  defenses, both magical and mundane.
  Campaign Use: Most obviously, the Sylvestris 
  present an ongoing threat to the heroes. They 
  make a fine source for new villains, too. If you 
  cannot think of some other origin for an evil 
  sorcerer or magical super-thug, you can make him 
  another Sylvestri. You can also use the Sylvestris 
  as an excuse for all sorts of different sorcerers, 
  villains, and monsters to work together.
  The Sylvestris are so widespread and have their 
  fingers in so many pies that players can easily 
  justify them as a hero’s Hunted. Heroes might have 
  thwarted Sylvestri plots in the past, or gained their 
  powers by accident from a Sylvestri magic ritual, 
  and so on. A hero might even be a Sylvestri who 
  “went rogue,” and the family wants him back — or 
  dead. In every generation, a few Sylvestris try to 
  drop out and lead normal lives. If they succeed, 
  their children might inherit a knack for magic. 
  Sylvestris who fail might seek good-guy sorcerers 
  — like the PCs — for help against their relatives.
  Weakening or strengthening the Sylvestris 
  primarily means decreasing or increasing their 
  numbers. You could also make the family less 
  powerful by heightening its internal divisiveness, 
  making it less likely that large numbers of them 
  can work together.
  Associates, Allies, And Adversaries: The Sylves-
  tris’ biggest rivals in the Mystic World, at least in 
  the eyes of many, is the Vandaleur family. Other 
  sorcerous “dynasties” like the de Morphants 
  and the Warwicks died away long ago, but the 
  Vandaleurs remain, and are of far older lineage 
  than the Sylvestris. (And it doesn’t hurt that 
  Giacomo Sylvestri and Adrian Vandaleur despise 
  one another personally.) Additionally, Vandaleur 
  magic doesn’t depend so much on pacts with the 
  infernal and the Dragon, giving them potentially 
  greater flexibility and freedom. But the truth 
  is the two clans hardly interact. Sometimes a 
  plot hatched by a Sylvestri impacts a Vandaleur 
  and there’s a clash between the two of them, 
  or a Vandaleur decides not to let a Sylvestri do 
  something harmful (at least as the Vandaleur 
  defines “harmful”) and works against him behind 
  the scenes, but the two families have never “gone 
  to war” with one another. In many ways their 
  “rivalry” is more more of a cold war... though 
  there’s no question that it could easily flare up into 
  something hotter, given the right circumstances.
  Relations between the Sylvestris and the Circle 
  of the Scarlet Moon are touchy. The leaders of the 
  Circle prefer for their followers not to sell their 
  souls to demonic powers (since they don’t want 
  them answering to anyone else), whereas most 
  Sylvestris are firmly in the pocket of either the 
  Dragon itself or some diabolic power. Despite this 
  potential source of friction, various Sylvestris have 
  at times teamed with the Circle to their mutual 
  profit, and that’s likely to continue in the future... 
  though neither group trusts the other at all.
  The Sylvestris enjoy cordial relationships 
  with most other Satanic and Draconic cults and 
  mystics. DEMON used to have close relations with 
  the Sylvestris. But when DEMON’s true nature 
  and purpose were revealed (see CU 159-60), the 
  Dragon and the demonic patrons of various family 
  members commanded the clan to break off the 
  alliance. Most Sylvestris obeyed, and the ones who 
  did not had to throw in their lot with DEMON, 
  once and for all.
  Of course, all heroic mystic organizations 
  despise the Sylvestris. The Trismegistus Council 
  is the clan’s most determined foe, having fought it 
  tooth and nail for over a century now. If and when 
  a new Archmage takes office, the Council will urge 
  him to destroy the Sylvestris once and for all. It’s 
  bad enough the Dragon has to exist; having such 
  a powerful group of humans serve him directly is 
  intolerable.
  SYLVESTRI FACTS
  Here are some facts characters and NPCs might 
  know about the Sylvestris if they succeed with an 
  appropriate Skill Roll. The best Skills for this would 
  be KS: The Mystic World or the like; the Sylvestris 
  as a group rarely mingle with the full Superhuman 
  World or comport themselves like costumed villains.
  N/R: The Sylvestris are a large, extended clan some 
  of whose members are said to be accomplished 
  mystics.
  K/R: Some Sylvestris are in fact powerful mystics, 
  and their power seems to come mostly from pacts 
  with demons and other infernal beings.
  -1: A Professor Carlota Sylvestri was involved in 
  the March 2006 attack by the Cirque Sinister on 
  Vibora Bay using the Janus Key. She helped Robert 
  Caliburn defuse their plot, but then betrayed him and 
  tried to seize the Key for herself. It burned her hand 
  and vanished into the muck of the San Sebastian 
  Swamp. It’s believed she still desperately wants 
  the Key and is obsessively searching for it and 
  researching it.
  -4: In truth, the Sylvestris ultimately serve not the 
  Devil but the Dragon, the mystic embodiment of 
  all human evil. Patriarch, the clan’s leader, is most 
  likely the Dragon’s chief human servant.
  -6: The main Sylvestri strongholds are located 
  in Italy, Scotland, and Germany, and are heavily 
  protected by means both mundane and magical.
  
  178 n The Syl ves tri clan 
  Hero System 6th Edition
  PATRIARCH
  Background/History: After twenty years, the 
  Conte Giacomo Sylvestri at last would have a 
  child: his third wife was pregnant. His ancient line 
  and title would continue. Moreover, the unfruit-
  fulness of his past wives and mistresses was not 
  his fault.
  Giacomo had a brilliant life. He was a 
  successful army commander; fluent in French, 
  German, Latin, and Greek; a shrewd investor; and 
  a patron of the arts. He succeeded at everything 
  except siring an heir.
  On a business trip to Milan, Giacoma obtained 
  a horoscope from the notorious Pietro Mora, who 
  was rumored to be a sorcerer as well as a doctor 
  and astrologer. His wife’s child was a boy, Mora 
  said, and Giacomo would father more sons than 
  Jacob of Israel. Giacomo returned early from 
  Milan to tell his wife the news. In high heart, he 
  strode to their chamber, threw open the door to 
  greet her — and felt a dagger of ice in his heart.
  His wife was naked on their bed. So was 
  the handsome young guard. They broke their 
  embrace, as surprised as he. Giacomo moved first. 
  They barely had time to scream before he slew 
  them both with his sword.
  Giacomo spent the next week drunk, but wine 
  could not erase the horrid clarity of that moment 
  at his chamber door. The child had not been his. 
  Killing his wife and her lover did not kill the truth 
  that he could never sire an heir. He was the last 
  Sylvestri. Giacomo laughed, remembering Pietro 
  Mora’s assurance. More sons than Jacob indeed! 
  And so Giacomo decided to ride back to Milan 
  and kill Mora as well. What was another murder? 
  He did not regret killing his faithless wife any 
  more than he regretted the men he slew on the 
  battlefield.
  Only Mora did not die. When he saw Giaco-
  mo’s sword, Mora raised his hand and spoke a 
  Word. One of the rings on his fingers flashed red 
  and Giacomo felt fire explode in his head. He stag-
  gered forward, half blind with pain, until a second 
  blast sent him crumpling to the floor.
  To his surprise, Giacomo woke up again. Mora 
  wanted to know why Giacomo sought his death; 
  this was a strange reaction to good news, was it 
  not? Giacomo told of his wife and why he’d slain 
  her. “Your horoscopes are no better than fart-
  wind, wizard.”
  Mora frowned, but thoughtfully. “Not my 
  words, but those of my lord and patron, the great 
  Duke Astaroth. He has never been wrong before, 
  but one must consider his words closely. He said 
  the child was a boy. He never said it was yours. 
  The rest of his prophecy may yet come true — if 
  you dare to fulfill it. Will you accept damnation to 
  gain an heir?”
  Giacomo laughed bitterly. “God has shown His 
  “love” for me well enough. I am an adulterer and 
  a murderer and do not repent it! Let your devil do 
  his best. If he can make my seed fertile, he shall be 
  my liege as well!”
  OTHeR sYLVesTRIs
  Besides the four Sylvestris profiled below, other 
  family members of note include:
  Fra Diavolo: Diodoro Sylvestri tried to escape his 
  family by becoming a monk, but the Patriarch even-
  tually corrupted him. He’s both a Satanist (though 
  with little power) and a crime boss in Naples.
  Canidia Liefeld: Erichtho McFarlane’s great-grand-
  daughter inherited only a little of her ancestress’s 
  necromantic skill (see below), but she is a top-notch 
  lawyer. Canidia looks out for the legal affairs of 
  many of her relatives.
  Georgius Liefeld: Canidia’s cousin Georgius runs 
  a brokerage house in Hamburg. His only mystic 
  talents are astral perception and projection, which 
  he uses to gain information for insider trading.
  Sagana Liefeld: This Sylvestri scion suffered from 
  an ugly and handicapped body until she sold her 
  soul to the archdevil Mulciber, the Netherworld’s 
  greatest artisan. Mulciber gave Sagana an immortal 
  body of living metal, making her drop-dead 
  gorgeous but unable to pass for human. Sagana 
  gained great magical power over earth, fire, and 
  metal. She serves Mulciber with utter devotion, and 
  indeed has fallen in love with the demon-smith.
  Matachin: Dashwood Sylvestri has little magic of 
  his own, but he wields a magic sword charged with 
  deathly Qliphothic energies. As the mercenary 
  Matachin, he sells his services in the Mystic World 
  and gathers information to sell to his kinfolk.
  Erichtho McFarlane: This daughter of the Patriarch 
  changed her name to that of a witch from Classical 
  literature to reflect her mastery of necromancy. 
  Erichtho died more than a century ago, but remains 
  active as a ghost. She can possess corpses, create 
  other undead, and cast a variety of necromantic 
  spells while in disembodied, astral form.
  Velleda McFarlane: Although she learned a few 
  minor spells, this Sylvestri daughter lacked the 
  talent to match her ambition. She appealed to 
  Erichtho for help, and her deceased kinswoman 
  turned her into a vampire. Velleda acts as the 
  Sylvestris’ liaison whenever they need to negotiate 
  with vampires. She enjoys seducing and preying 
  upon the living, especially Goth types who think 
  being dead is sexy.
  Professor Carlota Sylvestri: A professor of 
  anthropology at Tulane University under the name 
  Carlota Silverman, her ties to the Sylvestris were 
  revealed in March 2006 when she helped Robert 
  Caliburn thwart the Cirque Sinister’s attack on 
  Vibora Bay using the Janus Key, but then tried and 
  failed to seize the Key for herself (see CU 16, 137). 
  Patriarch is very displeased with her failure and the 
  revelation of her true identity; she’s continuing to 
  study and look for the Key in the hopes of winning 
  back his favor... and obtaining the Key’s power for 
  herself!
  
  Champions Villains Volume Two: Villain Teams n The Syl ves tri clan 
  179
  So it came to pass. Giacomo sold his soul to the 
  archdevil Astaroth and took another wife. Soon 
  he had a baby daughter, with another child on the 
  way. As Astaroth commanded, he baptised neither. 
  With proof of Hell’s power, Giacomo contacted 
  Mora again. He wanted to learn sorcery himself. 
  Since Milan was becoming too hot for Mora, the 
  Satanic wizard gladly moved to Castle Sylvestri.
  As always, the Conte did well at his chosen 
  task. When Mora left five years later, Giacomo 
  could summon demons himself... and just in time, 
  for the Pope had allied with a neighbor to conquer 
  and destroy him. Many of Giacomo’s own people 
  welcomed the invader: Giacomo was as thorough 
  in damnation as everything else, and earned their 
  hatred. The few who remained loyal were not 
  enough, but some minor demons sent among the 
  besiegers at night evened the score. Even as the 
  army retreated from Giacomo’s gates, though, an 
  arquebus shot pierced him. The wound festered 
  into gangrene; mortal medicine was helpless, and so 
  Giacomo invoked the demon Marbas, a President 
  who cures disease and appears in the form of a lion.
  To Giacomo’s dismay, this time his conjurations 
  did not cow the demon. His sickness made him 
  too weak. “Payment, son of Adam!” the demon 
  growled as it stalked around Giacomo’s magic 
  circle. “Life and health I give, in return for what 
  else is most precious to thee!”
  “Fiend!” he cried. “My soul is pledged already!”
  The demon bared its fangs, a grin. “That I 
  know... but what did you buy that was worth 
  damnation? Give it to me, with thy two hands, and 
  perfect health shall be thine for all thy days.”
  What could the demon mean but his eldest son 
  Pietro, his heir? A fine little lad, though Giacomo 
  didn’t see much of him; that was the nanny’s job. 
  But then, he had two other sons, one legitimate, 
  and already wise folk did not question his word.... 
  “Agreed, spirit. With my own two hands will I 
  grant thy desire in... a week? If you will assure my 
  life until then?”
  “A week,” Marbas agreed. “I shall know if thy 
  payment is given with less than thy full heart.” 
  And it vanished in a flash of flame.
  In the days to come, Giacomo announced 
  sadly that little Pietro was sick. The nanny did not 
  contradict him. Pietro got all the toys and sweets 
  he wanted. And then Giacomo stood in the circle 
  again, his son sleeping in his arms from an herbal 
  potion. Pietro would not suffer, he told himself. 
  Once more the lion Marbas paced outside his 
  circle. Once more it grinned.
  “Come forth and be healed,” the demon 
  said. Steeling his nerve, Giacomo stepped out 
  of the circle, knelt, and laid Pietro on the stone 
  floor. “Now, let all infirmity depart!” the demon 
  commanded. A wave of sulfurous fumes swirled 
  around Giacomo, making him cough, but he felt 
  the pain and corruption leave his flesh. Pietro 
  coughed as well and opened sleepy eyes.
  “Daddy?” he murmured. Then Pietro shrieked, 
  a thin, brief sound as Marbas leaped upon him 
  and swallowed him whole, knocking Giacomo 
  back into the circle.
  “Thou payest well, son of Adam,” the demon 
  said. It licked its chops and vanished. Giacomo 
  regretted his damnation for the first time. And the 
  last. Henceforth, no crime was beyond him, and 
  the Lords of Hell were much pleased.
  Over the years Giacomo became a mighty 
  wizard, both from the powers the demon princes 
  gave him and what he learned on his own. In 
  fact, he proved a little too skilled for his demonic 
  patrons. When old age closed in on him, Giacomo 
  contacted the Dragon and made a final pact. The 
  Dragon gave Giacomo immortality in exchange 
  for eternal service as its tool for mankind’s 
  destruction. As token of their pact, Giacomo 
  must sacrifice one of his own blood every year 
  to maintain his immortal life. Giacomo has done 
  this for three hundred years. He has sired dozens 
  of children, as Astaroth foretold, and hundreds of 
  grandchildren and further descendants... and his 
  hands have run red with their blood.
  Personality/Motivation: Giacomo is haughty, cold, 
  and vicious. He’s an amazingly competent person, 
  and he knows it. He made himself the Dragon’s 
  favorite acolyte in the Quaternion, and he knows 
  that, too. As far as Giacomo is concerned, the 
  Multiverse divides into four categories: the 
  Dragon; himself; that which serves the Dragon 
  and himself; and that which should serve the 
  Dragon and himself. In short, he’s a psychopath 
  and a fanatic. He’s good at hiding it in public, 
  though. Giacomo can be quite charming when he 
  wants.
  Quote: “A moment, please, before you attempt 
  something heroic and foolish. There is something 
  you should know....”
  PATRIARCH FACTS
  Here are some facts characters and NPCs might 
  know about Patriarch if they succeed with an 
  appropriate Skill Roll. The best Skills for this would 
  be KS: The Mystic World or the like; Patriarch 
  rarely mingles with the full Superhuman World or 
  comports himself like a costumed villain.
  K/R: The Patriarch is the head of the mystically-
  gifted Sylvestri family; in addition to being a 
  strong sorcerer, he’s said to be highly skilled at 
  summoning and commanding demons.
  -1: Patriarch carries an enchanted sword-cane 
  that he uses as a ritual implement to cast many of 
  his spells.
  -2: His real name is Giacomo Sylvestri.
  -4: Patriarch is the Dragon’s chief servant on 
  Earth, his most willing tool but also sometimes 
  subjected to the Dragon’s fearsome wrath.
  -6: Patriarch has worked so much evil magic that 
  he suffers pain when he’s on holy ground.
  -8: The mystically aware can recognize Patriarch 
  by his powerful but tainted mystic aura.
  
  180 n The Syl ves tri clan 
  Hero System 6th Edition
  PATRIARCH
  Val Char Cost Roll Notes
  20 STR 
  10 13- Lift 400 kg; 4d6 HTH damage [2]
  23 DEX 
  26 14-
  23 CON 
  13 14-
  23 INT 
  13 14- PER Roll 14-
  23 EGO 
  13 14-
  30 PRE 
  20 15- PRE Attack: 6d6
  7 
  OCV 
  20
  7 
  DCV 
  20
  8 
  OMCV 15
  8 
  DMCV 15
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  15 PD 
  13 	
  Total: 15 PD (0 rPD)
  15 ED 
  13 	
  Total: 15 ED (0 rED)
  10 REC 
  6
  70 END 
  10
  13 BODY 
  3
  36 STUN 
  8  
  Total Characteristics Cost: 248
  Movement: 
  Running: 
  12m
  Cost Powers 
  END
  115 Demonic Theurgy: Variable Power Pool (Magic Pool), 
  80 Pool + 80 Control Cost 
  var
  No Skill Roll Requires (+1); Extra Time (requires a 
  minimum of 1 Turn to change Pool allocation; -¾), 
  Variable Limitations (requires -1 worth of Limitations; 
  -½)
  7 
  Hell Sword: HKA 1d6 (2d6+1 with STR without naked 
  Advantages aren’t used, 1d6+1 when they are) 
  1
  OAF (-1), No Knockback (-¼)
  22 
  Hell Sword’s Hellfire: Constant (+½), Penetrating (x2; 
  +1), and Uncontrolled (stops working after 1 Turn; 
  +½) for HKA 1d6 
  0
  Reduced Endurance (0 END; +½); OAF (-1)
   
  Martial Arts: Fencing
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Froissement 
  -1 
  +1 
  Disarm, 30 STR
  5 
  Lunge 
  +1 
  -2 
  Weapon +4 DC
  4 
  Parry 
  +2 
  +2 
  Block, Abort
  4 
  Strike 
  +0 
  +2 
  Weapon +2 DC
  2 
  Use Art With Blades and Clubs
  24 
  Diabolical Fortitude: Physical and Energy Damage 
  Reduction, Resistant, 25% 
  0
  Only Works If Patriarch Maintains His Ritual 
  Schedule (-¼)
  23 
  Diabolical Immunities: Life Support (Self-Contained 
  Breathing; Safe Environments: Intense Cold, 
  Instense Heat; Longevity: Immortal; Immunity: all 
  terrestrial diseases and biowarfare agents) 
  0
  Only Works If Patriarch Maintains His Ritual 
  Schedule (-¼)
  5 
  Mystic Ward: Power Defense (5 points) 
  0
  15 
  Psychic Ward: Mental Defense (15 points) 
  0
  13 
  Diabolical Regeneration: Regeneration (1 BODY per 
  Turn) 
  0
  Only Works If Patriarch Maintains His Ritual 
  Schedule (-¼)
  10 
  Astral Awareness: Dimensional (Astral Plane) for 
  Sight Group 
  0
  10 
  Astral Awareness: Dimensional (Astral Plane) for 
  Hearing Group 
  0
  10 
  See Magic: Detect Magic 14- (Sight Group), 
  Discriminatory 
  0
  5 
  Wizard’s Wardrobe: Cosmetic Transform 2d6 (change 
  clothing in any way) 
  1
  Improved Results Group (any clothing; +¼); Limited 
  Target (own clothes; -½)
   
  Perks
  80 
  Castello di Sylvestri: 400-point Base
  12 
  Contact: Cult Of The Red Banner 11- (useful Skills and 
  resources; organization Contact)
  12 
  Contact: Ouroboros 11- (useful Skills and resources; 
  organization Contact)
  10 
  Money: Wealthy
   
  Skills
  16 
  +2 with Magical Attacks
  3 
  Acting 15-
  3 
  Analyze Magic 14-
  3 
  Breakfall 14-
  5 
  Cramming
  3 
  Cryptography 14-
  3 
  Deduction 14-
  3 
  High Society 15-
  3 
  Interrogation 15-
  3 
  Navigation (Astral, Dimensional) 14-
  3 
  Oratory 15-
  3 
  Sleight Of Hand 14-
  15 
  Power: Thaumaturgy 20-
  3 
  Trading 15-
  1 
  WF: Blades
  3 
  Linguist
  3 
  1) English (idiomatic; Italian is Native)
  3 
  2) French (idiomatic)
  2 
  3) German (completely fluent)
  2 
  4) Greek (completely fluent)
  3 
  5) Hebrew (completely fluent)
  2 
  6) Latin (completely fluent)
  3 
  Scholar
  2 
  1) KS: Arcane And Occult Lore 14-
  2 
  2) KS: Demonology 14-
  2 
  3) KS: Draconic Cults 14-
  1 
  4) KS: Fencing 11-
  2 
  5) KS: Hermetic Theurgy 14-
  1 
  6) KS: Imaginal Planes 11-
  2 
  7) KS: The Mystic World 14-
  1 
  8) KS: Occult History 11-
  2 
  9) KS: Spirits 14-
  2 
  10) KS: Western Occultism 14-
  Total Powers & Skills Cost: 500
  Total Cost: 748
  
  Champions Villains Volume Two: Villain Teams n The Syl ves tri clan 
  181
  EXAMPLE POWERS FOR 
  DeMONIC THeURGY POWER POOL
  Brimstone Spear: With a word and a pass of his 
  beringed hands, the Patriarch conjures a javelin of 
  fire and brimstone. When it hits its target, the spear 
  explodes in a cloud of choking, stinking smoke.
  Blast 5d6, Area Of Effect (1m Radius; +¼), NND (defense 
  is Life Support [Self-Contained Breathing] or Taste/Smell 
  Group Flash Defense; +1) (56 Active Points); OIF (talismanic 
  rings; -½), Gestures (-¼), Incantations (-¼). Total cost: 28 
  points.
  Diabolic Communion: Once the Patriarch contacts a 
  devil, he offers access to his mind, so they may speak 
  together.
  Mind Link to any one infernal spirit, any distance, any 
  dimension (20 Active Points); IAF (sword-cane; -½) Concen-
  tration (concentrate to ½ DCV throughout; -½). Total cost: 10 
  points.
  Diabolic Invocation: Powerful as Patriarch is, he 
  cannot actually force any but the weakest demons to 
  appear. Instead, he sends a mystical beacon to a demon 
  or devil, requesting communion. If the spirit responds 
  (by accepting the Diabolic Communion, above), he can 
  invite it to appear. The demon may choose to appear, or 
  not. Tradition and formality call for a grand ceremony, 
  but the Patriarch can make do with chanting an invoca-
  tion while tracing a circle with his sword-cane.
  Mind Scan 10d6, Transdimensional (Netherworld; +½) (75 
  Active Points); OAF (sword-cane; -1), Extra Time (1 Turn; -1¼), 
  Incantations (-¼). Total cost: 21 points.
  Eyes Of Asmoday: Among his other gifts, the archdevil 
  Asmoday grants invisibility. By calling on Asmoday 
  and kissing one of his rings, the Patriarch can gain the 
  power to “see” those who think themselves unseen.
  Detect Invisibility (no Sense Group), Range, Sense, 
  Targeting (22 Active Points); OIF (-½) (talismanic ring; -½), 
  Gestures (-¼), Incantations (-¼). Total cost: 11 points.
  Hypocrite’s Cloak: In Dante’s Inferno, religious hypo-
  crites — especially those who used their holy office for 
  financial gain — are condemned to wear imprisoning 
  robes of gilded lead. With a wave of his sword-cane, the 
  Patriarch conjures such a robe around a foe. The robe 
  can trap spirits, astral projectors, and other non-solid 
  entities, as well as mortals.
  Entangle 4d6, 4 PD/4 ED, Affects Desolidified (+½) (60 
  Active Points); OAF (sword-cane; -1). Total cost: 30 points.
  Soul Armor: The Patriarch summons a phantom suit of 
  mail crafted from gibbering, damned souls. This stops 
  the BODY from most mundane attacks.
  Resistant Protection (10 PD/10 ED) (30 Active Points); OIF 
  (-½) (talismanic rings; -½), Gestures (-¼), Incantations (-¼). 
  Total cost: 15 points.
  Surgat’s Blessing: The demon Surgat has the power 
  to open any lock. The Patriarch calls on Surgat’s power 
  with a few words and a tap from his cane. One tap 
  suffices for most locks, but even bank vault doors open 
  in time.
  Lockpicking 25- (35 Active Points); OAF (sword-cane; -1), 
  Incantations (-¼). Total cost: 15 points.
  400 Matching Complications (75)
  10 
  Distinctive Features: powerful, tainted magic aura 
  (Not Concealable; Always Noticed; Detectable 
  Only with Unusual Senses)
  15 
  Enraged: by defiance, insult or humiliation 
  (Common), go 11-, recover 14-
  10 
  Hunted: assorted mystic heroes (Infrequently, As 
  Pow, Capture/Kill)
  10 
  Hunted: Adrian Vandaleur (Infrequently, As Pow, 
  NCI, Discreetly Thwart)
  10 
  Hunted: The Dragon (Frequently, Mo Pow, Watching)
  10 
  Hunted: The Devil’s Advocates (Frequently, Mo Pow, 
  Watching)
  10 
  Negative Reputation: the Dragon’s chief disciple, 
  11- (Extreme, Limited Group [the Mystic World])
  15 
  Physical Complication: must perform sacrifice 
  rituals to keep physical toughness and magical 
  powers (Infrequent, Greatly Impairing)
  15 
  Psychological Complication: Devoted To The 
  Dragon (Common, Strong)
  15 
  Psychological Complication: Vengeful (Very 
  Common, Moderate)
  30 
  Susceptibility: takes 3d6 STUN and BODY 
  damage instantly whenever the Dragon wants 
  (Uncommon)
  5 
  Susceptibility: takes 1d6 Drain Magic Pool every 
  Turn he’s on holy ground (Uncommon)
  Total Complications Points: 75
  Experience Points: 348
  
  182 n The Syl ves tri clan 
  Hero System 6th Edition
  Powers/Tactics: Patriarch practices Hermetic 
  theurgy with a demonic emphasis. The Dragon 
  forbids him to use other sorts of magic. (He can 
  use alchemical potions since they’re actually spells 
  cast by someone else, but the Dragon punishes 
  him for it later.) He prefers to fill his Variable 
  Limitation with his sword-cane (in either sword 
  or cane form) as an OAF. If the Patriarch loses the 
  sword-cane, he uses his talismanic rings (OIF) 
  with Gestures and Incantations (or a 14- Activa-
  tion Roll). If Giacomo loses use of all Foci, he has 
  to find -1 worth of other Limitations (typically 
  Activation Roll, Gestures, and/or Incantations). 
  His complete list of permissible Limitations 
  consists of Activation Roll, Concentration, Extra 
  Time, Focus, Gestures, and Incantations.
  Patriarch must sacrifice a descendant every 
  year. If he does not, he loses the magical tough-
  ness and immortality granted by the Dragon 
  (his Damage Reduction, Regeneration, and Life 
  Support) and 5 points of STR, DEX, and CON. 
  What’s more, all his magic suffers an Activation 
  Roll 14-. (He practices other rituals to maintain 
  his power as well, but he doesn’t need to follow a 
  strict schedule.)
  Patriarch carries an enchanted sword-cane. The 
  demon-forged Hell Sword in the cane inflicts just 
  a little damage when it hits — it’s only a sharp-
  ened épée, after all — but the hellfire flickering 
  along the blade can damage virtually anything, 
  and keeps burning for a full Turn. (The sword 
  inflicts full damage, with Damage Classes from 
  the Fencing maneuvers, when it hits; after that the 
  hellfire inflicts 1d6 Killing Damage, Penetrating 
  (x), each Phase for 1 Turn.)
  Campaign Use: See the introductory text for 
  general information. Patriarch holds the Sylvestri 
  clan together through sheer terror and the tacit 
  threat of the Dragon’s wrath. Without him, one of 
  the most powerful factions in the Mystic World 
  would fall apart as the various Sylvestris turned on 
  each other or pursued their own schemes.
  Giacomo prefers to delegate oversight to one 
  descendant or another. Patriarch doesn’t take 
  charge personally unless he must: not only does 
  Giacomo ensure his own safety by staying in the 
  shadows, he can blame underlings for failure. 
  Thus, heroes usually encounter Patriarch only at 
  his pleasure, when he has lots of backup, deadly 
  pre-cast spells ready to trigger, and a hostage 
  DNPC or two — or when the Sylvestris capture 
  them.
  To make the Patriarch more powerful, increase 
  his Magic Pool, reduce the Limitations on it, or 
  give him greater attacks and defenses outside the 
  VPP. To reduce his power, decrease the size of his 
  Magic Pool, add Limitations to (or remove Advan-
  tages from) it, and/or reduce his DEX and SPD.
  Appearance: The Patriarch looks like he’s in his 
  early fifties. The handsome Giacomo has a narrow 
  mustache and just a few streaks of grey in his wavy 
  black hair. When in public, mingling with Italian 
  high society, he wears immaculately-tailored grey 
  silk suits. Only close inspection of his dragon-
  headed sword-cane and rings would hint that 
  Giacomo is a sorcerer: his rings bear demonic 
  sigils, while the gold wire embedded in the rose-
  wood cane twists into runes.
  On formal occasions, Giacomo wears opulent 
  seventeenth-century garb slightly modified for the 
  demands of ritual sorcery: trousers and a broad-
  collared jacket of dark, richly embroidered velvet, 
  with lace cuffs, a ruffled cravat, and leather belt 
  and boots. He adds a black mantle lined with red 
  silk and a golden coronet. The belt, mantle, and 
  coronet all bear mystic characters. Two ensym-
  boled brooches linked by a golden chain hold 
  the mantle across his shoulders. The collar of 
  his jacket is embroidered in gold with a rampant 
  dragon on one side and the Secret Seal of Solomon 
  on the other.
  ASTRALLE
  Background/History: Perrenon Sylvestri was 
  eager to leap into the thick of Sylvestri magical 
  operations. She didn’t want to spend years getting 
  some serious power. On the other hand, she 
  didn’t want to sell her soul outright and become a 
  demon lord’s pawn. So she struck a compromise. 
  Perrenon contacted each of the seven planetary 
  demons: Aratron, Barsabel, Bethor, Hagith, Och, 
  Ophiel, and Phul. In exchange for small bequests 
  of magical knowledge and power from the 
  demons, she offered herself as a lover to all seven, 
  with a promise of other favors. Through this, 
  Perrenon quickly gained a wide range of spells. On 
  the rare occasions when she needs a supervillain-
  style pseudonym, she calls herself “Astralle.” When 
  undercover, she calls herself “Perry Wood.”
  Personality/Motivation: Astralle is entirely cynical 
  about human motivations. Most people, she 
  believes, have just two desires — lust and greed 
  — and follow these desires blindly. Clever people 
  (like her) manipulate these two desires in others 
  to gain power, which is all that really matters. Men 
  are particularly easy for a beautiful woman like 
  her to control: just offer them some nooky and 
  they’ll do anything. Hey, look how she got her 
  powers. In a world of stupid sheep, it’s practically a 
  moral duty to be a wolf.
  She never reflects on the possibility that her 
  pursuit of power makes her just as easy to control 
  as the “sheep” around her. This wasn’t lost on the 
  Planetary Demons, though.
  Quote: 
  Undercover: “Hi, what’s your sign?”
  In Combat: “Barsabel, shield me! Aratron, bind 
  him!”
  
  Champions Villains Volume Two: Villain Teams n The Syl ves tri clan 
  183
  ASTRALLE FACTS
  Here are some facts characters and NPCs might know about 
  Astralle if they succeed with an appropriate Skill Roll:
  N/R: Astralle is a supervillainess with a suite of mystic powers.
  K/R: Astralle’s powers actually come from making pacts with 
  demons rather than studying and casting spells.
  -1: The demons who gave Astralle her powers are the Planetary 
  Demons, and her powers are loosely related to their respective 
  spheres of influence.
  -2: Astralle’s astrological powers allow her to foresee the future.
  -4: Astralle is somehow connected to the Sylvestri clan; she may 
  be a member, or may simply work for them on a regular basis. 
  She’s scared of being hurt or captured; unless she feels she’s in 
  control of a situation it’s likely she’ll flee and try again another 
  time.
  -6: Astralle’s demonic taint makes her suffer pain when she’s on 
  holy ground or exposed to holy objects.
  -8: The mystically aware can recognize Astralle by her demon-
  tainted aura.
  -10: Her Secret Identity is Perrenon Sylvestri, though she some-
  times uses the alternate identity of “Perry Wood.”
  Powers/Tactics: The Planetary Demons each 
  gave Astralle one attack spell and one defensive 
  or miscellaneous spell she can mix and match any 
  way she wants. She also has a number of other 
  spells based on demonology or astrology. She 
  casts her planetary spells using a belt of enameled 
  plaques bearing the sigils of the seven Planetary 
  Demons and some combination of Gestures, 
  Incantations, Concentration, Extra Time, or an 
  Activation Roll.
  Astralle’s greatest power is actually her skill at 
  astrological forecasts. By studying the positions of 
  the planets in the Zodiac, Astralle often obtains 
  visions of the future. She’s especially skilled at 
  predicting the future actions and circumstances of 
  individuals (the more she knows about a person, 
  the greater her chance of making an accurate fore-
  cast; the GM should take this into account when 
  she uses her Precognition). She searches people’s 
  timelines for events she can turn to her advantage 
  — she looks forward to see where they’ll be; then 
  she goes there at the appointed time... or sends her 
  hirelings.
  Astralle values her own safety above all else. 
  When she can’t get what she wants by working 
  undercover, she tries to get somebody else to do 
  the dirty work or at least back her up in a light-
  ning-quick operation. If she encounters unfore-
  seen problems, Astralle immediately flees.
  Campaign Use: See the introductory text for 
  general information. Astralle is a low-ranking 
  Sylvestri. She schemes to gain information about 
  heroes so she can trade her forecasts to other 
  Sylvestris, gaining favors in return. Astralle might 
  try to get close to a hero to learn about him and 
  his comrades. She fights heroes because they’ve 
  exposed her imposture or interfered with one of 
  her plans. Other Sylvestris often recruit Astralle 
  to help them Hunt their enemies, but she does 
  not, strictly speaking, ever Hunt characters on her 
  own.
  To make Astralle more powerful, raise her 
  Characteristics to make her a more effective 
  combatant, or increase her Multipower to 144 
  points so she can use more Powers at once. To 
  make her less powerful, reduce her SPD and scale 
  back her Multipower slots to 50-some and 25 
  Active Points.
  Appearance: Perrenon Sylvestri is a voluptuous 
  woman with cornsilk-blonde hair. When not 
  undercover as “Perry Wood” she wears flowing 
  costumes of dark blue silk that leave her arms and 
  legs bare, with lots of decolletage, and a blue-lined 
  black satin cape. Around her waist is the belt of 
  dark blue and gold sigil plaques. A black domino 
  mask is strictly for show; Astralle thinks it makes 
  her look mysterious.
  CORNELIUS LIEFELD
  Background/History: Cornelius Liefeld was some-
  thing of a rebel in his younger days. How do you 
  shock your parents when you come from a family 
  of Satanic sorcerers? You say you want to become 
  a scientist. Cornelius got a doctorate in chemistry, 
  but studied alchemy on the side as a concession to 
  his parents.
  Like most young rebels, once Cornelius tasted 
  the real world he settled down and became just 
  like his parents. His life had no dramatic turning 
  point. He just kept encountering situations in 
  which it was inconvenient to remain a law-abiding 
  industrial chemist. First Cornelius compromised 
  his principles just a little by using some alchemy, 
  but in a few years he was murdering enemies, 
  trading favors with other family members, and 
  generally behaving like any other Sylvestri. The 
  clan forgave Cornelius’s youthful rebellion, 
  and now the other Sylvestris greatly respect his 
  remarkable powers of alchemy.
  Personality/Motivation: Cornelius is not actively 
  vicious, just completely amoral. He feels no loyalty 
  to anyone; he keeps all relationships strictly busi-
  ness, even with other members of the Sylvestri 
  clan. He wouldn’t save his own mother’s life if 
  someone didn’t pay him for it in money, resources, 
  or a promise of favors in return. His blunt and 
  mercenary ways irritate senior Sylvestris, but not 
  enough for any of them to chastise him. Corne-
  lius would even betray the clan, if he saw enough 
  profit to himself and he thought he could get away 
  with it.
  
  184 n The Syl ves tri clan 
  Hero System 6th Edition
  ASTRALLE
  Val Char Cost Roll Notes
  10 STR 
  0 11- Lift 100 kg; 2d6 HTH damage [1]
  18 DEX 
  16 13-
  18 CON 
  8 13-
  13 INT 
  3 12- PER Roll 12-
  18 EGO 
  8 13-
  20 PRE 
  10 13- PRE Attack: 4d6
  6 
  OCV 
  15
  6 
  DCV 
  15
  6 
  OMCV 
  9
  6 
  DMCV 
  9
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  8 
  PD 
  6 	
  Total: 21 PD (13 rPD)
  8 
  ED 
  6 	
  Total: 21 ED (13 rED)
  6 
  REC 
  2
  35 END 
  3
  10 BODY 
  0
  24 STUN 
  2  
  Total Characteristics Cost: 142
  Movement: 
  Running: 
  12m
   
  Flight: 
  34m
  Cost Powers 
  END
  73 
  Favors Of The Planetary Demons: 
  Multipower, 91-point reserve
  Variable Limitations (requires -½ worth of Limitations 
  chosen from OIF [sigil belt], Activation Roll, Concen-
  tration, Extra Time, Gestures, and Incantations; -¼)
  3f 
  1) Och’s Solar Flare: Sight Group Flash 8d6 
  [8]
  Area Of Effect (1m Radius; +¼); Variable Limitations 
  (see above; -¼), 8 Charges (-½)
  3f 
  2) Phantasms Of Phul: Mental Illusions 12d6 
  [8]
  Variable Limitations (see above; -¼), 8 Charges (-½)
  4f 
  3) Ophiel’s Forcible Flight: Flight 24m 
  [8]
  Usable As Attack (defense is Flight; +1¼), 
  Ranged (+½); Variable Limitations (see above; -¼), 
  8 Charges (-½)
  3f 
  4) Hagith’s Mental Mastery: Mind Control 12d6 
  [8]
  Variable Limitations (see above; -¼), 8 Charges (-½)
  3f 
  5) Barsabel’s Flaming Spear: RKA 2½d6 
  [8]
  Armor Piercing (+¼); Variable Limitations (see above; 
  -¼), 8 Charges (-½)
  3f 
  6) Lightning Of Bethor: Blast 12d6 
  [8]
  Variable Limitations (see above; -¼), 8 Charges (-½)
  3f 
  7) Aratron’s Leaden Bonds: Entangle 6d6, 6 PD/6 ED [8]
  Variable Limitations (see above; -¼), 8 Charges (-½)
  1f 
  8) Och’s Illumination: Change Environment (creates 
  real sunlight) 
  1
  Area Of Effect (32m Radius; +1), Reduced Endurance 
  (½ END; +¼); Variable Limitations (see above; -¼)
  3f 
  9) Concealment Of Phul: Invisibility to Sight Group 
  and Mystic Group 
  1
  Reduced Endurance (½ END; +¼); Variable Limita-
  tions (see above; -¼)
  2f 
  10) Ophiel’s Instant Transport: Teleportation 30m 
  3
  Variable Limitations (see above; -¼)
  1f 
  11) Hagith’s Attractive Aura: +25 PRE 
  0
  Only To Make Persuasive/Seductive Presence 
  Attacks (-1)
  3f 
  12) Barsabel’s Iron Shield: Resistant Protection 
  (8 PD/8 ED/6 Power Defense) 
  2
  Hardened (+¼); Costs Half Endurance (-¼), Variable 
  Limitations (see above; -¼)
  1f 
  13) Bethor’s Revelations: Detect Magic 12- 
  (Sight Group), Discriminatory 
  0
  3f 
  14) Aratron’s Subtle Clutch: Suppress DEX 5d6 
  5
  Costs Endurance (to maintain; -½), Variable Limita-
  tions (see above; -¼)
  2f 
  15) Astrological Search: Mind Scan 18d6 
  9
  Extra Time (1 Hour per attack roll; -3)
  2f 
  16) Contact Demon: Mind Scan 12d6 
  9
  Transdimensional (Netherworld targets; +½); Variable 
  Limitations (see above; -¼), Extra Time (1 Hour; -3)
  2f 
  17) Open The Way: Extra-Dimensional Movement (to 
  a single location in a single dimension [Astralle’s 
  location on Earth]) 
  10
  Usable By Other (+¼), Indirect (+½), Ranged (+½), 
  Transdimensional (Netherworld targets; +½); Variable 
  Limitations (see above; -¼), Concentration (0 DCV; 
  -½), Increased Endurance Cost (x2 END; -½)
  28 
  Lesser Gifts Of The Planetary Demons: 
  Multipower, 49-point reserve
  OIAID (-¼), Variable Limitations (requires -1 worth of 
  Limitations chosen from OIF [sigil belt], Concentra-
  tion, Extra Time, Gestures, and Incantations; -½)
  2f 
  1) Shield Of The Star Demons: Resistant Protection 
  (13 PD/13 ED/6 Power Defense) 
  2
  OIAID (-¼), Costs Half Endurance (-¼), Variable 
  Limitations (see above; -½)
  2f 
  2) Winds Of Asmodeus: Flight 34m, x8 Noncombat 
  4
  OIAID (-¼), Variable Limitations (see above; -½)
  1f 
  3) Astrological Forecast: Precognitive Clairvoyance 
  (Sight Group) 
  4
  OIAID (-¼), Variable Limitations (see above; -½), 
  Precognition Only (-1)
  2f 
  4) Astral Gate: Extra-Dimensional Movement (any loca-
  tion in the Imaginal Planes), x4 Increased Mass 
  8
  OIAID (-¼), Variable Limitations (see above; -½) Extra 
  Time (Full Phase; -½), Increased Endurance Cost (x2 
  END; -½)
  1f 
  5) Conjure Imp: Summon one 246-point Imp (see HSB 
  73) 
  8
  OIAID (-¼), Variable Limitations (see above; -½) Extra 
  Time (1 Turn; -1¼), Increased Endurance Cost (x2 
  END; -½)
  1f 
  6) Contact Demon: Mind Link to any one demon, any 
  distance, any dimension 
  0
  Concentration (0 DCV, must Concentrate throughout; 
  -1), OIAID (-¼), Variable Limitations (see above; -½)
  
  Champions Villains Volume Two: Villain Teams n The Syl ves tri clan 
  185
  5 
  Stars In Her Eyes: Sight Group Flash Defense (5 points) 0
  8 
  Slippery Mind: Mental Defense (8 points) 
  0
  10 
  Astral Awareness: Dimensional (Astral Plane) for 
  Sight Group 
  0
  3 
  Instant Change: Cosmetic Transform 1d6 (any clothing 
  to costume; reverses at will) 
  1
  Trigger (changing clothing is a Zero Phase Action, 
  Trigger immediately automatically resets; +¾); 
  Limited Target (the clothes currently worn by 
  character; -½)
   
  Talents
  3 
  Striking Appearance +1/+1d6
   
  Perks
  1 
  Fringe Benefit: International Driver’s License
  1 
  Fringe Benefit: Library of Babylon Borrower’s Card
   
  Skills
  15 
  +3 with Favors Of The Planetary Demons Multipower
  4 
  Astrology: +8 OMCV with Mind Scan 
  0
  OIAID (-¼), Variable Limitations (requires -½ worth 
  of Limitations chosen from OIF [sigil belt], Concen-
  tration, Extra Time, Gestures, Incantations; -¼), 
  Requires A PS: Astrology Roll (-½)
  3 
  Acting 13-
  3 
  Charm 13-
  3 
  Concealment 13-
  3 
  Conversation 13-
  2 
  AK: Babylon 11-
  2 
  AK: Astral Plane 11-
  4 
  Language: English (idiomatic, native accent; Italian is 
  Native)
  1 
  Language: Latin (basic conversation)
  3 
  Navigation (Astral, Dimensional) 12-
  4 
  PS: Astrologer 13-
  5 
  Shadowing 13-
  3 
  Scholar
  2 
  1) KS: Arcane And Occult Lore 12-
  2 
  2) KS: Astrology 12-
  2 
  3) KS: Demonology 12-
  1 
  4) KS: The Mystic World 11-
  1 
  5) KS: The Superhuman World 11-
  1 
  6) KS: Western Occultism 11-
  Total Powers & Skills Cost: 247
  Total Cost: 389
  400 Matching Complications (75)
  10 
  Distinctive Features: Demon-tainted aura (Not Conceal-
  able; Always Noticed; Detectable Only with Unusual 
  Senses)
  10 
  Hunted: Senior Sylvestris (Frequently, Mo Pow, Watching)
  10 
  Hunted: Planetary Demons (Frequently, Mo Pow, 
  Watching)
  15 
  Physical Complication: Planetary demons can control 
  her main Multipower (Infrequently, Greatly Impairing)
  20 
  Physical Complication: Planetary demons can Summon 
  her (Infrequently, Fully Impairing)
  20 
  Psychological Complication: Terrified Of Capture, 
  Punishment, Or Death (Very Common, Strong)
  10 
  Psychological Complication: Greedy For Magical Power 
  (Common, Moderate)
  10 
  Psychological Complication: Lecherous (Common, 
  Moderate)
  15 
  Social Complication: Secret Identity (Perrenon Sylvestri) 
  (Frequently, Major)
  15 
  Susceptibility: takes 3d6 damage instantly whenever a 
  planetary demon wants (Uncommon)
  10 
  Susceptibility: to holy symbols/ground, 1d6 damage/Turn 
  (Uncommon)
  Total Complications Points: 75
  Experience Points: 0
  
  186 n The Syl ves tri clan 
  Hero System 6th Edition
  Cornelius’s 
  pride in his magic, 
  however, can 
  override both 
  his avoidance of 
  danger and his 
  greed. He won’t 
  easily let pass any 
  slur on the art 
  of alchemy, his 
  alchemy, especially 
  from other kinds 
  of sorcerers. He 
  might lose his cool 
  and toss an attack potion 
  at the insulting person.
  Quote: “Who, me? Sir, I 
  haven’t the faintest idea 
  what you are talking about. 
  If you don’t leave me alone, 
  I shall call the police.”
  Powers/Tactics: Cornelius 
  has adapted modern lab 
  techniques to the ancient 
  art of alchemy with 
  spectacular results. He 
  became one of the top alchemists 
  in the world while still in his 
  forties, and can make potions 
  and other alchemical items for 
  nearly any effect he wants. At 
  the moment, Cornelius is researching immortality 
  and invulnerability. So far, he’s succeeded only in 
  giving himself a knack for suspended animation 
  and addicting himself to heavy metal toxins such 
  as mercury.
  His alchemical mastery, however, doesn’t make 
  Cornelius a fighter. For the most part, he supplies 
  alchemical weapons to cultists or agents working 
  for the clan. He might hire some crook with an 
  obscenely high Sleight Of Hand skill to slip a vile 
  magical toxin or potion into an enemy’s food or 
  drink.
  Cornelius often watches from hiding to make 
  sure people use his potions correctly and to gauge 
  their effectiveness, but he won’t join an assault on 
  heroes. He carries potions on his person in case 
  someone notices and attacks him, but these are 
  almost all for defense and escape. Any offensive 
  potions will be for Flash, Darkness, or other 
  powers to delay or hinder pursuit. Cornelius 
  might carry one Constant Area Effect attack with 
  which to threaten bystanders as a diversion (or 
  he might try to bluff the heroes by claiming one 
  of his other potions is a deadly attack). If he can’t 
  get away, he surrenders — in a public place, to 
  a policeman. He knows he’s safe in government 
  hands and will never spend more than a few days 
  in custody.
  Campaign Use: See the introductory text for 
  general information. Cornelius Liefeld is a 
  mystical technician who possesses great mystical 
  power but relies on other people to use the 
  weapons he supplies. He might Hunt characters at 
  the behest of a senior Sylvestri.
  To make Cornelius Liefeld more powerful, 
  give him a potion (outside his Alchemy Pool) that 
  makes him invulnerable, or give him alchemy-
  spawned minions such as homonculi. He could 
  create some of the mythical beings from the The 
  HERO System Bestiary as servant monsters as well. 
  To make him less powerful, reduce his Alchemy 
  Pool so he cannot make such powerful potions.
  EXAMPLE POWERS FOR 
  aLCHeMY POWER POOL
  Congealed Frost Elixir: Cornelius reconstructed 
  this magical weapon from an old Chinese recipe. 
  Smashing the potion bottle creates a zone of 
  intense cold and driving snow that quickly 
  freezes unprotected people into hypothermic 
  unconsciousness.
  Blast 3d6, Area Of Effect (8m Radius; +½), Constant 
  (+½), NND (defense is Life Support [Safe Environment: 
  Intense Cold]; +1), Trigger (open or smash bottle; +¼), 
  Usable By Other (+¼) (52 Active Points); OAF Fragile 
  (potion and bottle; -1¼), 2 Continuing Charges lasting 1 
  Minute each (stopped by any heat/fire effect with at least 
  a 1m Radius area; -¾). Total cost: 17 points.
  Invisibility Potion: Cornelius often carries a dose 
  or two of this potion in case he needs a discreet 
  getaway. He improved upon older recipes in 
  that his Invisibility Potion conceals him from all 
  magical senses as well as sight. Striking Corne-
  lius with a magical attack deactivates the potion, 
  however.
  Invisibility to Sight and Mystical Sense Groups, 
  Trigger (open or smash bottle; +¼), Usable By Other 
  (+¼) (45 Active Points); OAF Fragile (potion and bottle; 
  -1¼), 2 Continuing Charges lasting 1 Minute each 
  (stopped by striking user with a magical attack; -¾). 
  Total Cost: 15 points.
  Wizard Glue: This alchemical trap consists of 
  a syrupy liquid and a fine powder. A surface is 
  painted with the liquid, then dusted with the 
  powder. The glue dries almost instantly and invis-
  ibly. The next thing that touches the glued surface 
  triggers the magic, adhering the object. Cornelius 
  can adjust the recipe so the Wizard Glue sets 
  instantly, or delays a short while (a minor adjust-
  ment to the precise Trigger for a batch of the glue). 
  Since the glue gives no obvious sign of the magic 
  activating, the victim might not notice the trap for 
  a while.
  Telekinesis (20 STR), Area Of Effect (1m Radius 
  Surface; +¼), Fully Invisible (except to Touch Group 
  of course; +1), Usable By Other (+¼), 4 Continuing 
  Charges lasting 1 Hour each (+½) (90 Active Points); IAF 
  Fragile (bottle, liquid, and powder; -¾), Extra Time (One 
  Turn to prepare surface; -1¼), Restricted Effect (only 
  immobilizes body parts touching surface; -¼). Total cost: 
  28 points.
  CORNELIUS 
  LIEFELD FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  Cornelius Liefeld if 
  they succeed with 
  an appropriate Skill 
  Roll. The best Skills 
  for this would be KS: 
  The Mystic World 
  or the like; Liefeld 
  rarely mingles with 
  the full Superhuman 
  World or comports 
  himself like a 
  costumed villain.
  -2: Cornelius Liefeld 
  is a member of the 
  Sylvestri clan; he’s 
  a gifted alchemist 
  who often supplies 
  his relatives with 
  potions.
  -4: Cornelius Liefeld 
  is a coward; he has 
  no desire to fight 
  at all, and flees 
  confrontation if 
  possible.
  -6: Liefeld is 
  extremely proud 
  of his alchemical 
  skills and may 
  become very upset 
  if they’re insulted or 
  questioned.
  
  Champions Villains Volume Two: Villain Teams n The Syl ves tri clan 
  187
  CORNELIUS 
  LIEFELD
  Val Char Cost Roll Notes
  8 
  STR 
  -2 11- Lift 75 kg; 1½d6 HTH damage [1]
  14 DEX 
  8 12-
  18 CON 
  8 13-
  23 INT 
  13 14- PER Roll 14-
  13 EGO 
  3 12-
  10 PRE 
  0 11- PRE Attack: 2d6
  5 
  OCV 
  10
  5 
  DCV 
  10
  3 
  OMCV 
  0
  4 
  DMCV 
  3
  3 
  SPD 
  10 	
  Phases: 4, 8, 12
  6 
  PD 
  4 	
  Total: 18 PD (6 rPD)
  6 
  ED 
  4 	
  Total: 18 ED (6 rED)
  6 
  REC 
  2 
  35 END 
  3
  12 BODY 
  2
  26 STUN 
  3  
  Total Characteristics Cost: 81
  Movement: 
  Running: 
  12m
  Cost Powers 
  END
  103 Alchemy: Variable Power Pool (Magic Pool), 
  96 Pool + 48 Control Cost 
  var
  OAF (potions, pills, powders, and the like; -1), Only 
  For Alchemical Concoctions (-½), Can Only Be 
  Changed In Alchemical Laboratory (-½), All Powers 
  Must Have Charges, But No More Than Four (-½)
  7 
  Alchemical Rod: Multipower, 15-point reserve
  OAF (-1)
  1f 
  1) Transmutation: Minor Transform 1d6 (change one 
  physical property) 
  1
  Improved Results Group (any one property of any 
  material substance; +½)
  1f 
  2) Alchemical Indicator: Detect Alchemical Magic, 
  Analyze, Discriminatory 
  0
  14 
  Alchemically-Treated Suit: Resistant Protection 
  (6 PD/6 ED) 
  0
  IIF (-¼)
  5 
  Alchemically-Treated Suit: +6 PD 
  0
  IIF (-¼)
  5 
  Alchemically-Treated Suit: +6 ED 
  0
  IIF (-¼)
  6 
  Alchemically-Treated Suit: Power Defense (8 points) 0
  IIF (-¼)
  5 
  Alchemist’s Tolerance: Life Support (Immunity: Metallic 
  Toxins) 
  0
   
  Perks
  15 
  Laboratory: Base built on 75 Total Points
   
  Talents
  3 
  Simulate Death
   
  Skills
  3 
  Concealment 14-
  3 
  Cryptography 14-
  3 
  Paramedic 14-
  2 
  PS: Apothecary 11-
  2 
  PS: Glassblower 11-
  3 
  Sleight Of Hand 12-
  3 
  Linguist
  1 
  1) Language: Arabic (fluent conversation)
  2 
  2) Language: German (completely fluent; English is 
  Native)
  2 
  3) Language: Greek (completely fluent)
  2 
  4) Language: Latin (completely fluent)
  3 
  Scholar
  2 
  1) KS: Arcane And Occult Lore 14-
  2 
  2) KS: Alchemy 14-
  1 
  3) KS: Astrology 11-
  1 
  4) KS: The Mystic World 11-
  2 
  5) KS: Occult Natural History 14-
  2 
  6) KS: Western Occultism 14-
  3 
  Scientist
  1 
  1) SS: Anatomy 11-
  1 
  2) SS: Biology 11-
  2 
  3) SS: Chemistry 14-
  1 
  4) SS: Metallurgy 11-
  1 
  5) SS: Mineralogy 11-
  2 
  6) SS: Pharmacology 14-
  Total Powers & Skills Cost: 215
  Total Cost: 296
  400 Matching Complications (75)
  10 
  Dependence: must consume heavy metal toxins every 6 
  hours or suffer Incompetence (Common, Addiction)
  15 
  Hunted: Doctor Teneber or selected mystic hero (Infre-
  quently, Mo Pow, Capture/Kill)
  10 
  Hunted: Senior Sylvestris (Frequently, Mo Pow, Watching)
  20 
  Psychological Complication: Fear Of Combat (Very 
  Common, Strong)
  10 
  Psychological Complication: Mercenary (Common, 
  Moderate)
  10 
  Psychological Complication: Proud Of His Alchemical 
  Skill (Uncommon, Strong)
  Total Complications Points: 75
  Experience Points: 0
  Appearance: Cornelius Liefeld is a fat, middle-aged man; 
  he’s completely bald, without even eyebrows (a side effect 
  of thallium poisoning). His skin is fishbelly pale, except for 
  about an hour after he doses himself with arsenic, when 
  he looks flushed and almost lifelike. Outside the lab he 
  dresses in black business suits with a string tie and porkpie 
  hat. He keeps various potion vials and capsules in pockets 
  inside his jacket and other places hidden about his person. 
  Every few hours he sips mercury from a hip flask or snorts 
  a pinch of a powdered lead and arsenic compound. If he 
  goes a day without a “fix” he gets jittery and nauseous.
  
  188 n The Syl ves tri clan 
  Hero System 6th Edition
  BOCAL MCFARLANE
  Background/History: “He’s a deep one,” his 
  parents used to say about young Bocal McFarlane. 
  “He’ll go far.” His cousins thought Bocal was just 
  boring. Even as a child, Bocal listened more than 
  he spoke. While his cousins pestered their parents 
  to activate them so they could work deviltry, Bocal 
  kept his nose in a book, studying whatever occult 
  lore his elders permitted.
  The Sylvestris typically initiate their young 
  into Satanism at age 16. To Giacomo Sylvestri’s 
  surprise, Bocal already knew how to summon and 
  control minor demons: he’d studied more than 
  his parents allowed. The Sylvestris take a practical 
  view. First the Patriarch whipped Bocal within an 
  inch of his life for his disobedience, then initi-
  ated him anyway and authorized more advanced 
  training.
  At 18, Bocal said he wanted to learn how 
  certain demon lords changed the forms of mortals 
  — and he wanted to learn from the demons 
  themselves. Bocal endured five years of torment in 
  the Netherworld as the slave of the demon Zepar, 
  a Duke in the Cohort of Lust. When he returned, 
  Bocal gave a brief report of what he learned: 
  “Their way doesn’t work for humans.” Remark-
  ably, however, this failure only sharpened Bocal’s 
  interest in body magic. A month later, Bocal left 
  for India to learn the body-control techniques of 
  the fakirs.
  Bocal pursued the rare magic of biomancy for 
  decades. At last, the Library of Babylon told him 
  about the mysterious Lords Carnidine, powerful 
  servants of Nature dwelling on one of the Outer 
  Planes. A little trading of favors gained him a 
  plane-travel device, and Bocal vanished from 
  human ken for over a decade. To this day, the 
  other Sylvestris do not know Bocal’s adventures in 
  pursuit of the Lords Carnidine, but he returned as 
  a true master of life magic.
  Bocal became one of House Sylvestri’s most 
  effective operatives. The other Sylvestri elders, 
  however, never trusted him: Bocal had not 
  accepted a permanent pact with either a demon 
  lord or the Dragon.
  That changed several years ago when Bocal 
  announced a new project: he would transform 
  himself into a living avatar for the Dragon to 
  possess. To do it right would take many years, but 
  in the end the Dragon would receive a body fit 
  to channel its awesome power. The die was cast 
  — Bocal not only bound himself to the Dragon, 
  he would sacrifice himself to become the Dragon. 
  Such loyalty could not go unrewarded: The Patri-
  arch finally admitted Bocal to the inner circle of 
  Sylvestri councils.
  Now Giacomo trusts Bocal completely. After 
  all, the Dragon would warn Giacomo if Bocal 
  plotted treachery against him and the family, and 
  after the pact Bocal couldn’t possibly keep secrets 
  from the Dragon, could he?
  Personality/Motivation: Bocal’s patience and 
  self-control wars with his metamorphosing body’s 
  lust for physical combat and bloodshed. He enjoys 
  ripping enemies to shreds, but does not attack 
  without plenty of backup and an escape plan. He 
  pursues his ambitions slowly as well. He may not 
  be the smartest Sylvestri (though he’s a genius), 
  but he’s one of the most persistent. None of the 
  other Sylvestris know the full extent of Bocal’s 
  plans, and they probably never will. For instance, 
  Patriarch is unaware that despite Bocal’s pact with 
  the Dragon, the Dragon cannot harm Bocal at 
  will as it can Giacomo: Bocal shares the Patri-
  arch’s Susceptibility, but can deactivate it when he 
  pleases. Since Bocal has not yet needed punish-
  ment, perhaps the Dragon itself does not know 
  this. The Dragon should know all of Bocal’s plans, 
  as it knows the deep motives of all humans... but is 
  Bocal still human? Quite possibly, he is not. And if 
  anyone in the Sylvestris can cheat the Dragon, it’s 
  him. As his parents said, he’s a deep one.
  Quote: “Do you know the legend of Prometheus? 
  If you do not tell me where you hid the Tablet of 
  Destinies, I will rip out your liver and eat it. Then 
  I will heal you. Then I will rip out your liver again 
  — and again — and again....”
  BOCAL MCFARLANE FACTS
  Here are some facts characters and NPCs might 
  know about Bocal McFarlane if they succeed with 
  an appropriate Skill Roll. The best Skills for this 
  would be KS: The Mystic World or the like; McFar-
  lane rarely mingles with the full Superhuman World 
  or comports himself like a costumed villain.
  N/R: A man with draconic features wearing Victo-
  rian garb has often led Sylvestri forces in battle.
  K/R: In addition to his draconic claws, this person 
  has life magic powers that allow him to induce 
  migraines, weakness, and severe astigmatism in 
  his victims, among other powers.
  -1: This person has been referred to as “Bocal” by 
  his companions on several occasions.
  -4: His real name is Bocal McFarlane; he’s one of 
  the most senior Sylvestris.
  -6: Due to his “draconic” nature, Bocal McFarlane 
  suffers pain if he’s on holy ground.
  -8: Bocal McFarlane experiences greater than 
  normal pain when attacked with Ice/Cold powers.
  
  Champions Villains Volume Two: Villain Teams n The Syl ves tri clan 
  189
  Powers/Tactics: Bocal’s slow metamorphosis 
  forces him to keep adjusting his spells, making his 
  magic less flexible and reliable than it once was 
  (he used to have a Variable Power Pool with fewer 
  Limitations). Bocal can still inflict many sorts of 
  pain and harm, from muscle cramps to severe 
  astigmatism, though most of his spells do not 
  work against inorganic entities such as ghosts or 
  golems. If Bocal can close with an enemy he may 
  even eschew ranged attacks, put up his Resistant 
  protection, Boost whatever Characteristic seems 
  most useful, then rip into his enemy with teeth, 
  claws, and his Kinetic and Disrupting Touch 
  spells. He enjoys such rough-and-tumble — if he 
  thinks he’ll win.
  Bocal is one of House Sylvestri’s top interroga-
  tors. He starts by augmenting the victim’s CON so 
  he stays conscious. Then Bocal rips off one of the 
  victim’s arms and chews off the flesh as if it were a 
  drumstick. Before the victim dies from blood loss, 
  Bocal heals him and restores the arm. Then Bocal 
  explains that he’ll continue eating and restoring 
  parts of the victim’s body until the victim talks. 
  That’s when another Sylvestri hits the victim with 
  a Mind Control to answer Bocal’s questions with 
  total accuracy. At that point, even the strongest-
  willed person could be forgiven for wanting to 
  spill his secrets instead of his guts.
  Campaign Use: See the introductory text for 
  general information. Bocal is an example of a 
  senior Sylvestri, someone the Patriarch trusts to 
  oversee a scheme and command less powerful 
  family members. While the Patriarch remains 
  a remote and shadowy figure of fear, Bocal is 
  the viceroy who actually clashes with heroes — 
  though Bocal himself tends to lead from behind. 
  The Patriarch also trusts Bocal to negotiate with 
  heroes or issue his demands and return from 
  the encounter: Bocal has too much physical 
  power for purely mystical heroes to overcome 
  him, and enough mystical power to fight regular 
  superheroes.
  To make Bocal more powerful, increase his 
  physical Characteristics and his intrinsic Mental 
  and Power Defense; perhaps add Sight Group 
  Flash Defense, or move his Life Support outside 
  of his Multipower. His Multipower could also take 
  fewer Limitations. To make Bocal less powerful, 
  reduce his Multipower to 62 points, or reduce his 
  Characteristics.
  If Bocal McFarlane Hunts a character, that 
  person knows he seriously inconvenienced the 
  Sylvestris. Bocal always Hunts by directing junior 
  family members in careful investigations that end 
  in deadly ambushes. He prefers to capture heroes 
  before he kills them, however, so he can learn 
  whatever secrets they hold. This gives heroes a 
  chance to escape... and Bocal might deliberately 
  use a less-than-perfect death trap instead of simply 
  executing the heroes. As long as he can blame 
  someone else for the heroes’ escape, he establishes 
  himself as the only Sylvestri who can defeat such 
  cunning and resourceful enemies as the PCs.
  Appearance: Bocal McFarlane’s metamorphosis 
  into a dragon is well underway and continuing. 
  Every year he splits his skin like a reptile and 
  emerges a little larger and a little less human. 
  Armored scales cover Bocal’s massive body; his 
  face pushes forward into a blunt muzzle with long, 
  sharp fangs; he’s grown wings and a tail; his hands 
  and feet are taloned paws.
  Out of combat, Bocal dresses in oversized black 
  formal wear from his Victorian youth, complete 
  with a top hat and gold headed cane. (Of course 
  this is a calculated absurdity.) In a fight, Bocal lets 
  his clothes rip away, but he may wave the cane as 
  he casts spells in hopes that an opponent mistakes 
  it for a Focus. Bocal walks hunched over, and is as 
  comfortable on all fours as standing upright.
  
  190 n The Syl ves tri clan 
  Hero System 6th Edition
  BOCAL MCFARLANE
  Val Char Cost Roll Notes
  33 STR 
  23 16- Lift 2,400 kg; 6 ½d6 HTH damage [3]
  17 DEX 
  14 12-
  23 CON 
  13 14-
  23 INT 
  13 14- PER Roll 14-
  17 EGO 
  7 12-
  25 PRE 
  15 14- PRE Attack: 5d6
  7 
  OCV 
  20
  6 
  DCV 
  15
  6 
  OMCV 
  9
  6 
  DMCV 
  9
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  23 PD 
  21 	
  Total: 23 PD (7 rPD)
  23 ED 
  21 	
  Total: 23 ED (7 rED)
  12 REC 
  8
  60 END 
  8
  16 BODY 
  6
  46 STUN 
  13  
  Total Characteristics Cost: 245
  Movement: 
  Running: 
  12m
   
  Flight: 
  10m
  Cost Powers 
  END
  51 
  Biomancy: Multipower, 90-point reserve
  All slots Activation Roll 14- (-¼), Incantations (-¼), 
  Side Effects (lose the use of the slot for 1 Minute; -¼)
  4f 
  1) Prospero’s Curse Of Cramps: Suppress DEX 6d6 
  4
  Uncontrolled (victim may make a CON Roll every 
  Post-Segment 12, and if he succeeds the cramps 
  stop; +½); Common Limitations described above 
  (-¾), Costs Half Endurance (to maintain; -¼)
  3f 
  2) Momentary Migraine: Mental Blast 6d6 
  6
  Common Limitations described above (-¾)
  4f 
  3) Mass Migraine: Mental Blast 3d6 
  4
  Area Of Effect (24m Radius; +1), Constant (+½), 
  Personal Immunity (+¼), Reduced Endurance (½ 
  END; +¼); Common Limitations described above 
  (-¾), Extra Time (Full Phase to activate; -¼)
  4f 
  4) Paralyze: Entangle 4d6, 4 PD/4 ED
  ACV (uses OMCV against DMCV; +¼), Takes No 
  Damage From Physical Attacks (see 6E1 217; +¾), 
  Work Against EGO, Not STR (+¼); Common Limita-
  tions described above (-¾), Mental Defense Adds To 
  EGO (-½)
  3f 
  5) Twisting Joints: RKA 1d6+1 
  6
  NND (defense is Power Defense or Double-Jointed; 
  +1), Does BODY (+1); Common Limitations 
  described above (-¾)
  3f 
  6) Induce Astigmatism: Sight Group Flash 8d6 
  4
  NND (defense is Power Defense or having innate 
  inorganic sensing devices; +0); Common Limitations 
  described above (-¾)
  2f 
  7) Meat Puppets: Telekinesis (20 STR) 
  4
  ACV (uses OMCV against DCV; +0), Line Of Sight 
  (+½); Common Limitations described above (-¾), 
  Only For Puppeteering (see APG 122; -1)
  2f 
  8) Bladeskin: RKA 1½d6 
  4
  Constant (+½), Area Of Effect (personal Surface — 
  Damage Shield; +¼); Common Limitations described 
  above (-¾)
  3f 
  9) Disrupting Touch: Blast 4d6 
  7
  AVAD (defense is Power Defense; +1½), Does BODY 
  (+1); Common Limitations described above (-¾), No 
  Range (-½)
  1f 
  10) Fist Toughening: HA +6d6 
  3
  Common Limitations described above (-¾), Hand-To-
  Hand Attack (-¼)
  2f 
  11) Body Toughening: Resistant Protection (10 PD/10 
  ED/10 Power Defense) 
  4
  Common Limitations described above (-¾), Costs 
  Endurance (-½)
  1f 
  12) Body Control: Life Support (Self-Contained 
  Breathing, Diminished Eating: only needs to eat 
  once per week; Diminished Sleep: only needs 
  eight hours of sleep per week; Safe Environments: 
  High Pressure, Intense Cold, Intense Heat, Low 
  Pressure/Vacuum; Immunity [all poisons]) 
  0
  Common Limitations described above (-¾)
  3f 
  13) Augmentation: Boost Physical Characteristics 6d6 2
  Variable Effect (any one Physical Characteristic at 
  a time; +½); Common Limitations described above 
  (-¾), Costs Half Endurance (to maintain; -¼)
  2f 
  14) Healing-Spells: Healing BODY 3d6, Can Heal Limbs 3
  Common Limitations described above (-¾)
  20 
  Claw/Bite: HKA 1d6+1 (3d6+1 with STR) 
  2
  7 
  Tough, Scaled Hide: Resistant (+½) for 7 PD/7 ED 
  0
  10 
  Trained Will: Mental Defense (10 points) 
  0
  5 
  Inhuman Metabolism: Power Defense (5 points) 
  0
  3 
  Slow Aging: Life Support (Longevity: lifespan of 800 
  years) 
  0
  10 
  Supernatural Health: Life Support (Immunity: all 
  terrestrial diseases and biowarfare agents) 
  0
  5 
  Wings: Flight 10m 
  2
  Usable As Gliding (+¼); Increased Endurance Cost 
  (x2 END; -½), Restrainable (-½)
  18 
  Psychic Sight: Clairsentience (Sight Group and Detect 
  Magic) 
  1
  Reduced Endurance (½ END; +¼); Activation Roll 
  14- (-¼), Incantations (-¼), Side Effects (lose the use 
  of the slot for 1 Minute; -¼)
  15 
  Feel Magic: Detect Magic 14- (Touch Group), Discrimina-
  tory, Ranged 
  0
  21 
  Reptilian Regeneration: Regeneration (1 BODY per Turn), 
  Can Heal Limbs 
  0
  5 
  Tail: Extra Limbs (1) 
  0
  Inherent (+¼); Limited Manipulation (-¼)
  
  Champions Villains Volume Two: Villain Teams n The Syl ves tri clan 
  191
   
  Perks
  3 
  Anonymity
  5 
  Fringe Benefit: Senior Sylvestri
   
  Talents
  3 
  Simulate Death
   
  Skills
  10 
  +2 with Biomancy Multipower
  3 
  Acting 14-
  3 
  Climbing 12-
  3 
  Concealment 14-
  3 
  Contortionist 12-
  3 
  Cryptography 14-
  3 
  Interrogation 14-
  3 
  Paramedics 14-
  3 
  PS: Flesh Sculpture 14-
  3 
  SS: Biology 14-
  3 
  Spell Research (Inventor) 14-
  3 
  Linguist
  2 
  1) Language: Gaelic (completely fluent; English is Native)
  2 
  2) Language: German (completely fluent)
  2 
  3) Language: Hindustani (completely fluent)
  2 
  4) Language: Italian (completely fluent)
  2 
  5) Language: Latin (completely fluent)
  3 
  Scholar
  2 
  1) KS: Arcane And Occult Lore 14-
  1 
  2) KS: Ayurvedic Medicine 11-
  2 
  3) KS: Body Magic 14-
  1 
  4) KS: Demonology 11-
  1 
  5) KS: Draconic Cults 11-
  2 
  6) KS: Life Shaping And Augmentation 14-
  1 
  7) KS: The Lords Carnidine 11-
  1 
  8) KS: Outer Planes 11-
  2 
  9) KS: Western Occultism 14-
  1 
  10) KS: Yoga 11-
  Total Powers & Skills Cost: 288 
  Total Cost: 533
  400 Matching Complications (75)
  20 
  Enraged: if takes BODY (Very Common), go 11-, recover 
  14-
  10 
  Hunted: Doctor Teneber or selected mystic hero (Infre-
  quently, As Pow, Capture/Kill)
  10 
  Hunted: The Dragon (Frequently, Mo Pow, Watching)
  5 
  Hunted: Patriarch (Infrequently, Mo Pow, Watching)
  15 
  Physical Complication: Bocal cannot use his Multip-
  ower if he doesn’t perform a monthly sacrificial ritual 
  (Infrequently, Greatly Impairing)
  10 
  Physical Complication: Large (4m tall/long; +2 OCV for 
  others to hit, +2 to PER Rolls for others to perceive) 
  (Infrequently, Slightly Impairing)
  15 
  Psychological Complication: Bloodthirsty And Sadistic 
  (Common, Strong)
  10 
  Psychological Complication: Ambitious (Common, 
  Moderate)
  15 
  Susceptibility: to eating anything except raw meat, 
  reduce Multipower by 31 points for 1d6 hours 
  (Uncommon)
  15 
  Susceptibility: to holy ground, 1d6 damage per Phase 
  (Uncommon)
  5 
  Vulnerability: 1½ x STUN from Ice/Cold attacks 
  (Uncommon)
  5 
  Vulnerability: 1½ x BODY from Ice/Cold attacks 
  (Uncommon)
  Total Complications Points: 75
  Experience Points: 133
  
  192 n The Tiger Squad 
  Hero System 6th Edition
  THE TIGER SQUAD
  Membership: The Tiger Squad is the largest 
  superteam on Earth, with nearly 60 members as 
  of early mid-2010. The members described here in 
  detail are GraniteMan, Red Bullet, Summer Cloud, 
  Technocrat, and Winter Dragon; see CU 48 for the 
  names and brief descriptions of several others.
  Background/History: The Tiger Squad, the official 
  superhero team of China, was organized and 
  founded by the Chinese Communist govern-
  ment in 1967. The Red Chinese had noted the 
  increasing numbers (and power) of superheroes 
  in the West with both interest and concern. After 
  the 1961 formation of the Sentinels and 1962 
  re-formation of the Justice Squadron, it deter-
  mined that it must have its own team of superhu-
  mans, totally devoted to it, as both a shield against 
  Western superhumans and a sword with which to 
  implement the government’s plans as needed.
  Given China’s teeming millions, it took rela-
  tively little effort to find both (a) talented martial 
  artists and other persons who could be trained to 
  a level sufficient to compete with superhumans, 
  and (b) true superhumans. At the time China had 
  few superheroes or villains; those who possessed 
  superpowers usually hid them to avoid bringing 
  the often-unpleasant attention of the government 
  to themselves. But Mao Tse-tung’s will would not 
  be denied, and soon the Chinese authorities had 
  turned up over two dozen candidates for what was 
  now referred to as Hŭ Bān (the “Tiger Squad”).
  During the late Sixties, amidst the societal 
  chaos of the Cultural Revolution, the team 
  performed well as membership continued to grow. 
  Mostly it fought gangsters and other crooks in the 
  streets of Shanghai and Peking, and helped deal 
  with natural catastrophes and similar problems 
  all over the country. On several occasions it 
  clashed with American heroes due to what the 
  Americans would call “short-sighted stubborness” 
  and the Red Chinese government would refer 
  to as “interference in Chinese internal matters.” 
  This caused most American citizens to view the 
  Squad as villains, though in truth they were (and 
  are) heroes... just heroes who are controlled by a 
  repressive Communist government.
  The Tiger Squad’s record of achievement 
  and heroism wasn’t enough to spare it from the 
  madness of the latter stages of the Revolution. 
  Mao became suspicious that his enemies might 
  use the Squad against him, or that the Squad itself 
  might become an enemy. During the early Seven-
  ties he gutted the Squad; only a scant handful of 
  members survived his purges and “re-education 
  camps.”
  Mao’s death in 1976 brought the Cultural 
  Revolution to an end, and with that the Tiger 
  Squad’s fortunes rose. Restored to the govern-
  ment’s good graces, it went on a recruiting drive to 
  replace lost members. By the mid-Eighties it had 
  over three dozen members and its esteem among 
  the people had risen to new heights. But popular 
  opinion soured on the team after its participation 
  on the side of the government during the 1989 
  Tiananmen Square incident. The Tiger Squad 
  was responsible for breaking up numerous pro-
  democracy protests and arresting many protesters. 
  While it never seriously harmed (much less killed) 
  anyone, it was widely perceived as being a tool of 
  entrenched governmental interests.
  In the nearly two decades since then, the Tiger 
  Squad has largely rehabilitated itself through a 
  program of avoiding politically-charged matters 
  as much as possible in favor of unquestionably 
  heroic activities (particularly disaster preven-
  tion and relief). Its assistance with the transition 
  of Hong Kong and Macao to Chinese rule was 
  praised internationally, and while it still clashes 
  with Western heroes occasionally, the general 
  opening and warming of relations with America 
  and Europe have helped to bring the heroes of 
  East and West together in common cause more 
  than once. It has faced many desperate challenges, 
  such as the awakening of Li Chun the Destroyer 
  in 1995 and the continuing problems associated 
  with the existence of Dr. Yin Wu, but it, and the 
  Chinese leadership and people, see bright things 
  ahead during the twenty-first century.
  Group Relations: Any group of nearly five dozen 
  people, particularly people with extraordinarily 
  stressful occupations and often-large egos, is 
  going to suffer from a certain amount of strain 
  and conflict. While in general the members of 
  the Tiger Squad are united in their desire to 
  protect, preserve, and improve China, they often 
  differ on the best ways to accomplish these goals. 
  Publicly they maintain a facade of full support 
  for the government, and the truth is that if push 
  came to shove the government could force any 
  single member to do whatever it wanted (truly 
  loyal Squad members and threats against the 
  
  Champions Villains Volume Two: Villain Teams n The Tiger Squad 
  193
  recalcitrant hero’s family being its main tools 
  here). But privately, there’s a serious split within 
  the group among heroes who are (at least rela-
  tively) staunch supports of the Communist 
  regime, and those who are more pro-democracy. 
  About forty percent of the team falls into the latter 
  camp, while about fifteen percent are hard-line, 
  unwavering supporters of the Communist govern-
  ment, and the rest favor the government but 
  with views that span the spectrum of moderate 
  opinion. While these differences aren’t enough 
  to cause any sort of split within the Squad (even 
  if that were possible), it creates tension and 
  sometimes leads to arguments. Truly renegade 
  members, such as Spirit Fist (see CV3), inevitably 
  find that they have to leave, since any effort to 
  achieve real change from within would require a 
  significant shift of opinion into the pro-democracy 
  camp.
  The Tiger Squad’s members are among the 
  most popular celebrities in China; some of 
  the best-known, such as Hero of the People or 
  Summer Cloud, rank right up there with the 
  most famous movie and music stars. Some in the 
  government see this as a potential threat (the way 
  Mao did decades ago), but calmer heads have 
  pointed out that none of the Squad’s members has 
  so much as expressed interest in getting directly 
  involved in politics. They just want to save lives 
  and do good.
  Tactics: Due to its size and constantly fluctuating 
  membership, the Tiger Squad trains constantly to 
  ensure that its members work together well, are 
  aware of one another’s capabilities, and know how 
  to handle themselves in any sort of crisis situation. 
  The team has no formal leadership, though Hero 
  of the People and Revolutionary III are widely 
  perceived by the public as the team’s leaders. (In 
  truth, the Squad takes its orders from government 
  and military officials, sometimes even when it’s in 
  the field.) It’s typically organized into “cadres” of 
  four to seven heroes who serve as its main tactical 
  field units, though the government may re-orga-
  nize cadres as needed to deal with specific threats. 
  A cadre is usually assigned to a specific city or 
  region as its dedicated protectors.
  Since over a third of the members of the Tiger 
  Squad are martial artists of some variety, the 
  Squad’s tactics usually focus on three “teams”: 
  the “forward team,” consisting of members who 
  engage the enemy directly in HTH Combat range; 
  the “middle team” of energy projectors and others 
  who can fight at range; and the “long team” of 
  mentalists and anyone else who can fight from 
  long range. Typically the forward team’s goal is 
  to “lock down” as many combatants as possible, 
  while the middle team tries to take control of its 
  own zone and maintain tactical superiority there; 
  the long team supports the other two teams as 
  needed. All members have the Teamwork Skill as a 
  result of their training.
  All Tiger Squad members receive a Squad 
  Communicator device which is usually built 
  unobtrusively into a costume’s sleeve or the like.
  Campaign Use: The Tiger Squad embodies the 
  classic comic book theme of “other heroes who 
  function as villains.” In most respects the Tiger 
  Squad members are heroes just like your PCs — 
  they fight crime, prevent disasters, save innocent 
  lives, and thwart alien invasions. But because they 
  work for an oppressive Communist regime, one 
  whose desires and policies may clash with what 
  the heroes want or need to do, they are ultimately 
  villains and have an adversarial relationship with 
  the PCs. (And some, like GraniteMan, may truly 
  be villainous, and use service to the Chinese 
  Communists as a “cover” that lets them abuse and 
  hurt people with impunity.) They offer all sorts of 
  story possibilities involving clashes of ideologies, 
  love interests between heroes that work for rival 
  governments, how to reconcile the “greater good” 
  with political realities, and so forth.
  Since the Tiger Squad is already the largest 
  superteam in the world, you don’t really need to 
  add members to make it more powerful. Instead, 
  give it a support staff to back up its superpowered 
  muscle with other resources: a small army of 
  specially-trained and -equipped agents, a corps of 
  scientists and technicians to develop new devices 
  for its members, and so on. In short, turn it into 
  more of an organization than a superteam. To 
  weaken it, you can remove members, but that runs 
  contrary to the general idea of the team. A better 
  approach is to increase the divisiveness within 
  the team, making it so polarized that it functions 
  poorly as a whole. That way your PCs rarely have 
  to face more than 5-10 Squad members at a time. 
  Similarly, if there are disputes within the Chinese 
  government as to who controls the Squad, that 
  may also hamper its effectiveness.
  Associates, Allies, And Adversaries: The Squad 
  enjoys a cool but generally positive relationship 
  with UNTIL and other crimefighting organiza-
  tions of world stature, such as the Sentinels. While 
  it’s usually more than willing to offer its assistance 
  or “team up” to deal with major menaces, ulti-
  mately it has to do what the Chinese government 
  wants, and what the Chinese government wants 
  doesn’t necessarily mean what’s best for the world 
  as a whole.
  The Tiger Squad has fought many of the world’s 
  major supervillains, including Dr. Destroyer, 
  Mechanon, Gravitar, and the Warlord. But by 
  far its deadliest adversary is the insidious mystic 
  Dr. Yin Wu, once described as “the greatest 
  thorn ever in the side of Communist China.” 
  From his stronghold deep in the heart of the 
  Middle Kingdom Dr. Wu has launched numerous 
  attempts to conquer China (or even the world) 
  — attempts the Squad has only foiled by the 
  narrowest of margins, and it has never managed 
  to penetrate his valley and defeat him for good. 
  He’s personally slain more than a dozen Squad 
  members over the years, and for many of “the 
  Tigers” (as they’re popularly known) their fondest 
  desire is to see Dr. Wu defeated for good... or dead.
  TIGER SQUAD 
  FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  the Tiger Squad if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: The Tiger 
  Squad is the official 
  superhero team of 
  Communist China. 
  With over five dozen 
  members, it is by far 
  the largest super-
  hero team in the 
  world. It’s clashed 
  with many super-
  human menaces; its 
  greatest enemy is Dr. 
  Yin Wu.
  K/R: While the 
  Squad publicly 
  supports the 
  Communist Chinese 
  government, some 
  of its members 
  privately support 
  the pro-democracy 
  movement in China. 
  The Communist 
  Chinese government 
  typically organizes 
  the Squad into 
  “cadres” of four to 
  seven heroes each 
  and assigns them to 
  a city or region.
  -1: Over one-third 
  of the Squad’s 
  members are martial 
  artists of some sort.
  -2: A little less than 
  half of the Tiger 
  Squad’s members 
  seem to be pro-
  democracy, though 
  the strength of their 
  commitment to that 
  cause varies.
  -4: Hero of the 
  People and Revolu-
  tionary III are often 
  considered the 
  leaders of the Tiger 
  Squad, but in fact its 
  actual leaders are 
  Chinese government 
  and military officials.
  
  194 n The Tiger Squad 
  Hero System 6th Edition
  GRANITEMAN FACTS
  Here are some facts characters and NPCs might 
  know about GraniteMan if they succeed with an 
  appropriate Skill Roll:
  N/R: GraniteMan is a member of the Tiger Squad; 
  his super-strong and -tough body is made out of 
  solid rock.
  K/R: GraniteMan hasn’t been trained in the martial 
  arts like so many of his teammates, but is a skilled 
  hand-to-hand fighter nonetheless.
  -2: GraniteMan loves a good fight, often lingering in 
  battle when his comrades would prefer to retreat.
  -6: GraniteMan is a mutant.
  -8: Compared to most Tiger Squad members, Gran-
  iteMan is truly villainous; he was a street criminal 
  earlier in his life and is a part of the Squad largely 
  because he has no choice and it gives him the oppor-
  tunity to abuse his power. He’s cruel and sadistic.
  -10: His Secret Identity is Qiu Shing.
  GRANITEMAN
  Val Char Cost Roll Notes
  60 STR 
  50 21- Lift 100 tons; 12d6 HTH damage [6]
  18 DEX 
  16 13-
  50 CON 
  40 19-
  13 INT 
  3 12- PER Roll 12-
  10 EGO 
  0 11-
  20 PRE 
  10 13- PRE Attack: 4d6
  5 
  OCV 
  10
  5 
  DCV 
  10
  3 
  OMCV 
  0
  3 
  DMCV 
  0
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  45 PD 
  43 	
  Total: 45 PD (45 rPD)
  45 ED 
  43 	
  Total: 45 ED (45 rED)
  20 REC 
  16
  100 END 
  16
  30 BODY 20
  86 STUN 
  33  
  Total Characteristics Cost: 340
  Movement: 
  Running: 
  12m
  Cost Powers 
  END
  22 
  Tough As Granite: Hardened (+¼) for 45 PD/45 ED 
  0
  56 
  Tough As Granite: Resistant (+½) for 45 PD/45 ED 
  0
  Hardened (+¼) 
  10 
  Tough As Granite: Power Defense (10 points) 
  0
  7 
  Tiger Squad Costume Communicator: HRRP 
  (Radio Group) 
  0
  IIF (-¼), Affected As Sight And Hearing Group As Well 
  As Radio Group (-½)
   
  Skills
  48 
  +6 HTH
  2 
  AK: Shanghai 11-
  1 
  KS: The Chinese Superhuman World 8-
  1 
  Language: English (basic conversation; Mandarin Chinese 
  is Native)
  3 
  Persuasion 13-
  17 
  Power: Brick Tricks 20-
  3 
  Stealth 13-
  3 
  Streetwise 13-
  3 
  Teamwork 13-
  Total Powers & Skills Cost: 176
  Total Cost: 516
  400 Matching Complications (75)
  10 
  Distinctive Features: Mutant (Not Concealable; Always 
  Noticed; Detectable Only By Unusual Senses)
  20 
  Hunted: Chinese Government (Very Frequently, Mo Pow, 
  NCI, Watching)
  15 
  Psychological Complication: Sadistic; Likes To Hurt 
  People (Common, Strong)
  15 
  Psychological Complication: Loves To Fight (Common, 
  Strong)
  15 
  Social Complication: Secret Identity (Qiu Shing) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 116
  Appearance: GraniteMan is a 5’6” tall 
  Chinese man who looks like he’s made 
  out of grey granite — as if he were a 
  living statue. He doesn’t wear any sort 
  of costume (he has no visible external 
  genitalia, so there’s no real need for one)
  
  Champions Villains Volume Two: Villain Teams n The Tiger Squad 
  195
  GRANITEMAN
  Background/History: Qiu Shing grew up poor in 
  the slums of Shanghai. Before he was even 10 he 
  was running with street gangs and committing 
  petty crimes. It looked like he was destined for a 
  short, nasty life... then when he was 15 his mutant 
  power to transform his body into “living stone” 
  manifested. It only took a day or two before he 
  was leading the gang... and maybe a week more for 
  reports of the “stone man” to filter back to Beijing. 
  Realizing it had another mutant and potential 
  “recruit” on its hands, the government sent the 
  Tiger Squad in to find Qiu and capture him. 
  He put up quite a fight, but he couldn’t beat five 
  trained superhumans. They blindfolded him and 
  brought him to one of the Squad’s secret training 
  facilities where the government gave him a simple 
  choice: join the Squad and serve China loyally... or 
  spend the rest of your life in prison. Not being a 
  fool, Qiu chose the former option, and was given 
  the codename GraniteMan (Nán Huāgāngshí).
  Personality/Motivation: Compared to most Tiger 
  Squad members, GraniteMan is truly villainous. 
  Life has taught him that no one will look out for 
  you but yourself, so that’s what he does. He’s only 
  loyal to the government and the Squad because 
  that’s what’s best for him right now; if a better 
  opportunity presented itself, he’d take it. Even 
  worse, he’s sadistic and cruel. He enjoys using his 
  powers to fight and to hurt people. Most of the 
  villains and criminals he captures have to visit 
  the hospital before being sent off to jail, and the 
  government has hushed up the stories about the 
  prostitutes he’s injured or even mutilated during 
  his “time off.” All the other members of his cadre 
  are aware of his “tendencies” and try to restrain 
  them as best they can.
  Quote: “Time for you to... how do you Americans 
  say it?... get stoned.”
  Powers/Tactics: GraniteMan is a straightforward 
  brick with respectable strength and resilience. He 
  forms the backbone of his cadre, since he’s often 
  the one who leads the charge into battle, holds the 
  line while others retreat, and provides cover for 
  his more fragile comrades. Unfortunately his love 
  of fighting means he sometimes tends to linger in 
  battle too long, or starts fights that could probably 
  be avoided.
  Campaign Use: GraniteMan is an example of a 
  Squad member your PCs can hate without feeling 
  any guilt. He only functions as a “hero” because 
  circumstances have forced him into that role; he 
  doesn’t care about other people, and in fact enjoys 
  hurting them.
  To make GraniteMan tougher, increase his STR 
  to 70-80 so that he’s closer to the upper ranks of 
  bricks in the Champions Universe, or give him a 
  Multipower of “brick tricks” that he can perform 
  at will. To weaken him, reduce his PD and ED to 
  35, and perhaps his SPD to 4.
  RED BULLET
  Background/History: In 1992 Hua Shoi-Ming 
  was a scientist working on China’s next genera-
  tion of missiles and rockets. He and his team 
  were responsible for improving the speed of the 
  weapons, and their approach involved a two-
  pronged attack: making the missile more aerody-
  namic; and creating better, more efficient fuels. 
  After months of intensive labor, the fuel group, 
  led by Hua, had a major breakthrough. Their new 
  rocket fuel, codenamed X-9, was possibly the 
  best rocket fuel ever invented, and would likely 
  increase the speed of Chinese missiles by as much 
  as 38%.
  Unfortunately X-9, while a wonder in many 
  respects, was also highly unstable in certain condi-
  tions. As Hua worked late one night to prepare 
  another rocket for test-firing, a short-circuit in 
  the rocket’s motherboard caused it to explode. 
  The heat and pressure rendered the X-9 Hua was 
  loading into the rocket unstable even as he was 
  doused with the stuff. He awoke a few minutes 
  later, amazed to even be alive. He shakily got to 
  his feet and started to walk over to the emergency 
  phone to call for help... and was astonished when 
  he crossed the lab in the blink of an eye!
  RED BULLET 
  FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  the Red Bullet if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: The Red Bullet 
  is a member of 
  the Tiger Squad; 
  he’s a speedster 
  widely known as 
  “the fastest man in 
  China.”
  K/R: According to 
  some sources, when 
  he really pushes 
  himself the Red 
  Bullet can reach 
  speeds in excess of 
  80,000 kilometers 
  per hour!
  -6: The Red Bullet 
  isn’t a mutant; he 
  got his powers from 
  being doused with 
  an experimental, 
  unstable rocket fuel.
  -8: The Red Bullet 
  suffers increased 
  injury from electrical 
  attacks.
  -10: His Secret 
  Identity is Hua 
  Shoi-Ming.
  
  196 n The Tiger Squad 
  Hero System 6th Edition
  RED BULLET
  Val Char Cost Roll Notes
  20 STR 
  10 13- Lift 400 kg; 4d6 HTH damage [2]
  31 DEX 
  42 15-
  25 CON 
  15 14-
  15 INT 
  5 12- PER Roll 12-
  15 EGO 
  5 12-
  15 PRE 
  5 12- PRE Attack: 3d6
  10 OCV 
  35
  12 DCV 
  45
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  9 
  SPD 
  70 	
  Phases: 2, 3, 4, 6, 7, 8, 10, 11, 12
  25 PD 
  23 	
  Total: 31 PD (24 rPD)
  20 ED 
  18 	
  Total: 26 ED (24 rED)
  10 REC 
  6
  50 END 
  6
  15 BODY 
  5
  60 STUN 
  20  
  Total Characteristics Cost: 316
  Movement: 
  Running: 
  60m
   
  MegaRunning: 
  Up to 30 km/Phase 
  Cost Powers 
  END
  76 
  Speedster Energy: Endurance Reserve 
  (240 END, 24 REC) 
  0
  75  
  Bullet Running: Multipower, 94-point reserve
  All Only In Contact With A Surface (-¼)
  7f 
  1) Hyper-Running: Flight 60m, x16 Noncombat 
  9
  No Turn Mode (+¼); Only In Contact With A Surface (-¼)
  5f 
  2) Overdrive Running: Flight 30m 
  7
  No Turn Mode (+¼), MegaScale (1m = 1 km; +1); 
  Only In Contact With A Surface (-¼)
  75 
  Speedster Tricks: Multipower, 75-point reserve
  3f 
  1) Rapid-Fire Punch: HA +8d6 
  4
  Hand-To-Hand Attack (-¼)
  1f 
  2) Battering Ram: HA +6d6 
  3
  Hand-To-Hand Attack (-¼), Only With Move Through/
  By (-1)
  6f 
  3) Vibro-grip: HKA 2d6 (3d6 with STR) 
  0
  Penetrating (+½), Reduced Endurance (0 END; +½)
  3f 
  4) Supersonic Finger-Snap: Blast 6d6 
  6
  NND (defense is Life Support [Safe Environment: High 
  Pressure] or armored head-covering; +1); No Range 
  (-½), Gestures (must hold hand near target’s ear; -¼)
  4f 
  5) Dizzying Spin: Drain DEX and CON 5d6 
  7
  Expanded Effect (DEX and CON simultaneously; +½); 
  No Range (-½), Requires A DEX Roll (-¼)
  2f 
  6) Let’s Wrap This Up: Entangle 6d6, up to 6 PD/6 ED 6
  OIF (appropriate materials of opportunity; -½), No 
  Range (-½), Extra Time (at least a Full Phase, and 
  often longer, depending on how long it takes to get 
  the materials; -½), Defense Depends On Materials 
  Used (-½)
  5f 
  7) Some Disassembly Required: Dispel Technological 
  Object 16d6 
  7
  Variable Effect (any one Technological Object power 
  at a time; +½); No Range (-½)
  4f 
  8) Sonic Boom Attack: Blast 10d6 
  7
  Area Of Effect (8m Radius; +½); Must Pass Through 
  Intervening Space (-¼), Does Not Work In A Vacuum 
  (-¼)
  4f 
  9) Vacuum Attack: Blast 6d6 
  3
  NND (defense is Life Support [Self-Contained 
  Breathing]; +1), Reduced Endurance (½ END; +¼); 
  Must Pass Through Intervening Space (-¼), No 
  Range (-½)
  6f 
  10) Compressed Air Jackhammer: Blast 10d6 
  7
  Double Knockback (+½); Limited Range (10m; -¼)
  18 
  Friction-/Impact-Resistant Skin: Resistant (+½) for 
  18 PD/18 ED 
  0
  12 
  Armored Costume: Resistant Protection (6 PD/6 ED) 
  0
  OIF (-½)
  7 
  Tiger Squad Costume Communicator: HRRP (Radio 
  Group) 
  0
  IIF (-¼), Affected As Sight And Hearing Group As Well 
  As Radio Group (-½)
   
  Perks
  2 
  Positive Reputation: the fastest man in China! (among 
  Chinese) 11-, +1/+1d6
   
  Skills
  24 
  +8 with Grab By, Move By, and Move Through
  3 
  Computer Programming 12-
  3 
  Electronics 13-
  2 
  KS: The Chinese Scientific World 11-
  2 
  KS: The Chinese Superhuman World 11-
  1 
  Language: English (basic conversation; Mandarin Chinese 
  is Native)
  17 
  Power: Speedster Tricks 22-
  2 
  SS: Ballistics 11-
  2 
  SS: Chemistry 11-
  2 
  SS: Physics 11-
  3 
  Sleight Of Hand 15-
  3 
  Stealth 15- 
  3 
  Teamwork 15-
  Total Powers & Skills Cost: 382
  Total Cost: 698
  400 Matching Complications (75)
  20 
  Hunted: Chinese Government (Very Frequently, Mo Pow, 
  NCI, Watching)
  20 
  Psychological Complication: Code Versus Killing (Very 
  Common, Strong)
  15 
  Psychological Complication: Loyal To Chinese Govern-
  ment (Common, Strong)
  15 
  Social Complication: Secret Identity (Hua Shoi-Ming) 
  (Frequently, Major)
  20 
  Vulnerability: 2 x STUN from Electricity attacks (Common)
  Total Complications Points: 75
  Experience Points: 298
  
  Champions Villains Volume Two: Villain Teams n The Tiger Squad 
  197
  A little experimentation proved to Hua that 
  he’d somehow gained super-speed powers from 
  the accident. As a loyal member of the Commu-
  nist Party and a dedicated Chinese citizen, he 
  immediately reported what had happened to his 
  superiors. He soon found himself inducted into 
  the Tiger Squad as the Red Bullet (Hóng Zĭdàn) 
  and training to become a superhero. To his own 
  surprise he took to the training well, and for 
  the past decade and a half has been one of the 
  Squad’s staunchest members.
  Personality/Motivation: If it weren’t for the 
  fact that he works for a repressive Communist 
  government, the Red Bullet would be a true 
  hero. He thinks nothing of risking his life to 
  save others, fights crime with zeal, and genu-
  inely enjoys making other peoples’ lives a little 
  better with his powers. In fact, he’s hoping to 
  return to the lab one day, to find ways to use his 
  super-speed to make scientific and technological 
  breakthroughs.
  Quote: “Just like a bullet, I travel faster than the 
  eye can see... and I hit hard!”
  Powers/Tactics: The Red Bullet is a speedster, 
  with a classic suite of speedster powers — he can 
  outrun a car, hit his opponents with various high-
  speed impacts for different effects, wrap up an 
  enemy with loose cable or rope in a split-second, 
  or take a device apart before you can blink. Since 
  he acts so much more often, and so much faster, 
  than his teammates, he’s trained hard to learn 
  to use his powers to “support” them by helping 
  them defeat their own foes at the same time he’s 
  handling his own assigned target.
  Campaign Use: You can use the Red Bullet as a 
  “mirror” to hold up to the PCs. He’s pretty much 
  just like them... except that he’s a Communist 
  and supporter of a Communist government that 
  squelches dissent with armed force. He’d much 
  rather work with them than fight them, but he’ll 
  fight to the death rather than let them contra-
  vene the interests of the Chinese government or 
  “invade” Chinese territory.
  To make the Red Bullet more powerful, convert 
  his Multipower into a large Variable Power Pool of 
  Speedster Tricks (see Champions Powers for plenty 
  of example powers). You could also give him some 
  Speedster Martial Arts. To weaken him, reduce his 
  SPD to 7 and halve his number of Combat Skill 
  Levels.
  Associates, Allies, And Adversaries: Red Bullet 
  particularly despises GraniteMan, whom he 
  regards (correctly) as a glorified thug and a poten-
  tial liability to the team.
  Appearance: The Red Bullet is a 5’8” tall Chinese 
  man with a trim, athletic build. His costume is 
  a red bodystocking with blue gloves, belt, and 
  boots; the boots have specially-reinforced soles to 
  withstand the impact of his high-speed running. 
  Across the chest is an arc of five gold five-pointed 
  stars. Instead of a mask he wears streamlined red-
  tinted running goggles.
  SUMMER CLOUD
  Background/History: Huan Lin was born in 1984 
  to parents who were active in China’s burgeoning 
  pro-democracy movement... and who were killed 
  in the 1989 Tiananmen Square incident. Raised 
  by her grandmother, as a teenager she was quick 
  to adopt her parents’ political views. But she also 
  manifested the mutant power to control air and 
  wind, and that made her life take an unexpected 
  turn. She quickly went from being a poor child 
  living in a Beijing suburb to living in Tiger Squad 
  training facilities. She objected, sometimes stri-
  dently, to being forcibly inducted into the Squad, 
  but the truth was that she loved using her powers 
  and loved helping people, so it wasn’t much of a 
  burden to bear.
  Now an outgoing, attractive woman in her 
  mid-twenties, Lin goes by the codename Summer 
  Cloud (Xiàjì Yún) and has become an experienced, 
  tactically adept superheroine. She’s one of the most 
  popular members of the Tiger Squad, with entire 
  magazines devoted to keeping her fans aware of 
  what she’s doing, what she thinks, and who she’s 
  dating (or thinking about dating). She inspires a 
  minor media frenzy pretty much everywhere she 
  goes, which she’s not entirely happy with, but she 
  tries to use her fame to subtly promote her pro-
  democracy views.
  Personality/Motivation: Of all the members of 
  the Tiger Squad, Summer Cloud is probably 
  the most vocal in her support of the democracy 
  movement in China. More than once she’s come 
  close to crossing the line of what her superiors 
  will tolerate, and the time may come when they 
  consider her more of a liability than an asset. She 
  tries to restrain herself so she can go on being a 
  superheroine, but she knows the day’s going to 
  come when a confrontation will have to happen.
  SUMMER 
  CLOUD FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  Summer Cloud if 
  they succeed with 
  an appropriate 
  Skill Roll:
  N/R: Summer Cloud 
  is a member of the 
  Tiger Squad; she 
  has wind manipula-
  tion powers.
  K/R: Summer Cloud 
  has been linked 
  romantically with 
  Winter Dragon in the 
  past, though they 
  aren’t currently a 
  couple.
  -2: Summer 
  Cloud is one of 
  the staunchest 
  pro-democracy 
  members of the 
  Tiger Squad, and 
  has sometimes 
  come close to 
  truly angering 
  the government 
  because of her 
  views.
  -4: Summer Cloud 
  is one of the most 
  popular superhero-
  ines in China; she’s 
  constantly being 
  photographed, 
  blogged about, and 
  discussed in the 
  professional and 
  popular press.
  -6: Summer Cloud is 
  a mutant.
  -10: Her Secret 
  Identity is Huan Lin.
  
  198 n The Tiger Squad 
  Hero System 6th Edition
  SUMMER CLOUD
  Val Char Cost Roll Notes
  10 STR 
  0 11- Lift 100 kg; 2d6 HTH damage [1]
  20 DEX 
  20 13-
  20 CON 
  10 13-
  15 INT 
  5 12- PER Roll 12-
  15 EGO 
  5 12-
  20 PRE 
  10 13- PRE Attack: 4d6
  7 
  OCV 
  20
  7 
  DCV 
  20
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  6 
  PD 
  4 	
  Total: 28 PD (22 rPD)
  8 
  ED 
  6 	
  Total: 30 ED (22 rED)
  6 
  REC 
  2
  40 END 
  4
  10 BODY 
  0
  30 STUN 
  5  
  Total Characteristics Cost: 147
  Movement: 
  Running: 
  12m
   
  Flight: 
  50m
  Cost Powers 
  END
  54 
  Wind Power: Endurance Reserve (160 END, 21 REC) 
  0
  108 Wind Power: Multipower, 108-point reserve
  10f 
  1) Wind Blast: Blast 12d6 
  4
  Double Knockback (+½), Reduced Endurance 
  (½ END; +¼)
  6f 
  2) Tornado Blast: Blast 10d6 
  9
  Area Of Effect (32m Cone; +¾); No Range (-½)
  5f 
  3) Eye Of The Tornado: Blast 9d6 
  8
  Area Of Effect (8m Radius; +½), Personal Immunity 
  (+¼); No Range (-½), Random Knockback (-0)
  9f 
  4) Hardened Air: Entangle 6d6, 6 PD/6 ED 
  0
  Reduced Endurance (0 END; +½)
  10f 
  5) I Can’t Breathe!: Blast 8d6 
  0
  NND (defense is Life Support [Self-Contained 
  Breathing]; +1), Reduced Endurance (0 END; +½)
  9f 
  6) Wind Manipulation: Telekinesis (40 STR) 
  0
  Reduced Endurance (0 END; +½)
  11f 
  7) Fire Starvation: Dispel Fire 18d6 
  11
  Expanded Effect + Variable Effect (any two Fire 
  Powers simultaneously; +1)
  13 
  The Terrible Tornado: Blast +6d6 for Eye Of The 
  Tornado attack 
  9
  Concentration (½ DCV; -¼), Increased Endurance 
  Cost (x3 END; -1)
  7 
  Temperature Manipulation: Change Environment, 
  +/-1 Temperature Level 
  1
  Area Of Effect (2m Radius; +¼), Varying Effect (raise 
  or lower temperature; +¼), MegaScale (1m = 1 km 
  broad, wide, and deep; +1)
   
  Martial Arts: Kung Fu
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Dodge 
  +0 
  +5 
  Dodge all attacks, Abort
  5 
  Kick 
  -2 
  +1 
  6d6 Strike
  4 
  Punch 
  +0 
  +2 
  4d6 Strike
  3 
  Throw 
  +0 
  +1 
  2d6 +v/10, Target Falls
  4 
  Tien-hsueh Strike -1 
  +1 
  2d6 NND (1)
  90 
  Wind-Powered Flight: Flight 50m, x8 Noncombat 
  0
  Reduced Endurance (0 END; +½)
  53 
  Air Shield: Resistant Protection (22 PD/22 ED) 
  2
  Costs Half Endurance (-¼)
  7 
  Tiger Squad Costume Communicator: HRRP 
  (Radio Group) 
  0
  IIF (-¼), Affected As Sight And Hearing Group As Well 
  As Radio Group (-½)
   
  Perks
  4 
  Positive Reputation: popular Chinese superheroine (in 
  China) 11-, +2/+2d6
   
  Talents
  6 
  Striking Appearance +2/+2d6
   
  Skills
  15 
  +3 with Wind Powers Multipower
  3 
  High Society 13-
  3 
  KS: Chinese History And Culture 12-
  2 
  KS: The Chinese Superhuman World 11-
  1 
  Language: English (basic conversation; Mandarin Chinese 
  is Native)
  3 
  Stealth 13-
  1 
  Streetwise 8-
  1 
  Tactics 8-
  3 
  Teamwork 13-
  Total Powers & Skills Cost: 458
  Total Cost: 605
  400 Matching Complications (75)
  10 
  Distinctive Features: Mutant (Not Concealable; Always 
  Noticed; Detectable Only By Unusual Senses)
  20 
  Hunted: Chinese Government (Very Frequently, Mo Pow, 
  NCI, Watching)
  20 
  Psychological Complication: Code Versus Killing (Very 
  Common, Strong)
  15 
  Psychological Complication: Pro-Democracy (Common, 
  Strong)
  15 
  Social Complication: Secret Identity (Huan Lin) 
  (Frequently, Major)
  15 
  Social Complication: Famous (Frequently, Minor)
  Total Complications Points: 75
  Experience Points: 205
  
  Champions Villains Volume Two: Villain Teams n The Tiger Squad 
  199
  Quote: “You know what you need? A little fresh 
  air!”
  Powers/Tactics: Summer Cloud’s powers 
  primarily related to control of air and wind. 
  She can project blasts of wind in various forms 
  (including her powerful “tornado” attack), lift 
  objects with just the wind, fly, and shield herself 
  or restrain others with “hardened air.” However, 
  it seems that her powers may actually be broader 
  than that. She has the ability to raise or lower the 
  temperature over a 2 km radius area, and Tiger 
  Squad scientists believe she may be able to control 
  any weather phenomena the way she currently 
  controls air. They’re working hard with her to 
  develop these powers, but so far she hasn’t made 
  much progress.
  Campaign Use: Summer Cloud makes a good 
  “ally” for the heroes on the Tiger Squad. Her pro-
  democracy views make her seem more sympa-
  thetic to them than the more hard-line members 
  of the team, and her obvious heroic attitude and 
  amicable personality make her easy to get along 
  with. If the two teams interact enough, she might 
  even make a possible love interest for a male PC... 
  something that would irk Winter Dragon to 
  no end.
  To make Summer Cloud a more powerful 
  superhuman, expand her powers to other weather 
  phenomena, as discussed above. Start with clouds 
  and fog, then precipitation, and finally lightning. 
  In the end she’ll have a Multipower devoted to 
  each type of weather. To weaken her, remove her 
  Endurance Reserve so she has to carefully watch 
  how much END she uses.
  Associates, Allies, And Adversaries: Summer 
  Cloud dated Winter Dragon for several months a 
  few years ago. Despite a strong mutual attraction 
  they broke up over their differing political views. 
  But they still harbor feelings for one another, 
  and the gossip magazines speculate about them 
  endlessly.
  Appearance: Summer Cloud is a beautiful, viva-
  cious young woman who appears to be in her 
  mid-20s. Her costume is peach, red, and gold. 
  It consists of a tunic-like top with a plunging 
  V neckline, a high collar, and flared sleeves; 
  tight pants; and thigh-high boots. It’s decorated 
  throughout with highlights and designs reflecting 
  traditional Chinese styles.
  TECHNOCRAT
  Background/History: Chang Mei was the ultimate 
  tomboy growing up. She didn’t care about “girly” 
  things like dolls and dress-up; she wanted to play 
  sports, explore the local wilderness, and take 
  risks. Most especially she liked to build things and 
  tinker — and she had a real gift for it, too. When 
  she was only eight years old she rebuilt her father’s 
  scooter motor to make it run more efficiently.
  To ensure that Mei’s abilities were properly 
  developed, the government arranged for her to 
  attend a special school for the scientifically gifted. 
  When it became apparent she was even better than 
  that, the government decided to enroll her in the 
  Tiger Squad. Since then she’s been putting her 
  gifts, and her many inventions, to work on behalf 
  of the Chinese people.
  Personality/Motivation: Although she’s really 
  more at home in a laboratory than on the 
  battlefield, Technocrat has taken well to the life 
  of a superhero. She enjoys helping other 
  people and saving lives. While she’s 
  definitely pro-democracy, she’s not 
  as open or vocal about it as her good 
  friend Summer Cloud, whom she often 
  worries about. Sometimes, too, she 
  admits to herself that she’s a little 
  jealous of her much better-looking, 
  much more famous, much more 
  socially comfortable friend, 
  but it doesn’t bother her that 
  much. After all, who was 
  voted “Sexiest Woman in 
  China” three years in a 
  row by China Computing 
  Weekly magazine?
  Quote: “Wait! I can take 
  care of this easily, without 
  the need for any violence. Give 
  me a couple minutes to get 
  something ready.”
  Powers/Tactics: Technocrat 
  is a natural-born gadgeteer, with 
  an innate affinity for devices of all 
  sorts. She can use the pre-prepared 
  modules she carries on her belt, 
  plus any other spare parts she can 
  lay her hands on, to create all sorts of 
  weapons and gadgets.
  In combat, Technocrat usually 
  looks for a non-violent approach to 
  resolving the situation. She’d rather 
  restrain someone with her Entangle, 
  or knock them out painlessly with an 
  NND attack, than resort to her blaster. 
  She often spends more time during a 
  battle protecting innocent bystanders, 
  preventing property damage, and 
  supporting her teammates than she does 
  directly attacking the foe.
  
  200 n The Tiger Squad 
  Hero System 6th Edition
  TECHNOCRAT
  Val Char Cost Roll Notes
  10 STR 
  0 11- Lift 100 kg; 2d6 HTH damage [1]
  18 DEX 
  16 13-
  15 CON 
  5 12-
  25 INT 
  15 14- PER Roll 14-
  15 EGO 
  5 12-
  15 PRE 
  5 12- PRE Attack: 3d6
  5 
  OCV 
  10
  5 
  DCV 
  10
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  4 
  SPD 
  20 	
  Phases: 3, 6, 9, 12
  6 
  PD 
  4 	
  Total: 26 PD (20 rPD)
  6 
  ED 
  4 	
  Total: 26 ED (20 rED)
  5 
  REC 
  1
  30 END 
  2
  13 BODY 
  3
  26 STUN 
  3  
  Total Characteristics Cost: 109
  Movement: 
  Running: 
  12m
   
  Flight: 
  40m
  Cost Powers 
  END
  80 
  Gadget Pool: Variable Power Pool, 
  60 Pool + 60 Control Cost 
  var
  Focus (all slots must have at least -½ of this 
  Limitation; -½)
  40 
  Bracer Weapons: Multipower, 60-point reserve
  All OIF (-½)
  4f 
  1) Bracer Blaster: Blast 12d6 
  [16]
  OIF (-½), 16 Charges (8 per bracer; -0)
  2f 
  2) Binding Pellet Projector: Entangle 6d6, 
  6 PD/6 ED 
  [12]
  OIF (-½), 12 Charges (6 per bracer; -¼)
  2f 
  3) Gravitic Negator: +30 STR 
  0
  Reduced Endurance (0 END; +½); OIF (-½), Only For 
  Lifting (-½)
  50 
  Force-Field Projector: Resistant Protection 
  (20 PD/20 ED/5 Mental Defense/5 Power Defense) 0
  OIF (-½)
  40 
  Rocket Boots: Flight 40m 
  0
  Reduced Endurance (0 END; +½); OIF (-½)
  3 
  Eyepiece: Infrared Perception (Sight Group) 
  0
  OIF (-½)
  3 
  Eyepiece: Nightvision 
  0
  OIF (-½)
  6 
  Tiger Squad Headband Communicator: HRRP (Radio 
  Group) 
  0
  OIF (-½), Affected As Sight And Hearing Group As 
  Well As Radio Group (-½)
   
  Skills
  16 
  Targeting System: +3 with Ranged Combat
  OIF (-½)
  3 
  Combat Piloting 13-
  3 
  Computer Programming 14-
  3 
  Demolitions 14-
  3 
  Electronics 14-
  2 
  KS: The Chinese Superhuman World 11-
  1 
  Language: English (basic conversation; Mandarin Chinese 
  is Native)
  3 
  Mechanics 14-
  15 
  Power: Gadgeteering 20-
  3 
  Security Systems 14-
  3 
  Stealth 13-
  3 
  Systems Operation 14-
  3 
  Teamwork 13-
  3 
  Scientist
  1 
  1) SS: Biology 11-
  2 
  2) SS: Chemistry 14-
  2 
  3) SS: Electronic Engineering 14-
  2 
  4) SS: Physics 14-
  2 
  5) SS: Robotics 14-
  Total Powers & Skills Cost: 304
  Total Cost: 413
  400 Matching Complications (75)
  20 
  Hunted: Chinese Government (Very Frequently, Mo Pow, 
  NCI, Watching)
  20 
  Psychological Complication: Code Versus Killing (Very 
  Common, Strong)
  10 
  Psychological Complication: Pro-Democracy (Common, 
  Moderate)
  15 
  Social Complication: Secret Identity (Chang Mei) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 13
  TECHNOCRAT FACTS
  Here are some facts characters and NPCs 
  might know about Technocrat if they succeed 
  with an appropriate Skill Roll:
  N/R: Technocrat is a member of the Tiger 
  Squad; she’s an accomplished gadgeteer.
  K/R: In addition to her standard gadgets (which 
  include bracers with several weapons built into 
  them, a force-field projector, rocket boots, and 
  an eyepiece), Technocrat can build all sorts of 
  other devices “on the fly” from a supply of pre-
  prepared “modules” that she carries.
  -2: Technocrat favors relatively non-violent 
  attacks, such as Flashes, Entangles, and NNDs.
  -10: Her Secret Identity is Chang Mei.
  
  Champions Villains Volume Two: Villain Teams n The Tiger Squad 
  201
  Campaign Use: Technocrat gives this particular 
  cadre of the Tiger Squad a technological edge in its 
  battles against crime (and perhaps the PCs). While 
  she’s not a world-class super-gadgeteer, she’s got 
  enough chops to earn the respect of those who are.
  To make Technocrat more powerful, convert 
  her into more of a powered armor character, with 
  greater defenses, more weaponry, and a larger 
  Gadget Pool. To weaken her, reduce her VPP to a 
  40-point base.
  Appearance: Technocrat is a Chinese woman, 
  5’4” tall with a slender build. Her basic costume 
  is a plain black turtlenecked bodystocking, but 
  her various gadgets, mostly colored a sort of 
  orange-gold, accentuate it. They include a high-
  tech headband (which has an eyepiece with a red 
  crystal over her left eye and a short radio antenna 
  on the left side), a high-tech belt with several 
  interchangeable electronic modules attached to it, 
  high-tech bracers on both lower arms, streamlined 
  shoulderpads, and stylish boots.
  WINTER DRAGON
  Background/History: Xiang Ho was born into 
  a military family, and it was expected that he 
  would follow in the footsteps of five generations 
  before him and join the army. He didn’t let his 
  family down; he graduated from China’s military 
  academy with top marks and seemed destined for 
  a long and accomplished career.
  His military prospects came to a halt when he 
  was asked to participate in “Project Blizzard,” an 
  experiment to design a weapon that could literally 
  freeze enemy tanks and other vehicles in place 
  by generating ice around them. All was ready for 
  the test, and the countdown had begun to fire the 
  weapon at an old tank. It was only then that Xiang 
  realized there was still a soldier stuck in the tank! 
  Without a thought for his own safety he rushed 
  out to rescue the man, got him out of the tank, 
  and shoved him to safety. Just as he was ready to 
  leap off the tank himself, the experimental weapon 
  fired.
  The next thing Xiang remembered was waking 
  up in the hospital several days later. His doctors 
  were as amazed as he was that he hadn’t died. 
  They were even more astonished when he began 
  to manifest powers over ice and cold. They first 
  noticed that the temperature in his room was 
  dropping by dozens of degrees at random times... 
  and that Xiang didn’t even seem to notice. Further 
  experimentation, and eventually training with the 
  Tiger Squad, allowed Ho to develop a wide variety 
  of cryo-powers; he joined the Squad under the 
  codename Winter Dragon (Dōngjì Lóng).
  Personality/Motivation: Winter Dragon 
  approaches being a superhero with a soldier’s 
  discipline. He speaks precisely and to the point, he 
  acts with an economy of motion, and he expects 
  others to do the same. He’s a perfect “poster child” 
  for the Tiger Squad as far as the Chinese govern-
  ment is concerned, and in fact they frequently use 
  him for public appearances and the like.
  Winter Dragon is a staunch supporter of the 
  Chinese government and its way of doing things. 
  This has led to some arguments with his team-
  mates, and even soured his relationship with 
  Summer Cloud, but he refuses to back down from 
  his principles. Eventually his too-liberal team-
  mates will realize that he’s correct.
  Quote: “It’s time to shut these men down... cold.”
  Powers/Tactics: Winter Dragon can manipulate 
  cold and ice. In addition to relatively simple tricks 
  like lowering the local temperature or creating 
  ice sculptures to amuse children, he can project 
  bolts of cold force, fire darts of ice sharp and hard 
  enough to pierce armor, encase his foes in blocks 
  of solid ice, and make the ground too slippery to 
  walk on. He creates “ice slides” that allow him to 
  “skate” across the ground (and sometimes even 
  through the air) at great speed, and can even use 
  them to rescue people who are falling or need to 
  get down from a tall building fast.
  
  202 n The Tiger Squad 
  Hero System 6th Edition
  WINTER DRAGON
  Val Char Cost Roll Notes
  15 STR 
  5 12- Lift 200 kg; 3d6 HTH damage [1]
  23 DEX 
  26 14-
  20 CON 
  10 13-
  15 INT 
  5 12- PER Roll 12-
  15 EGO 
  5 12-
  15 PRE 
  5 12- PRE Attack: 3d6
  8 
  OCV 
  25
  8 
  DCV 
  25
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  6 
  SPD 
  40 	
  Phases: 2, 4, 6, 10, 12
  10 PD 
  8 	
  Total: 30 PD (20 rPD)
  10 ED 
  8 	
  Total: 30 ED (20 rED)
  10 REC 
  6
  60 END 
  8
  15 BODY 
  5
  34 STUN 
  7  
  Total Characteristics Cost: 194
  Movement: 
  Running: 
  60m
  Cost Powers 
  END
  60 
  Ice Powers: Multipower, 60-point reserve
  6f 
  1) Ice Blast I: Blast 12d6 
  6
  6f 
  2) Ice Blast II: Blast 8d6 
  6
  Area Of Effect (1m Radius Accurate; +½)
  6f 
  3) Deep Freeze: Blast 6d6 
  6
  NND (defense is Life Support [Safe Environment: 
  Intense Cold]; +1)
  5f 
  4) Ice Dart: RKA 2½d6 
  5
  Armor Piercing (+¼)
  3f 
  5) Ice Bonds: Entangle 4d6, 8 PD/8 ED 
  6
  Vulnerable (Fire/Heat; -1)
  3f 
  6) Group Ice Bonds: Entangle 4d6, 4 PD/4 ED 
  6
  Area Of Effect (18m Radius Explosion; +½); Vulner-
  able (Fire/Heat; -1) 
  3f 
  7) Ice Sheet: Change Environment (create ice sheet), -4 
  to DEX Rolls to move on 
  3
  Area Of Effect (Surface 64m radius; +1½), Personal 
  Immunity (+¼); Can Only Be Applied To Horizontal 
  Surfaces (e.g., the ground and floors; -0)
  27 
  It’s Cold In Here: Change Environment (lower tempera-
  ture), -4 Temperature Levels 
  3
  Area Of Effect (64m Radius; +1¼)
   
  Martial Arts: Kung Fu
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Dodge 
  +0 
  +5 
  Dodge all attacks, Abort
  5 
  Kick 
  -2 
  +1 
  7d6 Strike
  4 
  Punch 
  +0 
  +2 
  5d6 Strike
  3 
  Throw 
  +0 
  +1 
  3d6 +v/10, Target Falls
  4 
  Tien-hsueh Strike -1 
  +1 
  2d6 NND (1)
  60 
  Ice Armor: Resistant Protection (20 PD/20 ED) 
  0
  2 
  Accustomed To The Cold: Life Support (Safe Environ-
  ment: Intense Cold) 
  0
  24 
  Ice Slides: Multipower, 30-point reserve
  All Physical Manifestation (-¼), Side Effects (leaves 
  big chunks of ice around the environment; -0)
  1f 
  1) Basic Ice Slide: Running +18m 
  2
  Common Limitations described above (-¼)
  1f 
  2) Aboveground Ice Slide: Flight 30m 
  3
  Common Limitations described above (-¼), 
  Gliding (-1)
  15 
  Rescue Ice Slide: Flight 12m 
  4
  Area Of Effect (60m long and 8m wide Line; +1¼), 
  Usable As Attack (+1¼), Limited Range (40m; +¼); 
  Costs Endurance (-½), Gliding (-1), Physical Manifes-
  tation (-¼), Only To Slide People To The Ground (-¼)
  5 
  Perceive Heat Patterns: Infrared Perception (Sight 
  Group) 
  0
  7 
  Tiger Squad Costume Communicator: HRRP (Radio 
  Group) 
  0
  IIF (-¼), Affected As Sight And Hearing Group As Well 
  As Radio Group (-½)
   
  Skills
  20 
  +4 with Ice Powers Multipower
  1 
  Computer Programming 8-
  2 
  KS: The Chinese Military 11-
  2 
  KS: The Chinese Superhuman World 11-
  1 
  KS: The Military/Mercenary/Terrorist World 11-
  1 
  Language: English (basic conversation; Mandarin Chinese 
  is Native)
  3 
  Power: Ice/Cold Tricks 14-
  1 
  SS: Cryophysics 8-
  3 
  Stealth 14-
  3 
  Tactics 12-
  3 
  Teamwork 14-
  Total Powers & Skills Cost: 303
  Total Cost: 497
  400 Matching Complications (75)
  20 
  Hunted: Chinese Government (Very Frequently, Mo Pow, 
  NCI, Watching)
  15 
  Psychological Complication: Loyal To Chinese Govern-
  ment (Common, Strong)
  15 
  Social Complication: Secret Identity (Xiang Ho) 
  (Frequently, Major)
  20 
  Vulnerability: 2 x STUN from Fire/Heat attacks (Common)
  Total Complications Points: 75
  Experience Points: 97
  
  Champions Villains Volume Two: Villain Teams n The Tiger Squad 
  203
  Unlike most ice manipulators, Winter Dragon’s 
  powers don’t involve drawing ambient moisture 
  out of the air and freezing it. Somehow he creates 
  the ice on his own, possibly by subconsciously 
  pulling it from another dimension. As a result, 
  the Chinese government has found it can easily 
  use him to ameliorate the effects of droughts 
  throughout China. Sometimes they send him to 
  other arid areas to create ice (and thus, water) as a 
  gesture of goodwill.
  Campaign Use: Like GraniteMan, Winter Dragon 
  is likely to get along less well with the PCs that 
  the likes of Summer Cloud or Technocrat, though 
  it’s not because he’s got criminal tendencies. In 
  his case the clash will arise from his strong, and 
  oft-expressed, support for the Chinese govern-
  ment and policies. He’ll be one of the first to tell 
  the heroes they can’t enter Chinese territory, that 
  they’re risking “an incident” with the Chinese 
  government, and so forth.
  To make Winter Dragon tougher, convert his 
  various Power Frameworks and other powers into 
  one large, easily-manipulated, Ice Powers Vari-
  able Power Pool. (You can find plenty of example 
  powers for the Pool in Champions Powers.) To 
  weaken him, reduce his SPD to 4 and get rid of his 
  Martial Arts.
  Associates, Allies, And Adversaries: Winter 
  Dragon was once romantically involved with 
  Summer Cloud, and still sort of carries a torch for 
  her. However, her abhorrent pro-democracy views 
  make any sort of lasting relationship between 
  them impossible; he keeps hoping that one day 
  she’ll finally see the wisdom of Communism and 
  the corruptive effects of Western capitalism.
  Appearance: Winter Dragon is a 5’9” tall Chinese 
  man with an athletic build. He wears a dark and 
  light blue costume: a flared shoulderpiece that 
  comes about halfway down the neck and drops 
  to a point mid-chest, domino mask, flared gloves, 
  flared boots, and belt are all dark blue; the rest of 
  the chest, arms, and legs are light blue.
  WINTER DRAGON FACTS
  Here are some facts characters and NPCs might 
  know about Winter Dragon if they succeed with an 
  appropriate Skill Roll:
  N/R: Winter Dragon is a member of the Tiger 
  Squad; he has ice and cold powers.
  K/R: Winter Dragon is highly patriotic and stridently 
  pro-Communist.
  -1: Winter Dragon used to date Summer Cloud, but 
  their political differences drove them apart.
  -2: Winter Dragon’s powers don’t affect the 
  ambient moisture in an area, so the government 
  sometimes sends him to drought-stricken areas to 
  create ice that can be melted down for water.
  -8: Winter Dragon experiences intense pain when 
  hit with Fire/Heat attacks.
  -10: His Secret Identity is Xiang Ho.
  
  204 n The Ultimates 
  Hero System 6th Edition
  THE ULTIMATES
  Membership: Binder, Blackstar, Cyclone, Orion, 
  Slick, Thunderbolt I
  Background/History: The Ultimates are the 
  brainchild of Earl Whitacker, better known to the 
  world as the supervillain Binder. After stealing his 
  prototype technology from his former employers 
  at UNTIL and embarking on a career of crime, 
  Binder realized that since heroes work in teams, 
  he’d better do the same — as amazing as his 
  weaponry is, it isn’t enough to take on a group of 
  superheroes. Binder switched to low-key crimes 
  and began keeping his eyes and ears open for word 
  of other supervillains who might fit the group he 
  had in mind.
  He got his first break in 1989 when he and 
  Blackstar both tried to rob the same jewelry store. 
  The two might have come to blows, but before 
  a fight could break out a group of superheroes 
  found them. By working together, the two crimi-
  nals were able to defeat several of their foes and 
  escape. That give Binder the opportunity to make 
  his pitch. Impressed by Binder’s tactical skills and 
  intelligence, Blackstar agreed to team up with him 
  and form “the Ultimates.”
  The two villains operated as a duo for several 
  years. In 1993, Binder’s contacts in the scientific 
  community alerted him to Bernard Ivey, a scientist 
  who, like him, had been robbed of the fruits of his 
  inventive genius and turned to crime. It didn’t take 
  much for Binder to track Cyclone down and, by 
  telling his own story, convince the new supervil-
  lain to join up with the Ultimates.
  Now they were three, but Binder wanted more. 
  When Cyclone heard about the disastrous results 
  of a government superhuman soldier experiment 
  called Project Sunburst, Binder decided to check 
  out the results. Sneaking into a military complex 
  at night, he found a “dormitory” where several 
  survivors were kept tightly guarded. Among the 
  few survivors was one who could not speak, but 
  who used gestures to beg Binder to get him out of 
  there. Sensing a kindred soul — and one whose 
  body was bursting with radiation — Binder broke 
  him out of the facility and brought him back to the 
  team’s base. There he and the other two designed 
  a costume to restrain the new recruit’s ambient 
  radiation field and christened him Radium.
  Unlike the other members, Slick sought the 
  group out and asked to join. He’d already been 
  beaten and captured twice by superheroes, and 
  he didn’t want it to happen again. He got in touch 
  through underworld contacts and offered his 
  services. After talking with him and testing out 
  his powers, Binder offered him membership right 
  away. Slick’s inability to be restrained seemed a 
  perfect complement to Binder’s ability to restrain 
  almost anyone.
  On the other hand, the Ultimates recruited 
  Thunderbolt by tracking him down. Blackstar 
  heard reports of a new supervillain destroying 
  magnetohydrodynamic power plants around the 
  country. The team staked one out and waited. 
  When Thunderbolt arrived, they tricked him into 
  thinking some superheroes were approaching, 
  then helped him destroy the plant and “escape.” 
  Impressed with their skills, Thunderbolt accepted 
  an offer to join the group.
  The Ultimates stabilized with these same six 
  members for over a decade, becoming a major 
  supercrime menace both on their own and in the 
  occasional employ of other villains. Powerful and 
  tactically experienced, they were (and remain) 
  a danger both to conventional authorities and 
  superpowered foes. In 2008 the team experienced 
  a major shake-up when Radium left without 
  explanation (or possibly was “kidnapped”) to 
  join Project Sunburst. This made the two teams 
  enemies. To replace their erstwhile colleague the 
  Ultimates recruited Orion, who’s proven to be just 
  as powerful and effective as Radium.
  Group Relations: By and large, the Ultimates 
  get along well together. Many of them share a 
  common sense of having once been picked on, 
  snubbed, ignored, or scorned, and want to strike 
  back at the society that “rejected” them — and get 
  rich and powerful in the process, of course. None 
  of them is sufficiently powerhungry or unstable to 
  want to try to take Binder’s place as team leader.
  The Ultimates has a heavy complement 
  of scientists, and the four scientifically adept 
  members of the group often spend a lot of time 
  together arguing theories, conducting experi-
  ments, or building devices for use in their next 
  series of crimes. Slick and Orion, who couldn’t 
  care less about such things, hang out together and 
  watch TV or play video games.
  
  Champions Villains Volume Two: Villain Teams n The Ultimates 
  205
  One potential rift in the team is the members’ 
  beliefs about violence. Binder, Blackstar, and 
  Thunderbolt can all be very violent, and while 
  none of them are hardened killers they don’t have 
  any qualms about using deadly force or putting 
  innocents in danger. Cyclone, Orion, and Slick, 
  on the other hand, prefer less violence and not 
  endangering innocent bystanders. To keep this 
  from becoming a problem Binder tries to plan 
  jobs where serious violence is unlikely to occur.
  The Ultimates have a hidden base in Millen-
  nium City built on 450 points (similar to the 
  Urban Base on page 234 of Champions, but with 
  much better security, more extensive scientific 
  facilities, and a better computer). They also have a 
  fast flying vehicle, the Starbird, which is detailed 
  below.
  Tactics: The Ultimates have worked together for 
  several years now, and have a lot of battlefield 
  experience. Several of the members have the 
  Tactics and Teamwork Skills, and they make use of 
  them.
  The Ultimates are fast and mobile, with two 
  speedsters (Cyclone and Slick) on the team, and 
  only one member without significant movement 
  powers (Blackstar). Many of the team’s tactics, 
  including combined Move Bys and Grab Bys to 
  toss a foe toward a waiting Blackstar, depend on 
  speed and mobility. Slick has spent a lot of time 
  over the years trying to find a way to grant Black-
  star the ability to move on frictionless fields the 
  way he does, but has had no success so far.
  The team also relies, to an unusual degree, on 
  Entangles. Both Binder and Slick have powers 
  that involve immobilizing people (and Orion 
  can also trap foes in powerful energy shackles), 
  and the other team members have learned to 
  play off that. Their tactic “Home Run,” in which 
  either Binder or Slick stops a target from moving 
  so Blackstar can wallop him with a large club, is 
  often very effective. Both Binder and Slick can 
  also restrain multiple foes at once, a good way to 
  improve the group’s chances to escape if necessary. 
  Orion has been trying to develop a new form of 
  Power Shackle that would allow Blackstar to hit 
  the victim without damaging the Entangle, but has 
  had no luck so far.
  Tactically, the Ultimates has two weak links. 
  The first is Cyclone, who’s considerably less 
  violence-prone than the others and may hold back 
  in a crucial situation. The other is Thunderbolt, 
  who doesn’t particularly like taking orders and 
  may directly or indirectly ignore or disobey them.
  The Ultimates tend to spend a lot of time and 
  effort researching, preparing for, and planning 
  their crimes. Practice makes perfect, as Binder 
  often reminds them. Though Blackstar and Slick 
  would definitely prefer a more action-oriented 
  approach, no one on the team can quibble with 
  results, and Binder’s plans usually lead to success.
  Campaign Use: The Ultimates are an intriguing 
  foe for most superhero teams. Rather than simply 
  slug it out with Blasts and high STR, the Ultimates 
  use Entangles and other unusual attacks to accom-
  plish their tactical objectives. They’re experienced 
  and cagey, difficult to predict or capture.
  The Ultimates don’t go out of their way to Hunt 
  heroes, but can be driven to do so by the right 
  chain of circumstances — including simply being 
  beaten or humiliated by the same hero once too 
  often. Blackstar, with his eagerness for fighting, 
  may drag the team into a Hunting situation by 
  refusing to stop pursuing a hero for “a rematch.” 
  As Hunters, the Ultimates make use not only of 
  their powers, but their scientific skills. They won’t 
  just attack the target mindlessly; they’ll observe 
  and plan, gathering data to help them determine 
  when and how best to strike.
  If the Ultimates are too weak for your super-
  heroes, beef them up with a few more direct, 
  damaging attacks. You might even consider 
  adding another member — probably a mentalist 
  or telekinetic — to round out their combat effec-
  tiveness. If they’re too tough for your heroes, get 
  rid of a member or two, and remove or tone down 
  powers that make the group particularly effective 
  against the PCs.
  Associates, Allies, And Adversaries: The Ulti-
  mates have been active members of the super-
  underworld for years, and during that time have 
  made plenty of both friends and enemies. The 
  former category generally includes other villains 
  and villain teams that Binder has hired (or formed 
  temporary alliances with) to carry out his various 
  plans and schemes. They include the Brain Trust, 
  Merc-Force 1, Smoke and Mirrors, Ankylosaur, 
  Armadillo, Black Paladin, Lodestone, Photon, 
  Pulsar, Shrinker, and ZigZag.
  Similarly, the Ultimates sometimes work as 
  villains-for-hire. They tend to have good rela-
  tions with past or potential future employers, 
  such as Holocaust and VIPER. On the other hand, 
  similar groups, such as Red Winter, compete with 
  the Ultimates for this sort of work, and that can 
  lead to friction. In particular the Ultimates and 
  the Crimelords hate one another; they’ve fought 
  several times, but never conclusively.
  In the “enemies” category, the tops on the Ulti-
  mates’ list is Project Sunburst. Ever since Sunburst 
  “stole” Radium away in 2008 the two teams have 
  been bitter enemies. Binder’s not entirely sure 
  whether Radium left of his own free will or was 
  coerced, but either way it’s a slap in the face he and 
  his teammates intend to avenge. The Ultimates 
  hold a grudge against Lazer for “botching” a job a 
  few years ago, though he claims they were the ones 
  who screwed it up.
  ULTIMATES FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  the Ultimates if they 
  succeed with an 
  appropriate Skill 
  Roll:
  N/R: The Ultimates 
  is a powerful, 
  tactically proficient 
  team of villains. It’s 
  led by Binder; the 
  other members are 
  Blackstar, Cyclone, 
  Orion, Slick, and 
  Thunderbolt I.
  K/R: Radium used to 
  be a member of the 
  Ultimates, but left 
  the team in 2008 or 
  2009 to join Project 
  Sunburst. Orion took 
  his place on the 
  team.
  -1: Radium’s “defec-
  tion” from the Ulti-
  mates has led to bad 
  blood between that 
  team and Sunburst 
  and his followers. 
  The Ultimates also 
  do not get along with 
  the Crimelords, since 
  both teams compete 
  for similar targets 
  and business.
  -2: Since most 
  of the Ultimates 
  are highly mobile, 
  and the team has 
  several restraining 
  attacks (Entangles) 
  to rely on, its tactics 
  tend to involve 
  slowing, hindering, 
  or weakening foes 
  rather than simply 
  blasting them into 
  unconsciousness.
  -6: Blackstar’s 
  lack of movement 
  powers, and his 
  love of fighting, are 
  two of the group’s 
  tactical weaknesses.
  
  206 n The Ultimates 
  Hero System 6th Edition
  BINDER
  Val Char Cost Roll Notes
  15 STR 
  5 12- Lift 200 kg; 3d6 HTH damage [1]
  15 DEX 
  10 12-
  20 CON 
  10 13-
  23 INT 
  13 14- PER Roll 14-
  14 EGO 
  4 12-
  20 PRE 
  10 13- PRE Attack: 4d6
  8 
  OCV 
  25
  7 
  DCV 
  20
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  8 
  PD 
  6 	
  Total: 20 PD (12 rPD)
  8 
  ED 
  6 	
  Total: 20 ED (12 rED)
  7 
  REC 
  3
  40 END 
  4
  12 BODY 
  2
  40 STUN 
  10  
  Total Characteristics Cost: 164
  Movement: 
  Running: 
  12m
   
  Flight: 
  36m
  Cost Powers 
  END
  56 
  Glue-Gun: Multipower, 90-point reserve 
  [32]
  32 Charges for entire reserve (+¼); all OAF (-1)
  4f 
  1) Narrow Glue-Beam: Entangle 6d6, 8 PD/8 ED
  Entangle And Character Both Take Damage (+¼); 
  OAF (-1)
  4f 
  2) Wide Glue-Beam: Entangle 4d6, 4 PD/4 ED
  Area Of Effect (12m Radius; +¾), Entangle And 
  Character Both Take Damage (+¼); OAF (-1)
  4f 
  3) Glue-Stream: Entangle 4d6, 4 PD/4 ED
  Area Of Effect (60m Line; +¾), Entangle And Char-
  acter Both Take Damage (+¼); OAF (-1)
  4f 
  4) Glue-Blob: Entangle 6d6, 6 PD/6 ED
  Area Of Effect (1m Radius; +¼), Entangle And Char-
  acter Both Take Damage (+¼); OAF (-1)
  2f 
  5) Solidified Glue Barrier: Barrier 4 PD/4 ED, 6 BODY 
  (up to 12m long, 4m tall, and 1m thick), Opaque 
  (Sight Group)
  OAF (-1), No Range (-½), Restricted Shape (Barrier 
  must be in a straight line from rifle’s barrel; -¼)
   
  Martial Arts: Generic
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Dodge 
  — 
  +5 
  Dodge, Affects All Attacks, 
  Abort
  4 
  Punch 
  +0 
  +2 
  5d6 Strike
  3 
  Throw 
  +0 
  +1 
  3d6 + v/10; Target Falls
  24 
  Armored Costume: Resistant Protection (12 PD/12 ED) 0
  OIF (-½)
  7 
  Polarized Faceplate: Sight Group Flash Defense 
  (10 points) 
  0
  OIF (-½)
  7 
  Helmet Air Supply: Life Support (Self-Contained 
  Breathing) 
  0
  OIF (-½)
  24 
  Jetboots: Flight 36m 
  4
  OIF (-½)
  6 
  Helmet Communicator: HRRP 
  0
  OIF (-½), Affected As Sight And Hearing Group As 
  Well As Radio Group (-½) 
  3 
  Heat Detection Lenses: Infrared Perception (Sight 
  Group) 
  0
  OIF (-½)
   
  Talents
  6 
  Lightning Reflexes: +6 DEX to act first with All Actions
   
  Skills
  20 
  +4 with Glue-Gun Multipower
  3 
  Bureaucratics 13-
  3 
  Combat Piloting 12-
  3 
  Computer Programming 14-
  3 
  Cryptography 14-
  3 
  Demolitions 14-
  3 
  Electronics 14-
  3 
  Inventor 14-
  1 
  CK: Geneva 8-
  2 
  CK: Millennium City 11-
  3 
  KS: Literature 14-
  3 
  KS: The Superhuman World 14-
  2 
  KS: UNTIL 11-
  1 
  Language: French (basic conversation; English is Native)
  3 
  Persuasion 13-
  2 
  PS: Play Chess 11-
  3 
  Security Systems 14-
  3 
  Stealth 13-
  3 
  Systems Operation 14-
  3 
  Tactics 14-
  3 
  Teamwork 12-
  4 
  TF: Combat Aircraft, Helicopters, Large Planes, Small 
  Planes
  3 
  Scientist
  4 
  1) SS: Adhesives And Solvents 16-
  2 
  2) SS: Biology 14-
  2 
  3) SS: Chemical Engineering 14-
  2 
  4) SS: Chemistry 14-
  2 
  5) SS: Computer Science 14-
  2 
  6) SS: Mathematics 14-
  2 
  7) SS: Nuclear Physics 14-
  2 
  8) SS: Physics 14-
  Total Powers & Skills Cost: 264
  Total Cost: 428
  
  Champions Villains Volume Two: Villain Teams n The Ultimates 
  207
  BINDER
  Background/History: Although he was a gifted 
  scientist, respected by many of his colleagues, Earl 
  Whitacker wasn’t satisfied. He felt underappreci-
  ated, overworked, and ignored. He wasn’t paid 
  nearly enough, and his moronic supervisors in the 
  UNTIL laboratories never listened to him the way 
  they ought to. Determined not to put up with their 
  abuse anymore, he began spending his spare time 
  working on a secret project — a new super-adhe-
  sive that would make him rich — even though 
  personal use of agency resources was unauthor-
  ized. Lacking the funding he needed for the work 
  (since his ungrateful siblings wouldn’t even bother 
  to loan him some money), he had to cut corners 
  and compromise on safety measures.
  Everything was going fine... until an unex-
  pected chemical reaction caused the entire project 
  to blow up in his face. Blinded and scarred, he 
  staggered out of the lab, fell unconscious, and 
  awakened later in the hospital. The doctors told 
  him the loss of eyesight was temporary, but the 
  scarring, unfortunately, was permanent. Plastic 
  surgery might alleviate some of it, but never all of 
  it. Then UNTIL fired him, which meant he didn’t 
  have the medical coverage for even that much 
  reconstructive surgery.
  The worst scars were the ones the doctors 
  couldn’t see. Whitacker lost some of his grip on 
  sanity, becoming convinced that his failure was the 
  result of UNTIL’s refusal to help him, his family’s 
  refusal to help him, and society overlooking his 
  genius. He realized they were out to get him — he 
  had to strike back!
  After checking himself out of the hospital, 
  Whitacker bluffed his way back into UNTIL 
  to get his notes and equipment, then went into 
  hiding. After reviewing the data gained from his 
  last experiment, he discovered he’d succeeded! 
  His “Resin A” and “Resin B,” when combined, 
  made a revolutionary form of adhesive, which he 
  called “Bind-All.” He had once intended to make 
  money selling his new super-glue, but now he had 
  a better idea. He designed a rifle that used Bind-
  All as a weapon, and built himself an armored 
  costume and a jetpack. The world had ignored and 
  mistreated Earl Whitacker — but Binder would 
  make them all sit up and take notice!
  Personality/Motivation: Binder comes across as 
  disciplined and confrontational, but in truth he’s 
  often wracked by self-doubt. He covers up his 
  feelings of inferiority with bluster and aggres-
  sion, since he thinks that if he shows weakness no 
  one will ever listen to him again. This sometimes 
  pushes him into situations he’d rather not be in 
  — he bites off more than he can chew, then has to 
  find a way out of the dilemma.
  Exacerbating this tendency is his paranoia. He 
  trusts his teammates (more or less), but he thinks 
  the rest of the world is out to get him, to exploit 
  him, to use him up and then throw him away. He 
  has difficulty distinguishing 
  genuine offers of help from 
  attempts to trick him; he 
  thinks it’s all an elaborate 
  plot by “them” (though he’s 
  careful not to articulate 
  his suspicions in ways that 
  make him look delusional).
  Binder remains sensi-
  tive about his scarred face; 
  he rarely takes his helmet 
  off. References to his looks, 
  particularly expressions 
  of sympathy, may anger 
  him. At least insults and 
  mockery are honest.
  400 Matching Complications (75)
  15 
  Distinctive Features: Facial Scarring (Concealable With Effort; Always 
  Noticed, Major Reaction)
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  20 
  Hunted: the Champions (Infrequently, Mo Pow, NCI, Capture)
  20 
  Psychological Complication: Inferiority Complex Tinged With Paranoia 
  (Very Common, Strong)
  10 
  Psychological Complication: Sensitive About His Looks (Common, 
  Moderate)
  15 
  Social Complication: Secret Identity (Earl Whitacker) (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 28
  
  208 n The Ultimates 
  Hero System 6th Edition
  Despite his mental problems, Binder is actually 
  a competent and effective villain team leader. He’s 
  disciplined, keeps his head in a crisis, and has 
  good tactical sense. He’s also adept at planning 
  and executing missions.
  Quote: “Tie this one on, hero!”
  Powers/Tactics: Binder is more of a tactical leader 
  and planner than a frontline combatant, but 
  he can hold his own in a fight if need be — he’s 
  even had some martial arts training. His primary 
  weapon is his Glue-Gun, which can spray Bind-
  All in a variety of configurations. The rifle keeps 
  the Resin A and Resin B components separately, 
  mixing them only in the final stream after they 
  leave the barrel.
  Binder usually takes a support roll in combat, 
  Entangling enemies to keep them out of the way 
  of his comrades. Whenever possible, he tries 
  to use his Area Of Effect Entangles to disable 
  multiple opponents. He knows that bricks and 
  natural energy projectors can usually get out of his 
  Entangles quickly, so he focuses on martial artists, 
  gadgeteers, and other such characters first. If 
  necessary he can even create a “wall” of solidified 
  glue to block pursuit.
  Campaign Use: To make Binder more powerful, 
  increase the strength of his Entangles to the point 
  where they can hold the typical brick or energy 
  projector, at least for a few Segments. You could 
  also give him more weapons and gadgets. If he’s 
  too powerful for your game, reduce the Active 
  Points in his Multipower reserve to 75 or 60.
  Binder’s smart enough not to get caught up 
  in Hunting heroes very often. If he does start 
  Hunting one — perhaps because of a few too 
  many insults or defeats — he’ll approach the situ-
  ation methodically, with plans and contingency 
  plans to increase his chances of success.
  Associates, Allies, And Adversaries: He’d never 
  admit it to anyone, but Binder has a bit of a crush 
  on Lady Blue. He hasn’t met her in person — yet 
  — but follows her as closely as he can through the 
  tabloids and Internet. If she desperately needed 
  help he might try to come to her rescue as a way of 
  gaining her attention.
  Appearance: Binder wears a suit of light 
  battlearmor, gold with green trim. His Glue-Gun 
  is also gold, and obviously not a normal ballistic 
  firearm or a standard blaster. His helmet’s face-
  plate is divided in two vertically, giving it a vaguely 
  insectile appearance.
  When he’s not wearing his helmet, Whitacker’s 
  horrifically scarred, almost completely bald head 
  can be seen... not that anyone looks at him any 
  longer than they have to.
  BLACKSTAR
  Background/History: Overweight, ugly, socially 
  maladjusted, and acne-covered, James Carson 
  had only one redeeming feature as a child: his 
  brain. He was highly intelligent, with a real gift 
  for science. But that was small consolation for 
  the universe of taunts, insults, and bullying he 
  endured.
  Things didn’t improve much in college, though 
  by that point the abuse mostly took the form of 
  people leaving him alone and whispering insults 
  behind his back. But his researches into grav-
  itics and density earned him his doctorate and 
  attracted the attentions of several major corpora-
  tions. They didn’t care what he looked or acted 
  like, as long as he could produce profitable new 
  technologies.
  Carson took a job with Multitrex Incorpo-
  rated. Hoping to find acceptance among the 
  scientific staff there, he was rudely disappointed 
  as his colleagues rejected his radical, cutting-edge 
  theories about gravitics. He became angrier and 
  angrier over the way he was treated, and his work 
  began to suffer.
  Finally, in an effort to prove that his theo-
  ries were valid, Carson pushed forward with an 
  experimental procedure to produce a density 
  alteration device. Unfortunately, in his desire 
  to show results, he went too far, too fast — his 
  technology wasn’t ready for practical trial yet. 
  The machinery exploded, bombarding Carson 
  with gravitic waves. But instead of killing him, the 
  waves somehow altered his body. Almost instantly 
  he became taller, athletically proportioned, hand-
  some, and stronger. He soon discovered he had 
  the ability to alter his density — he could make 
  himself intangible, or weigh hundreds of thou-
  sands of kilograms.
  Now the shoe was on the other foot! Now he 
  could take what he wanted, and no one could stop 
  him. He smashed his way out of Multitrex, making 
  sure to destroy the other scientists’ precious 
  experiments on his way out, and launched a 
  career of crime as Blackstar. Not long after that, he 
  met Binder and became the first member of the 
  Ultimates.
  Personality/Motivation: Blackstar’s primary 
  motivating factor is his love of fighting. He likes 
  nothing better than mixing it up with other 
  superhumans (particularly super-strong ones) and 
  proving that he’s the best — it’s his way of getting 
  back at the world for the abuse and scorn he 
  suffered as a child. He never retreats or surrenders, 
  but keeps fighting until he wins, gets Knocked 
  Out, or his teammates drag him away. He gets 
  even angrier if someone insults him (that reminds 
  him of the bad old days when he was a wimp), 
  and gladly chooses that person for some special 
  punishment.
  BINDER FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Binder if they 
  succeed with an 
  appropriate Skill 
  Roll:
  N/R: Binder is the 
  leader of the Ulti-
  mates; he wears a 
  suit of light combat 
  armor and uses 
  a rifle that fires 
  streams of glue to 
  trap his foes.
  K/R: Binder can 
  configure his rifle’s 
  glue-stream to trap 
  multiple targets at 
  once, or even to 
  create a wall made 
  of rapid-drying glue.
  -2: Binder’s had 
  some martial arts 
  training.
  -10: His Secret 
  Identity is Earl Whit-
  acker; he’s a former 
  UNTIL scientist who 
  was badly scarred 
  in a laboratory 
  accident.
  
  Champions Villains Volume Two: Villain Teams n The Ultimates 
  209
  BLACKSTAR
  Val Char Cost Roll Notes
  20 STR 
  10 13- Lift 400 kg; 4d6 HTH damage [2]
  15 DEX 
  10 12-
  28 CON 
  18 15-
  13 INT 
  3 12- PER Roll 12-
  10 EGO 
  0 11-
  20 PRE 
  10 13- PRE Attack: 4d6
  6 
  OCV 
  15
  5 
  DCV 
  10
  3 
  OMCV 
  0
  4 
  DMCV 
  3
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  12 PD 
  10 	
  Total: 24 PD (24 rPD)
  12 ED 
  10 	
  Total: 24 ED (24 rED)
  15 REC 
  11
  75 END 
  11
  15 BODY 
  5
  60 STUN 
  20  
  Total Characteristics Cost: 176
  Movement: 
  Running: 
  12m
  Cost Powers 
  END
  48 
  Heightened Density: Density Increase (400,000 kg 
  mass, +60 STR, +12 PD/+12 ED, -24m KB) 
  6
  Costs Endurance Only To Activate (+¼); Lockout 
  (can’t use when using Desolidification; -0), Unified 
  Power (-¼)
  48 
  Intangibility: Desolidification (affected by force, grav-
  itic, or magnetic attacks) 
  0
  Reduced Endurance (0 END; +½); Lockout (can’t use 
  when using Density Increase; -0), Unified Power (-¼)
  45 
  Selective Gravity: Telekinesis (40 STR) 
  0
  Reduced Endurance (0 END; +½); Only To Pull 
  Objects Directly To Him And/Or “Stick” Them To Him 
  (-½), Lockout (can’t use when using Desolidification; 
  -¼), Unified Power (-¼)
  20 
  Superhuman Form: Reduced Endurance (½ END; +¼) 
  for up to 80 STR 
  0
  24 
  Cohesive Physical Form: Resistant (+½) for up to 
  24 PD/24 ED 
  0
  7 
  Mask Radio: Radio Perception/Transmission 
  (Radio Group) 
  0
  IIF (-¼), Affected As Hearing Group As Well As Radio 
  Group (-¼)
   
  Skills
  40 
  +5 HTH
  3 
  Computer Programming 12-
  3 
  Electronics 12-
  3 
  Inventor 12-
  2 
  CK: Millennium City 11-
  5 
  KS: Super-Strength Superhumans 14-
  2 
  KS: Movies 11-
  3 
  KS: Television 12-
  5 
  SS: Density Physics 14-
  3 
  SS: Gravitics 12-
  3 
  SS: Physics 12-
  3 
  Teamwork 13-
  Total Powers & Skills Cost: 267
  Total Cost: 443
  400 Matching Complications (75)
  15 
  Enraged: if insulted (Common), go 11-, recover 14-
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  20 
  Hunted: the Champions (Infrequently, Mo Pow, NCI, 
  Capture)
  20 
  Psychological Complication: Loves To Fight (Very 
  Common, Strong)
  15 
  Psychological Complication: Fear Of Heights (Common, 
  Strong)
  15 
  Social Complication: Secret Identity (James Carson) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 43
  
  210 n The Ultimates 
  Hero System 6th Edition
  Blackstar suffers from a significant fear of 
  heights (dating from several unpleasant let’s-
  dangle-the-nerd-out-the-window incidents from 
  his childhood). This restricts his combat tactics 
  somewhat; he won’t let his flying teammates carry 
  him very far off the ground unless it’s absolutely 
  necessary.
  Quote: “C’mon, get up and fight! Even a wimp like 
  you should fight better than that.”
  Powers/Tactics: Blackstar’s powers involve control 
  over his own density. He can become so diffuse as 
  to be intangible (handy for breaking into vaults 
  and such), or so dense that he weighs 400,000 
  kilograms and is immensely strong. He has to 
  be careful where he uses his Density Increase, 
  though; only solid ground or a similarly reinforced 
  surface can support his weight.
  Despite the Reduced Endurance on his STR, 
  Blackstar may run into END problems if he keeps 
  fighting too long, Pushes, or the like. But when he 
  gets wrapped up in battle, he doesn’t care — he’ll 
  burn STUN for END if necessary just to keep 
  pounding on someone.
  In addition to his standard powers, Blackstar 
  possesses an unusual “selective gravity” power. 
  He can increase his personal gravitic attraction 
  to draw people to him, or hold them to him even 
  without using his hands. He sometimes uses this 
  ability to hold a foe motionless while he and his 
  teammates beat the poor victim to a pulp.
  A favorite Ultimates tactic is for Cyclone to 
  pick Blackster up at his normal weight, and then 
  make a “fastball special” or similar attack, with 
  Blackstar increasing his density in mid-flight. (See 
  Champions, page 179, for more information.) The 
  only restriction on this tactic is Blackstar’s fear of 
  heights; he’s not likely to let Cyclone carry him up 
  high and then drop him.
  Campaign Use: If Blackstar’s too tough for your 
  campaign, reduce his Density Increase a little, so 
  he’s not as strong or powerful at the upper end. 
  You might also consider getting rid of his Selec-
  tive Gravity power. To make him more powerful, 
  increase his defenses and perhaps give him a few 
  more unusual powers like Selective Gravity (see 
  the “Density Alteration Powers” section of Cham-
  pions Powers for some possibilities).
  Blackstar happily Hunts anyone who annoys 
  him too much; he particularly likes to pursue 
  other bricks so he can show his superiority by 
  beating them up. His Hunting isn’t subtle; he 
  simply picks an appropriate moment and attacks 
  (taking care to choose battlefields where he can 
  employ all of his Density Increase).
  Associates, Allies, And Adversaries: Blackstar 
  wants to show the world that he’s the toughest, 
  strongest villain around, so to a certain extent he 
  sees super-strong heroes and villains as rivals... or 
  perhaps more accurately, as challenges to over-
  come. He particularly dislikes Dwarfstar, leader 
  of the Peacekeepers team from Chicago, who has 
  powers similar to his own. He’s also clashed with 
  der Westgote, Dreadnaught, Ogre, and Leviathan, 
  among others. He’d really like to get a crack at 
  Gargantua because the growing villain has laughed 
  at him several times.
  Appearance: Blackstar wears a dark grey costume 
  with a black star on the chest, and a matching star 
  on his belt buckle. His gloves, boots, and belt are 
  gold, but his mask matches the rest of his costume. 
  He sometimes wears a high-collared cape, though 
  even when he does wear it, he often takes it off 
  before going into battle so it won’t get in his way 
  while he smashes superheroes.
  CYCLONE
  Background/History: Bernard Ivey was a pilot 
  and engineer in the Aviation Division of Drake-
  Victoria, Inc. Hired for his expertise with jet 
  engines, he was soon sidelined by the company’s 
  scientific establishment when it became apparent 
  to them that his ideas about engine miniaturiza-
  tion were a pipe dream.
  Nothing could have enraged Ivey more. He 
  was a genius; he knew it, everyone at school had 
  known it. All he needed was the chance to prove 
  himself. But again and again, he found his projects 
  cancelled, his budgets slashed, and his work 
  scorned.
  Then he developed a breakthrough the 
  company could actually use — a small, light-
  weight, but incredibly powerful jet engine that 
  was certain to revolutionize the field of unmanned 
  aerial vehicles. Ivey expected lavish praise, a big 
  raise, and increased budgets for the rest of his 
  work. What actually happened was that his bosses 
  stole the credit for his work. They got the raises; he 
  got the shaft.
  That was pretty much the last straw. Rather 
  than turn over his notes and prototypes, Ivey 
  took them and fled, becoming a fugitive. Well, 
  if Drake-Victoria wanted to arrest him, fine. 
  He’d give them a real reason to arrest him! Over 
  the next several months Ivey designed a special 
  armored suit for himself, one tough enough to 
  withstand the g-forces generated by his miniatur-
  ized engine. He equipped it with several weapons 
  using compressed air. Inspired by those weapons, 
  he took the name Cyclone.
  He started his criminal career by attacking 
  several Drake-Victoria facilities, stealing valu-
  able technology, data, and materials. His “cyclone 
  blasts” were so destructive that he soon earned a 
  reputation as a dangerous super-criminal, though 
  he actually went out of his way to minimize casu-
  alties as much as possible.
  When Binder heard about Bernard Ivey, 
  it didn’t take long for him to put two and two 
  together and realize who Cyclone really was. Ivey 
  was surprised to return to his “headquarters” (an 
  old warehouse he’d rented) one day to find Binder 
  waiting for him. Sharing his own tale of oppres-
  sion and institutional theft of his hard work, 
  Binder made Cyclone a friend and ally — and 
  soon, a member of the Ultimates.
  BLACKSTAR 
  FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  Blackstar if they 
  succeed with an 
  appropriate Skill Roll:
  N/R: Blackstar is 
  a member of the 
  Ultimates. He has the 
  power to control his 
  own density; he can 
  become intangible or 
  superhumanly dense, 
  strong, and tough.
  K/R: He also has the 
  power to selectively 
  increase his personal 
  gravity and “draw” 
  a person or object 
  to him.
  -1: Blackstar thinks 
  of other super-strong 
  superhumans as his 
  “rivals” and often 
  seeks to outdo them 
  or prove who’s the 
  stronger, better 
  fighter.
  -2: Blackstar does 
  not tolerate insults 
  or mockery well. He 
  also loves to fight, 
  and can sometimes 
  be lured away from a 
  tactically safe posi-
  tion with challenges 
  or taunts.
  -4: Based on the way 
  he talks, Blackstar 
  seems to have had 
  some training as a 
  scientist.
  -6: Blackstar has 
  a serious fear of 
  heights.
  -10: His Secret 
  Identity is James 
  Carson; he used to 
  be a physicist.
  
  Champions Villains Volume Two: Villain Teams n The Ultimates 
  211
  CYCLONE FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about Cyclone if 
  they succeed with 
  an appropriate Skill 
  Roll:
  N/R: Cyclone is 
  a member of the 
  Ultimates; he 
  wears a suit of 
  powered armor 
  that’s equipped with 
  compressed-air 
  weaponry and that 
  allows him to fly at 
  tremendous speeds.
  K/R: According to 
  official estimates, 
  Cyclone may be able 
  to exceed 11,000 
  miles per hour when 
  flying at top speed.
  -2: Although his 
  cyclone-blasts can 
  be very destructive, 
  Cyclone actually 
  seems to go out of 
  his way to avoid 
  harming innocent 
  bystanders.
  -4: Cyclone is 
  very proud of 
  his armor and 
  something of 
  a showoff in 
  combat.
  -6: Cyclone’s helmet 
  contains radar 
  and 360-viewing 
  systems that allow 
  him to perceive 
  all around himself, 
  making it nearly 
  impossible to attack 
  from his “blind side.”
  -10: His Secret Iden-
  tity is Bernard Ivey; 
  he used to be an 
  engineer working for 
  Drake-Victoria, Inc.’s 
  Aviation Division.
  Personality/Motivation: Cyclone’s career as a 
  supervillain stems from being angry at the world. 
  Like Binder, he thinks he’s been cheated, over-
  looked, and snubbed by people all his life, and he’s 
  finally gotten so sick of it he intends to show them 
  just who’s boss. If given the opportunity to strike 
  back at anyone he considers a former tormentor, 
  he’ll almost certainly take it (even if it means 
  endangering a mission).
  Cyclone isn’t really “into” the supervillain 
  game, and it shows. He doesn’t have much of a 
  grasp of tactics or criminal common sense; he 
  often spends more time showing off (flying rings 
  around his opponents, announcing just how 
  powerful his attack will be before he makes it, 
  wasting a Phase marveling at how cool his armor 
  is) than he does trying to achieve his objectives. 
  Binder is working with him to correct this fault, 
  but he hasn’t had any luck shaking the habit yet.
  Unlike some of his teammates, Cyclone is a 
  pretty mild-mannered and nonviolent guy. He 
  doesn’t like the idea of seriously hurting (much 
  less killing) anyone, and always tones down his 
  attacks when he uses them on security guards and 
  other normals. Blackstar considers him a wimp; 
  Slick thinks he’s a square. Binder recognizes his 
  potential and value to the team, though, and 
  makes sure Cyclone feels appreciated.
  Quote: “Getting a little too breezy for you?”
  Powers/Tactics: Cyclone wears a suit of powered 
  armor designed for speed and efficient movement. 
  With his engines at maximum, Cyclone 
  can reach speeds of nearly 18,000 km 
  per hour (over 11,000 miles per hour), 
  and even in his “standard mode” of 
  flight he’s pretty fast. The suit’s steering 
  jets and systems allow him to turn and 
  maneuver much more quickly than 
  most flyers can, which sometimes gives 
  him the ability to make a Surprise Move 
  in combat against flying superheroes.
  Cyclone’s weapons use compressed air to 
  generate blasts that scatter targets like tenpins. His 
  Area Of Effect attacks are particularly powerful, 
  but he reserves them for just the right moment 
  because of their destructiveness. In battle, he 
  keeps to the air, putting his Skill Levels with Flight 
  into DCV if he doesn’t have a better use for them, 
  and attacks flying foes. Once he has command of 
  the air, he helps his teammates take out targets 
  on the ground. Cyclone’s Sight and Radar both 
  work in 360 degrees, which makes him difficult to 
  surprise in combat. 
  Campaign Use: To make Cyclone more powerful, 
  you can either emphasize his “speedster” aspects 
  (increase his standard Flight and his SPD) or 
  his “powered armor” aspects (give him more 
  weaponry, including some attacks with different 
  special effects than “compressed air blasts”). For 
  appropriate scenarios, you might also expand his 
  capabilities to allow him to operate in outer space. 
  To weaken him, reduce his movement and cut his 
  Multipower back to a 75-point reserve.
  Associates, Allies, And Adversaries: After seeing 
  her in action on the news one evening, Cyclone 
  struck up a correspondence with Bluejay of GRAB 
  about aeronautical engineering, and they’ve 
  become good friends though they’ve never met in 
  person. If the Ultimates ever become too violent 
  for his tastes he might try to join her in GRAB 
  instead.
  Cyclone would like to study Galeforce or 
  Zephyr to see if he can find ways to improve his 
  compressed-air weapons, but has so far been 
  unable to contact either of them.
  Appearance: Cyclone’s silver-colored armor is a 
  model of aerodynamic efficiency. Airfoil “wings” 
  on his back help him maintain control and speed, 
  and most of the armor’s features, including its 
  weapons, are built into it so they don’t interfere 
  with the airflow around the suit.
  Out of his armor, Bernard Ivey is an average-
  looking black man in his late thirties, 5’10” tall 
  with short hair and a well-groomed moustache 
  and beard. Since becoming a criminal, he’s taken 
  to wearing expensive clothes and driving fast 
  sportscars.
  
  212 n The Ultimates 
  Hero System 6th Edition
  CYCLONE
  Val 
  Char 
  Cost Roll 
  Notes
  15+25 STR 
  5+17* 12- (17-) Lift 200 kg (6,400 kg); 3d6 
  (8d6) HTH damage [1 (4)]
  15+10 DEX 10+13* 12- (14-)
  15+15 CON 5+10* 12- (15-)
  18 
  INT 
  8 13- 
  PER Roll 13-
  12 
  EGO 
  2 11-
  20 
  PRE 
  10 13- 
  PRE Attack: 4d6
  3+4 
  OCV 
  13*
  3+4 
  DCV 
  13*
  3 
  OMCV 
  0
  4 
  DMCV 
  3
  3+3 
  SPD 10+20* 	
  Phases: 4, 8, 12 (2, 4, 6, 8, 
  10, 12)
  7 
  PD 
  5 	
  Total: 22 PD (15 rPD)
  7 
  ED 
  5 	
  Total: 22 ED (15 rED)
  6 
  REC 
  2
  30 
  END 
  2
  10 
  BODY 
  0
  30 
  STUN 
  5             Total Characteristics Cost: 158
  *: OIF (Powered Armor; -½)
  Movement: 
  Running: 
  12m
   
  Flight: 
  48m
   
  MegaFlight: 
  10km
  Cost Powers 
  END
  43 
  Power Pack: Endurance Reserve (200 END, 21 REC) 
  0
  OIF (-½)
  60 
  Compressed-Air Weaponry: Multipower, 90-point 
  reserve
  All OIF (-½)
  6f 
  1) Cyclone Blast (Focused): Blast 12d6 
  9
  Double Knockback (+½); OIF (-½)
  4f 
  2) Cyclone Blast (Wide-Beam): Blast 12d6 
  9
  Area Of Effect (16m Cone; +½); OIF (-½), 
  No Range (-½)
  4f 
  3) Cyclone Effect: Blast 12d6 
  9
  Area Of Effect (26m Radius Explosion; -½); OIF (-½), 
  Requires A DEX Roll (-½), Random Knockback (-0)
  1f 
  4) Cyclone Punch: HA +2d6 
  1
  OIF (-½), Hand-To-Hand Attack (-¼)
  35 
  Miniaturized Jet Engine Pack: Multipower, 53-point 
  reserve
  All OIF (-½)
  3f 
  1) Standard Flight Mode: Flight 48m, x4 Noncombat 5
  OIF (-½)
  1f 
  2) Mach Speed Mode: Flight 10m 
  2
  MegaScale (1m = 1 km; +1); OIF (-½)
  30 
  Armored Costume: Resistant Protection (15 PD/15 ED) 0
  OIF (-½)
  7 
  Polarized Faceplate: Sight Group Flash Defense 
  (10 points) 
  0
  OIF (-½)
  7 
  Helmet Air Supply: Life Support (Self-Contained 
  Breathing) 
  0
  OIF (-½)
  6 
  Helmet Communicator: HRRP 
  0
  OIF (-½), Affected As Sight And Hearing Group As 
  Well As Radio Group (-½)
  3 
  Heat Detection Lenses: Infrared Perception 
  (Sight Group) 
  0
  OIF (-½)
  7 
  Multi-Angle View: Increased Arc Of Perception 
  (360 Degrees) for Sight Group 
  0
  OIF (-½)
  6 
  Telescopic Lenses: +6 versus Range Modifier for 
  Sight Group 
  0
  OIF (-½)
  13 
  Radar Array: Radar (Radio Group), Increased Arc Of 
  Perception (360 Degrees) 
  0
  OIF (-½)
   
  Skills
  10 
  +2 with Compressed-Air Weaponry Multipower
  8 
  +4 with Flight
  3 
  Combat Piloting 12- (14-)
  3 
  Computer Programming 13-
  3 
  Electronics 13-
  3 
  Inventor 13-
  2 
  CK: Houston 11-
  3 
  KS: History Of Spaceflight 13-
  1 
  KS: Superhuman World 8-
  3 
  Mechanics 13-
  2 
  Navigation (Air) 13-
  2 
  PS: Build Model Rockets 11-
  3 
  SS: Aeronautical Engineering 13-
  2 
  SS: Physics 11-
  3 
  Systems Operation 13-
  3 
  Teamwork 12- (14-)
  4 
  TF: Combat Aircraft, Helicopters, Large Planes, Small 
  Planes
  Total Powers & Skills Cost: 294
  Total Cost: 452
  400 Matching Complications (75)
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  20 
  Hunted: the Champions (Infrequently, Mo Pow, NCI, 
  Capture)
  20 
  Psychological Complication: Code Versus Killing (Very 
  Common, Strong)
  15 
  Psychological Complication: Showoff (Common, Strong)
  15 
  Social Complication: Secret Identity (Bernard Ivey) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 52
  
  Champions Villains Volume Two: Villain Teams n The Ultimates 
  213
  ORION
  Val Char Cost Roll Notes
  30 STR 
  20 15- Lift 1,600 kg; 6d6 HTH damage [3]
  24 DEX 
  28 14-
  24 CON 
  14 14-
  10 INT 
  0 11- PER Roll 11-
  13 EGO 
  3 12-
  20 PRE 
  10 13- PRE Attack: 4d6
  8 
  OCV 
  25
  8 
  DCV 
  25
  3 
  OMCV 
  0
  4 
  DMCV 
  3
  6 
  SPD 
  40 	
  Phases: 2, 4, 6, 8, 10, 12
  10 PD 
  8 	
  Total: 18 PD (8 rPD)
  10 ED 
  8 	
  Total: 18 ED (8 rED)
  10 REC 
  6
  50 END 
  6
  10 BODY 
  0
  40 STUN 
  10  
  Total Characteristics Cost: 206
  Movement: 
  Running: 
  12m
   
  Flight: 
  40m
  Cost Powers 
  END
  63 
  Orion Bracers: Endurance Reserve (300 END, 30 REC) 0
  OIF (-½)
  80 
  Orion Bracers: Multipower, 120-point reserve
  All OIF (-½)
  7v 
  1) Power Fields: Telekinesis (40 STR) 
  6
  OIF (-½), Affects Whole Object (-¼)
  11v 
  2) Standard Power Blast: Blast 16d6 
  8
  OIF (-½)
  13v 
  3) Variable Power Blast: Blast 10d6 
  10
  Variable Advantage (+½ Advantages; +1); OIF (-½)
  11v 
  4) Stunning Blast: Blast 8d6 
  8
  NND (defense is Power Defense; +1); OIF (-½)
  16v 
  5) Power Fist: Blast 12d6 
  12
  Indirect (Source Point and Path can vary from use to 
  use; +1); OIF (-½)
  12v 
  6) Power Shackles: Entangle 9d6, 9 PD/9 ED 
  9
  OIF (-½)
  8v 
  7) Power Spear: RKA 4d6 
  6
  OIF (-½)
  13v 
  8) Power Shield I: Resistant Protection (30 PD/30 ED) 3
  Allocatable (+¼); OIF (-½), Costs Half Endurance 
  (-¼)
  8v 
  9) Power Shield II: Resistant Protection (25 PD/25 ED) 7
  OIF (-½)
   
  plus: Life Support (Self-Contained Breathing)
  OIF (-½), Linked (-½)
  6v 
  10) Power Wall: Barrier Barrier 10 PD/10 ED, 
  10 BODY (up to 12m long, 4m high, and ½m thick), 
  Non-Anchored, Dismissable 
  7
  OIF (-½), Costs Endurance (to maintain; -½), Limited 
  Range (100m; -¼)
  16 
  Basic Force-Field: Resistant Protection (8 PD/8 ED) 
  0
  OIF (-½)
  40 
  Power Flight: Flight 40m 
  0
  Reduced Endurance (0 END; +½); OIF (-½)
   
  Talents
  13 
  Translation Feature: Universal Translator 11-
  OIF (-½)
   
  Skills
  25 
  +5 with Orion Bracers Multipower
  3 
  Concealment 11-
  1 
  Gambling (Card Games) 8-
  2 
  CK: Millennium City 11-
  3 
  Stealth 14-
  1 
  WF: Handguns
  Total Powers & Skills Cost: 352
  Total Cost: 558
  400 Matching Complications (75)
  20 
  Hunted: The Champions (Infrequently, Mo Pow, NCI, 
  Capture)
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  20 
  Psychological Complication: Code Versus Killing (Very 
  Common, Strong)
  15 
  Psychological Complication: Greedy (Common, Strong)
  15 
  Social Complication: Secret Identity (Roger Harrison) 
  (Frequently, Major)
  20 
  Vulnerability: 2 x STUN from Mental Blasts (Common)
  Total Complications Points: 75
  Experience Points: 158
  
  214 n The Ultimates 
  Hero System 6th Edition
  ORION
  Background/History: Harold Jackson was one 
  of the best and brightest test pilots in the US 
  Air Force. Handsome, bold, decisive, and an 
  immensely-skilled pilot, he had a bright future 
  ahead of him.
  That changed the night he saw a UFO crash-
  land on Earth. There was a bright blur in the sky, 
  nothing like anything he’d ever seen before, then 
  the flash and explosion he knew could only come 
  from a crashing aircraft. Hurrying to the scene, he 
  found the remains of a ship that was nothing like 
  Earth technology. He heard moans of pain from 
  within, so without a thought for his own safety 
  he tore off one damaged door and made his way 
  inside.
  He soon found the ship’s sole occupant — the 
  pilot, who’d apparently fallen ill and crashed his 
  ship. He was much taller than a human, with 
  green skin and facial features that made it clear he 
  hadn’t been born on Earth. Around his wrists were 
  bracers made of some blue-black metal and set 
  with strange gems; they glowed with an eerie light.
  Seeing him through a haze of pain, the alien 
  feebly motioned Harold forward. He began to 
  speak, and mysteriously Harold could understand 
  him. “Man of Earth, I sense you are a being of 
  wisdom and honor. I am dying; I will never see my 
  homeworld again. I bequeath to you these power 
  bracers that I wear, that once allowed me to steer 
  this ship. They will give you great power, which I 
  bid you use in the causes of justice and righteous-
  ness.” And with that he died.
  Dazed and not fully understanding what had 
  happened, Harold removed the bracers from the 
  alien’s arms and carried them outside. Walking 
  away from the ship be examined them carefully. 
  They didn’t seem dangerous; it would probably be 
  all right to put them on. And what had the alien 
  meant about “great power”?
  Harold stopped and started to put the bracers 
  on... when a drifter stepped out of the brush, 
  bashed him in the head with a stick, took them, 
  and ran. It was only a few days later that a new 
  supercriminal calling himself Orion appeared in 
  Millennium City. For a few years he was a solo 
  villain mainly committing robberies, but when 
  Binder contacted him and offered him a spot in 
  the Ultimates he jumped at the chance to move up 
  to the “big time.”
  Personality/Motivation: Orion is a lucky man... 
  and he knows it. “Finding” the power bracers that 
  make him a superhuman was an incredible stroke 
  of good fortune, and he’s been taking advantage of 
  it ever since. Greedy and unprincipled, he wants to 
  use his powers to amass as much wealth and live 
  in as much luxury as possible.
  Quote: “No way you or anyone else can stop me 
  while I got these things on!”
  Powers/Tactics: Orion is an energy projector 
  whose powers derive from the alien bracers he 
  wears on his wrists. They project energy for a 
  variety of effects — not just simple bolts and 
  blasts, but the ability to move objects telekineti-
  cally, to restrain someone, and so on. The energy 
  they project is always a distinctive blue-purple 
  shade, though within limits Orion can shape it 
  in simple ways. For example, he could make his 
  Entangle look like a pair of giant handcuffs, or his 
  Telekinesis look like a giant hand that picks things 
  up and moves them around.
  Orion doesn’t have a lot of tactical sense; he 
  usually attacks in a pretty straightforward fashion. 
  He has enough points in his Multipower reserve to 
  use at least one of his defensive slots and one of his 
  offensive slots, though not necessarily both at full 
  power. Although he’s not concerned about using 
  violence to get what he wants, he’s no killer; he 
  usually starts out with relatively weak attacks until 
  he makes sure his opponent can take the brunt of 
  his full attack.
  Campaign Use: The most interesting question 
  surrounding Orion is this: who was the alien who 
  gave Harold Jackson the bracers? Was he benign 
  (which seems likely), or do his people have some 
  sinister plan involving Earth? Orion himself 
  doesn’t really care, but the answers may become 
  very important to the PCs.
  To make Orion more powerful, convert his 
  bracers into a Variable Power Pool with the Cosmic 
  (+2) Advantage and a Limitation restricting the 
  powers to those like the ones already on his char-
  acter sheet. To weaken him, halve his Endurance 
  Reserve and reduce his SPD to 5.
  Associates, Allies, And Adversaries: Suspecting 
  (incorrectly) that Orion’s bracers might be 
  “Blueboy” (Hzeel) technology, the Warlord has 
  begun studying him. Even if he realizes the bracers 
  aren’t from the Blueboys, he may still decide to try 
  to obtain them because they’re so powerful.
  Appearance: Orion is a white male just under six 
  feet tall whose formerly average body has been 
  transformed into a handsome, muscular one 
  by the bracers that gave him his powers. Those 
  bracers, which are large enough to cover half his 
  forearm, are made of a strange blue-black metal 
  each set with six rows of six small gemstones of 
  alien origin. The bracers usually glow, though the 
  rest of Orion does not; the energy they project has 
  a distinctive blue-purple color. In addition to the 
  bracers, Orion wears a gold costume with purple 
  belt, boots, and cape. On the chest are six four-
  pointed stars, three in a vertical line down each 
  side. He does not wear a mask, and his pupilless 
  eyes glow with purple energy.
  ORION FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  Orion if they succeed 
  with an appropriate 
  Skill Roll:
  N/R: Orion is a 
  member of the 
  Ultimates; he wears 
  a pair of “power 
  bracers” that allow 
  him to manipulate 
  energy in various 
  ways.
  K/R: Besides 
  projecting energy 
  blasts, Orion can 
  form shapes (such 
  as walls and hands) 
  of pure energy 
  to move objects, 
  protect himself from 
  attacks, and so forth.
  -4: Like his team-
  mate Cyclone, 
  Orion is relatively 
  non-violent, prefer-
  ring not to endanger 
  civilians or use 
  his most powerful 
  attacks on anyone 
  he’s not sure can 
  take them.
  -6: Besides being 
  powerful weapons, 
  Orion’s bracers allow 
  him to read and 
  speak any known 
  language.
  -8: Orion’s power-
  bracers somehow 
  magnify the effect of 
  Mental Blasts used 
  against him, causing 
  him to suffer excru-
  ciating pain.
  -10: His Secret 
  Identity is Roger 
  Harrison; he used to 
  be a drifter and petty 
  thief.
  
  Champions Villains Volume Two: Villain Teams n The Ultimates 
  215
  SLICK FACTS
  Here are some facts 
  characters and NPCs 
  might know about 
  Slick if they succeed 
  with an appropriate 
  Skill Roll:
  N/R: Slick is a 
  member of the 
  Ultimates; he has the 
  power to manipulate 
  friction, either to 
  make himself very 
  fast and difficult to 
  grab, or to interfere 
  with his enemies’ 
  ability to move and 
  function.
  -2: Slick is hand-
  some and often 
  flirts with his female 
  enemies even as he 
  fights them.
  -4: Compared to 
  some of his team-
  mates, Slick is rela-
  tively non-violent; he 
  wants to steal things 
  and have fun, not 
  hurt people.
  -6: Slick has an 
  intense fear of being 
  confined or bound.
  -10: His Secret Iden-
  tity is Rick Powell; 
  he used to be a drug 
  dealer and surfer in 
  southern California.
  SLICK
  Background/History: Born and raised in southern 
  California, Rick Powell grew up on the beach, 
  swimming, surfing, playing frisbee and volley-
  ball, and flirting with beautiful women. To keep 
  himself supplied with surfboards, fast cars, and 
  spending money, he got into dealing drugs — just 
  pot at first, but soon he branched out into harder 
  drugs. Thinking that he’d be set for life if he could 
  find “the next crack,” he began concentrating on 
  designer drugs. As a point of pride, he personally 
  tested each one so he could describe its effects to 
  his clients. It paid off; he built a big customer base 
  and was raking the money in.
  Then one of his suppliers sold him an all-new 
  drug. “Hot stuff, man,” the guy said. “Fresh from 
  the lab — no one else has this.” Rick gave it a try, 
  figuring this might be the one to give him the big 
  break he’d been looking for. It did... but not in the 
  way he expected.
  The experimental drug (he never did learn 
  its name or where it came from) interacted in a 
  very unusual way with his metabolism. Instead of 
  getting him high, or simply killing him, it altered 
  his molecular structure, giving him the power to 
  control friction. Terrified at first, he got over it 
  when he began to realize what he could do with 
  these strange new abilities. He could skate without 
  skates! He could break in anywhere! He could 
  become rich!
  Slick (as he christened himself) had a few 
  successes early on, but his confidence got the 
  better of him. He took on some jobs that were 
  more than he could handle, and got beaten badly 
  by superheroes because of it (though he managed 
  to escape them and stay out of jail). He real-
  ized he couldn’t do it all by himself; he needed 
  some friends to back him up. He read about the 
  Ultimates and decided they were the ones for him. 
  Some underworld contacts put him in touch with 
  Binder, and after a brief probationary period he 
  was accepted into the group.
  Personality/Motivation: Compared to the rest of 
  the Ultimates, Slick is a pretty normal guy — laid 
  back, friendly, interested in good old-fashioned 
  American male pursuits like fast cars and beautiful 
  women. He’s the most stable and personable 
  member of the team, and can be seductive and 
  friendly if he wants. While the others spend time 
  in their laboratories, or in their rooms brooding 
  and scheming, he hangs out with Orion and 
  watches TV, or slides into town to spend time (and 
  a lot of money) at the trendiest nightclubs, where 
  he’s known as “Ricky.”
  Slick’s one big hang-up (besides his overcon-
  fident nature) is his fear of being confined or 
  tied up in any way. It’s not claustrophobia, but 
  an intense hatred of being denied his freedom of 
  movement. The longer he’s confined, the more 
  anxious and desperate he’ll get. The thought of 
  spending time in prison terrifies him. Fortunately, 
  it’s hard to keep him restrained for long.
  Quote: “Get a grip, dude! — not that it’s gonna 
  help you much.”
  Powers/Tactics: Slick has the power to control 
  friction, both as it applies to himself and as it 
  affects others. By decreasing the friction between 
  himself and what he’s touching, he can “skate” 
  along at tremendous speeds or slip effortlessly out 
  of the tightest bonds. By radically increasing or 
  decreasing friction, he can stop other people from 
  moving (even over a wide area), or make it much 
  harder for them to hold onto things and keep their 
  footing. His Slickness Control power, for example, 
  uses Telekinesis to represent how hard it is for 
  someone to hold on to a completely frictionless 
  object — a wet bar of soap seems like a handlebar 
  by comparison.
  In combat, Slick moves around a lot. He rarely 
  performs Move Throughs or Move Bys (he doesn’t 
  enjoy hurting himself in the process), but a Grab 
  By, particularly in conjunction with a little Slick-
  ness Control, is a great way to disarm his enemies. 
  (Consider this a Multiple Attack and add the 
  telekinetic STR to Slick’s own STR and STR from 
  velocity to determine if he can Grab the object 
  successfully.) He also makes extensive use of his 
  Entangles, which leave the enemy wide-open for 
  his teammates’ attacks.
  Due to Slick’s high SPD, he may use a lot of 
  END quickly. When including him in a combat, be 
  sure to keep an eye on his END.
  
  216 n The Ultimates 
  Hero System 6th Edition
  SLICK
  Val Char Cost Roll Notes
  15 STR 
  5 12- Lift 200 kg; 3d6 HTH damage [1]
  28 DEX 
  36 15-
  22 CON 
  12 13-
  11 INT 
  1 11- PER Roll 11-
  12 EGO 
  2 11-
  15 PRE 
  5 12- PRE Attack: 3d6
  8 
  OCV 
  25
  11 DCV 
  40
  3 
  OMCV 
  0
  4 
  DMCV 
  3
  7 
  SPD 
  50 	
  Phases: 2, 4, 6, 7, 9, 11, 12
  10 PD 
  8 	
  Total: 18 PD (8 rPD)
  10 ED 
  8 	
  Total: 18 ED (8 rED)
  10 REC 
  6
  60 END 
  8
  10 BODY 
  0
  30 STUN 
  5  
  Total Characteristics Cost: 214
  Movement: 
  Running: 
  64m 
  Cost Powers 
  END
  77 
  Friction Manipulation (Focused): Entangle 6d6, 
  6 PD/6 ED 
  6
  Takes No Damage From Attacks (+1), Reduced 
  Endurance (½ END; +¼); Unified Power (-¼), Vulner-
  able (to any attack that creates a physical effect 
  which gives the victim something to grab hold of; -½)
  68 
  Friction Manipulation (Wide-Area): Entangle 4d6, 
  4 PD/4 ED 
  5
  Area Of Effect (16m Radius; +¾), Takes No Damage 
  From Attacks (+1), Reduced Endurance (½ END; 
  +¼); Unified Power (-¼), Vulnerable (to any attack 
  that creates a physical effect which gives the victim 
  something to grab hold of; -½)
  47 
  Slickness Control: Telekinesis (40 STR) 
  4
  Area Of Effect (1m Radius Accurate; +½), Reduced 
  Endurance (½ END; +¼); Affects Whole Object (-¼), 
  Only For Slickness Effects (-¾), Unified Power (-¼)
  44 
  Slickness Field: Change Environment, -5 to all DEX 
  Rolls and DEX-Based Skill Rolls 
  2
  Area Of Effect (64m Radius; +1¼), Personal Immu-
  nity (+¼), Reduced Endurance (½ END; +¼); Unified 
  Power (-¼)
  33 
  Personal Slickness: +60 STR 
  0
  Reduced Endurance (0 END; +½); Only To Escape 
  Entangles And Grabs (-1½), Unified Power (-¼)
  16 
  Armored Costume: Resistant Protection (8 PD/8 ED) 
  0
  OIF (-½)
  62 
  Personal Friction Manipulation: Running +52m 
  (64m total) 
  0
  Reduced Endurance (0 END; +½); Unified Power (-¼)
  7 
  Concealed Wrist Radio: Radio Perception/Transmission 
  (Radio Group) 
  0
  IIF (-¼), Affected As Hearing Group As Well As Radio 
  Group (-¼)
   
  Perks
  10 
  Contacts: 10 points’ worth in California drug, surfing, and 
  cars subcultures
  10 
  Money: Wealthy
   
  Skills
  9 
  +3 with Friction Manipulation (both powers) and Slickness 
  Control
  4 
  +2 with Running
  3 
  Acrobatics 15-
  3 
  Breakfall 15-
  3 
  Charm 12-
  13 
  Contortionist 20-
  3 
  Combat Driving 15-
  3 
  Combat Piloting 15-
  2 
  Conversation 12-
  2 
  AK: California Beaches 11-
  2 
  CK: Los Angeles 11-
  2 
  KS: California Surfer Subculture 11-
  2 
  KS: Cars 11-
  2 
  KS: Illegal Drugs 11-
  1 
  KS: Superhuman World 8-
  2 
  Persuasion 12-
  3 
  Stealth 15-
  3 
  Streetwise 12-
  3 
  Teamwork 15-
  4 
  TF: Hanggliding, SCUBA, Surfing, Water Skiing
  Total Powers & Skills Cost: 443
  Total Cost: 657
  400 Matching Complications (75)
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  20 
  Hunted: the Champions (Infrequently, Mo Pow, NCI, 
  Capture)
  20 
  Psychological Complication: Code Versus Killing 
  (Common, Total)
  15 
  Psychological Complication: Overconfidence (Very 
  Common, Moderate)
  15 
  Psychological Complication: Fear Of Being Bound Or 
  Confined (Common, Strong)
  15 
  Social Complication: Secret Identity (Rick Powell) 
  (Frequently, Major)
  Total Complications Points: 75
  Experience Points: 257
  
  Champions Villains Volume Two: Villain Teams n The Ultimates 
  217
  Campaign Use: One potential plot surrounding 
  Slick is the source of the drug that gave him his 
  powers. It could be ARGENT, VIPER, a renegade 
  scientist, an unscrupulous corporation, Teleios, or 
  many other people. Is there more of the drug, and 
  if so will it have the same effect on other people? 
  Does the drug’s creator want to exploit Slick 
  somehow, or think Slick “owes” him?
  To make Slick more powerful, increase the 
  Active Points in his powers (perhaps applying 
  Personal Immunity to them, so he can skate 
  through the affected area without being affected). 
  A little more defense would also be helpful, 
  particularly in conjunction with some Combat 
  Skill Levels for Grab By. To weaken him, do the 
  opposite — decrease the Active Points in his 
  powers (maybe even get rid of one or two), and 
  decrease his Running and SPD.
  Associates, Allies, And Adversaries: Slick can 
  be an outrageous flirt and has hit on more than 
  a few of the female denizens of the Champions 
  Universe. Women he’s annoyed with his come-ons 
  include Witchcraft, Sapphire, Talisman, Howler, 
  Photon, Tiger Lily, and Esper. (The latter particu-
  larly dislikes him and wouldn’t mind using her 
  mental powers to make him suffer a bit.) If he 
  were to learn the identity of a hero’s girlfriend, he 
  might try to steal her away from him just for fun.
  Appearance: Slick wears a purple-blue bodysuit 
  with a silver swirl design on it. He doesn’t wear 
  a mask, but he moves around so much people 
  normally can’t get a good look at his features 
  anyway.
  THUNDERBOLT
  Background/History: Howard Reeves, a skilled 
  electrical engineer, was working on a new 
  high-voltage power transmission line at an 
  experimental magnetohydrodynamic (MHD) 
  power plant. Unfortunately, not all the workers 
  there were as conscientious as he. Suddenly, an 
  improperly-tightened valve burst open, spraying 
  Reeves with liquid oxygen. Staggering back, he fell 
  over the catwalk railing and down into the main 
  generator just as it was building to full capacity. 
  There was an incredible flash of light, followed by 
  an explosion that wrecked the generator. Reeves 
  disappeared. Rescue workers assumed he’d been 
  annihilated by the blast, but suddenly, all the metal 
  railings and fixtures around them began sparking. 
  With a second flash of light, Howard Reeves was 
  reborn — as a living thunderbolt!
  Reeves discovered he’d been transformed from 
  a being of flesh and blood to one composed of 
  “organic electrical energy.” People touching him 
  got unpleasant shocks, and until he learned to 
  control himself, tiny bolts of lightning often arced 
  between him and metal objects. Soon he learned 
  to project lightning bolts deliberately, and even 
  how to travel instantaneously down wires or 
  between conductive objects!
  Reeves realized this was a big opportunity. A 
  man with powers like his could do anything! He 
  could become a famous crimefighter, the idol of 
  millions and a savior of humanity — or a super-
  criminal, feared and hated, but extremely wealthy. 
  There was no choice. Who cared about the 
  adulation of the masses? Money and power were 
  better than that! A supervillain he would become. 
  It never occurred to him that the accident might 
  have unhinged his mind a little.
  The first step was to make sure his secret stayed 
  a secret. He slagged the power plant, destroying it 
  utterly, and killed everyone who knew about him. 
  Ater adopting the costumed identity of Thun-
  derbolt he began traveling across the country, 
  wrecking other MHD power plants so no one 
  could duplicate the accident that created him. 
  That was how the Ultimates found him, trashing a 
  power plant. When he needed help escaping from 
  superheroes, they provided it, and in return he 
  joined the group.
  Personality/Motivation: Thunderbolt spent years 
  slaving away for other people, and now he’s in 
  control as far as he’s concerned. He does what he 
  wants, and he hates having to take orders (which 
  makes him something of a tactical weak link in 
  the Ultimates). He takes himself quite seriously, 
  so condescension or mockery infuriate him and 
  usually provoke a violent response.
  Even after years of having superpowers, 
  Thunderbolt still can’t get enough of them; he’s 
  endlessly fascinated by his own abilities, and 
  loves to show them off. This doesn’t do much for 
  his tactical effectiveness either, especially when 
  some hero goads him into a “contest of power” to 
  prove who’s the best. But he wins such contests 
  more often than not; he can generate some mighty 
  impressive voltage.
  Quote: “You think you’ve got power? Here’s a real 
  jolt for you!”
  Powers/Tactics: Since joining the Ultimates, 
  Thunderbolt has achieved a much finer control 
  over his powers. Once he could only project bolts 
  of electricity, create an electrical field around 
  himself for protection, and use wires and conduc-
  tive materials to “teleport.” Now he can take 
  control of computers and many other types of 
  electricity-using machines, blast his foes with ball 
  lightning, and use his electrical energy to enhance 
  his punches (he really enjoys using the latter 
  attack; it look flashy and makes him feel tough).
  Unfortunately for him, since Thunderbolt’s 
  powers derive from having a quasi-electrical 
  body, he also suffers some significant restrictions. 
  Metallic attacks that pierce his form do extra 
  damage to him, causing an impressive discharge 
  of electrical sparks. If he’s restrained with metal — 
  handcuffed, in a solid metal cage, caught in a wire-
  cable Entangle — he suffers damage as his body 
  begins to “ground out.” If he doesn’t “recharge” 
  himself from a source of electricity (such as a 
  household outlet) at least once an hour, he starts 
  to lose cellular cohesion; he’ll die if he goes too 
  long without a shot of “juice.”
  
  218 n The Ultimates 
  Hero System 6th Edition
  THUNDERBOLT
  Val Char Cost Roll Notes
  25 STR 
  15 14- Lift 800 kg; 5d6 HTH damage [2]
  23 DEX 
  26 14-
  20 CON 
  10 13-
  13 INT 
  3 12- PER Roll 12-
  14 EGO 
  4 12-
  20 PRE 
  10 13- PRE Attack: 4d6
  8 
  OCV 
  25
  8 
  DCV 
  25
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  10 PD 
  8 	
  Total: 25 PD (15 rPD)
  15 ED 
  13 	
  Total: 40 ED (25 rED)
  9 
  REC 
  5
  40 END 
  4
  13 BODY 
  3
  40 STUN 
  10 Total Characteristics Cost: 197
  Movement: 
  Running: 
  12m
   
  Teleportation: 
  40m
  Cost Powers 
  END
  75 
  Electricity Attacks: Multipower, 75-point reserve
  7f 
  1) Lightning Blast I: Blast 15d6 
  7
  7f 
  2) Lightning Blast II: Blast 12d6 
  3
  Reduced Endurance (½ END; +¼)
  7f 
  3) Lightning Blast III: RKA 4d6 
  3
  Reduced Endurance (½ END; +¼)
  7f 
  4) Ball Lightning: Blast 10d6 
  7
  Area Of Effect (8m Radius; +½)
  4f 
  5) Lightning Punch: HA +6d6 
  4
  Reduced Endurance (½ END; +¼); Hand-To-Hand 
  Attack (-¼)
   
  plus: Sight Group Flash 6d6; No Range (-½), 
  Linked (-½)
  4f 
  6) Electrical Control: Mind Control 10d6 (Machine 
  class of minds) 
  3
  Telepathic (+¼), Reduced Endurance (½ END; +¼); 
  No Range (-½), Requires An Electronics Roll (-½)
  60 
  Electrical Form: Resistant Protection (15 PD/25 ED)
  40 
  Lightning-Riding: Teleportation 40m 
  0
  Reduced Endurance (0 END; +½); Only Between 
  Conductors Or Through Wires (-½)
  35 
  Electrical Form: Life Support: Total 
  0
   
  Skills
  10 
  +2 with Electrical Attacks Multipower
  3 
  Computer Programming 12-
  3 
  Electronics 12-
  3 
  Inventor 12-
  2 
  KS: Sports 11-
  2 
  PS: Play Golf 11-
  3 
  SS: Electricity 12-
  3 
  SS: Physics 12-
  Total Powers & Skills Cost: 275
  Total Cost: 472
  400 Matching Complications (75)
  10 
  Dependence: must recharge with electricity at least once 
  per hour or take 2d6 damage (Very Common)
  20 
  Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture)
  20 
  Hunted: the Champions (Infrequently, Mo Pow, NCI, 
  Capture)
  10 
  Psychological Complication: Dislikes Taking Orders, 
  Being Talked Down To, Or Being Insulted (Common, 
  Moderate)
  20 
  Psychological Complication: Showoff; Enjoys Using His 
  Powers (Very Common; Strong)
  15 
  Social Complication: Secret Identity (Dr. Howard Reeves) 
  (Frequently, Major)
  20 
  Susceptibility: to being restrained with metal, 2d6 
  damage per Phase (Uncommon)
  5 
  Unluck 1d6
  15 
  Vulnerability: 1½ x STUN from Metal Attacks (Very 
  Common)
  30 
  Vulnerability: 2 x BODY from Metal Attacks (Very 
  Common)
  Total Complications Points: 75
  Experience Points: 72
  
  Champions Villains Volume Two: Villain Teams n The Ultimates 
  219
  Thunderbolt attacks aggressively in combat, 
  especially if he senses a weakness in his foe that 
  he can exploit. He usually opens up with his 
  Lightning Blast I, hoping for an easy, early victory, 
  but he’ll switch to less END-intensive attacks if 
  the battle starts to drag out. He’s gotten pretty 
  skilled at making Teleportation Half Moves to gain 
  Surprise Move bonuses.
  Campaign Use: If you want to make Thunderbolt 
  more powerful, increase his Multipower’s reserve 
  to 90 Active Points, bump his SPD up a point or 
  two, or give him some additional powers (such 
  as an RKA 2d6 Damage Shield). To diminish his 
  power, reduce his Multipower to a 60 Active Point 
  reserve, and his Elemental Control to 40 Active 
  Point powers.
  Associates, Allies, And Adversaries: Thunderbolt 
  has a deep and abiding loathing of Thunderbolt 
  II, whom he regards as having “stolen” his name. 
  They have yet to meet, but when they do, sparks 
  will fly... literally.
  Appearance: Thunderbolt’s costume is a charcoal 
  black bodysuit with red boots, belt, gloves, and a 
  red T on his chest. His mask covers his entire face, 
  but not the top of his head, leaving his blond hair 
  visible. He’s 5’9” tall and weighs approximately 
  190 pounds.
  The Starbird
  When the Ultimates need to travel to or from 
  the scene of a crime quickly, they use the Starbird, 
  a flying vehicle built by them with plans stolen 
  from UNTIL. Fast and maneuverable, the Starbird 
  launches from a hangar hidden beneath a junk-
  yard near the team’s secret headquarters. Several 
  team members know how to fly it.
  THUNDERBOLT FACTS
  Here are some facts characters and NPCs might 
  know about Thunderbolt if they succeed with an 
  appropriate Skill Roll:
  N/R: Thunderbolt is a member of the Ultimates; he 
  has electricity powers.
  K/R: Besides projecting electrical blasts, Thunder-
  bolt can transform himself to pure electricity and 
  “zap” through conductive materials to “teleport.”
  -1: Thunderbolt hates Thunderbolt II (see CV3) for 
  “stealing my name” and has threatened to kill him 
  if they ever meet.
  -2: Thunderbolt hates to be insulted or mocked; 
  he may lose control and attack anyone who taunts 
  him.
  -6: Thunderbolt’s body is literally made of elec-
  tricity and requires “recharging” from a wall outlet 
  or other source about once an hour or he begins to 
  feel pain.
  -8: Attacks involving metal objects inflict greater 
  than usual harm against Thunderbolt. Confining 
  him with metal restraints (such as handcuffs) 
  “grounds him out” in a way that’s intensely painful; 
  he can die if they’re left on too long.
  -10: His Secret Identity is Howard Reeves; he used 
  to be an electrical engineer.
  THE STARBIRD
  Val Char Cost Notes
  9 
  Size 
  45 16 x 8 x 8 m; mass 50 tons; -9 KB; OCV+ 6
  55 STR 
  0 Lift 50 tons; 11d6 HTH damage [0]
  20 DEX 
  20
  8 
  OCV 
  25
  8  
  DCV 
  25
  4 
  SPD 
  20 	
  Phases: 3, 6, 9, 12
  12 PD 
  15
  12 ED 
  15
  19 BODY 
  0  
  Total Characteristics Cost: 165
  Movement: 
  Ground: 
  12m
   
  Flight: 
  80m/2,5120m
  Cost Abilities & Equipment 
  END
  105 Jet Engines: Flight 80m, x64 Noncombat 
  [1cc]
  1 Continuing Fuel Charge (1 Day; +0)
  16 
  Sealed Environment: Life Support (Self-Contained 
  Breathing, Safe Environment: Low Pressure/
  Vacuum, Intense Cold, Intense Heat) 
  0
  16 
  Radar Array: Radar (Radio Group), Discriminatory, 
  Increased Arc Of Perception (360 Degrees), 
  Telescopic (+14 versus Range Modifier) 
  0
  OIF Bulky (-1)
  5 
  Communications System: HRRP 
  0
  OIF Bulky (-1), Affected As Sight And Hearing Group 
  As Well As Radio Group (-½)
  Total Abilities & Equipment Cost: 142
  Total Vehicle Cost: 307
  Value Complications
  15 
  Distinctive Features: the Ultimates’s super-plane (Not 
  Concealable; Noticed And Recognizeable)
  Total Complications Points: 15
  Total Cost: 307/5 = 62
  
  220 n The Vandaleurs 
  Hero System 6th Edition
  THE VANDALEURS
  Membership: Adrian Vandaleur, Eduard and 
  Anais Vandaleur, Chatoyant, the Toad, and others.
  Background/History: The Western world’s oldest 
  surviving occult dynasty began with Adrian 
  Vandaleur. Mystic historians trace this magus to 
  eleventh-century Constantinople, but his own 
  family background and early life remain myste-
  rious (largely by Adrian’s own design). For three 
  centuries, Adrian Vandaleur was Europe’s leading 
  master of thaumaturgy. Adrian’s eternal youth also 
  became clear — apparently an innate mystic gift, 
  as no sorcerer or occultist can find any reliable 
  evidence of Adrian learning immortality spells or 
  receiving such a gift from a god or dimension lord.
  Adrian relocated to France in the thirteenth 
  century, where the family name reached its current 
  form. In subsequent centuries, however, Adrian 
  retreated from the Mystic World’s rivalries. He 
  taught fewer and fewer pupils, whether family 
  members or not. His interventions in the affairs of 
  other mystics, though occasionally catastrophic (as 
  when he helped fend off the nascent Circle Of The 
  Scarlet Moon), usually happened because other 
  mystics wouldn’t leave him or his family alone.
  Over the centuries, the Vandaleurs spread 
  throughout the Western world, from Russia to 
  the Americas and Australia. Where wealth and 
  political power collected, the Vandaleurs soon 
  followed, in pursuit of luxury, lore, influence, and 
  the arts. Adrian gave his family a streak of hedo-
  nism and appreciation for high culture along with 
  a knack for magic. But few, if any, Vandaleurs live 
  in India or the Far East: the powerful mystic forces 
  and factions in those lands discourage penetration 
  by Western mystics.
  No one can guess the total population of 
  Vandaleurs. At least a few hundred people 
  consciously consider themselves part of the 
  extended Vandaleur family and know something 
  about its history and traditions. Only half this 
  number uses the Vandaleur surname or its regional 
  variants (Vandtler, Vandeloro, and so on). Various 
  cadet branches with other names appear when 
  female Vandaleurs marry outside the extended 
  family. Other Vandaleurs change their name to 
  avoid association with the family, but their children 
  inherit the family’s knack for magic. On the other 
  hand, members of these collateral lineages may 
  change their name back to Vandaleur to claim the 
  prestige the family carries in the Mystic World.
  Only a few dozen Vandaleurs actively prac-
  tice magic, and fewer wield real power. Other 
  Vandaleurs engage in mundane occupations, but 
  know their kinfolk include occultists, mystics, and 
  full-fledged sorcerers. Non-mystical Vandaleurs 
  tend to follow professions that require education 
  and intellect, from doctors and lawyers to artists 
  and newspaper reporters. Family contacts often 
  give Vandaleurs an edge over other mystics in 
  dealing with the mundane world. For instance, a 
  sorcerer who wants to buy a mystically-charged 
  plot of land could obtain financing from a cousin 
  in banking, and hire another cousin who’s an 
  architect to build his sanctum, without the need 
  for cover stories or awkward explanations.
  The mystical Vandaleurs practice thaumaturgy 
  more than any other sort of magic, but the family 
  includes a few practicioners of other mystic arts. 
  Not all Vandaleur mystics are evil. They do tend 
  to be self-centered and ruthless about getting their 
  way, however, and in some family members the 
  customary arrogance and hedonism curdle into 
  criminality or monstrous perversity.
  Most Vandaleurs show a strong family resem-
  blance. Knowledgeable mystics easily recognize 
  “the Vandaleur face”: a broad forehead and heavy 
  brows, Roman nose, thin lips, and a wide jaw. 
  These features tend to be more pronounced in 
  the men. Many Vandaleurs are quite handsome, 
  but in others the Vandaleur features look coarse 
  and thuggish. The degree of resemblance to this 
  archetype gives a loose measure of magical talent, 
  since it often indicates a close relationship to the 
  clan’s founder. Now and then, Adrian Vandaleur 
  grows infatuated with one of his great-great-(et 
  cetera) granddaughters. The resulting offspring 
  often inherit Adrian’s knack for magic along with 
  his face.
  Group Relations: Under normal circumstances, 
  the Vandaleurs follow the usual mystics’ practice 
  of breaking into tiny factions. Family infighting 
  seldom escalates to murder because of Adrian 
  Vandaleur’s quelling reputation. Most Vandaleurs 
  want to avoid their patriarch’s attention, because 
  Adrian’s power dwarfs them all. Furthermore, the 
  mystic Vandaleurs often trade favors, and may see 
  an attack on a kinsman as an insult to the family’s 
  repute in the Mystic World.
  Mystics call Adrian’s powers “The Vandaleur 
  Terror”: Vandaleurs who clash with their forebear 
  
  Champions Villains Volume Two: Villain Teams n The Vandaleurs 
  221
  find their spells deserting or rebounding upon 
  them. Sometimes Adrian curses an errant descen-
  dant with a hideously or comically altered appear-
  ance, according to his humor at the time. Adrian’s 
  favor, however, brings rewards as great as the 
  punishments from his wrath. Adrian can magnify 
  a descendant’s magic powers for a short time, or 
  bless a Vandaleur with beauty, athletic ability, or 
  other gifts of the body.
  Tactics: What tactics? Any alliance among 
  Vandaleurs takes place strictly between indi-
  viduals. How they work together tells one nothing 
  about any other Vandaleurs.
  Campaign Use: The Vandaleurs aren’t so much 
  an organization as a shared background that a 
  GM can attach to heroes or villains. If the family 
  serves some greater goal, it does so unwittingly, as 
  a reserve of magically-potent pawns for Adrian to 
  manipulate.
  Nothing, not even Adrian’s command, could 
  possibly lead the Vandaleurs as a group to Hunt a 
  character. At most, Adrian could turn a significant 
  fraction of the family against a character, and most 
  of those Vandaleurs would merely refuse to help 
  the targeted character if they crossed paths.
  As with the Sylvestris, the best way to make 
  the Vandaleurs more powerful is to add to their 
  number — or, more specifically, give the family 
  more members with mystic talent and the ability 
  and willingness to use it in combat conditions. 
  Weakening them involves winnowing their 
  num bers, or perhaps decreasing the effects of “the 
  Vandaleur Terror” so that the family’s even more 
  fractious.
  Associates, Allies, And Adversaries: The Sylves-
  tris and the Vandaleurs are arch-rivals in the 
  Mystic World. Adrian Vandaleur and Giacomo 
  Sylvestri dislike each other personally as well as 
  professionally. Adrian’s unconcern for worldly 
  events doesn’t leave him ready to let the Dragon 
  conquer the mortal world. The two never fight 
  directly, but Vandaleurs and Sylvestris often work 
  to undercut each other’s plans.
  Just as the Vandaleurs lack any coherent 
  goals, other factions in the Mystic World hold no 
  coherent position about the family. A number of 
  Vandaleurs belong to the Circle Of The Scarlet 
  Moon or the Trismegistus Council, despite 
  Adrian’s historic disdain for both organizations. 
  A few even join DEMON. Takofanes, of course, 
  ignores the Vandaleurs as he ignores all feeble, 
  mortal creatures, and he terrifies the Vandaleurs as 
  much as the rest of humanity.
  People outside the Mystic World seldom hear 
  about the Vandaleurs as a family, much less as a 
  mystical faction. A few conspiracy nuts notice this 
  widespread and wealthy family, but such people 
  tend to think of banking, business, and political 
  conspiracies — not sorcery. Superheroes and 
  villains with allies in the Mystic World certainly 
  know about the Vandaleurs. Other heroes and 
  villains, however, seldom know about the mystical 
  clan.
  See below for more information on links 
  between specific Vandaleurs and other members 
  of the Mystic and/or Superhuman Worlds.
  Ranks Of The Vandaleurs
  Adrian Vandaleur remains the most powerful 
  sorcerer among the family, and one of the most 
  feared wizards in the Mystic World.
  Adrian’s twin children Eduard and Anais are 
  the next-most-powerful members of the dynasty. 
  Many Vandaleurs fear the twins, because Eduard 
  and Anais are as cruel and insane as they are 
  powerful.
  Tobias Vandaleur, nicknamed the Toad, wields 
  comparatively little mystic power. He commands a 
  fair bit of influence in the family, however, because 
  of his encyclopedic occult knowledge. Indeed, 
  the Toad’s erudition is legendary throughout the 
  Mystic World.
  Chatoyant comes from a cadet branch of the 
  Vandaleurs. Her powers now bring her to the 
  notice of family members who ignored her before. 
  She is a true Vandaleur, even though she gained 
  her powers from the god Tezcatlipoca instead of 
  sorcerous training.
  The clan includes many other noteworthy 
  characters, sorcerous and otherwise, than those 
  described here. Other Vandaleurs, whom GMs 
  may develop as they choose, include:
  The Alcedama: Judas Ahronovitch Vandelorov 
  comes from a Russian branch of the family. He 
  received training from the KGB as well as his 
  relatives and became one of that agency’s most 
  skilled assassins; his superiors never knew he used 
  magic as well as conventional skills and weapons. 
  He knows only a few spells (the Fourth Light Of 
  Luathon, the Baleful Bonds Of Balthus, the Ceru-
  lean Spear, and Teng Wei’s First Translocation), but 
  possesses extensive skills at infiltration, surveil-
  lance, ninjutsu, and gun combat.
  The Alcedama went rogue after the collapse of 
  the Soviet Union, working both for Russian Mafia 
  gangs and for figures in the Mystic World. He also 
  managed the remarkable feat of making himself 
  outcast with much of the extended family by 
  killing one relative at the behest of another. Adrian 
  spread the word that he disinherits Judas, though 
  the two never met.
  Claude and Roderick Van Thaler: These oafish 
  brothers are the sons of a Vandaleur who made his 
  money in commodities trading. Their father hired 
  relatives to grant Claude and Rod preternatural 
  strength and toughness, in hopes they would 
  become football stars. Unfortunately, their clumsi-
  ness and stupidity often match their brawn.
  Claude and Rod are both infatuated with their 
  cousin Patricia Torrance, and sometimes she uses 
  them as her agents. The twins themselves never 
  learned any magic, but they can wield magic items 
  and enchantments granted by other characters.
  
  222 n The Vandaleurs 
  Hero System 6th Edition
  Patricia Torrance: This Vandaleur scion used 
  magic to make herself stunningly beautiful and 
  build a career as a supermodel. It wasn’t her own 
  magic, though: Patricia owes favors to the Circle 
  Of The Scarlet Moon, making her a “mole” within 
  the Vandaleur family. She uses her beauty, celeb-
  rity, and family connections to further the Circle’s 
  plans.
  Jacques Yves “Cracker Jack” Vandaleur: This 
  third cousin of Eduard and Anais has no magical 
  talents whatsoever, but he’s a master thief and 
  one of the best safecrackers in the world. He 
  specializes in stealing jewelry and objets-d’art, but 
  his relatives sometimes hire him to steal mystic 
  books and artifacts, or other rare and valuable 
  objects they need for their magic. Sometimes 
  Jacques fences objects through Jos Terhune (a.k.a. 
  Tartarus; see page 91); they don’t know of each 
  other’s mystical connections. Usually, however, 
  Jacques works freelance.
  Julie Rainbow: One Vandaleur joined a commune 
  in the Sixties and legally changed her name to 
  Rainbow. The Mystic World and the commune 
  terrified her daughter Julie so much that Julie 
  became a born-again preacher. Julie writes fire-
  and-brimstone tracts against the New Age and 
  anything that smacks of the occult. She believes 
  her own healing powers are a gift from God, 
  rather than a mystical wild talent (and does not 
  accept that the two explanations don’t necessarily 
  contradict). The Mystic World pays little attention 
  to Julie or her tracts, but she can easily raise a mob 
  against a m'ystic who becomes too public.
  Max Miracle: Maxim Vandelorov learned a 
  few low-powered spells before he realized how 
  dangerous the Mystic World could become. He 
  changed his name to Max Brown to avoid associa-
  tion with the sorcerous clan and became a stage 
  magician and escape artist, using the psuedonym 
  of Max Miracle. Max uses magic to teleport 
  himself and small objects in his act. He plays 
  casinos, dinner theaters, and other minor venues 
  throughout the United States and Canada. He 
  stays away from Las Vegas, where his career could 
  really take off, because fame might bring him to 
  the notice of dangerous people and creatures.
  Prism: David Vandtler comes from one of the 
  Vandaleur collateral lines. His grandfather spent 
  decades creating a crystal “Planetary Prism” that 
  enhances magical abilities. The Circle Of The 
  Scarlet Moon murdered the senior Vandtler, but 
  he successfully passed the Prism to his apprentice 
  David, who used it to become a mystical super-
  hero. As Prism, David casts a variety of astro-
  logical spells and has some limited precognitive 
  powers.
  Theodore, Virginia, and Angus Burke: This elderly 
  brother and sister share a rambling ancestral home 
  in rural Scotland. Theodore did some hush-hush 
  work for the Foreign Office in his youth, but 
  for 30 years the two have live in rural seclusion, 
  without ambition or family strife — and without 
  telephones or indoor plumbing, for that matter. 
  The Burkes are moderately powerful but limited 
  sorcerers who know a few spells each; they also 
  have a reputation for nigh-Victorian prudery and 
  horror of the modern world. Both are single.
  Thus, it surprised the whole clan when Virginia 
  introduced young Angus Burke as her love-child 
  by an unnamed father. Theodore confirmed the 
  announcement; he said he helped raise his nephew 
  in secret “to avoid scandal.” A great-great-(et 
  cetera) grandfather who intermittently breeds with 
  his descendants leaves most Vandaleurs lost to 
  scandal, but Virginia’s “eccentricity” in this regard 
  was well known. Most Vandaleurs accepted the 
  story.
  The Burkes make occasional, brief visits to 
  some of their relatives to further Angus’s educa-
  tion. Young Angus shows some mystic potential 
  — he can cast a few low-power spells, though 
  not quickly or reliably — and his mother and 
  uncle introduce him to relatives qualified to train 
  him, when he exhausts the grimoires and lore-
  books at home. The Burkes still wouldn’t count as 
  important members of the Vandaleur clan, except 
  for their secret: “Angus Burke” is really Adrian 
  Vandaleur in disguise.
  VANDALEUR FACTS
  Here are some facts characters and NPCs might 
  know about the Vandaleurs if they succeed with an 
  appropriate Skill Roll. The best Skills for this would 
  be KS: The Mystic World or the like; the Vandaleurs 
  as a group rarely mingle with the full Superhuman 
  World or comport themselves like costumed 
  villains.
  N/R: The Vandaleurs are an extended family said 
  to possess great mystic power.
  K/R: The patriarch of the Vandaleur family is 
  Adrian, who has the power to strip the magic away 
  from any of his descendants who have arcane 
  abilities. However, he’s usually content to remain 
  out of the picture, only appearing when necessary 
  (in fact, many family members have never met 
  him).
  -1: Some members of the Vandaleur family have 
  slightly different names, such as VanDalier, Vande-
  lorov, or even other names that sound nothing like 
  “Vandaleur” at all.
  -2: Tobias Vandaleur is said to be one of the most 
  knowledgeable scholars in the Mystic World.
  -4: After Adrian, the twins Eduard and Anais 
  Vandaleur are probably the most powerful mystics 
  in the family... and their cruelty and caprice 
  matches their power.
  
  Champions Villains Volume Two: Villain Teams n The Vandaleurs 
  223
  ADRIAN VANDELEUR
  Background/History: Adrian Vandaleur is at least 
  a thousand years old. No one but him knows how 
  much older; the Vandaleur dynasty provably dates 
  back to the eleventh century AD. Adrian some-
  times hints that he’s several thousand years old — 
  but then, Adrian loves to tell whoppers.
  By the eleventh century, however, Adrian 
  was already a powerful thaumaturge. He made a 
  series of daring forays into the Multiverse and met 
  various dimension lords and cosmic entities. Over 
  the centuries, he clashed with the Sylvestris, the 
  nascent Circle Of The Scarlet Moon, and a number 
  of other supernatural evils; he also killed an angel 
  and wrecked a Trismegistus attempt to create a 
  sorcerous utopia in South America. Along the way, 
  Adrian found time to explore the Americas and 
  Darkest Africa, take the Silk Road to China, and 
  reach the North Pole 30 years before Peary.
  More often that not, however, Adrian sat out 
  the great occult conflicts over world events. His 
  own influence seems accidental: he stumbles into 
  the plans of other mystics, they overreact, and he 
  defends himself. At the start of the twenty-first 
  century, Adrian seems determined to keep a low 
  profile, but sightings and tales of his interference 
  proliferate. He’s the Elvis of the Mystic World.
  Adrian doesn’t spend his time in seclusion, 
  though. He’s done and seen everything, the best 
  and the worst. He’s been a medical missionary and 
  a death-camp guard, a prince and a slave. Adrian 
  maintains several false identities throughout the 
  world, from a presidential advisor in Brazil to a 
  curio dealer in Sydney, Australia. These identities 
  have nothing in common except a tendency to 
  “disappear” for long periods while Adrian spends 
  time in other guises. Only one disguise actually 
  matters to him, though: his newest guise as Angus 
  Burke, which has to fool his sorcerous offspring. 
  He sacrifices other identities without regret.
  Personality/Motivation: Mystics who meet Adrian 
  Vandaleur may have trouble believing the Mystic 
  World ranks such a jerk as one of Earth’s greatest 
  magi. Adrian loves to tell bragging, frequently 
  absurd stories in which he meets (or is) half the 
  famous people in history. He has the libido of a 
  drunken frat boy, with the grace and charm to 
  match.
  If you persuade Adrian to speak seriously — 
  well, more seriously than usual — he says time 
  washes away the consequences of any deed. Live 
  in the moment, because the past is dead and the 
  future a dream. Only the people you meet matter... 
  especially the lovely ladies. Adrian attributes his 
  longevity to seeing each day as a fresh opportunity 
  for delight, without much concern for dignity or 
  public morals, and he encourages those around 
  him to share his revelry.
  That’s almost true. Adrian has an agenda — 
  possibly, several agendas. He’s pacted with at least 
  one cosmic entity. Adrian hides his goals behind 
  the façade of a lecherous braggart and numerous 
  false identities. Only the GM knows what Adrian 
  really seeks, though it certainly involves a covert 
  inspection of his clan’s more skillful mystics.
  Quote: As Angus: “Och, ye’re a mighty enchant-
  ress, Witchcraft! Perhaps ye can help me wi’ my 
  magic wand....”
  As Adrian: “I’ll give you one chance to beg my 
  pardon; I grow indulgent in my old age, and no 
  longer enjoy punishing impudent children.”
  Powers/Tactics: Adrian Vandaleur is actually 
  not as powerful as the Mystic World believes. He 
  knows a vast number of thaumaturgical spells, 
  but cannot remember all of them at once. At any 
  given time, Adrian can have two spells as slots 
  in his Variable Power Pool. He usually casts 60 
  Active Point attacks while maintaining a defense 
  or movement spell.
  Adrian’s fearsome reputation depends on the 
  Vandaleur Terror. No one has, or could, duplicate 
  this magical authority over his own descendants, 
  granted by the same cosmic entity that fixed magic 
  in Vandaleur blood. Adrian can cancel spells cast 
  by his offspring, strip away their magic a spell at a 
  time, bounce spells back on them, or change their 
  appearance through nigh-unbreakable curses. 
  Adrian’s favor, however, can grant any descen-
  dant a tremendous boost in power. Other mystics 
  assume that because his descendants fear Adrian 
  so much, he must wield the same power over all 
  sorcerers — a misconception Adrian does not 
  correct.
  Most of the time, Adrian prefers to use his 
  magic quietly, and while disguised. He doesn’t 
  want anyone to guard against his interventions, 
  or rely on him to save the day. If he can achieve 
  his goal by dropping a clue that leads someone 
  else to do his dirty work, that’s even better. Adrian 
  fights mystical battles when other mages find him 
  and attack him, and then he tries to overawe his 
  opponents. Failing that, he prefers to wait until the 
  fight briefly swings in his favor, then say he shall 
  mercifully spare his opponent’s life and vanish to 
  another dimension. If Adrian must fight, he loves 
  using Reflections Of The Ragnar to bounce an 
  enemy’s attack at the enemy’s allies or devices.
  Campaign Use: See the introductory text for 
  general information. Adrian Vandaleur is the 
  GM’s wild card. Most of the time, he’s a remote, 
  near-mythic figure whose power is feared but 
  never seen. Occasionally, he may become the 
  goal of a search because heroes want his help or 
  want to stop him from achieving his goals. The 
  PCs should have great difficulty figuring out what 
  Adrian wants, however, since he usually hides 
  both his identity and his true objectives. The Plot 
  Seeds suggest possible agendas for Adrian; they’re 
  not mutually exclusive.
  To make Adrian more powerful, increase his 
  Thaumaturgy VPP, remove its Limitations, or give 
  him magical defenses outside the VPP. To make 
  him less powerful, decrease the Vandaleur Terror 
  and the VPP.
  
  224 n The Vandaleurs 
  Hero System 6th Edition
  ADRIAN VANDALEUR
  Val Char Cost Roll Notes
  10 STR 
  0 11- Lift 100 kg; 2d6 HTH damage [1]
  23 DEX 
  26 14-
  50 CON 
  40 19-
  23 INT 
  13 14- PER Roll 14-
  30 EGO 
  20 15-
  15 PRE 
  5 12- PRE Attack: 3d6
  8 
  OCV 
  25
  9 
  DCV 
  30
  10 OMCV 21
  10 DMCV 21
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  15 PD 
  13 	
  Total: 15+ PD (3+ rPD)
  15 ED 
  13 	
  Total: 15+ ED (3+ rED)
  15 REC 
  11
  100 END 
  16
  20 BODY 10
  50 STUN 
  15  
  Total Characteristics Cost: 309
  Movement: 
  Running: 
  18m
  Cost Powers 
  END
  160 Thaumaturgy: Variable Power Pool (Magic Pool), 
  80 Pool + 80 Control Cost 
  var
  Cosmic (+2); Cannot Have More Than Two Slots At 
  A Time (-½)
  75 
  The Vandaleur Terror: Multipower, 150-point reserve
  All slots Only Works Against Other Vandaleurs (-1)
  7f 
  1) Don’t Do That: Dispel Magic 25d6 
  0
  Variable Effect (any one Magic spell or power at a 
  time; +½), Reduced Endurance (0 END; +½); Only 
  Works Against Other Vandaleurs (-1)
  7f 
  2) Don’t EVER Do That: Minor Transform 10d6 (strip 
  target of one Magic Power, heals back normally) 
  15
  Improved Results Group (any magic power; +¼), 
  Personal Immunity (+¼); Only Works Against Other 
  Vandaleurs (-1)
  3f 
  3) Right Back At You, Sonny I: Reflection 
  (120 Active Points’ worth) 
  8
  Only Works Against Other Vandaleurs (-1), Only 
  Works Against Magic (-½)
  3f 
  4) Right Back At You, Sonny II: Mental Reflection (see 
  APG 114) (120 Active Points’ worth) 
  8
  Only Works Against Other Vandaleurs (-1), Only 
  Works Against Magic (-½)
  14f 
  5) Get Out Of My Sight: Teleportation 30m 
  14
  Safe Blind Teleport (+¼), MegaScale (1m = 100 
  km; +1½), Usable As Attack (defense is not being a 
  Vandaleur; +1¼), Ranged (+½), Personal Immunity 
  (+¼)
  4f 
  6) I’ll Fix Your Looks: Drain Striking Appearance 3d6 11
  Delayed Return Rate (points fade at the rate of 5 per 
  Week; +2½), Personal Immunity (+¼); No Range 
  (-½), Only Works Against Other Vandaleurs (-1)
  4f 
  7) Your Old Man’s Help: Boost Magic 5d6 
  6
  Expanded Effect + Variable Effect (all Magic spells 
  and powers simultaneously; +4); Costs Half Endur-
  ance (to maintain; -¼), Only Works Against Other 
  Vandaleurs (-1), Only Aid Others (-½)
  10 
  Irritating: +20 PRE 
  0
  Only To Make Presence Attacks To Annoy Or 
  Distract (-1)
  3 
  Infallible Combat Luck: Resistant (+½) for 3 PD/3 ED 0
  20 
  Warded Soul: Mental Defense (20 points) 
  0
  10 
  Warded Body: Power Defense (10 points) 
  0
  33 
  Next To Unkillable: Regeneration (2 BODY per Day), 
  Can Heal Limbs, Resurrection (others can stop 
  resurrection by reducing the body to ash) 
  0
  14 
  Live Forever: Life Support (Extended Breathing: 
  1 END per Minute; Diminished Eating: need only 
  eat once per week; Diminished Sleep: need only 
  sleep 8 hours per week; Longevity: Immortality; 
  Immunity: all terrestrial diseases and biowarfare 
  agents) 
  0
  6 
  Quick On His Feet: Running +6m (18m total) 
  2
  10 
  Astral Awareness: Dimensional (Astral Plane) for 
  Sight Group 
  0
  10 
  Astral Awareness: Dimensional (Astral Plane) for 
  Hearing Group 
  0
  10 
  Smell Magic: Detect Magic (Smell/Taste Group), 
  Discriminatory 
  0
  37 
  Change Appearance: Shape Shift (Sight, Hearing, 
  Touch, and Mystical Sense Groups, any human 
  form), Instant Change 
  4
  Costs END Only To Change Shape (+¼)
  15 
  Lucky Cuss: Luck 3d6 
  0
   
  Perks
  3 
  Access: Brialic Access
  3 
  Anonymity
  20 
  Contacts: Well-Connected and 17 points worth of various 
  Contacts
  2 
  Deep Cover: Angus Burke
  10 
  Deep Covers: five others of the GM’s choice
  10 
  Money: Wealthy
  6 
  Positive Reputation: immortal master wizard (in the 
  Mystic World) 14-, +3/+3d6
  
  Champions Villains Volume Two: Villain Teams n The Vandaleurs 
  225
   
  Talents
  27 
  Danger Sense (self only, out of combat, any danger, 
  sense) 14-
  3 
  Lightsleep
   
  Skills
  30 
  +3 with All Combat
  13 
  Acting 17-
  3 
  Analyze Magic 14-
  9 
  Animal Handler (Birds, Camels, Canines, Elephants, 
  Equines, Felines, Raptors, Jackalopes) 12-
  3 
  Bribery 12-
  3 
  Bureaucratics 12-
  3 
  Charm 12-
  3 
  Combat Driving 14-
  3 
  Combat Piloting 14-
  1 
  Computer Programming 8-
  3 
  Concealment 14-
  3 
  Conversation 12-
  3 
  Cryptography 14-
  3 
  Disguise 14-
  4 
  Gambling (Card Games, Dice Games) 14-
  3 
  High Society 12-
  3 
  Mechanics 14-
  3 
  Mimicry 14-
  5 
  Navigation (Astral, Dimensional, Land, Marine) 14-
  3 
  Persuasion 12-
  9 
  Power: Thaumaturgy 17-
  2 
  PS: Play Chess 14-
  3 
  Riding 14-
  2 
  SS: Anthropology 11-
  2 
  SS: Chemistry 11-
  3 
  Sleight Of Hand 14-
  3 
  Streetwise 12-
  5 
  Survival (Arctic/Subarctic, Deserts, Jungle) 
  14-
  3 
  Trading 12-
  17 
  TF: Riding Animals, Common Motorized Ground Vehicles, 
  Basic Parachuting, Carts & Carriages, Chariots, Flying 
  Carpets, SCUBA, Sleds, Small Planes, Snow Skiing, 
  Two-Wheeled Motorized Ground Vehicles, Two-
  Wheeled Muscle-Powered Ground Vehicles, Water 
  Vehicles
  17 
  WF: Common Melee Weapons, Common Missile Weapons, 
  Early Firearms, Small Arms, Atlatl, Blowguns, Early 
  Emplaced Weapons, Iron Mandarin Duck, Lances, 
  Staffs, Urumi, Sling, Trebuchet
  18 
  Jack of All Trades and 15 miscellaneous PSs at 11- each
  3 
  Linguist
  1 
  1) Language: Arabic (fluent conversation; Greek is Native)
  4 
  2) Language: English (imitate dialects)
  3 
  3) Language: French (idiomatic)
  3 
  4) Language: German (idiomatic)
  2 
  5) Language: Hindustani (completely fluent)
  3 
  6) Language: Latin (idiomatic)
  3 
  7) Language: Portuguese (idiomatic)
  1 
  8) Language: Swahili (fluent conversation)
  2 
  9) Language: Turkish (completely fluent)
  3 
  Scholar
  1 
  1) KS: African Occultism 11-
  1 
  2) KS: Alcoholic Beverages 11-
  2 
  3) KS: Arcane And Occult Lore 14-
  1 
  4) KS: Demonology 11-
  1 
  5) KS: Dimension Lords 11-
  2 
  6) KS: Magical Styles 14-
  2 
  7) KS: Mundane History 14-
  2 
  8) KS: Mystic History 14-
  1 
  9) KS: Mystic Prehistory 11-
  1 
  10) KS: The Mystic World 11-
  2 
  12) KS: Mythology 14-
  2 
  12) KS: Off-Color Jokes And Stories 14-
  1 
  13) KS: Outer Planes 11-
  2 
  14) KS: Thaumaturgy 14-
  1 
  15) KS: Upper Planes 11-
  1 
  16) KS: Vandaleur Family 11-
  2 
  17) KS: Western Occultism 14-
  3 
  Traveler
  1 
  1) AK: Arctic 11-
  2 
  2) AK: Eastern Europe 14-
  1 
  3) AK: Babylon 11-
  1 
  4) AK: Brialic Planes 11-
  1 
  5) AK: Central Asia 11-
  2 
  6) AK: Land Of Legends 14-
  1 
  7) AK: Loezen 11-
  1 
  8) AK: Lost Cities And Ancient Ruins 11-
  1 
  9) AK: Netherworld 11-
  2 
  10) AK: North America 14-
  2 
  11) AK: South America 14-
  1 
  12) AK: Sub-Saharan Africa 11-
  2 
  13) AK: Western Europe 14-
  Total Powers & Skills Cost: 801
  Total Cost: 1,110
  400 Matching Complications (75)
  15 
  Hunted: assorted powerful people he offended 
  (Frequently, As Pow, Capture/Kill)
  10 
  Hunted: Edward and Anais Vandaleur (Infrequently, As 
  Pow, Kill)
  10 
  Hunted: at least one cosmic entity of the GM’s choice 
  (Frequently, Mo Pow, Watching)
  10 
  Hunted: Trismegistus Council (Frequently, As Pow, NCI, 
  Watching)
  10 
  Negative Reputation: fearsome lord of the Vandaleurs/
  annoying twit, 11- (Extreme, Limited Group [Mystic 
  world])
  20 
  Psychological Complication: Irresponsible Troublemaker 
  (Very Common, Strong)
  15 
  Psychological Complication: Lecherous Hedonist 
  (Common, Strong)
  15 
  Social Complication: Secret Identity (several, in fact) 
  (Frequently, Major)
  10 
  Vulnerability: 1½ x Effect from non-Vandaleur Mind Scan 
  (Common)
  Total Complications Points: 75
  Experience Points: 710
  
  226 n The Vandaleurs 
  Hero System 6th Edition
  Associates, Allies, And Adversaries: Besides the 
  Sylvestris (who are generally rivals to the Vandal-
  eurs, as discussed above), over the centuries 
  Adrian’s interacted with many other members of 
  the Mystic World. His clashes with the Circle Of 
  The Scarlet Moon in the early 1800s left that group 
  his enemy (though the intensity of the antagonism 
  varies from decade to decade depending on Circle 
  membership and how recently Adrian’s been a 
  problem). But the white hats don’t like him either; 
  his interference in Trismegistus Council affairs, 
  and his power and capriciousness, keep him high 
  on the Council’s “watch and if necessary stop” list.
  Adrian Vandaleur’s had little to do with 
  DEMON, and since he doesn’t pay any attention to 
  Mystic World gossip is only aware of the organi-
  zation as a Satanic cult rather than a threat to all 
  existence. If and when he learns the truth, he will 
  probably use his considerable power to stop (or at 
  least slow down) Luther Black’s plot; he’d have no 
  more desire to see it succeed than any other sane 
  individual.
  Since 1810, Adrian has played chess with Dr. 
  Yin Wu once a decade for stakes agreed upon 
  before the game begins (typically art objects or 
  rare books). The winner chooses which type 
  of chess will be played for the next game, with 
  Adrian always choosing Western and Dr. Wu 
  always choosing Chinese. As of 2010, Dr. Wu’s in 
  the lead, 12 games to 8.
  Appearance: As Angus Burke, Adrian looks 18 
  years old and pudgy, with curly, cowlicked brown 
  hair and a sparse goatee. He’s just barely recogniz-
  able as a Vandaleur. He retains his usual flirtatious 
  manner, but speaks in a thick (comic-book) Scot-
  tish accent. In his true form, he’s tall, slender, with 
  strong Vandaleur features, and wavy brown hair; 
  he looks about thirty years old.
  EXAMPLE POWERS FOR 
  THaUMaTURGY POWER POOL
  Besides the spells on CU 66-68 and in the 
  “Superheroic Thaumaturgy” section of the HSG, 
  here are some spells Adrian might cast using 
  his VPP:
  Auras Of Élan: No one knows who invented this 
  classic spell. It makes glowing auras appear around 
  whatever the sorcerer wants to affect, and the 
  target moves at the caster’s will. Adrian knows all 
  four versions of the Auras. The various forms of 
  Auras are listed as a Multipower to stay consistent 
  with the descriptions in CU, but Adrian buys the 
  versions as separate VPP slots — even Adrian 
  Vandaleur can’t place one Power Framework 
  within another!
  61 
  Auras of Élan: Multipower, 61-point reserve
  6f 
  1) First Aura: Telekinesis (40 STR)
  6f 
  2) Second Aura: Telekinesis (32 STR), Reduced 
  Endurance (½ END; +¼) 
  6f 
  3) Third Aura: Telekinesis (24 STR), Fine Manipu-
  lation, Reduced Endurance (½ END; +¼)
  6f 
  4) Fourth Aura: Telekinesis (22 STR), Area Of 
  Effect (6m Radius Selective; +¾)
  Hurling Halo: Adrian learned this spell on the 
  dying world of Loezen. It creates a ring of light 
  that wraps around a target’s feet and sends him 
  bouncing a great distance. A thaumaturge can 
  use this on himself, or hurl it at a foe for a briefer 
  effect. A person caught by the Hurling Halo can 
  negate the effect if he succeeds at an Acrobatics 
  roll (or a DEX Roll at -3): he lands feet-first and 
  kicks off, so the spell bounces him back where he 
  began before it fades. (Again, Adrian buys these as 
  separate powers; he can’t create a Multipower with 
  his VPP.)
  45 
  Hurling Halo: Multipower, 45-point reserve
  3f 
  1) Use On Self: Leaping +56m, Reduced Endur-
  ance (½ END; +¼)
  2f 
  2) Use Against Others: Telekinesis (30 STR); 
  Only To Throw Target Away From Caster (-1)
  Missile Of Mystic Mastery: This mystic bolt has 
  little raw power, but the caster can adjust it for 
  almost any purpose. The Variable Advantage 
  enables feats such as selecting an NND to bypass 
  all of a foe’s known defenses; making the Missile 
  Indirect and with No Range Modifier to attack 
  past walls; or attacking everyone in an Area Of 
  Effect.
  Blast 4d6, Variable Advantage (+1 Advantages; +2). 
  Total cost: 60 points.
  ADRIAN VANDALEUR FACTS
  Here are some facts characters and NPCs might 
  know about Adrian Vandaleur if they succeed with 
  an appropriate Skill Roll. The best Skills for this 
  would be KS: The Mystic World or the like; Adrian 
  rarely mingles with the full Superhuman World or 
  comports himself like a costumed villain.
  N/R: Adrian Vandaleur, possibly a legendary 
  figure, is said to be the founder and leader of the 
  mysterious Vandaleur clan.
  K/R: Adrian exists and is immortal. He rarely gets 
  involved in mystic machinations by choice (as far 
  as anyone knows), but if accidentally dragged 
  into one can definitely upset someone’s apple 
  cart. He’s particularly feared by his descendants 
  for his ability to strip away their magic or curse 
  them. Many mystics believe this power (“the 
  Vandaleur Terror”) extends to all users of magic.
  -6: Due to the strength and unusual nature of his 
  mind, Adrian Vandaleur is relatively easy to find 
  with mental scans.
  -8: The Vandaleur Terror in fact only affects 
  Vandaleurs.
  -10: Adrian Vandaleur is currently hiding in Scot-
  land under the assumed identity of Angus Burke, 
  ward of his descendants Virginia and Theodore 
  Burke.
  
  Champions Villains Volume Two: Villain Teams n The Vandaleurs 
  227
  Razors Of Roku: This spell, invented by a Japa-
  nese sorceress of long ago, evokes a vortex of 
  silver shards that inflict a thousand tiny cuts. The 
  Razors seldom kill — but they destroy many Foci, 
  efficiently disarming mystics who depend on such 
  assistance.
  RKA 1d6, Area Of Effect (1m Radius; +¼), Pene-
  trating (+½). Total cost: 26 points.
  Reflections Of The Ragnar: The Ragnar were a 
  coven of thaumaturges that flourished in the lost 
  Thulean civilization. Their most famous defen-
  sive spell creates a spiral of mirror-bright silver 
  that hurls all ranged attacks back at their source. 
  Adrian is exceptionally proficient with its use.
  Reflection (90 Active Points’ worth), Any Target (+½). 
  Total cost: 90 points.
  Spectral Sphere: Long ago, Adrian discovered a 
  pocket dimension full of iridescent globes of force. 
  He developed a spell to summon one of these 
  bubbles as an attack. The Spectral Sphere sucks in 
  whoever it hits, forcing the target to curl into a 
  ball as the Sphere bobs in the air.
  Entangle 4d6, 4 PD/4 ED, Backlash (+½). Total cost: 
  60 points.
  EDUARD AND ANAIS 
  VANDALEUR
  Background/History: Eduard and Anais are 
  fraternal twins born to Adrian Vandaleur and 
  one of his French descendants. The twins showed 
  an aptitude for magic at an early age. They also 
  showed a fascination with cruelty, sometimes 
  torturing cats and dogs they captured. In their 
  teenage years, they fell in with other children 
  of wealth and privilege, who introduced them 
  to alcohol, sex, and other recreations. As usual, 
  Eduard and Anais learned quickly.
  When they reached their majority, the twins 
  inherited a trust fund and mystic library from a 
  great-uncle who doted on Anais. They studied 
  deeper and mightier magicks than they’d been 
  permitted to before, in between debauches with 
  their equally-jaded friends. Sometimes they used 
  their friends as assistants or test subjects for their 
  magical experiments.
  On a lark, Eduard and Anais decided to search 
  for the cosmic personification of pleasure. They 
  traveled astrally to the Veil of the Temple and 
  attempted to pass. The brilliant but undisciplined, 
  self-indulgent twins found themselves completely 
  unprepared for the Veil’s psychic tests. The Veil 
  hurled them back to their bodies. As they opened 
  their eyes and gazed on each other, the twins 
  realized they themselves were the most beautiful 
  and perfect creatures in the world, and they found 
  perfect pleasure in each other’s arms.
  After a week of mad, incestuous passion, 
  Eduard and Anais took stock of their desires, abili-
  ties, and the world. Not all pleasures were physical. 
  They already knew the joys of status and wealth, 
  of mastery, and of cruelty... on a small scale. They 
  could achieve so much more. With their power 
  and genius, they could turn the entire world into 
  a playroom for their delight. Thus did Eduard and 
  Anais vow to rule the world.
  Personality/Motivation: The twins were none too 
  stable to begin with, and their botched attempt 
  to cross the Veil left them completely insane. 
  They believe the entire world exists as a stage and 
  audience for the wonderful, beautiful drama of 
  their lives. Whatever they desire, they must have; 
  whatever blocks their desire, they must destroy. 
  Humanity can expect nothing better than to slave 
  in their service and praise their glory.
  Eduard and Anais treat other people with 
  sneering disdain when they’re honest, but may 
  affect a flighty amusement, sultry attraction, or 
  other moods if it suits their purpose. Whatever 
  pose they adopt, these two drama queens keep the 
  emotion level high. On rare occasions, they bicker 
  — but these fights are just a little spice to make 
  their reconciliation all the sweeter.
  Quote: “Dearest flower of the Multiverse, shall we 
  kill these costumed vulgarians?”
  Powers/Tactics: Eduard and Anais have the same 
  powers — they practice Thaumaturgy, though 
  they only know a limited number of spells. They 
  usually work together. Aside from their emotional 
  dependence on each other, some of their magical 
  powers actually increase when they stay within 
  10m of each other because of their linked spirits. 
  Part of this linkage involves mystic tattoos that 
  they have. While the tattoos aren’t Foci (removing 
  them would require surgery), if either of the twins 
  takes BODY damage, the GM may want to roll to 
  see if the injury affected the tattoo (which could 
  diminish or eliminate their linkage powers for a 
  time, or permanently).
  Eduard and Anais try to stay within 10m of 
  each other. They often coordinate using Team-
  work, or stagger their attacks so that an enemy 
  who takes action to avoid one attack leaves himself 
  open to another. For instance, they like to use an 
  Area Of Effect attack on the same Segment with a 
  single-target effect. If the foe Dodges the single-
  target attack, the Area attack still strikes; and if he 
  Dives For Cover, his DCV drops and he cannot 
  avoid the single-target attack. If either twin is near 
  unconsciousness, exhaustion, mortal wounding, 
  or other incapacitation, he can use Vitality Sharing 
  to Heal himself by drawing on the other’s power.
  If Eduard and Anais find themselves over-
  matched, they try to flee. They have no compunc-
  tion about endangering innocents to distract the 
  heroes — in fact, they consider that jolly fun.
  Campaign Use: See the introductory text for 
  general information. The GM can use Eduard 
  and Anais as all-purpose mystical villains. They 
  may amuse themselves by causing havoc, serve 
  a dimensional conquer or evil god, attempt 
  high-profile robberies, or carry on murderous 
  vendettas. Now and then, they recruit other 
  villains (mystical or otherwise) for especially big 
  heists, attempts to take over a small nation, or 
  similarly grandiose plans (see below).
  
  228 n The Vandaleurs 
  Hero System 6th Edition
  EDUARD AND 
  ANAIS VANDALEUR
  Val Char Cost Roll Notes
  13 STR 
  3 12- Lift 150 kg; 2½d6 HTH damage [1]
  18 DEX 
  16 13-
  18 CON 
  8 13-
  23 INT 
  13 14- PER Roll 14-
  20 EGO 
  10 13-
  25 PRE 
  15 14- PRE Attack: 5d6
  6 
  OCV 
  15
  6 
  DCV 
  15
  7 
  OMCV 12
  7 
  DMCV 12
  5 
  SPD 
  30 	
  Phases: 3, 5, 8, 10, 12
  7 
  PD 
  5 	
  Total: 23 PD (16 rPD)
  7 
  ED 
  5 	
  Total: 27 ED (20 rED)
  10 REC 
  6
  60 END 
  8
  14 BODY 
  4
  30 STUN 
  5  
  Total Characteristics Cost: 182
  Movement: 
  Running: 
  12m
   
  Flight: 
  28m
   
  MegaTeleportation: 10-100 km
  Cost Powers 
  END
  90 
  Thaumaturgy: Multipower, 90-point reserve
  5f 
  1) The First Light Of Luathon: Sight Group Flash 8d6 5
  Area Of Effect (1m Radius; +¼)
  6f 
  2) The Second Light Of Luathon: Blast 10d6 
  6
  Area Of Effect (1m Radius; +¼)
  6f 
  3) The Third Light Of Luathon: Blast 6d6 
  6
  AVAD (Sight Group Flash Defense; +1)
  6f 
  4) The Fourth Light Of Luathon: RKA 2½d6 
  6
  Penetrating (+½)
  6f 
  5) The Fifth Light Of Luathon: Dispel Invisibility 21d6 6
  6f 
  6) The Sixth Light Of Luathon: Dispel Magic Powers 
  14d6 
  6
  Variable Effect (any one Magic spell or power at a 
  time; +½)
  6f 
  7) The Seventh Light Of Luathon: Sight Group 
  Images, -6 to PER Rolls 
  0
  Area Of Effect (8m Radius; +½), Invisible to Mystic 
  Sense Group (+¼), Reduced Endurance (0 END; +½)
  4f 
  8) The Eighth Light Of Luathon: Telepathy 8d6 
  4
  3f 
  9) The Ninth Light Of Luathon: Invisibility to Sight and 
  Mystic Groups (but not including the Tenth Light) 
  1
  Reduced Endurance (½ END; +¼)
  2f 
  10) The Tenth Light Of Luathon: Detect Invisibility 
  (Mystic Sense Group), Ranged, Sense, Targeting 
  0
  1f 
  11) The Eleventh Light Of Luathon: +30 PRE 
  0
  Only For Making Presence Attacks (-1)
  6f 
  12) Bindings of Bromion: Mind Control 12d6 
  6
  6f 
  13) Mental Mirage: Mental Illusions 12d6 
  6
  6f 
  14) Cerulean Spear: Mental Blast 6d6 
  6
  6f 
  15) Aura of Élan: Telekinesis (24 STR), Fine Manipulation 2
  Reduced Endurance (½ END; +¼)
  2f 
  16) Illusory Disguise: Shape Shift (Sight, Hearing, and 
  Mystic Sense Groups; any humanoid form) 
  2
  Costs Endurance Only To Change Shape (+¼)
  3f 
  17) Astral Warp: Extra-Dimensional Movement (any 
  physical location in the Inner Planes) 
  3
  4f 
  18) Astral Jump: Teleport 20m 
  4
  MegaScale (1m = 10 km; +1¼)
  29 
   Mystic Shield: Resistant Protection (8 PD/10 ED/6 
  Power Defense) 
  2
  Costs Half Endurance (-¼)
  16 
  Sigils Of Linked Power — Doubled Mystic Shield: 
  Resistant Protection (+8 PD/+10 ED/+6 Power 
  Defense) 
  2
  Costs Half Endurance (-¼), Only Within 10m Of 
  Twin (-1)
  10 
  Doubled Will: Mental Defense (10 points) 
  0
  12 
  Sigils Of Linked Power — Vitality Transfer: Healing 
  2d6 
  3
  Variable Effect (any one Physical Characteristic at 
  a time; +½); Self Only (-½), Only Within 10m Of 
  Twin (-1)
  30 
   Levitory Locus: Flight 24m 
  1
  Reduced Endurance (½ END; +¼)
  12 
   Rending Radiance: +30 STR 
  3
  Only To Break Magical Entangles (-1½)
  7 
  Twin Link: Mind Link to twin, any distance, Psychic Bond 0
  Only With Others Who Have Mind Link (-1)
  10 
  Astral Awareness: Dimensional (Astral Plane) for 
  Sight Group 
  0
  10 
  Astral Awareness: Dimensional (Astral Plane) for 
  Hearing Group 
  0
  5 
  Astral Projection: Extra-Dimensional Movement (any 
  physical location in the Astral Plane corresponding 
  to his/her physical location in Earth’s dimension) 
  0
  Reduced Endurance (0 END; +½); Extra Time (must 
  enter trance and meditate to allow astral self to 
  leave its fleshy prison, 1 Hour; -3), Leaves Helpless 
  Physical Body Behind And Will Die If Does Not Rejoin 
  It Within 24 Hours (-1), Feedback (-1)
   
  Perks
  20 
  Base (built on 200 Total Points, each twin donates 20 
  points to cost)
  12 
  Contacts: 12 points’ worth, among influential degenerates
  6 
  Contact: the Toad 12- (very useful Skills and resources, 
  significant Contacts of his own)
  1 
  Fringe Benefit: International Driver’s License
  1 
  Fringe Benefit: Passport
  1 
  Fringe Benefit: Library of Babylon Borrower’s Card
  5 
  Money: Well Off
  
  Champions Villains Volume Two: Villain Teams n The Vandaleurs 
  229
  To make the twins more powerful, 
  increase their DEX and EGO. They 
  could also have small Variable Power 
  Pools of temporary talismans that grant 
  minor powers to help them achieve a 
  plan. To make Edward and Anais less 
  powerful, reduce the size of their Multi-
  powers’ reserves and remove about half 
  the slots.
  The twins are meant to appall heroes 
  with their perversity and selfishness 
  as well as their criminal deeds. The 
  GM should give thought to how much 
  his players can accept as legitimately 
  establishing the madness of Eduard and 
  Anais, and what would go too far into 
  offensive ickiness. To give the twins a 
  more “four-color” feel, simply make 
  them arrogant, rule-the-world psycho-
  paths instead of incestuous degenerates.
  Eduard and Anais are very likely to 
  Hunt characters who thwart them. They 
  want to inflict creatively painful deaths 
  on their enemies, but lack the patience 
  for careful planning. Their usual style 
  is to strike from surprise, try to Knock 
  Out a character, then place him in a 
  death trap or exile him to a dangerous 
  dimension. They’ll readily team up with 
  other villains who Hunt the PCs.
   
  Skills
  10 
  +2 with Thaumaturgy Multipower
  3 
  Acting 14-
  3 
  Bribery 14-
  3 
  Charm 14-
  3 
  Concealment 14-
  3 
  Deduction 14-
  3 
  Disguise 14-
  3 
  High Society 14-
  4 
  Language: English (idiomatic; French is Native)
  3 
  Language: Latin (completely fluent)
  3 
  Navigation (Astral, Dimensional) 14-
  3 
  Persuasion 14-
  7 
  Power: Thaumaturgy 16-
  3 
  PS: Perverse Hedonism 14-
  3 
  Streetwise 14-
  3 
  Teamwork 13-
  3 
  Scholar
  2 
  1) KS: Arcane And Occult Lore 14-
  2 
  2) KS: Multiverse Cosmology 14-
  2 
  3) KS: The Mystic World 14-
  2 
  4) KS: Thaumaturgy 14-
  2 
  5) KS: Vandaleur Family 14-
  2 
  6) KS: Vice World 14-
  3 
  Traveler
  1 
  1) AK: Astral Plane 11-
  1 
  2) AK: Babylon 11-
  1 
  3) AK: Faerie 11-
  1 
  4) CK: Hong Kong 11-
  1 
  5) CK: London 11-
  1 
  6) CK: Monte Carlo 11-
  1 
  7) AK: Netherworld 11-
  1 
  8) AK: Outer Planes 11-
  1 
  9) AK: Vice Hotspots 11-
  Total Powers & Skills Cost: 448
  Total Cost: 630
  400 Matching Complications (75)
  5 
  Distinctive Features: tattoos of power (Easily Concealed; 
  Noticed And Recognizable)
  15 
  Enraged: when sibling takes BODY (Common), go 11-, 
  recover 14-
  15 
  Enraged: when taunted (Very Common), go 8-, recover 14-
  15 
  Hunted: Witchfinder, or selected mystic hero (Frequently, 
  As Pow, Capture/Kill)
  20 
  Hunted: Interpol (Infrequently, Mo Pow, NCI, Capture)
  5 
  Hunted: Adrian Vandaleur (Infrequently, Mo Pow, Watching)
  20 
  Psychological Complication: Utterly Devoted To Each 
  Other (Common, Total)
  15 
  Psychological Complication: Treacherous And Mercurial 
  (Very common)
  15 
  Psychological Complication: Will Commit Any Evil For 
  Fun (Common, Strong)
  Total Complications Points: 75
  Experience Points: 230
  
  230 n The Vandaleurs 
  Hero System 6th Edition
  Associates, Allies, And Adversaries: The twins 
  quickly discovered that conquering the world was 
  harder than they thought. They soon realized they 
  had to ally with other powers... but they’re quick 
  to betray or abandon their allies in the face of 
  difficulties, or if something more amusing comes 
  along. Villains they’ve treated this way, and who 
  would now happily gain revenge on them (or just 
  make their lives miserable) include Black Paladin, 
  Dark Seraph (and his followers in the Crowns of 
  Krim), the Demonologist (and the Devil’s Advo-
  cates), Cairngorm, and the Lamplighter. Only the 
  fact that they're Vandaleurs, and thus presumably 
  under Adrian’s protection, has kept some of these 
  villains from actively seeking them out and killing 
  them.
  The twins have also succeeded in attracting the 
  unwelcome attention of Josiah Brimstone. One of 
  the victims of one of their schemes was a dilettante 
  who was a friend of his “back in the old days,” and 
  for her sake he wants to give them the punishment 
  they so richly deserve. They’re aware of this and 
  find it mildly amusing, since they think the stories 
  of his mystic prowess are greatly exaggerated. If 
  he ever catches up to them they’ll learn, to their 
  sorrow, just how wrong they are.
  Eduard and Anais are positively fascinated by 
  the Incubus. They’re not sure whether his powers 
  are mystical or not, but they’d love to obtain them 
  for themselves, or simply become “friends” with 
  him so he can use his powers to satisfy their jaded 
  appetites for pleasure.
  Appearance: Eduard and Anais are obviously 
  fraternal twins. Eduard stands 5’10” tall, and 
  his sister Anais is just an inch shorter. Both are 
  slender but fit, with wavy black hair cut just less 
  than shoulder-length. In them, the Vandaleur 
  facial features become stunningly though androg-
  ynously attractive. They always dress in an openly 
  sexy way — lots of skintight vinyl, ultra-sheer 
  see-through silk, leather straps, and so on. Their 
  outfits range from merely risqué to outright 
  bondage-and-discipline fetishism. Mirror-image 
  tattoos on their faces and bodies make them look 
  even more flamboyant.
  CHATOYANT
  Background/History: Mariel Ganteaume comes 
  from a cadet branch of the Vandaleurs in Quebec. 
  Mariel ignored family stories about magic: she 
  was a modern woman, with a good career writing 
  press releases for a large corporation. Then a car 
  accident sheared off her legs at the knees. Mariel 
  desperately wanted to believe that magic could 
  take her out of her wheelchair. She sought out 
  every relative she could find, and questioned other 
  self-proclaimed mystics. No one could heal her, 
  would heal her, or refer her to someone who had 
  the power to heal her.
  In time, Mariel’s inquiries shifted to astral 
  projection. If she couldn’t restore her legs, perhaps 
  at least she could escape her body. In Mexico, 
  she found a cult that claimed to know the secret 
  of astral projection as naguals, or astral jaguars. 
  Mariel promised them anything if they would 
  teach her. The cult’s high priest refused, but his 
  assistant compromised the cult’s secrecy for her 
  money. The junior priest trained her with the help 
  of the cult’s sacred jaguar talisman. The Vandal-
  eur’s magical blood ran true in Mariel: not only 
  did she learn to project her spirit as a jaguar; she 
  soon attained greater power than her teacher.
  At that point, Tezcatlipoca (see CV1) noticed 
  Mariel. The Smoking Mirror didn’t like the junior 
  priest imparting cult secrets, so he slaughtered 
  him. Two cultists then tried to kill Mariel, but 
  she fought them and escaped. To her delight, she 
  found she no longer needed the Jaguar Talisman 
  to project.
  Tezcatlipoca became very angry with his 
  minions. Not only did they fail to kill Mariel, they 
  retrieved the Jaguar Talisman before it bound her 
  to Tezcatlipoca’s service. Perhaps it wasn’t fair to 
  blame them for not failing more completely, but 
  gods do not need to be fair. He slaughtered them 
  too, but decided merely to keep an eye on Mariel 
  for the time being.
  Mariel continues her search for magic, now 
  assisted by her power as a nagual. Her relatives 
  and other mystics take her more seriously now. 
  They hire her to perform surveillance missions, 
  assault, and robbery in return for bits of lore about 
  astral projection and sorcery. The Toad dubbed 
  her Chatoyant — from a French word for “catlike.”
  EDUARD AND ANAIS VANDALEUR FACTS
  Here are some facts characters and NPCs might know 
  about Eduard and Anais if they succeed with an appro-
  priate Skill Roll. Although the twins are more supervillain-
  like than other Vandaleurs, in many cases the best Skills 
  for these rolls are still KS: The Mystic World or the like.
  N/R: Eduard and Anais (last name unknown) are a pair 
  of perverse twins with mystical powers who sometimes 
  commit grandiose crimes, and sometimes engage in 
  somewhat more subtle schemes — though their defini-
  tion of “subtle” is much more flamboyant than most 
  villains’.
  K/R: Eduard and Anais are in fact members of the 
  Vandaleur family, a clan supposedly gifted with mystic 
  might.
  -2: Eduard and Anais aren’t just twins, they’re incestuous 
  lovers... and from what anyone can tell, totally psychotic.
  -6: In their various schemes of world conquest the twins 
  have often teamed up with other villains, but have just as 
  often betrayed them. Some of the villains they now count 
  as enemies because of this include Black Paladin, Dark 
  Seraph, the Demonologist, and the Lamplighter.
  -8: The mysterious mystic Josiah Brimstone is also one 
  of Eduard and Anais’s enemies.
  -10: Eduard and Anais have a luxurious chalet in France 
  that serves as their “secret headquarters.”
  
  Champions Villains Volume Two: Villain Teams n The Vandaleurs 
  231
  CHATOYANT
  Val Char Cost Roll Notes
  23 STR 
  10* 14- Lift 600 kg; 4½d6 HTH damage [2]
  23 DEX 
  21* 14-
  25 CON 
  12* 14-
  13 INT 
  3 12- PER Roll 12-
  13 EGO 
  3 12-
  20 PRE 
  10 13- PRE Attack: 4d6
  8 
  OCV 
  20*
  8 
  DCV 
  20*
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  5 
  SPD 
  24* 	
  Phases: 3, 5, 8, 10, 12
  25 PD 
  18* 	
  Total: 25 PD (10 rPD)
  25 ED 
  18* 	
  Total: 25 ED (10 rED)
  10 REC 
  6
  50 END 
  6
  10 BODY 
  0
  36 STUN 
  8  
  Total Characteristics Cost: 185
  * OIAID (-¼)
  Movement: 
  Running: 
  30m
   
  Flight (Gliding): 
  10m
   
  MegaTeleportation: Up to 10,000 miles
  Cost Powers 
  END
  5 
  Astral Projection: Extra-Dimensional Movement (any 
  physical location in the Astral Plane corresponding 
  to her physical location in Earth’s dimension) 
  0
  Reduced Endurance (0 END; +½); Extra Time (must 
  enter trance and meditate to allow astral self to 
  leave its fleshy prison, 1 Hour; -3), Leaves Helpless 
  Physical Body Behind And Will Die If Does Not Rejoin 
  It Within 24 Hours (-1), Feedback (-1)
  45 
  Astral Claws And Fangs: Multipower, 56-point reserve
  All OIAID (-¼)
  3f 
  1) Exert Physical Force: 23 STR 
  2
  Indirect (enables Transdimensional; +½), 
  Transdimensional (Earth’s dimension; +½), 
  Reduced Endurance (½ END; +¼); OIAID (-¼), 
  Does Not Add To Base STR (-½), Can Only Be Used 
  While Chatoyant Uses Her Become Visible And Quasi-
  Tangible Power (-¼)
  2f 
  2) Claw/Bite Astral Targets: HKA 1½d6 
  (3d6 with STR) 
  2
  OIAID (-¼)
  4f 
  3) Claw/Bite Earthly Targets: HKA 1½d6 
  (3d6 with STR) 
  2
  Indirect (enables Transdimensional; +½), Trans-
  dimensional (Earth’s dimension; +½), Reduced 
  Endurance (½ END; +¼); OIAID (-¼), Can Only Be 
  Used While Chatoyant Uses Her Become Visible And 
  Quasi-Tangible Power (-¼)
  3f 
  4) Claw/Bite Spirit: HA +4d6 
  2
  AVAD (defense is Mental Defense; +1), Reduced 
  Endurance (½ END; +¼); OIAID (-¼), Hand-To-Hand 
  Attack (-¼)
  3f 
  5) Claw/Bite Earthly Target’s Spirit: HA +3d6 
  2
  AVAD (defense is Mental Defense; +1), Indirect 
  (enables Transdimensional; +½), Transdimensional 
  (Earth’s dimension; +½), Reduced Endurance 
  (½ END; +¼); OIAID (-¼), Hand-To-Hand Attack 
  (-¼), Can Only Be Used While Chatoyant Uses Her 
  Become Visible And Quasi-Tangible Power (-¼)
  29 
  Become Visible And Quasi-Tangible: Sight Group, 
  Hearing Group, and Touch Group Images, +4 to PER 0
  Indirect (enables Transdimensional; +½), Transdi-
  mensional (Earth’s dimension; +½), Reduced Endur-
  ance (0 END; +½); OIAID (-¼), No Range (-½), Set 
  Effect (self in jaguar form; -1)
  8 
  Spiritual Substance: Resistant (+½) for 10 PD/10 ED 0
  OIAID (-¼)
  15 
  Spiritual Defense: Mental Defense (15 points) 
  0
  14 
  Feline Speed: Running +18m (30m total) 
  2
  OIAID (-¼)
  4 
  Float Like A Ghost: Flight 10m 
  0
  Gliding (-1), OIAID (-¼)
  15 
  Astral Leap: Teleportation 10m 
  3
  MegaScale (1m = 1,000 miles; +1¾); OIAID (-¼), 
  Requires A Navigation (Astral) Roll (-½)
  4 
  Feline Senses: Nightvision 
  0
  OIAID (-¼)
  5 
  Feline Senses: +2 PER with All Sense Groups 
  0
  OIAID (-¼)
  8 
  Feel Material Objects: Dimensional (Earth’s dimension) 
  for Touch Group 
  0
  OIAID (-¼)
  10 
  Astral Awareness: Dimensional (Astral Plane) for 
  Sight Group 
  0
  10 
  Astral Awareness: Dimensional (Astral Plane) for 
  Hearing Group 
  0
  5 
  Psychic Sensitivity: Mental Awareness 
  0
  CHATOYANT FACTS
  Here are some facts characters and NPCs might know 
  about Chatoyant if they succeed with an appropriate Skill 
  Roll:
  N/R: Chatoyant is a mysterious figure, a thief and spy who 
  can somehow bypass conventional security.
  K/R: Chatoyant’s powers seem to involve some sort of 
  astral projection. While in astral form she can affect targets 
  in normal reality. She has killed before, but does not seem 
  to take jobs as an assassin.
  -6: Chatoyant’s powers are similar in some respects to 
  those of the nagual cultists of Mexico; magic that affects 
  naguals may affect her, or she may have some connection 
  to the worshippers of Tezcatlipoca.
  -10: Her Secret Identity is Mariel Ganteaume; she’s from a 
  cadet Canadian branch of the Vandaleur family.
  
  232 n The Vandaleurs 
  Hero System 6th Edition
  Unfortunately, life as a mystically-powered 
  person is not always enjoyable. Chatoyant made 
  enemies of Edward and Anais Vandaleur when she 
  refused to become their slave. She has also killed. 
  She didn’t mean to — only to rough up a target 
  or knock out a guard — but she gains a jaguar’s 
  predatory instincts along with its appearance on 
  the Astral Plane. Sometimes she loses control, kills 
  an enemy, and feeds on his astral body.
  Personality/Motivation: Mariel still seeks a way to 
  regain her legs. She doesn’t want to think of herself 
  as a bad person, but her self-pity and desire to 
  walk again overpower her morals. Each homicide 
  also bothers her less than the one before. It’s only 
  a matter of time before she kills for expedience or 
  accepts a contract for assassination.
  Quote: None; in astral form, Chatoyant can only 
  growl or make other animal sounds.
  Powers/Tactics: In her human identity, Mariel 
  has no superpowers except for mystical senses. 
  By meditating for one minute, however, Mariel 
  can project her spirit in the form of a jaguar. She 
  becomes stronger and quicker as a nagual, and can 
  attack both astral and corporeal targets. So far her 
  villainous identity cannot leave the Astral Plane, 
  except to return to her body.
  Chatoyant can see, hear, and even feel the 
  physical world from the Astral Plane, but all 
  her sensations are muted, as is usual for astral 
  travelers. Most of the time, she remains unseen 
  to mortals because she exists in another dimen-
  sion. When she bites and mauls corporeal targets, 
  her feline astral form becomes visible to ordinary 
  people, and her victims feel her attacks. Mundane 
  attacks still pass right through her, but magic can 
  affect her, as can Mental Powers or any attack with 
  the Affects Desolidified Power Advantage.
  Chatoyant generally stalks a target for some 
  time. Either she wants to attack when he’s alone, so 
  that no one else sees a jaguar appear from thin air, 
  or she wants to make sure her victim is well away 
  before she tries to steal something. If Chatoyant 
  finds herself under attack — something that would 
  greatly surprise her — she retreats into the Astral 
  Plane. She may even attempt an Astral Leap to 
  shake pursuers and return to her body.
  Campaign Use: See the introductory text for 
  general information. Non-magical superheroes 
  will find Chatoyant an exceptionally difficult 
  foe to defeat, since most attacks don’t affect her. 
  Thwarting Chatoyant may require figuring out 
  what she is, and then researching the traditional 
  charms and talismans that Mexicans use to ward 
  off naguals. Mystics find her less difficult to fight, 
  but capturing her still may demand some detec-
  tive-work and occult research. Once characters 
  understand Chatoyant’s power, however, they also 
  know that keeping her from her body will eventu-
  ally kill her. Whether that ends her career utterly 
  or simply traps her as a jaguar-ghost is anyone’s 
  guess: normal naguals just die, but Chatoyant 
  is not a normal nagual. 
   
  Skills
  3 
  Acrobatics 14-
  3 
  Climbing 14-
  3 
  Concealment 12-
  3 
  Language: English (completely fluent; French is Native)
  3 
  Language: Spanish (completely fluent)
  2 
  Navigation (Astral) 12-
  2 
  PS: Public Relations 11-
  3 
  Shadowing 12-
  3 
  Streetwise 13-
  3 
  Scholar
  1 
  1) KS: Astral Plane 11-
  2 
  2) KS: Mexican Folk Magic 12-
  1 
  3) KS: Mystic World 11-
  1 
  4) KS: Vandaleur Family 11-
  2 
  5) KS: Western Occultism 12-
  Total Powers & Skills Cost: 227
  Total Cost: 412
  400 Matching Complications (75)
  15 
  Hunted: Edward and Anais (Infrequently, Mo Pow, Enslave/
  Kill)
  10 
  Hunted: priest in Trismegistus Council (Infrequently, Less 
  Pow, NCI, Kill/De-Power)
  20 
  Physical Complication: Jaguar Form Has No Fine 
  Manipulation (Frequently, Greatly Impairing)
  15 
  Physical Complication: No Legs in human identity (Infre-
  quently, Greatly Impairing)
  15 
  Psychological Complication: Overconfident In Jaguar 
  Form (Very Common, Moderate)
  15 
  Psychological Complication: Desperate To Regain Legs/
  Increase Mystical Power (Common, Strong)
  15 
  Social Complication: Secret Identity (Mariel Ganteaume) 
  (Frequently, Major)
  15 
  Susceptibility: to traditional charms against naguals, 1d6 
  damage per Phase spent within 2m of such charms 
  (Uncommon)
  Total Complications Points: 75
  Experience Points: 12
  
  Champions Villains Volume Two: Villain Teams n The Vandaleurs 
  233
  And maybe, just maybe, if he knows enough, 
  Adrian really will need his help someday, repeal 
  his curse, and proclaim Tobias the greatest and 
  most favored scion of his line.
  Personality/Motivation: The Toad’s motives are a 
  knot of fear, vanity, hope, and revenge. He hates 
  Adrian and wants to please him. He wants to be 
  the center of attention, yet not be seen. For now, 
  however, fear predominates — fear of Eduard 
  and Anais. The terrifying twins prefer Tobias to 
  conduct the boring occult research their plans 
  sometimes require, and to cast the spells they 
  cannot. They convinced the Toad he would die 
  most painfully if he does not obey them.
  Tobias still wants to learn more. He sells his 
  services as loremaster and spellcaster in large part 
  to buy more information that might help him 
  overcome the Vandaleur Terror. His knowledge is 
  also his only claim to glory in the Mystic World. 
  Failure to answer a question mortifies him.
  The Toad never goes outside his mansion, 
  and no one sees him except his cherubic Chinese 
  manservant, Li Han. Anyone who sees his visage 
  and does not accept binding oaths to preserve 
  his secret prompts the Toad to call in favors from 
  more powerful relatives, such as Chatoyant or the 
  Alcedama. The Toad is quite willing to kill poten-
  tial blabbermouths, as long as he does not have to 
  do the deed himself.
  Quote: “I find your question worth my time. 
  Now you must ask yourself how much my time 
  is — What are you doing — Stay back! Back, I 
  command it! Damn you, damn you!”
  Powers/Tactics: Tobias is an adept’s adept. He 
  possesses prodigious mystical knowledge, but little 
  real power. By himself, he can cast an extraor-
  dinary range of low-powered spells... but these 
  require at least one minute spent chanting magic 
  words and drawing sigils. Unlike more skilled 
  thaumaturges, the Toad cannot simply trace a 
  figure in the air to cast his spells.
  The Toad’s house considerably increases his 
  power. In his sanctum, surrounded by his lore-
  books, mystic artifacts, and circles of power inlaid 
  in the floor, the Toad gains the benefit of a large 
  Aid to his VPP. The house also has a wide variety 
  of mystical defenses. In addition to active magical 
  wards, the Toad outfits his home to take advantage 
  of the Susceptibilities or Physical Complications 
  of every known supernatural creature. Every 
  room contains a pentacle to provide refuge from 
  demons, a crucifix to repel vampires, cold iron to 
  discourage faerie-folk, and so on.
  Tobias really can’t fight, though. If his sanctum 
  cannot protect him, he takes off his Getaway Ring 
  and instantly re-appears in the “panic room” 
  hidden in a sub-cellar. He hopes this hidden 
  chamber can buy him time to cast a spell to flee 
  (such as a MegaScaled Teleport) and beg assis-
  tance from relatives who owe him favors.
  Chatoyant could also be reformed, but 
  breaking though her selfishness would probably 
  be more difficult than restoring her legs.
  If Chatoyant needs to be more powerful, 
  increase her STR, SPD, and Astral Claws And 
  Fangs Multipower. If she’s too powerful — most 
  likely because the heroes cannot affect her — 
  define other powers or special effects that affect 
  her astral form.
  Associates, Allies, And Adversaries: Chatoyant is 
  a relatively minor player in the Mystic World, but 
  that doesn’t mean no one notices her. Although 
  she doesn’t know it, the god Tezcatlipoca 
  continues to watch her. He hopes to lure her into 
  his service somehow... or, failing that, kill her for 
  stealing the mystical secrets of his cult.
  Appearance: Mariel is a Caucasian woman in her 
  late thirties with straight brown hair in a pageboy 
  cut. She wears a business blouse and a long skirt 
  that doesn’t really hide her missing lower legs, and 
  is in a wheelchair. As Chatoyant, she’s a female 
  jaguar.
  TOBIAS “THE TOAD” 
  VANDALEUR
  Background/History: Tobias Vandaleur, Senior 
  made millions in business, spoke 12 languages, 
  knew the secret names of half the spirits in 
  the Quaternion — and still felt scorned by his 
  sorcerous relatives, because he had no skill at 
  actual magic. He drove his son to succeed where 
  he thought he failed. He wanted Tobias, Jr. to 
  know more secrets and spells than the rest of the 
  family, and win some sign of respect from Adrian 
  Vandaleur himself.
  Tobias, Jr. spent decades working toward this 
  goal. Alas, he never became a powerful mystic 
  — merely an extremely learned one. Tobias 
  thought he vindicated his father’s name when 
  other Vandaleurs sought him for his esoteric lore. 
  Indeed, Tobias became quite conceited about 
  his scholarship, and fancied himself one of the 
  greatest men in the mystic world. He didn’t know 
  how his relatives sniggered behind his back and 
  called him “Toad.”
  At last, Tobias’ mighty ancestor paid him a 
  visit... incognito. Tobias treated this unknown 
  cousin haughtily, telling him to go away until he 
  had queries worthy of a master. Adrian didn’t like 
  that. He said, “The others are right. You’re just 
  a pompous little toad of a man, puffed up with 
  books and vanity. So that’s how you’ll look from 
  now on!” And Tobias screamed as his face melted 
  and changed.
  After that, Tobias hid from the world. He 
  didn’t want anyone to see how Adrian cursed him. 
  If anything, however, his drive to know mystic 
  secrets increased. He seeks some power or knowl-
  edge to break Adrian’s curse — either directly, or 
  with the help of some other mystic. 
  
  234 n The Vandaleurs 
  Hero System 6th Edition
  TOBIAS “THE TOAD” 
  VANDALEUR
  Val Char Cost Roll Notes
  8 
  STR 
  -2 11- Lift 75 kg; 1½d6 HTH damage [1]
  10 DEX 
  0 11-
  10 CON 
  0 11-
  23 INT 
  13 14- PER Roll 14-
  15 EGO 
  5 12-
  15 PRE 
  5 12- PRE Attack: 3d6
  3 
  OCV 
  0
  3 
  DCV 
  0
  5 
  OMCV 
  6
  5 
  DMCV 
  6
  2 
  SPD 
  0 	
  Phases: 6, 12
  2 
  PD 
  0 	
  Total: 2 PD (0 rPD)
  2 
  ED 
  0 	
  Total: 2 ED (0 rED)
  4 
  REC 
  0
  20 END 
  0
  10 BODY 
  0
  20 STUN 
  0  
  Total Characteristics Cost: 33
  Movement: 
  Running: 
  12m
   
  Teleportation: 
  20m
  Cost Powers 
  END
  35 
  Thaumaturgic Incantations: Variable Power Pool 
  (Magic Pool), 30 Pool + 30 Control Cost 
  var
  OAF (pen and paper for sigils; -1), Extra Time (1 
  Minute to activate spells; -¾), Incantations (-¼)
  10 
  Getaway Ring: Teleportation 20m 
  [1]
  Armor Piercing (+¼), Invisible to Magic Senses (+½), 
  Trigger (ring removed or violent unconsciousness; 
  +¼); IIF (-¼), Can Only Teleport To Fixed Location 
  (-1), 1 Charge (-2)
   
  plus: 1 Fixed Location (panic room)
  IIF (-¼)
  2 
  Prolonged Life: Life Support (Longevity: ages at one-
  fourth normal rate) 
  0
   
  Perks
  30 
  Sanctum: Base built on 150 Total Points
  15 
  Contacts: Other Vandaleurs 12- (organization Contact)
  20 
  Contacts: 20 points’ worth, among the Mystic World
  5 
  Money: Well Off
   
  Talents
  4 
  Speed Reading (x10)
   
  Skills
  3 
  Cryptography 14-
  3 
  Deduction 14-
  7 
  Power: Thaumaturgy 16-
  3 
  PS: Manuscript Conservator 14-
  3 
  Trading 12-
  3 
  Linguist
  1 
  1) Language: Arabic (fluent conversation; French is Native)
  3 
  2) Language: English (idiomatic)
  1 
  3) Language: Gaelic (basic conversation)
  2 
  4) Language: German (completely fluent)
  2 
  5) Language: Greek (completely fluent)
  1 
  6) Language: Hebrew (fluent conversation)
  2 
  7) Language: Italian (completely fluent)
  1 
  8) Language: Japanese (basic conversation)
  3 
  9) Language: Latin (idiomatic)
  1 
  10) Language: Mandarin Chinese (fluent conversation)
  1 
  11) Language: Persian (fluent conversation)
  1 
  12) Language: Russian (fluent conversation)
  1 
  13) Language: Sanskrit (fluent conversation)
  2 
  14) Language: Spanish (completely fluent)
  1 
  15) Language: Sumerian (basic conversation)
  3 
  Scholar
  6 
  1) KS: Arcane And Occult Lore 16-
  6 
  2) KS: Cults 16-
  6 
  3) KS: Demonology 16-
  1 
  4) KS: Dimension Lords 11-
  1 
  5) KS: Famous Mystics 11-
  2 
  6) KS: Hermetic Theurgy 14-
  1 
  7) KS: Lost Civilizations 11-
  1 
  8) KS: Magical Remote Sensing 11-
  2 
  9) KS: Magical Styles 14-
  1 
  10) KS: Magic Item Enchantment 11-
  2 
  11) KS: Mystic History 14-
  2 
  12) KS: Mystic Legends 14-
  2 
  13) KS: The Mystic World 14-
  2 
  14) KS: Mythology 14-
  1 
  15) KS: Occult Ciphers 11-
  2 
  16) KS: Sanctum Enchantment 14-
  2 
  17) KS: Thaumaturgy 14-
  2 
  18) KS: The Vandaleur Family 14-
  Total Powers & Skills Cost: 211
  Total Cost: 244
  400 Matching Complications (75)
  10 
  Distinctive Features: face of a toad (Concealable With 
  Difficulty; Causes Major Reaction [disgust, fear])
  15 
  Hunted: Eduard and Anais Vandaleur (Frequently, Mo 
  Pow, Mild [bully him into helping with their schemes])
  15 
  Psychological Complication: Snivelling Coward 
  (Common, Strong)
  10 
  Psychological Complication: Arrogant, Greedy, And 
  Vengeful (Common)
  Total Complications Points: 75
  Experience Points: 0
  
  Champions Villains Volume Two: Villain Teams n The Vandaleurs 
  235
  TOBIAS 
  VANDALEUR 
  FACTS
  Here are some facts 
  characters and 
  NPCs might know 
  about the Toad if 
  they succeed with 
  an appropriate Skill 
  Roll. The best Skills 
  for this would be KS: 
  The Mystic World or 
  the like; Tobias rarely 
  mingles with the full 
  Superhuman World 
  and never comports 
  himself like a 
  costumed villain.
  K/R: Tobias 
  Vandaleur is said to 
  be one of the most 
  knowledgeable 
  mystics in the world. 
  In exchange for 
  payment or favors he 
  sometimes assists 
  other members of 
  the Mystic World.
  -2: Despite his 
  vast knowledge, 
  Tobias can only 
  cast low-powered 
  spells himself, and 
  after much time and 
  preparation.
  -10: Tobias is said 
  to somehow be 
  hideously deformed; 
  he takes great pains 
  to hide his visage 
  even from those he 
  trusts.
  Campaign Use: See the introductory text for 
  general information. Heroes may consult the 
  Toad for information, if they can meet his prices. 
  Mystical villains (such as Eduard and Anais) buy 
  or extort the Toad’s help too, in which case he 
  serves as a minion, though he probably does not 
  directly appear in the adventure. If the heroes 
  offend or frighten Tobias, he becomes an active 
  enemy, pulling strings in the Mystic World to hurt 
  (or at least inconvenience) them.
  The Toad himself should never possess great 
  combat power: He’s an information source, not a 
  fighter, and a Heroic-level character besides. You 
  could, however, give his sanctum more formidable 
  enchantments to defend him and allow him to 
  attack intruders. To make Tobias less powerful, 
  remove his ability to cast spells and reduce him to 
  a Competent Normal person with lots of academic 
  Skills.
  Meeting the toad
  When characters visit the Toad’s large, 
  Victorian mansion, Li Han politely informs them 
  that “the master” does not see anyone. He can, 
  however, relay messages to Tobias, along with <a 
  discreet cough> whatever tokens of esteem the 
  characters wish to offer. If the heroes make their 
  request obsequious enough, with a bribe (money, 
  a rare grimoire, or a mystic object) as an advance 
  fee, Tobias consents to see them in person... in a 
  few days. Before he lets anyone past his vestibule, 
  he wants to learn all he can about their powers 
  and their past.
  If the Toad can easily answer a question, Li 
  Han presents the returning characters with a letter 
  giving the Toad’s response. If a question proves 
  more difficult, Li Han ushers them into a shadowy, 
  musty parlor decorated with medieval gargoyles 
  and other grotesque statuary. Stiff, high-backed 
  chairs face a black curtain (a magical Darkness 
  field with Personal Immunity, so Tobias can 
  see out). Li Han serves tea. Tobias quizzes the 
  characters further about their conundrum, and 
  dickers for further payment. He uses the Voice Of 
  Palamabron to seem great and powerful.
  The Toad never gives up. If he can’t answer a 
  question within the allotted time, he returns the 
  heroes’ payment (though not the initial gratuity). 
  He keeps researching the puzzle, though, and 
  sends word when he solves it, to preserve his repu-
  tation as the greatest loremaster in the world.
  Tobias will not invite anyone past the vestibule 
  and parlor unless they earn his trust through 
  repeat business and flattery. Almost every room 
  is full of books, scrolls, stone tablets, and other 
  mystic texts and artifacts. Tobias still hides his 
  face, however, with a field of black mist.
  Associates, Allies, And Adversaries: As 
  mentioned above, many mystics, both heroes 
  and villains, owe Tobias favors for information 
  and assistance he’s provided them over the years. 
  These include the Demonologist, Talisman, several 
  DEMON Morbanes, and a couple members of the 
  Trismegistus Council.
  Appearance: Tobias Vandaleur is a short, round 
  man. He has the face of a toad framed by long, 
  stringy white hair (he’s over 100 years old, though 
  magic retards his aging). He wears Victorian 
  gentleman’s garb, including a black frock-coat and 
  white cravat.
  EXAMPLE POWERS FOR THaUMaTURGIC 
  INCaNTaTIONs POWER POOL
  Incantatory Imbuement: Given time, the Toad 
  can infuse thaumaturgical energies into objects 
  by means of long invocations to various gods, 
  demons, and dimension lords. He can’t do this 
  with just any object — an item that’s going to 
  receive magic has to be notable in some way 
  (made of valuable or mystic materials, used for 
  some (in)famous deed, of exceptional quality, or 
  the like). The enchantment slowly fades over time 
  if the Toad doesn’t renew it, and instantly if he 
  wants it to.
  Severe Transform 1d6+1 (item to magic item, heals 
  back at the rate of 3 Active Points per day, or instantly 
  if the Toad so wills), Improved Results Group (grant 
  any magic power; +¼) (25 Active Points); OAF (pen 
  and paper for sigils; -1), Extra Time (20 Minutes; -2½), 
  Incantations (-¼), Limited Target (items susceptible to 
  enchantment; -½), No Range (-½), Requires A Thauma-
  turgy Roll (-½). Total cost: 4 points.
  Voice Of Palamabron: The Toad’s favorite spell 
  gives his voice unnatural, godlike volume and 
  resonance. He invokes Palamabron, the cosmic 
  entity who personifies the intersection of Artifice 
  and Chaos, to grant him the power to command 
  emotions with his words.
  +30 PRE (30 Active Points); OAF (pen and paper for 
  sigils; -1), Extra Time (1 Minute to activate; -¾), Incanta-
  tions (-¼). Total cost: 10 points.
  
SOURCE: textdata/thevault/Hero System/DOJHERO 1104 - Hero System 6th - Champions Villains Volume 2 - Villain Teams.pdf