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  the secret special page 
   
  
  DIGITAL HERO #43 
   
  1 
  Table of Contents 
   
  H
  HEERRO
  O  SSAAN
  NDDW
  WIICCH
  H  
  WHEN LAST WE LEFT OUR HEROES… 
   
   
  Keep up with the news from Hero Games. 
  This issue – Exterminate your Villains, 
  Vandals, and Vermin with Enchanted Items. 
  2 
  HEROGLYPHS 
   
   
  See how Steve Long himself answers 
  rules questions. This issue – Save your energy 
  for Long Term Endurance rules. 
  3 
  YOU GOTTA HAVE CHARACTER 
   
   
  Merian Cooper directed the first King 
  Kong movie, but lived a life more fascinating 
  than most fictional characters. 
  6 
  CCO
  OO
  OLL  SSTTUUFFFF  
  FIRST PERSON SHOOTER HERO 
   
   
  Enter the world of video games, where 
  you can traverse mazes, collect items and 
  power-ups, and fight grunts and bosses. 
  12 
  MIGRATING FROM D20 
   
   
  Levels are one of the defining aspects of 
  some game systems. Learn one gamer’s 
  voyage to the HERO System. 
  27 
  THE STAFF ACADEMY 
   
   
  Sometimes, the best spell that a wizard 
  can cast is a whack upside the head with his 
  walking stick. 
  30 
  TERRAN EMPIRE MILITARY SHIPS 
   
   
  In the far future, humanity will build vast 
  spacecraft for a variety of military uses such 
  as stealth and diplomacy. 
  33 
  THE TREASURE OF THENIN 
   
   
  The journal of Thenin Bookwright holds 
  the secret of a buried treasure, one that is 
  guarded by a most unusual demon… 
  48 
  VILLAIN CAMPAIGNS 
   
   
  Supervillains get XPs, too! Learn ways 
  to run a campaign with the players in the role 
  of supervillains. 
  52 
   
  DIGITAL HERO 
   
   
  Publisher 
  Hero Games 
  Editor 
  Dave Mattingly 
  Authors 
  Greg Elkins 
  Curtis Gibson 
  Bob Greenwade 
  Joshua Keezer 
  Steven S. Long 
  David McGuire 
  Michael Surbrook 
  Jason Walters 
  Artists 
  Darren Bulmer 
  DT Butchino 
  Cover 
  Bill Jackson 
  Online 
  herogames.com 
  To Subscribe 
  herogames.com/ 
  digitalhero 
  PRINTING 
   
   
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  statement in the 
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  notwithstanding, 
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  Hero permission to 
  make one (1) printed 
  copy of this 
  document. 
  HERO System
  TM ® is DOJ, Inc.'s trademark for its roleplaying system. 
  HERO System Copyright © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. 
  Champions Copyright © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. 
  Justice Inc., Danger International, Dark Champions, Fantasy Hero, and Star Hero Copyright © 2002 by DOJ, 
  Inc. d/b/a Hero Games. All rights reserved. 
  No part of this electronic magazine may be reproduced or transmitted in any form or by any means, electronic 
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  system, without permission in writing from the Publisher:  DOJ, Inc., 1 Haight Street, Suite A, San Francisco, 
  California 94102. 
  Issue #43 (May/June 2007) 
  
  DIGITAL HERO #43 
   
  2 
  When Last We Left Our Heroes… 
  by Steven S. Long 
   
  VILLAINS, VANDALS, AND VERMIN 
   
   
   
  Champions fans have been eager for a book 
  of all-new villains for several years now, and we 
  figured it was time to oblige ’em! Villains, 
  Vandals, And Vermin (or “VVV,” as we like to 
  call it around here) is chock-full of fiendish 
  adversaries for Champions – you might think of it 
  as a sort of sequel to Conquerors, Killers, And 
  Crooks. It’s got five dozen new villains just ready 
  to perpetrate their evil in your campaign! 
   
  Chapter One covers the master villain 
  Sunburst and his followers, the products of the 
  infamous Project Sunburst experiment that also 
  created the likes of Armadillo, Gigaton, and 
  Radium. In addition to Sunburst himself, we’ve 
  got Helios (a weaker but more flexible energy 
  projector than his leader), Nuke (a radiation-
  powered bad guy), and Phaze (who has density 
  control powers). 
   
  Chapter Two includes three villain teams. 
  The first is the Brain Trust, a group of strange 
  villains led by the Overbrain, a classic “brain in a 
  tank” mastermind. In fact, the whole team consists 
  of “misfit” archetypes that fans love. There’s 
  Ape-Plus, an intelligent gorilla created to be Dr. 
  Silverback’s arch-adversary; Black Mist, a ninja; 
  Lynx, a cat-girl; and Mr. Zombie, a sort of “living 
  undead” created by the side effects of one of the 
  Overbrain’s fiendish projects. The second team is 
  the Crimelords, created to provide the Champions 
  Universe with another “generic villain team, no 
  particular agenda or theme” like the Ultimates. 
  Dreadnaught (a metallic brick), Morgaine the 
  Mystic (a spellcaster), Starflare (an energy 
  projector), Tiger Lily (an augmented martial 
  artist) and Warhammer (a powered armor wearer) 
  are sure to give your group fits on the battlefield, 
  and the team has some interesting personal 
  dynamics as well. The third and final team isn’t 
  actually villains; it’s the Tiger Squad, the official 
  superhero team of China. They’re included in this 
  book because politics will often arrange to put 
  them in opposition to the PCs. Besides the five 
  members given character sheets — GraniteMan, 
  an elemental brick; Red Bullet, a speedster; 
  Summer Cloud, an air/weather controller; 
  Technocrat, a gadgeteer; and Winter Dragon, an 
  ice/cold controller — there are names and one-
  line descriptions for nearly two dozen more 
  members of this enormous superteam. 
   
  Last but not least, Chapter Three contains 
  over three dozen solo villains that you can use as 
  nemeses for specific heroes, group into your own 
  villain teams, or the like. Some of my personal 
  favorites include:  Arachne, a martial artist-sneak 
  thief type of character with themed gadgets; 
  Blackguard, a brawler and low-level brick; 
  Fleshtone, a biokinetic you’ve seen pictured in the 
  USPD; Kanrok the Acquisitioner, who captures 
  superhumans to fight in the Malvan gladiatorial 
  arenas; Orion, a sort of “evil Green Lantern” type; 
  Plague, a disease controller; and Spirit Dragon, a 
  mystic martial artist on the run from the Tiger 
  Squad. 
   
  Overall I think VVV is a great collection of 
  new villains whom GMs are sure to love, and 
  players will learn to hate! 
  ENCHANTED ITEMS 
   
   
   
  After VVV we’ve got our latest Fantasy Hero 
  book, Enchanted Items. Written by Jason “Secret 
  Master” Walters (with bits added here and there 
  by Yours Truly ;) ), it contains just what the title 
  promises:  hundreds of pre-generated magical 
  items for your Fantasy Hero games (and which 
  you can easily adapt for mystic Champions 
  characters, or convert into high-tech gadgets for 
  appropriate Star Hero campaigns). They’re 
  organized into thirteen categories: 
  • Amulets, Fetishes, and Talismans 
  • Armor 
  • Bracers and Bracelets 
  • Clothing 
  • Jewelry 
  • Potions, Dusts, and Ointments 
  • Rings 
  • Shields 
  • Staffs 
  • Swords and Daggers 
  • Wands and Rods 
  • Weapons 
  • Miscellaneous Items 
  Overall the book has nearly 700 magical items! 
  And many of them have options or variants so that 
  you can turn them into hundreds more with almost 
  no work. 
   
  Like many of our “resource” books, this 
  product is just the thing for GMs and players 
  alike; it saves enormous amounts of time when 
  creating characters, figuring out what treasure a 
  monster has, or equipping an NPC. Jason’s done a 
  great job of covering both “standard” items that 
  you expect to find in most High Fantasy gaming 
  campaigns, with plenty of more unique or 
  intriguing items that aren’t quite like anything else 
  you’ve seen before. The items’ names and 
  histories tie into Hero’s Turakian Age campaign 
  setting, but of course you can adapt them to other 
  settings with no trouble. 
  — Steven S. Long 
  HERO System Line Developer 
   
  
  DIGITAL HERO #43 
   
  3 
  HEROglyphs by Steven S. Long 
   
  All Tuckered Out 
  REVISITING THE LONG-TERM 
  ENDURANCE RULES  
   
   
   
  A month or two ago someone raised some 
  questions about the Long-Term END (LTE) 
  rules on the HERO System Questions board. In 
  thinking about them, it occurred to me that no 
  one had ever really thoroughly looked at and 
  worked on the LTE rules, since they tend to be 
  used infrequently. Since I think they have a lot of 
  intriguing potential for many games, I decided to 
  correct this oversight. Here’s a 
  rewritten/revised/expanded set of LTE rules for 
  your consideration. It’s not necessarily a “final 
  draft,” but at the very least it’s a good start on 
  improving the LTE rules. 
  Optional Long Term Endurance 
  Loss 
   
  This optional rule involves the use of END 
  over long time periods. It reflects the fact that 
  characters become more and more fatigued if 
  forced to continuously exert END. The Long 
  Term END (LTE) rules are complicated; you 
  should only use them the GM feels they’ll 
  enhance the adventure. This rule is particularly 
  useful to keep wizards from casting spells too 
  frequently. 
  BASICS OF LONG-TERM ENDURANCE 
   
   
   
  At the beginning of a game session, 
  adventure, or the like (GM’s decision), a 
  character starts with his full Endurance (END). 
  He also starts with Long-Term Endurance (LTE) 
  equal to his END. The difference between the 
  two is that END reflects the power, stamina, or 
  “fuel” the character needs to use his abilities, 
  STR, powers, and the like in combat or crisis 
  conditions, while LTE reflects his fatigue over 
  the long term, when he’s having to exert himself 
  on a continuous or frequent basis. 
   
  During the game, a character’s END falls 
  and rises during combat as he spends END to 
  power his abilities, then takes Recoveries to get 
  it back. It can fall and rise as often as necessary, 
  and it can get as low as zero or even into the 
  negatives before returning to full. LTE is lost at a 
  much slower rate, but is also Recovered at a 
  much slower rate, as discussed below. 
  LTE as a Restriction on END and Actions 
   
  A character’s END cannot exceed his LTE 
  except through artificial means, such as Aid and 
  the like. In other words, when a character loses 
  LTE, it affects how much END he has available 
  to use – every point of END lost to LTE means 
  one less point of END for a character to use 
  during combat and other situations. If a 
  character’s LTE reaches 0, he must stop and rest 
  and cannot take further action until he has at 
  least 1 positive LTE (and thus 1 positive END). 
  Characters cannot use STUN for LTE as they 
  can for standard END. 
  Example:  Master Hawk, a wizard, has 
  30 END, and thus 30 LTE. During the 
  course of a long day’s journey he loses 
  5 LTE. That means his END is now 
  effectively 25 as well – no matter how 
  many Recoveries he takes, he can’t 
  raise it above 25 until he also raises his 
  LTE above 25. However, he could use 
  artificial means, such as a Spell of 
  Great Stamina (Aid END) or a Potion 
  of Energization (+20 END for 1 Turn 
  or until used) to give himself more than 
  25 END for a while. 
  CALCULATING LONG-TERM 
  ENDURANCE LOSS 
   
   
   
  To calculate LTE loss, the GM needs to 
  determine whether the situation is one where the 
  character uses a consistent amount of END every 
  Turn, or his END usage is staggered or 
  inconsistent over the course of some period of 
  time. 
  Consistent END Usage 
   
  If END use is consistent Turn after Turn for 
  a long period of time, the character should 
  compare the amount of END he used in a Turn to 
  his REC. If the END used in a Turn is less than 
  half the character’s REC, he loses no LTE. If the 
  character uses greater than half his REC, then he 
  begins losing LTE, as indicated by the Long-
  Term Endurance Table. At a minimum, the 
  character loses 1 LTE. As long as he maintains a 
  more or less consistent usage of END Turn after 
  Turn, he loses LTE at the rate specified in the 
  Table. This most commonly occurs in situations 
  where a character is on an arduous journey, is 
  fleeing from someone, or the like. You could 
  also use it to determine the fatiguing effects of 
  being in a long battle where the GM isn’t 
  keeping track of Turn-by-Turn END usage but 
  it’s easy to figure out how much END a 
  character would typically use per Turn based on 
  his SPD and preferred Actions. 
  
   
   
  DIGITAL HERO #43 
   
   
  4 
  Example:  Arkelos and his companions 
  are fleeing from some nomads across a 
  desert. Each of them is spending half his 
  REC in END per Turn to move as fast as 
  he can through the arid landscape. As a 
  result, each of them is losing 1 END to 
  LTE every Five Minutes. Arkelos 
  normally has 40 END when fully rested. 
  After an hour of this pace, he has lost 12 
  END to LTE, so he only has 28 END to 
  spend when the nomads bring them to 
  bay at an oasis. If Arkelos has to spend 
  more than 28 END, he will have to start 
  using STUN in place of END (although 
  taking Post-Segment 12 Recoveries may 
  delay that unfortunate eventuality for a 
  Turn or two). 
  Staggered or Inconsistent END Usage 
   
  Not all situations are so predictable, 
  however. For example, it’s possible a character 
  with REC 6 might spend 15 END per Turn for a 
  while, then 20 END per Turn, then 8 END, and 
  so on. There are several ways the GM can handle 
  this situation to suit the practical and dramatic 
  needs of the situation. 
   
  First, if the character’s END usage is 
  consistent over small periods of time, you can 
  determine LTE loss for each period separately. 
  You calculate a new rate of LTE loss when the 
  character’s END usage increases or decreases for 
  another period. 
  Example:  Master Hawk has REC 6, 30 
  END, and 30 LTE. For an hour he 
  spends 3 END per Turn, which means 
  he loses 1 LTE per 5 Minutes, putting 
  him at -12 LTE (18 LTE total) after an 
  hour. For the next hour he spends 6 
  END per Turn, which means that during 
  that hour he losts 1 LTE per Minute... 
  so after 18 minutes, or 90 Turns, of 
  spending END at that rate he’s at 0 
  LTE and must stop doing anything. 
  Master Hawk realizes he’s tiring too 
  quickly, and after 15 Turns (3 minutes) 
  of spending 6 END per Turn he slows 
  down to only 2 END per Turn. At that 
  point he has 15 LTE, and thus 15 END, 
  since for three minutes he was spending 
  END at the LTE loss rate of 1 per 
  Minute. 2 END per Turn is less than 
  half his REC, so he stops losing LTE as 
  long as he maintains that pace. 
   
  Second, if the character’s END usage varies 
  wildly by Turn during a given time period, the 
  GM can simply determine the average 
  END/Turn spent during that time and determine 
  LTE loss from that. Typically the GM just adds 
  up the total amount of END spent and divides it 
  by the number of Turns of activity to calculate 
  the average. 
  Example:  Master Hawk is casting an 
  hour-long ritual during which he casts 
  many spells and performs many 
  activities. During the course of the 300 
  Turns during the hour, his END usage 
  varies from 1 per Turn to as many as 18 
  per Turn. The GM determines that 
  Master Hawk’s average END usage per 
  Turn during that hour is 3 END. That’s 
  half of his REC 6, so he loses 1 LTE per 
  5 Minutes during that hour, for a total 
  of -12 LTE. 
   
  Third, if appropriate the GM can take the 
  largest amount of END used in any Turn during 
  the period of activity and consider that the 
  amount of END used per Turn over the entire 
  time period. 
   
  LONG-TERM ENDURANCE TABLE  
   
   
  (END in Turn)/REC END lost to Long  
   
   
   
  Term 
   
  less than 1/2 
  0 
   
  1/2 
  1 per 5 Minutes 
   
  1 
  1 per Minute 
   
  2 
  1 per Turn 
   
  3 
  2 per Turn 
   
  4 
  4 per Turn 
   
  5 
  8 per Turn 
   
  
  DIGITAL HERO #43 
   
  5 
  RECOVERING LONG-TERM 
  ENDURANCE 
   
   
   
  A character does not regain spent LTE with 
  normal Recoveries; Recovering LTE requires 
  longer resting periods. A character Recovers his 
  REC in LTE for every full Five Hours of rest. If 
  a character does not or cannot rest, he only 
  Recovers his REC in LTE once per Day. The 
  GM can apportion this over the course of the day 
  if he wants. 
  Example:  Pulsar (REC 10) tries to 
  blow his way out of his prison cell with 
  his Energy Blast. Since this will take a 
  long time, the GM decides to use the 
  LTE rules. Pulsar’s Energy Blast 12d6 
  costs 6 END to use. Pulsar has a 5 
  SPD, so he uses 30 END per Turn, 
  assuming he doesn’t use any other 
  Powers. 30 is 3x Pulsar’s 9 REC, so 
  Pulsar loses 2 LTE each Turn. If he 
  stays active, he’ll be able to Recover 9 
  Long Term END per day, or 
  approximately 1 every 2 hours. If he 
  rests, he can recover 9 LTE every 5 
  Hours, or 2 LTE per Hour. 
  AFFECTING LONG-TERM ENDURANCE 
   
   
   
  At the GM’s option, characters can buy 
  Adjustment Powers and other abilities intended 
  to affect only a character’s LTE, not his regular 
  END. This simply involves declaring that the 
  power works against LTE rather than END; this 
  does not entitle the character to a Limitation (or 
  require an Advantage), but once this decision is 
  made it can’t be changed. Consider LTE to cost 
  3 Character Points per point for purposes of 
  Adjustment Powers and the like.  
   
   
  
  DIGITAL HERO #43 
   
  6 
  You Gotta Have Character by Jason Walters 
   
  “What can I say about my youth? I was 
  high-spirited, loved excitement, took 
  chances, and got caught too many 
  times.” — Merian C. Cooper 
   
  Like a fictional character from one of his 
  own books or movies, Merian Caldwell Cooper 
  wore many different hats during his long life. He 
  was an aviator, air force officer, national hero (in 
  Poland), adventurer, director, author, political 
  idealist, screenwriter, film innovator, and 
  producer. As a young man he was involved in 
  the infamous pursuit of Pancho Villa across 
  northern Mexico. He then served as a fighter 
  pilot in the American military during World War 
  I and, when the fighting ended, he joined the 
  infamous Kosciuszko Squadron to help defend 
  the newly recreated nation of Poland during the 
  now forgotten Polish-Soviet War of 1920. Shot 
  down and put into a Soviet death camp, he 
  nonetheless escaped with two Polish officers and 
  walked 500 miles to neutral Latvia.      
   
  Back in America, Cooper joined forces with 
  the adventurer/cameraman Ernest B. Shoedsack 
  to create several successful documentaries. They 
  traveled the world capturing images for the 
  newly emerging film industry, encountering 
  pygmies in Polynesia, mounted knights in 
  Abyssinia, and pilgrims in Mecca. Yet Cooper is 
  best remembered for a horrifying nightmare he 
  had one night while in New York, during which 
  he dreamed that a giant gorilla was terrorizing 
  the city. Waking in a cold sweat, he grabbed a 
  pad of paper and began down ideas for what 
  would be one of the best-loved horror movies of 
  all time:  King Kong.  
  Background/History:  Merian Caldwell Cooper 
  was born into an affluent Jacksonville, Florida 
  family in 1893. An intelligent and precocious 
  child, at the age of six he had the dubious fortune 
  to stumble across a copy of Paul B. Du Chaillu’s 
  “Explorations and Adventures in Equatorial 
  Africa,” which initiated his fascination with 
  gorillas and caused him to want to be an 
  explorer. Yet the men in his family tended 
  toward military careers, so Merian entered the 
  U.S. Naval Academy in 1912, and was expelled 
  during his senior year in 1915 for unspecified 
  reasons (probably insubordination). He promptly 
  joined the Georgia National Guard, where he 
  served as a military reporter during the pursuit of 
  Pancho Villa in northern Mexico.  
   
  When World War One broke out, Cooper 
  joined the army as a pilot and was shot down by 
  the Germans during the Battle of St. Mihiel in 
  September 1918. In spite of suffering horrible 
  burns from flaming gasoline emitted by its 
  damaged engine, he managed to land his plane 
  in a field and was captured by the German 
  Army, who (rather civilly) took him to a 
  hospital for treatment. He sat out the rest of the 
  war in a POW camp, and was afterward 
  awarded a Distinguished Service Cross, though 
  he refused it on the grounds that all of his 
  fellow soldiers “took the same risks.” Freed 
  from military life, he somewhat bizarrely 
  traveled to Italian-occupied Vienna to track 
  down his Naval Academy Sword, which he had 
  sold on a drunken night in Annapolis some four 
  years earlier. After reacquiring the ceremonial 
  weapon, he had the good fortune to meet 
  another young American soldier named Ernest 
  B. Schoedsack, who had been smuggling Poles 
  out of Russian-occupied territories on behalf of 
  the Red Cross Relief Mission. The two formed 
  an instant friendship that was to last for the rest 
  of their lives. 
   
  Inspired by Schoedsack’s example, Cooper 
  traveled to Poland, where he enrolled for duty as 
  a Squadron Commander in the Polish Air Force. 
  Serving in the infamous Kosciuszko Squadron, 
  an anti-Bolshevik command of expatriate 
  American flyers, he almost immediately found 
  himself embroiled in another war as Ukranian 
  and Russian soldiers attacked Poland during the 
  Polish-Soviet War of 1920. During the war he 
  had a love affair with a Polish woman, who 
  eventually bore him an out-of-wedlock son (who 
  grew up to be the famous Polish author and 
  translator Macieji Slomczynski; Cooper sent 
  them money for the rest of his life). Yet he 
  wasn’t to learn of his girlfriend’s pregnancy for 
  some time, as he was once again shot down on 
  July 18th of 1920 and placed in a Soviet prison 
  camp.  
   
  When captured, Merian simply identified 
  himself as an American “mercenary” working 
  for the Polish government, as revealing his status 
  as an officer would have resulted in his 
  immediate execution. While he rotted in prison, 
  the war between the Soviets and Poles ended 
  after an Armistice of October 12th, 1920. 
  Unfortunately, the Russians viewed Cooper as an 
  American criminal rather than a prisoner of war, 
  so he remained in the camp until April 21st, 1921 
  when he escaped along with two Polish officers. 
  The three of them walked during the night and 
  hid during the day, following railroad tracks, as 
  they had no compass. This eventually began 
  hopping freight trains, where Cooper pretended 
  to be a deaf-mute as a way of covering up the 
  fact that he spoke no Russian. Starving, 
  penniless, and in constant danger of capture and 
  almost certain execution, the three men traveled 
                                                             
  artwork by Darren Bulmer 
  AUTHOR’S NOTE 
   
   
   People like Merian 
  C. Cooper always 
  make one feel terribly 
  inadequate. No matter 
  the accomplishments 
  of your life, it’s 
  unlikely you will ever 
  pack as many 
  achievements, as 
  much fame, as many 
  riches, or as even the 
  sheer level of gusto 
  into your days as he 
  did. At best, you 
  might manage 2% of 
  what you are about to 
  read – and I didn’t 
  manage to include 
  everything, either. 
  Thinking about this 
  man makes me feel a 
  bit like Julius Caesar 
  falling to his knees 
  and weeping at the 
  feet of the statue of 
  Alexander the Great 
  in Gades. When asked 
  why, he replied “Do 
  you think I have not 
  just cause to weep, 
  when I consider that 
  he at my age had 
  conquered so many 
  nations, and I have all 
  this time done nothing 
  that is memorable?” 
  ABBREVIATED 
  FILMOGRAPHY  
   
   
  Grass:  A Nation’s 
  Battle for Life 
  (1925) 
  Chang:  A Drama of 
  the Wilderness 
  (1927) 
  The Four Feathers 
  (1929) 
  Roar of the Dragon 
  (1932) 
  The Most Dangerous 
  Game (1932) 
  King Kong (1933) 
  The Monkey’s Paw 
  (1933) 
  Flying Devils (1933) 
  She (1935) 
  
  DIGITAL HERO #43 
   
  7 
  some 500 miles before managing to slip over the 
  boarder into neutral Latvia, where they were 
  shipped back to Poland. 
   
  Cooper made his way to Warsaw, where he 
  was greeted as a national hero. A statue was 
  erected in his honor and he was awarded the 
  highest Polish military decoration, the Virtuti 
  Militari, by its army’s commander-in-chief 
  President Jozef Pilsudski. Cooper left for 
  London, where he once again ran into his friend 
  Schoedsack, who was working as a freelance 
  news cameraman. The two of them discussed 
  their mutual desire to craft an epic film set in an 
  exotic locale, but neither had any money, so 
  Cooper left for New York to work as a reporter 
  for The Times. This gig didn’t last very long, 
  however, and in 1922 Cooper signed up for an 
  around-the-world ethnological expedition 
  alongside the gentleman adventurer/mariner 
  Captain Edward A. Salisbury aboard his 
  specially constructed Wisdom II. The specific 
  purpose of the voyage was to find a mysterious 
  (and nonexistent) tribe of “apelike men with 
  short tails” somewhere in Southeast Asia, but in 
  reality Salisbury hoped to gather data on a wide 
  variety of fantastic and obscure cultures. Copper 
  was hired on as the expedition’s writer, and he 
  quickly suggested his old friend Ernest 
  Schoedsack as its cinematographer. Captain 
  Salisbury agreed, and they set out on an 
  intercontinental adventure that was to have a 
  permanent impact on the two men’s lives.  
   
  The expedition voyaged around the globe, 
  visiting Pygmies on Murderer’s Island, mounted 
  knights in Abyssinia, and pilgrims on the way to 
  Mecca. Unfortunately, the Wisdom II hit a rock 
  off the coast of Yemen and had to limp into port 
  in Italy. Shortly thereafter, a freak fire destroyed 
  the dry docked ship along with all of its exposed 
  but undeveloped motion picture negatives! In 
  spite of this, their adventures aboard the Wisdom 
  II convinced Cooper and Schoedsack to continue 
  their creative partnership, and they began 
  looking for a new project to work on.    
   
  Their first film, a documentary entitled 
  Grass: A Nation’s Battle For Life, followed the 
  great American journalist/spy Marguerite 
  Harrison on her search for the lost Asian 
  Bakhiari tribe. After a grueling journey, she 
  found them at their winter home on the Persian 
  Gulf. Harrison, Cooper, and Schoedsack then 
  accompanied the tribe of 50,000 people and 
  500,000 animals on a 46-day trek across the 
  legendary Zagros Mountains to the grazing lands 
  of the high mountain valleys on the edge of the 
  Central Asian Plateau. They were the first 
  westerners ever to make this trip.  
   
  Back in the United States, the film became 
  a critical success and was even seriously 
  suggested (though not nominated) for an 
  academy award. Though not a big box office 
  hit, Grass was successful enough to repay its 
  original $10,000 investment and turn a modest 
  profit, which impressed the president of the 
  Paramount-Famous Players-Lasky Corporation 
  enough to finance another Cooper-Schoedsack 
  adventure film. This turned out to be Chang: A 
  Drama of the Wilderness, a documentary that 
  Cooper described as a “melodrama with man, 
  the jungle, and wild animals as its cast.” 
  Centered on the life of Kru, a poor farmer 
  struggling to survive in Thailand, Chang 
  depicts his constant, daily battle to protect his 
  livelihood against leopards, tigers, and 
  elephants. The dangers involved in creating this 
  picture were very real. Using daring film 
  techniques, Schoedsack managed to get close-
  ups of tigers and elephant stampedes before the 
  invention of the zoom lens using heavy, hand-
  cranked cameras. Many animals were harmed in 
  the making of this film, which climaxes with 
  Kru’s house being destroyed by a rampaging 
  elephant.  
   
  Chang was both a critical and financial 
  success. It was even nominated for the Academy 
  Award for Unique and Artistic Production (the 
  only one ever presented) in 1929. Paramount was 
  pleased with the film and asked the Cooper-
  Schoedsack team to create another movie for 
  them. Wanting to try something new, they 
  headed to Africa to film a dramatic adaptation of 
  A. E. W. Mason’s The Four Feathers (there have 
  been a total of seven versions filmed over the 
  years). Unlike their previous films, this 
  production brought along a large professional 
  cast as well as the usual assortment of assistant 
  directors, editors, accountants, and so forth, 
  which slowed the creative duo down somewhat. 
  However, at considerable cost to (animal) life 
  and extreme risk to limb (their own), they 
  managed to film a variety of fantastic shots 
  including an angry horde of baboons swarming 
  over a bridge (which collapses), a stampeding 
  herd of hippopotami, and a full-scale battle 
  between natives and the British army.  
   
  The film opened in New York in 1929 and 
  did fairly well in spite of the fact it was one of 
  the last silent films. However, Cooper and 
  Schoedsack were unhappy with the results, 
  which had been extensively reedited by the 
  studio. Cooper took a three-year hiatus from 
  filmmaking to help found Pan American World 
  Airways, during which Schoedsack directed the 
  1931 hunting films Rango and The Most 
  Dangerous Game. During this period Cooper 
  was involved in a daring rescue attempt when his 
  friend Varick Frissell, arctic explorer and 
  cinematographer, vanished after his ship Viking 
  blew up off the coast of northern Newfoundland. 
  Within 48 hours of the accident, Cooper had 
  refitted an amphibian plane for arctic travel, 
  filled it with emergency gear, and set out from 
  The Last Days of 
  Pompeii (1935) 
  Dr. Cyclops (1940) 
  Mighty Joe Young 
  (1949) 
  Rio Grande (1950) 
  The Quiet Man 
  (1952) 
  The Searchers (1956)
  ERNEST B. 
  SHOEDSACK 
   
   
   Cooper’s “partner 
  in crime” was the 
  adventurer-
  cinematographer 
  Ernest B. Schoedsack, 
  who is probably best 
  remembered today as 
  the co-director of 
  King Kong. 
  Schoedsack also was 
  a WWI veteran who 
  volunteered to fight 
  the Bolsheviks on 
  behalf of Poland. As 
  part of the Red Cross 
  Relief Mission, he 
  was instrumental in 
  smuggling Poles out 
  of Russian-occupied 
  territory after the Red 
  Army invaded in 
  1919. He later 
  accompanied Cooper 
  on his adventures in 
  Africa, Persia, and 
  Thailand. Besides 
  helping with the 
  creation of King Kong 
  and The Four 
  Feathers, he directed 
  many inventive and 
  imaginative pictures 
  including Rango 
  (1931), The Last Days 
  of Pompeii (1935), 
  Dr. Cyclops (1940), 
  and Mighty Joe Young
  (1949). Later in life, 
  he was instrumental 
  along with Cooper in 
  creating both 
  Technicolor and the 
  pre-IMAX big screen 
  technology Cinerama. 
  
  DIGITAL HERO #43 
   
  8 
  Boston in search of his friend. Unfortunately, no 
  trace of Frissell was ever found. 
   
  In 1933 Cooper returned to Hollywood to 
  help RKO Pictures with some financial and 
  production problems. In return, RKO agreed to 
  produce a new movie concept that he and 
  Schoedsack had been working on involving a 
  giant gorilla created using stop-motion film 
  techniques. For the heroine of this story, the two 
  selected their friend Fay Wray, who had 
  previously starred in The Four Feathers and The 
  Most Dangerous Game. Along with the special 
  effects pioneer Willis O’Brien, they set about 
  creating one of the greatest movies of all time:  
  the often imitated but never equaled King Kong. 
  To this day it still ranks as #43 on the American 
  Film Institute’s list of Top-100 American movies 
  and its “star,” the great King Kong himself, is 
  #30 on Premiere Magazine’s 100 Greatest Movie 
  Characters of All Time. The film is so significant 
  and iconic that its impact on not only the world 
  of film, but on American society itself, cannot be 
  overemphasized. It made possible Hollywood’s 
  Golden Age:  movies were just the thing to take 
  one’s mind of economic tribulation and a 
  looming world war. It saved RKO from 
  bankruptcy and propelled Cooper to (even 
  greater) fortune.                   
   
  Unfortunately, Cooper had a heart attack in 
  late 1933; thereafter he mostly relegated himself 
  to the production side of filmmaking (though he 
  still wrote and, upon occasion, directed). More 
  positively, in the same year he married the 
  fantastically gorgeous starlet Dorothy Jordan, a 
  close friend of Fay Wray’s. He also launched 
  himself into the creation of such groundbreaking 
  technologies as Technicolor and the breathtaking 
  (but sadly short-lived) wide screen technique as 
  Cinerama.  
   
  In 1940 Cooper went back into uniform. 
  Initially assigned to General Spaatz’s air force 
  staff, he quickly grew bored and went to Asia to 
  help set up a flying supply route from India into 
  China. Not satisfied with being on the periphery 
  of the action, he flew into Chun King and 
  became a member of the Flying Tigers, acting 
  as their Chief of Staff as well as flying 
  numerous combat missions. After briefly 
  returning to Washington, Cooper was field 
  promoted to Brigadier General by MacArthur. 
  He became Chief of Staff of the Far East Air 
  Forces, and was aboard the battleship Missouri 
  for the Japanese surrender in 1945.  
   
  After the Second World War, Merian 
  Cooper returned once again to filmmaking. He 
  helped to found Argosy Pictures and, in 1952, he 
  received an honorary Oscar “for his many 
  innovations and contributions to the art of 
  motion pictures.” He has a star on the 
  Hollywood Walk of Fame (though his name is 
  misspelled). His film legacy as a producer 
  includes more than 60 films, including the epic 
  The Last Days of Pompeii and the sci-fi thriller 
  Dr. Cyclops. He also worked with the infamous 
  team of director John Ford and actor John 
  Wayne on such films as Stagecoach, Rio 
  Grande, and The Searchers. To this day he is 
  considered one of the great American producers 
  of Westerns. Working 12 to 14 hours a day in the 
  movie business until almost the final day of his 
  life, he died in 1973 at the age of 80.     
   
  Personality/Motivation:  Merian Cooper is a 
  “doer,” an adventurer by temperament with a 
  seemingly inexhaustible reserve of energy and 
  vitality. Fictional director Carl Denham, the 
  charismatic anti-hero protagonist of King Kong, 
  is loosely based on Cooper and it shows in the 
  character’s utter determination to craft the 
  ultimate jungle action film. When Cooper wants 
  something big to happen -- whether it’s 
  defending Poland from Bolsheviks, sneaking into 
  Mecca, creating the ultimate monster film, or 
  creating an expatriate air force for China – it 
  generally happens. A bit foolhardy at times (as 
  evidenced by his numerous stays in POW camps 
  and his willingness to adventure with the likes of 
  Captain Salisbury), he is nevertheless an 
  extraordinarily capable man and always seems to 
  find a way out of the scrapes that he lands 
  himself in. As has been noted by his friends and 
  associates (see sidebar), he is also brave beyond 
  belief and completely loyal to his comrades.  
   
  Perhaps due to his experiences fighting the 
  Russians during the Polish-Soviet War of 1920, 
  Cooper is fiercely anti-Bolshevik; or, perhaps 
  more accurately, he is utterly against 
  totalitarianism in all of its various forms. His 
  dedication to democracy, personal liberty, and 
  the highest embodiment of the American ideal is 
  so total that it even motivates much of his 
  continuing interest in aviation. Cooper is 
  convinced (completely correctly) that in any 
  future war air power will play a pivotal role, and 
  sees the creation of a strong civilian aviation 
  program as a vital source of potential pilots for 
  the military. A political conservative of the non-
  religious variety, later in his life he will work 
  closely with the controversial Lt. General Claire 
  Lee Chennault (founder of the Flying Tigers and, 
  later, Air America) and support the ferociously 
  anti-communist libertarian/conservative Barry 
  Goldwater for president. Yet it would be unfair 
  classify Cooper by his political views when his 
  other defining characteristics – passion for 
  adventure, an insistence on going where no 
  American had gone before, an imagination that 
  allowed him to bring to the big screen images of 
  things people had never seen, a determination to 
  get the job done and do it right, and a fierce 
  loyalty to friends and associates – are so much 
  more important. 
  BOOKS BY 
  MERIAN C. 
  COOPER 
   
   
  Under the White 
  Eagle (?)  
  The Sea Gypsy 
  (1924) 
  Grass (1925) 
  Things Men Die For 
  (1927) 
  King Kong (1932) 
  MERIAN C. 
  COOPER QUOTES 
   
   
   “He was the kind of 
  guy that would read 
  something about a 
  new kind of car, an 
  airplane… and 
  everything he read 
  about he wanted to try 
  or do. People 
  sometimes thought he 
  was crazy because he 
  was always doing 
  different things.” — 
  Rich Correll, director  
   “He was an 
  amazing character. He 
  was incredibly 
  courageous and 
  incredibly honorable.”
  – Peter Jackson, 
  director  
   “Flying and 
  fighting, it seemed the 
  entire day, he seemed 
  to be absolutely 
  tireless and fearless. 
  The hotter it was the 
  better he liked it. He 
  is already the hero of 
  this city and if he 
  keeps on at the rate he 
  is going, he will 
  surely become one of 
  Poland’s national 
  heroes.” – Colonel 
  C.E. Fauntleroy, 
  Kosciusko Squadron  
   “He was disdainful 
  of all the refinements 
  of life which were 
  ‘soft’ in his opinion. 
  Stubborn as a mule,  
   
  
  DIGITAL HERO #43 
   
  9 
  Quote:  “Fay, you’re going to have the tallest, 
  darkest leading man in Hollywood!”   
   
  Powers/Tactics:  First and foremost, Merian C. 
  Cooper is a soldier (or a military aviator, to be 
  more specific) and visionary filmmaker. Almost 
  all of his other abilities are related to, or are 
  useful in the service of, these two professions. 
  He has traveled extensively on four continents 
  (plus the Middle East), speaks six languages, and 
  is a skilled pilot. Although he only briefly served 
  as a foot soldier, Cooper “knows his way around 
  a rifle,” though he greatly prefers talking his way 
  out of danger to shooting his way out of it. In 
  many respect, talking is what Cooper is best at:  
  his convincing, persuasive demeanor and likable, 
  masculine charisma have charmed people as 
  diverse as European presidents, African tribal 
  chieftains, and movie studio executives. He is 
  also rather inexplicably lucky (reflected by the 
  Power Luck and Talent Combat Luck)       
   
  Cooper has his own chart system for playing 
  the stock market (mainly using aviation specific 
  mutual funds), and does quite well with it… 
  from time to time. His fortunes vary anywhere 
  from “impoverished” to “very wealthy” 
  depending on what project he is working on at 
  the moment and how much energy he has had 
  time to put into charming investors (the GM 
  should decide how wealthy Cooper is at any 
  given point). It scarcely matters how much 
  money he has in his pocket or bank account, 
  however, as Merian is a past master of talking 
  people and institutions into extending him credit. 
  One can hardly blame them, as most of his 
  schemes actually do pay off in the end.   
   
  Campaign Use:  While men like Merian C. 
  Cooper aren’t common in the pages of history, 
  he could be considered the epitome of a 
  generation whose like America shall not see 
  again. Born late in the 19th Century during a time 
  of great prosperity, they fought bravely in two 
  world wars, guided us through the Great 
  Depression, and distinguished themselves in 
  countless peacetime activities as well. Still, most 
  of us are too mundane, too lazy, and too 
  unimaginative to be Merian C. Coopers – and 
  that goes for our ancestors as well. In many 
  ways, this real life hero can be thought of as an 
  example of the “ultimate” Pulp Hero character:   
  whatever qualities you imagine such a person 
  might have, he probably has them in spades. It 
  could even be convincingly argued that Cooper 
  personally helped inspire the sorts of characters 
  one finds in the old pulp magazine stories -- not 
  only by living the sort of life he did, but by 
  crafting classic 1930s film characters like the 
  ones found in The Four Feathers and King 
  Kong. In an era of economic uncertainty, social 
  decline, and looming worldwide conflict, a 
  dashing, optimistic, and resourceful figure like 
  Merian Cooper would almost certainly have 
  served as a source of inspiration for the sorts of 
  grubby starving authors whose works are 
  commonly found on the pages of Thrilling 
  Mystery and Phantom Detective.      
   
  Cooper is eminently suitable as a Pulp 
  Hero PC, NPC, or as a template for an 
  adventurer-filmmaker character based on either 
  himself or Carl Denham (which, I suppose, is 
  kind of redundant). As an NPC, the adventurer-
  filmmaker is an excellent plot device for getting 
  PCs into trouble by transporting them to remote 
  and exotic locations where all sorts of 
  unexpected things can happen. Nor is his 
  usefulness as a storytelling “McGuffin” 
  restricted to the Pulp Genre; it works equally 
  well in games set in the world of Champions, 
  Danger International, Ninja Hero, or even Star 
  Hero, where the “exotic location” can be 
  another planet!     
   
  Appearance:  A tall, good-looking man with 
  wavy brown hair, in his day-to-day life Merian 
  Cooper invariably wears grey flannel pants, a 
  brown tweed coat, black tie, and carries a pipe 
  and tin of Prince Albert tobacco with him 
  wherever he goes. His wardrobe is seemingly 
  comprised of an endless number of nearly 
  identical combinations of these items (pants, 
  coat, tie, and pipe). He has a tendency to leave 
  behind his pipes when he sets them down, so he 
  carries a half-dozen of them in his jacket at any 
  given time. 
   
  While adventuring, Cooper tends to wear a 
  mixture of aviation and safari type clothing:  
  wool-lined leather jackets, pith helmets, knee-
  high leather boots, and the like. He also owns a 
  selection of custom Turkish meerschaum 
  “traveling” pipes carved into the likenesses of 
  wild animals, sea monsters, and men’s heads. He 
  is far more careful about where he leaves these, 
  however, and seldom loses them.    
  BIBLIOGRAPHY 
   
   
  Books and Articles 
  Agee, James, Technicolor, Fortune Magazine, 
  October 1934 Issue  
  Brin, David (editor), King Kong Is Back!, 2005, 
  Benbella Books, Inc  
  Cisek, Janusz, Kosciuszko, We Are Here!, 2002, 
  McFarland & Company   
  Curtis, Edward P., Merian C. Cooper:  Legend, 
  Hero and Friend, International Federation of 
  Film Archives, 2003 Issue (reprint)   
  Vaz, Mark, Living Dangerously: The Adventures 
  of Merian C. Cooper, Creator of King Kong, 
  2005, Villard  
  Internet  
  www.wikepedia.com  
  www.allmovie.com 
  moody, quick 
  tempered but 
  generous and loyal to 
  the point of 
  fanaticism, he was 
  forever striving for 
  startling climaxes and 
  sharp contrasts, with a 
  flair for the bizarre 
  and unusual and a 
  vivid imagination.” 
  — Marguerite 
  Harrison, adventurer 
  and spy 
   “Merian Cooper 
  was a fascinating 
  combination of high 
  imagination, an 
  implicitly rebellious 
  nature, a political 
  conservative, and 
  intellect, an 
  adventurer, and a 
  visionary.” — Fay 
  Wray, actress 
   “He was just 
  splendid in the most 
  difficult situations, 
  full of enthusiasm, a 
  born hero, energetic, 
  plucky beyond all 
  imagination, noble-
  minded, idealistic and 
  at the same time very 
  practical and endowed
  with an excellent 
  sharp political 
  judgment. He will be 
  ever for me one of the 
  persons I love and 
  admire most.” — 
  Count Pininski, 
  Governor General of 
  Galicia   
   
   
  
  DIGITAL HERO #43 
   
  10 
  Merian C. Cooper 
  MERIAN C. 
  COOPER PLOT 
  SEEDS  
   
   
   Return to Skull 
  Island:  As 
  everybody “in the 
  know” are aware, 
  King Kong for the 
  most part wasn’t 
  filmed using stop-
  motion animation. 
  Skull Island is a real 
  place, King Kong a 
  real creature, and 
  special effects were 
  only used for the 
  sequences that take 
  place in New York 
  City. Now Cooper 
  wants to return to 
  Skull Island to create 
  a sequel to his smash 
  hit, and hires the PCs 
  to help him 
  accomplish his goal. 
  However, when the 
  group reaches the 
  island, things are not 
  as Cooper left 
  them…. 
   The Lost Valley:  
  Cooper has caught 
  wind of a yet another 
  unexplored and exotic 
  location, this time 
  located deep within 
  the heart of 
  Antarctica. According 
  to the unpublished 
  journal of a vanished 
  Scandinavian 
  explorer, a 
  volcanically heated 
  valley filled with 
  living dinosaurs lies 
  at the center of the 
  frozen continent, its 
  existence hidden from 
  the outside world by a 
  continual bank of fog. 
  The PCs are (perhaps 
  once again) hired to 
  help him locate, 
  explore, and film in 
  this “lost valley.” 
  Unfortunately, the  
  
  DIGITAL HERO #43 
   
  11
  Merian C. Cooper 
   Val Char Cost Roll Notes 
   13 STR 
  3 12- 150 kg; HTH 2½d6 [1] 
   16 DEX 
  18 12- OCV:  5/DCV:  5 
   13 CON 
  6 12-  
   11 BODY 
  2 11-  
   15 INT 
  5 12- PER Roll:  12- 
   14 EGO 
  8 12- ECV:  5 
   24 PRE 
  4 14- PRE Attack:  4½d6 
   12 COM 
  1 11-  
   
   
  3 PD 
  0 
   Total:  9 PD (6 rPD) 
   
  3 ED 
  0 
   Total:  9 ED (6 rED) 
   
  4 SPD 
  14 
   Phases:  3, 6, 9, 12 
   
  6 REC 
  0 
   
   26 END 
  0 
   
   25 STUN 
  0 
   
  Total Characteristic Cost:  61 
  Movement: Running: 
  6”/12” 
   
   
  Leaping: 
  2”/4” 
   
   
  Swimming: 2”/4” 
  Cost Powers 
  END 
   
  5 Seen It All:  +10 PRE; Only to Resist 
  Presence Attacks (-1) 
  0 
   10 Lucky Devil:  Luck 2d6 
  0 
   
   Perks 
   
  2 Reputation:  Adventuring Filmmaker 
  (Large Group) 11-, +1/+1d6 
   
   Talents 
   12 Combat Luck 
   
   Skills 
   
  3 Aerobatics 12- 
   
  3 Combat Piloting 12- 
   
  3 Conversation 14- 
   
  3 High Society 14- 
   
  3 Mechanics 12- 
   
  3 Navigation (Air, Land) 12- 
   
  3 Oratory 14- 
   
  3 Persuasion 14- 
   
  4 TF:  Common Motorized Ground 
  Vehicles, Camels, Equines, Small Planes 
   
  3 WF:  Small Arms, Vehicle Weapons 
   
  3 Jack of All Trades 
   
  2 1) PS: Author 12- 
   
  2 2) PS: Corporate Executive 14- 
   
  2 3) PS: Director 12- 
   
  2 4) PS: Film Producer 14- 
   
  2 5) PS: Soldier 12- 
   
  3 Linguist 
   
  1 1) Language:  French (Conversation) 
   
  1 2) Language:  Mandarin (Conversation) 
   
  1 3) Language:  Persian (Conversation) 
   
  2 4) Language:  Polish (Fluent, Literate) 
   
  1 5) Language:  Thai (Conversation) 
   
  0 6) Language:  English (Native, Literate) 
   
  3 Traveler 
   
  2 1) AK: Asia 12- 
   
  2 2) AK: Europe 12- 
   
  2 3) AK: Middle East 12- 
   
  2 4) AK: North Africa 12- 
   
  2 5) AK: North America 12- 
   
  2 6) CK: Hollywood 12- 
   
  2 7) CuK: Hollywood Culture 12- 
  Total Powers & Skill Cost:  99 
  Total Cost:  160 
   75+ Disadvantages 
   10 Dependence:  High Quality Pipe 
  Tobacco (Weakness, per Hour) 
   
  5 Physical Limitation:  Bad Heart 
  (Infrequently, Slightly Impairing) 
   25 Psychological Limitation:  Compulsive 
  and Enthusiastic Adventurer (Very 
  Common, Total) 
   15 Psychological Limitation:  Fiercely Anti-
  Communist (Common, Strong) 
   
  5 Rivalry:  Other Hollywood Producers 
  and Directors (Professional, As Pow, 
  Seek to Outdo, Rivals Aware) 
   15 Social Limitation:  Subject to Orders (as 
  Soldier or Director) (Frequently, Major) 
   10 Experience Points 
  Total Disadvantage Points:  160 
   
  Nazis have also 
  obtained a copy of the 
  manuscript, and see 
  the valley as an 
  excellent location for 
  a military base. 
   Cooper 
  Vanishes… With 
  Our Money!:  
  Merian Cooper has 
  vanished along with 
  his entire crew while 
  working on a new, 
  unnamed motion 
  picture somewhere in 
  Tibet. More worried 
  about their investment 
  in the film than 
  anything else, 
  executives at 
  Paramount Pictures 
  hire the PCs to track 
  down Cooper, 
  rescuing him if need 
  be, and (most 
  importantly) return 
  any footage he has 
  taken to Hollywood. 
  Their only clue: 
  Cooper claims to have 
  learned the location of 
  the mythical city of 
  Shambhala! 
   
  
  DIGITAL HERO #43 
   
  12 
  First-Person Shooter HERO by Michael Surbrook 
   
  “Come on! Come on! Come and get it, 
  baby! Come on! Let’s go, yeah, come 
  on! Come on! Come and get it you 
  bastards! Come on, you too! Oh, you 
  want some of this?” — Hudson, Aliens 
  An Introduction to the First-
  Person Shooter 
   
  A long time ago, back in the days of the 
  Apple II computer, there was a game called 
  Castle Wolfenstein. It was a typical game for the 
  day, with our hero, an Allied soldier, held 
  prisoner by the Nazis, trying to escape from the 
  maze-like rooms of Castle Wolfenstein. It was a 
  lot of fun and very popular (at my high school at 
  least). However, the game hasn’t aged well and 
  the top-down view of the rooms, combined with 
  the side-scrolling method of character movement 
  should give you an idea of the primitive state of 
  computer graphics of the time. That said, Castle 
  Wolfenstein is notable for one achievement:  it is 
  the grandfather of the first-person shooter 
  computer game genre. 
   
  A little over ten years after Castle 
  Wolfenstein was released, id Software came out 
  with a game titled Wolfenstein 3D. It had much 
  the same plot as the first game, in which the 
  character of William ‘B.J.’ Blazkowicz tries to 
  escape from the infamous Castle Wolfenstein, 
  defeating various enemies and bosses, while 
  trying to gather up valuable plans and maps. 
   
  While a huge success, and directly 
  responsible for the popularity of the ongoing 
  first-person shooter craze in computer games, 
  Wolfenstein 3D had issues. For example, all 
  rooms were made up of various combinations of 
  10’x10’ squares, with no variation in room or 
  hall width, height or lighting. Enemies had only 
  one side, so you couldn’t get behind them, and 
  the sound effects were fairly basic. Then came id 
  Software’s next offering…. 
   
  Doom arrived a year after Wolfenstein 3D 
  and instantly was a hit. It had many features 
  Wolfenstein 3D lacked, including ambient light 
  and sound, variable height ceilings, moving 
  objects (such as floors and lifts), and far better 
  sprite animation. Soon after, id Software released 
  Doom II, then, in the mid-1990s, started a new 
  line with the release of Quake and then Quake II. 
  Other companies followed suit, presenting such 
  well-known games as Marathon (the first 
  Macintosh first-person shooter), Duke Nukem 
  3D, Half-Life, and Unreal Tournament. These 
  days, high-speed Internet connections have made 
  possible multiplayer first-person shooters, such 
  as Rainbow Six, Ghost Recon, Counter-Strike, 
  Battlefield 1942, and Battlefield Vietnam. 
   
  As the games evolved, so did the game play. 
  The first first-person shooters (a.k.a. “FPS”) 
  were simple “kill or be killed” games, where the 
  player shot anything that moved and collected 
  whatever weapons and gear he found laying 
  around. Later games added more elaborate plots 
  and required the player to accomplish specific 
  objectives. Modern FPS games, especially 
  multiplayer ones, may have tactical requirements 
  outlined at the start of play, with success or 
  failure based not on body counts, but on 
  achieving specific goals. One can also divide the 
  FPS genre into two broad groups:  action-
  adventure games and simulation games. An 
  action-adventure FPS concentrates more on 
  combat, with simplified game objectives, 
  fantastic enemies, and outlandish weapons. A 
  simulation FPS usually tries to present a realistic 
  environment, as well as realistic weapons and 
  weapon behavior. Good examples of an action-
  adventure FPS would be Doom, Duke Nukem 
  3D, or Quake II. A simulation FPS would be 
  Battlefield 1942, Counter-Strike, or Ghost 
  Recon. 
  Why Should I Play FPS Hero? 
   
  You may wonder why anyone might want 
  to play a tabletop version of something you can 
  already play on your computer. Well, for 
  starters, one doesn’t need a computer to play 
  FPS Hero, especially one of the high-end 
  tricked-out game machines made by such 
  companies as AlienWare. You also don’t have 
  to be any good at computer games to be able to 
  play in a FPS Hero session, not to mention the 
  ease of tabletop group play as opposed to 
  networked computer play.  
   
  Technical reasons aside, the idea of creating 
  and running a FPS scenario (or short campaign) 
  has a number of advantages for both players and 
  GMs. For starters, there is virtually no backstory 
  needed beyond the basic of outlines, and there is 
  no need for elaborate timelines or histories. The 
  players are usually given a direct and upfront 
  scenario – escape from the POW camp, close the 
  extra-dimensional demon gate, invade the enemy 
  planet, and so on. Extraneous details are ignored, 
  since they have no bearing on the adventure at 
  hand. Another advantage is the limited play area. 
  The players aren’t given a whole world, country, 
  or even city to explore, but have a much more 
  limited area to deal with – such as a castle, a 
  starport, or a research lab. Finally, most FPS 
  settings have very clear objectives – get this 
                                                             
  artwork by DT Butchino 
  RESOURCES 
   
   
   The basic idea for 
  this article came from 
  repeated playings of 
  Doom, Doom II, 
  Quake, Quake II, and 
  Return to Castle 
  Wolfenstein. In 
  addition, some ideas 
  came from hearing 
  Mark Doherty’s 
  stories about 
  Marathon Hero 
  deathmatches and the 
  mayhem that resulted. 
  If you wish to find out 
  more about different 
  First-Person Shooters, 
  I recommend visiting 
  the First-Person 
  Shooter section of 
  Wikipedia 
  (http://en.wikipedia.or
  g/wiki/First_person_s
  hooter). For more on 
  combining First-
  person Shooters and 
  the HERO System, I 
  recommend the 
  DOOMED HERO 
  website 
  (http://surbrook.dever
  more.net/doomedhero
  /doomhero.html). 
  Other sources include 
  the following games 
  and products: 
  BOOKS 
   
   
  • Dark Champions 
  • Gadgets and Gear
  • HERO System 
  Bestiary 
  • HERO System 
  Asian Bestiary 
  Volumes 1 & 2  
  • Monsters, 
  Minions, and 
  Marauders 
  • Spacer’s Toolkit 
  GAMES 
   
   
  • Frag (Steve 
  Jackson Games)
   
  
  DIGITAL HERO #43 
   
  13
  object, turn off that device, kill everything you 
  see – making player motivation easy and 
  understandable. 
   
  Of course, some of these advantages can 
  work against the setting as well. While a limited 
  play area might be a boon to the GM, the players 
  may feel artificially constrained by not being 
  able to get to things they can see, or finding all 
  presumed exits blocked or inaccessible. Also, the 
  nature of any FPS usually means minimal 
  roleplaying, as most NPCs the players meet are 
  going to be enemies, who aren’t going to be 
  interested in talking to the heroes (unless you 
  count shooting at them). And, of course, there’s 
  the “shooter” part of the term “FPS.” Your 
  typical FPS game is going to have a lot of 
  combat, and may feel more like a war game than 
  a roleplaying game to the players, especially if 
  the GM emphasizes the use of maps and 
  mapping. 
   
  Naturally, there are ways to keep your FPS 
  campaign/scenario from looking like a tabletop 
  video game (unless this is your objective from 
  the start). The trick is to work with the benefits 
  inherent in the somewhat simplistic FPS 
  approach but avoid the arbitrary constraints of 
  your average video game. Probably the most 
  important thing you (as GM) need to do is to 
  create a location and scenario that will 
  emphasize the use of skills and problem solving. 
  For example, if the setting is a wrecked research 
  lab, characters may need to use Climbing to scale 
  an elevator shaft, Electronics to rewire a 
  damaged generator, Mechanics to get a pump 
  going, Demolitions to blow out a door, Systems 
  Operations to get some remote sensors online, 
  and Computer Programming to extract important 
  data from the lab’s mainframe (naturally, The 
  Ultimate Skill is the perfect source book for this 
  sort of thing). It also helps if the PCs have clear 
  mission objectives – such as find and retrieve a 
  missing code book, locate a control room and 
  use it to open a specific door, or locate and 
  deactivate a communications device. This should 
  help to push your FPS scenario out of the realm 
  of “dungeon crawl” and into more of a Dark 
  Champions “special forces” type of adventure. 
  Basic Campaign Elements  
   
  It almost goes without saying that the most 
  basic (and obvious) element of an FPS scenario 
  is something to shoot at. The PCs should be 
  faced with a variety of enemies, of varying 
  toughness and skill, armed with a selection of 
  weapons (or other ranged attacks). In classic FPS 
  fashion, these enemies usually can be divided 
  into four basic groups:  grunts, mid-level threats, 
  high-level threats, and bosses. Grunts are the 
  most basic and common foe. Armed with simple 
  attacks, they have strength in numbers and tend 
  to go down easily when hit. Mid-level threats are 
  a little tougher, sometimes a little bigger, and 
  may have several different attacks, such as a 
  ranged weapon and one for hand-to-hand use. 
  High-level threats are some of the toughest foes 
  the PCs will face. They are usually large, heavily 
  armed and armored, and can take a lot of 
  punishment (as well as dish it out). Bosses are 
  the rarest of FPS encounters, and normally are 
  found guarding a specific location or juncture in 
  the adventure. They are often capable of killing a 
  PC in a single shot and shrugging off all but the 
  most powerful attacks the PCs have access to. 
   
  Along with things to shoot at, the PCs need 
  things to shoot with. Depending on the setting of 
  your FPS game, the PCs may have access to real 
  world weapons, such as Colt M1911 pistols, MP-
  40 sub-machineguns, M-16 rifles, or M-60 
  machineguns; or they may use completely 
  fictional weapons, such as plasma cannons, 
  energy grenades, ion rifles, and shuriken guns. In 
  any case, each weapon should have its 
  advantages and disadvantages. The obvious 
  advantage for most weapons is damage; the 
  bigger guns do more damage to the target. Some 
  weapons may be autofire, some may be accurate 
  over longer ranges, some may be silenced, some 
  may have explosive ordinance, and so on. In 
  addition, some weapons often prove to be more 
  effective against certain foes than other ones do, 
  giving the PCs some tactical choices when 
  dealing with the enemy. 
   
  Finally, an FPS scenario needs terrain. One 
  of the things that made the early First-Person 
  games so popular was the use of perspective, 
  variable lighting, shadows, and sound. More 
  modern First-Person games allow PCs to climb 
  up (or down) objects, crouch under low-spots, 
  leap over obstacles, or engage enemies on 
  various elevations. While city streets might be 
  fine for superhero fights, FPS combats tend to be 
  in cramped corridors, dimly lit rooms, and 
  warehouses filled with crates and overhead 
  gantries. 
  Designing a Scenario/Campaign 
   
  When building your own First-Person 
  Shooter adventure, you need to determine several 
  things, the most important being:  What is the 
  basic plot? While it may sound absurd on the 
  outset – all adventures need plots, after all – 
  defining your FPS plot will often allow you to 
  also define many other factors at the same time. 
  For example, if your basic plot is “escape from 
  the alien-controlled prison ship” then you’ve 
  already defined your setting (a prison ship), your 
  technology level (fairly high), and your time 
  frame (one presumes the future). In addition, 
  based on the plot description, the PCs can be 
  humans or aliens, while their foes may be other 
  prisoners, alien guards, or robotic sentinels. 
  COMPUTER 
  GAMES 
   
   
  • Doom 
  • Doom II 
  • Doom III 
  • Duke Nukem 
  • Half Life 
  • Half Life II 
  • Quake 
  • Quake II 
  • Quake III 
  • Quake IV 
  • Return To Castle 
  Wolfenstein 
  • Space Hulk 
  • Unreal 
  Tournament 
   
  (and so on….) 
   
   
  
  DIGITAL HERO #43 
   
  14 
   
  Along with the plot, you also need to 
  determine the PCs’ objectives. Why are they 
  being sent into an enemy controlled area? What 
  is in there that the heroes need? In the prison 
  ship example their objectives are fairly simple – 
  escape. But that doesn’t have to be all. Perhaps 
  the PCs need to find a specific data file before 
  escaping. Maybe they need to rescue a certain 
  prisoner or prisoners. Or, they aren’t on a prison 
  ship per se, but are in the detention block of an 
  alien military ship, and need to activate the 
  ship’s self-destruct to stop any pursuit once they 
  escape. Creating an objective (or series of 
  objectives) helps make the FPS adventure more 
  than just “shooting things,” and gives the players 
  a chance to actually do something, leading to a 
  sense of accomplishment. Once they’ve 
  completed their objective, you can then introduce 
  a sense of urgency as they try to escape the area 
  as quickly as possible while enemies close in all 
  around them or the timer counts down on the 
  self-destruct device (this works well if the PCs 
  have been sent out to acquire an object and 
  return with it). 
   
  Probably the single most important decision 
  you can make is location. While your plot will 
  often define parts of your setting for you, 
  selecting the proper location will bring it all 
  home. The fun part of an FPS scenario is that 
  you can set it anywhere:  a castle in Nazi-
  controlled Germany, a shopping mall, a secret 
  government lab, a ruined complex on an alien 
  planet, a military base on Mars – the possibilities 
  are endless.  
   
  Determining the location will also enable to 
  you make certain decisions about the overall 
  setting as well, such as tech level. An adventure 
  set in the aforementioned Nazi-controlled castle 
  would feature a lot of World War II-era 
  technology, perhaps with a little German “weird 
  science” thrown in. Move the location to a 
  military base on Mars, and you can include vac 
  suits, laser rifles, and personal data recorders; 
  while the shopping mall results in such mundane 
  equipment as shotguns, hunting rifles, and wood 
  axes. 
   
  Now that you know what the PCs are doing 
  and where they are doing it, your next question 
  is:  “Who is doing it?” Are the PCs going to be a 
  mix of character types, or are they going to be all 
  members of the military? If the latter, you can 
  easily have each PC be a specialist, with one 
  responsible for communications, another 
  experienced in demolitions, another as a sniper, 
  another a driver/mechanic, and so on. If the PCs 
  are more mixed, you might end up with a nerdy 
  computer programmer, a beautiful female 
  scientist, a brawny jock, and… well, you get the 
  idea. 
   
  Military PCs work well if the characters 
  (and the scenario) are military in nature, such as 
  planetary invasions or assaults on a static 
  objective. The “mixed-bag” team of characters is 
  better suited for those scenarios in which the PCs 
  have no control of how they ended up in the FPS 
  setting – such as the horrible lab accident that 
  unleashes extra-dimensional demons or the 
  invasion of virus-spawned brain-eating zombies. 
   
  Speaking of zombies, we now come to the 
  last major question for your FPS scenario – 
  whom are the PCs going up against? Soldiers 
  (especially Nazis) have always been popular, as 
  are aliens and demons. Some FPS settings may 
  allow a combination – with enemy soldiers, their 
  monstrous bio-mechanical living weapons, and 
  worse yet, the ability to rebuild their own dead as 
  semi-robotic combat units. No matter who they 
  fight, the PCs normally encounter just low-end 
  grunts at first, encountering tougher and more 
  powerful enemies as they progress deeper and 
  deeper into their objective. And, of course, 
  somewhere out there is the final boss, who’s just 
  waiting for our heroes to arrive. 
  Campaign Elements to Consider 
   
  Now that you have your basic scenario idea 
  laid out, what next? Well, now comes the fun 
  part, putting it all together! 
   
  Location, Location, Location:  As stated 
  earlier, the most important decision you can 
  make about an FPS scenario is where it’s 
  located. And once you know that, you can than 
  start to pile on the set dressing. For example:  
  will everything be inside, or will there be outside 
  locations as well? (And if you’re outside, what 
  about the weather?) What about variable 
  elevations, such as catwalks, walkways, ledges, 
  cliffs, hills, and piles of rock? Is there vegetation, 
  such as trees, bushes, thick grass, or masses of 
  weeds? How about gravity? Is it a constant, or 
  might there be variable patches? And if it is 
  constant, is it Earth-normal gravity or is it lighter 
  (or heavier!)? And finally, if the locations are 
  mostly indoors, what sort of décor is there? 
  Computers, monitor screens, tables, chairs, 
  bookcases, piles of skulls, and altars to evil gods 
  all work well – so don’t forget to populate your 
  locations with all sorts of objects for PCs to 
  move, break, hide behind, and shoot at. 
   
  Anybody Gotta Light?:  When exploring a 
  demon-infested starport, one can never be too 
  sure that everything is working properly, and this 
  goes double for the lights. If the PCs are lucky, 
  most areas have a working lighting system where 
  people can see normally. If not… they may have 
  to contend with blinking and flickering lights, 
  dimly lit areas with minimal lighting, or areas of 
  near pitch darkness. GMs may want to assign 
  blanket PER Roll modifiers to areas based on the 
  available light sources. When PCs attempt to 
  interact with the environment they will need to 
  make modified PER Rolls to successfully see 
  METT-T 
   
   
   “METT-T” is an 
  United States Army 
  acronym used when 
  planning military 
  operations. It means 
  “Mission, Enemy, 
  Troops, Terrain, and 
  Time needed,” and 
  can easily be used to 
  define the game 
  aspects of any first-
  person shooter 
  scenario.  
   Mission:  What 
  you’re there to do. 
   Enemy:  Who 
  you’re likely to have 
  to fight to achieve the 
  mission. 
   Troops:  Who’s 
  coming with you and 
  what can they do. 
   Terrain:  What kind 
  of environment you’ll 
  be fighting in. 
   Time Needed:  How 
  long do you have to 
  achieve the mission. 
   A GM, it’s your 
  responsibility to give 
  the PCs this data so 
  they can plan 
  accordingly. 
  However, it’s not 
  your responsibility to 
  adhere to this data! 
  While this doesn’t 
  mean you should 
  randomly change data 
  elements, you can 
  make minor changes 
  with an eye for 
  forcing the PCs to 
  think on their feet and 
  reaction to previously 
  unknown intel. For 
  example: 
   The PCs are given 
  the Mission to 
  infiltrate and 
  neutralize an alien-
  infested research 
  station. During the 
  Mission they find 
  some survivors, such 
  
  DIGITAL HERO #43 
   
  15
  objects, read signs, work devices, or spot the 
  enemy. In the latter case, failure to make the 
  PER Roll may result in OCV minuses, increased 
  Range Modifiers, or even false positives, where 
  the PC spots a enemy that isn’t really there (and 
  better yet, fires at it!). 
   
  Water, Water, Everywhere:  In the earliest 
  FPS games, water was little more than a different 
  colored floor. As the game engines became more 
  advanced, water effects improved as well. These 
  days one can go swimming in pools of water in 
  most any FPS – although one can never be too 
  sure that the liquid one is about to jump into is 
  water! In some FPS games, your weapons will 
  work just fine underwater, while more realistic 
  games will restrict you to just a knife (or 
  something similar). Some games go even so far 
  as to make certain weapons lethal to use 
  underwater – usually due to a nasty side effect 
  where everything in a certain radius of the 
  weapon is affected by the weapon’s discharge. 
   
  When building your FPS scenario, don’t 
  forget about adding a bit of liquid environment. 
  Water is the most common, of course, found in 
  small pools, streams, fountains, and so on. Of 
  course, you don’t have to stop there; consider 
  working in rivers of lava, tanks of toxic waste, 
  tunnels half-filled with raw sewage, and vats of 
  noxious slime. Along with drowning, characters 
  who fall into these liquids need to worry about 
  corrosive effects (usually defined as 
  Continuous, Uncontrolled, Killing Attacks). Oh, 
  and it is almost required that any tank or drum 
  of chemicals is highly explosive – especially 
  when shot. 
   
  The Door Is Ajar:  The earliest FPS 
  environments were fairly static ones. You had 
  rooms, hallways, and moving doors (that slid up 
  and down) and that was about it. Modern FPS 
  games allow for a whole assortment of 
  interactive effects, including doors of all sorts – 
  they can move up into the ceiling, down into the 
  floor, sideways into the wall, drop down onto the 
  floor (and anyone foolish enough to be standing 
  in the way), or even swing in and out (but that’s 
  somewhat boring, now isn’t it?). Walkways (and 
  conveyors) may move as well, carrying people 
  and objects along to various destinations. 
  Characters may also have to contend with 
  automated devices, including guns, electric 
  fences, laser grids, crushers, and the like. Some 
  of this might be trigged by unauthorized entry 
  into an area (especially things like laser grids), 
  while other devices might have actually controls 
  somewhere (and can be used against enemy 
  forces!). 
  Sample Scenarios 
   
  Now’s the time to try and make sense of all 
  this. You want to run an FPS scenario (or short 
  campaign), and all you need is a plot seed. Read 
  on, and take your pick! 
   
  D-Day!:  The characters are part of an 
  invasion force. The target could be the beaches 
  of Omaha or Inchon, the valley of Ia Drang, an 
  enemy city or other fortification, or even an 
  entire alien planet. Characters should be well 
  equipped, with arms, armor, and other gear 
  suitable to the time and place, but there may be 
  problems forming up with the main invasion 
  force due to technical issues, enemy fire, or 
  terrain. The PCs will need to stay together, avoid 
  taking casualties, eliminate the enemy, and make 
  it to a predetermined rendezvous point. 
   
  They Want Our Women!:  The 
  character’s homeland is being invaded! The 
  attacker could be just about anything – enemy 
  soldiers (if this is a military scenario), aliens 
  from the depths of space, demons from a hellish 
  other world dimension, or zombies from the 
  local cemetery. The characters can be military, 
  police, or simply “average Joes.” They’ll need 
  to gather their forces, find weapons and other 
  gear, avoid and fight off the invaders, and 
  (hopefully) escape the immediate area in order 
  to regroup and strike back. 
   
  Houston, We Have A Problem:  Similar to 
  “They Want Our Women!,” this scenario takes 
  place at some sort of scientific research facility 
  (usually one with a strong military presence). It 
  could be located anywhere, but is often in a 
  remote area, such as deep in the mountains, the 
  American Badlands, Antarctica, or on Mars. The 
  PCs are researchers, security guards, and military 
  personal. Everything is fine at the facility (if a bit 
  creepy), until one day, something goes wrong. 
  Terribly, horribly wrong. Whatever research the 
  facility is doing (and it always seems to involve 
  teleporters, warp gates, or breaking dimensional 
  barriers) has run into a serious problem, one that 
  quickly becomes uncontrollable, resulting in 
  destruction of parts of the base, casualties among 
  base personnel, and invading swarms of Things 
  From Somewhere Else. The PCs’ goals are 
  obvious – get out alive – although shutting down 
  the experiment causing the whole problem is a 
  close second. Complications arise when 
  government forces arrive, armed with heavy 
  weapons and a universal kill order, seeking to 
  eliminate everyone and everything they find in 
  the base. 
   
  Your Mission, Should You Choose To 
  Accept It:  Similar to “D-Day!,” this scenario 
  has the PCs breaking into a facility instead of 
  trying to escape from it. As agents of the 
  government or military (usually), they are well-
  equipped for the mission at hand, and usually 
  as a scientist with the 
  information needed to 
  active the self-
  destruct device (or 
  overload the central 
  reactor) and blow up 
  the station. All of a 
  sudden, your Mission 
  has changed to 
  include escort and 
  protection. 
   The PCs know the 
  Terrain is an 
  underground facility, 
  but they suddenly find 
  a section has flooded 
  and is now 
  underwater. It is the 
  only way to go but 
  they’re not equipped 
  for underwater travel. 
  To make matters 
  worse, the Enemy has 
  no problems 
  navigating and 
  fighting in water…. 
   Or your mission is 
  to clear an area of 
  Enemy zombies. Your 
  intel describes the 
  zombies as slow and 
  easy to take down. 
  Then your team finds 
  out the zombies have 
  learned to use guns….
  SUGGESTED 
  SIGHT PER 
  MODIFIERS 
   
   
  Situation 
  Modifier
  Bright 
  +1 to +2
  Normal 
  +0
  Dim  
  -1
  Night 
  -2
  Dark 
  -4
  Pitch Black No Sight
   
   
  PER Rolls
   
   
  are possible
  Flickering  
  extra -1
   
   
  
  DIGITAL HERO #43 
   
  16 
  well-informed as to the nature of the target. 
  Stealth is a prime objective here, as are technical 
  skills (This scenario is often less “first-person-
  shooter” and more “first-person-sneaker.”). Of 
  course, odds are the alarm will be raised, and the 
  PCs will need to start shooting. Blowing up the 
  target base while escaping is an added bonus. 
   
  Death Match!:  Here, any and all 
  roleplaying aspects are set aside in favor of pure 
  combat. The PCs place themselves one at a time 
  on the map, the GM announces “Phase 12!” and 
  they have at it. For best results have the PCs 
  place themselves “blind,” meaning no one knows 
  where anyone else is going to start. Experience 
  has shown that having all (or most) of the PCs 
  start in the same small room leads to a fairly 
  short scenario. 
  First-Person Shooter Gear 
   
  Equipment, specifically weapons, is what 
  makes an FPS fun. To this day, the Chainsaw 
  (from Doom) is the classic hand-to-hand weapon, 
  while the Chaingun (first seen in Wolfenstein 
  3D) has spawned countless imitations. About the 
  only things anyone can remember from Quake 
  were the Nailgun and Super Nailgun (and the 
  boxes of ammo with NIN on them), while no one 
  can forget Doom and Doom II’s infamous BGF 
  9000 (which was upgraded to the BGF 10,000 in 
  Quake II). The game Duke Nukem featured some 
  of the strangest weapons, including a Freeze Gun 
  which froze foes solid, allowing you to destroy 
  them with a well-placed kick, and the Shrink 
  Ray, which reduced targets to just a few inches 
  tall, so you could step on them. Unreal 
  Tournament featured an alternative-firing mode 
  for most weapons, such as an energy rifle that 
  fired both beams and explosive bolts. Game 
  Masters should feel free to create their own 
  weapons for their FPS setting. They also can 
  include just about any kind of equipment they 
  desire, modified for the time period. 
  WEAPONS 
   
   
   
  Weapons put the “shooter” in “First-Person 
  Shooter.” Just about anything found in Dark 
  Champions, Fantasy Hero, Pulp Hero, or Star 
  Hero should work (depending on the setting of 
  course), although there are a few FPS staples you 
  won’t find in any HERO System sourcebook. 
  When building your own FPS weapons, treat 
  them like Champions foci – don’t worry about 
  such things as STR Minimums, or a required 
  number of hands, and leave off the Real Weapon 
  limitation, unless, of course, you’re running a 
  historically-minded campaign. 
   
  All weapons use ammunition, which is 
  either found in along the way (usually in hidden 
  caches or picked up from dead companions), or 
  from slain enemies. Most FPS games have 
  weapons draw from a set pool of ammunition, 
  although some newer games use magazines, 
  forcing the player to reload periodically. GMs 
  can require players to keep track of how much 
  and what kind of ammunition each character has, 
  as a way of increasing tension (“Do I use a 
  powerful weapon now, even though I don’t have 
  much ammo for it, or do I use a weaker weapon 
  that has a lot of ammo?”). GMs also need to 
  decide if weapons can work underwater or not, 
  depending on how “real” they want their game to 
  be. In fact, this might be the only time you would 
  use “Real Weapon” in an FPS game – to 
  represent weapons that don’t fire underwater and 
  that require reloading once the magazine runs 
  out. 
   
  Chaingun:  Found in countless FPS games, 
  chainguns are known for two things – being able 
  to hose down an area with bullets and for 
  drinking ammunition like it was water. In truth, 
  the man-portable weapons labeled as 
  “chainguns” in many FPS games aren’t chain-
  driven guns at all, but multi-barreled mini-guns, 
  similar to the one seen in the movie Predator or 
  Terminator II. While not the best weapon for 
  well-armored targets, they are perfect for 
  cleaning out squads of grunt-level opponents. 
  This version uses the Reduced Penetration 
  Limitation, coupled with a high rate of fire, to 
  simulate the large number of rounds it puts out in 
  a single burst. Borrowing some drawbacks from 
  certain FPS chainguns, this weapon takes time to 
  spin-up to firing speed, and continues to fire for 
  a short period of time once the trigger has been 
  released. 
  Chaingun:  RKA 4½d6, Autofire (10 shots, +1), 
  Increased STUN Multiplier (+¼), 500 Charges 
  (+1) (227 Active Points); OAF (-1), Extra Time 
  (Extra Segment, -½), Reduced Penetration (-¼), 
  Side Effect (fires an additional 10 shots on the 
  Segment after the initial attack ends, only 
  affects environment/others, Side Effect only 
  occurs when power is turned off, -1½) (total 
  cost: 53 points) plus +4 OCV (20 Active 
  Points); OAF (-1) (total cost:  10 points) plus 
  +4 versus Range Modifiers (12 Active Points); 
  OAF (-1) (total cost:  6 points) . Total Cost:  69 
  points. 
   
  For those who want even more mayhem, 
  you can build a chaingun as a large RKA with 
  such advantages as Area Of Effect Line (with 
  Autofire added if you’re feeling really nasty), 
  Increased STUN Multiplier, and the Conforming 
  Advantage. This combination simulates the 
  “storm of bullets” effect commonly associated 
  with multi-barreled weapons. For those who 
  really want to simulate the scene in Predator of 
  extreme jungle defoliation, make the weapon a 
  Multipower with one slot being Area Of Effect 
  Line and the other being Area Of Effect Cone. 
  SPEEDING UP 
  COMBAT 
   
   
   Want to make 
  things run faster in 
  your FPS game? Use 
  the Standard Effect 
  Rule for all weapons, 
  health kits, power 
  ups, and other such 
  items. You can also 
  use the SER to 
  simplify combat by 
  determining in 
  advance how many 
  hits are needed from a 
  certain weapon to kill 
  a certain foe. Thus, if 
  a zombie has a DEF 
  of 2 and 8 BODY, 
  and a shotgun does a 
  Standard Effect Rule 
  RKA of 7 BODY (i.e. 
  2d6+1), then you 
  know it takes two 
  shots from a shotgun 
  to put a zombie down. 
  However, this system 
  will make your game 
  seem more like a 
  computer game and 
  less like a role-
  playing game. 
   
  
  DIGITAL HERO #43 
   
  17
   
  Chainsaw:  A chainsaw is a powered 
  cutting tool in which a bladed and toothed length 
  of segmented chain (similar in appearance to a 
  bicycle chain) is driven around a metal frame by 
  a motor. Chainsaws can be powered by 
  electricity, gasoline, and in far-future settings, 
  tiny fusion power plants. They are used to cut 
  down walls, doors, barriers, trees, and in 
  accordance to numerous horror movies, zombies. 
  A semi-cinematic chainsaw is given below. It 
  has been given the Reduced Endurance 
  advantage since FPS chainsaws never seem to 
  run out of fuel, but it has a few Limitations 
  designed to make it act like a real world 
  chainsaw. Remove those, and you have a highly 
  cinematic chainsaw/chainsword. 
  Chainsaw:  HKA 1d6+1, Increased STUN 
  Multiplier (+¼), Continuous (+1), Reduced 
  Endurance (0 END, +½) (55 Active Points); 
  Activation Roll 15-, Burnout (chance varies 
  according to what is being cut through, 
  normally it is a base 15-, +0), OAF (-1), No 
  Knockback (-¼), Real Weapon (-¼). (total cost:  
  22 points) and Tunneling 1” Through 5 DEF, 
  Reduced Endurance (0 END, +½) (25 Active 
  Points); Activation Roll 15-, Burnout (chance 
  varies according to what is being cut through, 
  normally it is a base 15-, +0), OAF (-1) (total 
  cost:  11 points). Total Cost:  33 points. 
   
  Railgun:  Large and bulky, railguns use an 
  electromagnetic effect to accelerate a projectile 
  down a matched set of rails. The projectile then 
  leaves the barrel with tremendous velocity and is 
  capable of punching holes in almost any target 
  desired. Better yet, FPS railguns can fire through 
  several targets (and sometimes walls), allow the 
  PC to take out two, or even three, foes with a 
  single shot. One drawback to the railgun is the 
  delay in firing once the trigger has been pulled, 
  as well as the size of the projectile. 
  Railgun:  RKA 5d6, Area Of Effect 
  Nonselective (104” Line, +1), Penetrating 
  (+½), 30 Charges (+¼) (206 Active Points); 
  OAF (-1), Extra Time (Full Phase, -½), No 
  Range (-½) (total cost:  63 points) plus +2 OCV 
  (10 Active Points); OAF (-1) (total cost:  5 
  points). Total Cost:  68 points. 
   
  Tesla’s Electrical Death Ray:  Using 
  various electromagnetic principles discovered by 
  Nikolas Tesla, this weapon projects gouts of 
  electricity at its targets. It isn’t the most accurate 
  of weapons, as the individual bolts will jump to 
  nearby conductive surfaces, but can easily take 
  down a small group in a few moments, 
  especially since the weapon will continue to 
  discharge as long as there is power left in the 
  battery and the trigger is pressed. 
  Tesla’s Electrical Death Ray:  RKA 2d6, Area 
  Of Effect Nonselective (14” Cone, +¾), 
  Continuous (+1), 50 Charges (+¼) (90 Active 
  Points); OAF (-1), No Range (-½), No 
  Knockback (-¼). Real Cost:  33 points. 
  ARMOR 
   
   
   
  In truth, there is no right or wrong way to 
  build armor for an FPS setting. Most FPS games 
  offer some sort of armor, be it helmets, flack 
  vests, or head-to-toe high tech security wear. 
  Some games even have force fields, which give 
  extra protection against energy weapons (but 
  tend to drain precious energy cells). Typically, 
  armor comes in light, medium, and heavy 
  versions, with each one having a higher base 
  defensive value than the last. For example, if a 
  suit of light armor is 6 DEF, then medium might 
  be 8 DEF, and heavy 10. However, no matter 
  how you decide to build your FPS armor, there 
  are two constants to keep in mind:  1) armor 
  doesn’t have an activation roll, and protects you 
  from any attack from any direction; and 2) armor 
  is ablative. If you are hit, the defensive value of 
  your armor goes down. The only way to “repair” 
  your armor is to find another suit. The optional 
  Ablative rules, found on page 116 of HERO 
  System 5th Edition, Revised, should be used in 
  this case. Energy shields (or force fields) aren’t 
  Ablative, but do consume charges. 
  MEDICAL KITS 
   
   
   
  When PCs are hurt, they will need to look 
  for first aid kits in order to heal up. These kits 
  tend to come in large and small sizes and work 
  fairly quickly. GMs may want to include some 
  sort of Extra Time limitation into their medical 
  kit builds, forcing PCs to stop, catch their breath, 
  reload, and patch up. Which gives the pursuing 
  demons time to catch up…. 
  Small Medical Kit:  Simplified Healing 2d6, 
  Standard Effect Rule (2 BODY/6 STUN, -0) (20 
  Active Points); One Charge, Does Not Recover 
  (-4), Extra Time (5 Minutes, -2), OAF (-1). Total 
  Cost:  2 points. 
  Large Medical Kit:  Simplified Healing 4d6, 
  Standard Effect Rule (4 BODY/12 STUN, -0) (40 
  Active Points); One Charge, Does Not Recover 
  (-4), Extra Time (5 Minutes, -2), OAF (-1). Total 
  Cost:  5 points. 
  POWER UPS 
   
   
   
  Some FPS games offer what are called 
  “Power Ups,” objects capable of instantly 
  healing a PC; or offer some significant combat 
  advantage, such as total invulnerability, 
  increased damage with weapons, or invisibility. 
  Often, no explanation is given for the source of 
  these Power Ups, other than the vague 
  description of “mystical artifacts” or some such. 
  
  DIGITAL HERO #43 
   
  18 
  GMs can include them in any game that features 
  either extreme super-science or the supernatural. 
  In some games, Power Ups are activated the 
  moment a character touches them; in others, they 
  can be picked up, carried, and used when needed. 
   
  Invisibility:  This object renders a PC fully 
  invisible for one full minute. However, it isn’t a 
  perfect effect and in brightly lit areas enemies 
  may see the slight visual distortion around the 
  edges of the PC’s body. 
  Invisibility:  Invisibility to Sight Group (20 
  Active Points); 1 Unrecoverable Charge Lasting 
  1 Minute (-3), OAF Expendable (supernatural 
  artifact, Extremely Difficult to find, -2). Total 
  Cost:  3 Points. 
   
  Invulnerability:  The most powerful and 
  desirable Power Up, this artifact renders a PC 
  almost totally invulnerable to any form of 
  conventional attack. The energies unleashed by 
  activating an Invulnerability Power Up do have 
  an adverse effect however, as the PC’s vision 
  will be tinted either reddish, greenish, or a 
  washed out white. Some objects (and enemies) 
  will be harder to see, although other objects may 
  appear with perfect clarity. 
  Invulnerability:  Force Field (120 PD/120 
  ED) (240 Active Points); 1 Unrecoverable 
  Charge Lasting 1 Turn (-3¼), OAF 
  Expendable (supernatural artifact, Extremely 
  Difficult to find, -2), Side Effect (-3 penalty on 
  PER Rolls, -¼). Total Cost:  37 points. 
   
  Mega-Damage:  Probably the second-most 
  desired Power Up, this artifact increases the 
  amount of damage all of the PC’s weapons do. 
  While it only lasts for a short period of time, as 
  long as it is active, the PC is transformed into an 
  avenging angel of death and destruction! 
  Mega-Damage:  Deadly Blow RKA +4d6 with 
  all Weapons (Ranged) (40 Active Points); 1 
  Unrecoverable Charge Lasting 1 Turn (-3¼), 
  OAF Expendable (supernatural artifact, 
  Extremely Difficult to find, -2). Total Cost:  6 
  points. 
   
  Other possibilities for Power Ups include 
  artifacts with increase the PC’s defenses, heal the 
  PC, increase the rate of fire for all weapons (a 
  naked Autofire Advantage), or provide a 
  temporary boost to the PC’s STUN and BODY. 
  MISCELLANEOUS EQUIPMENT 
   
   
   
  Depending on the time period and the 
  setting, all sort of secondary gear may be 
  available to the PCs. Once again, just about 
  anything found in Dark Champions, Star Hero, 
  Spacer’s Toolkit, or Gadgets and Gear is 
  suitable for an FPS setting. Common types of 
  gear include backpacks (to carry more 
  ammunition), IR sights (so you can see in the 
  dark), and silencers (so your enemies don’t know 
  where you are).  
   
  Backpack:  One of the most highly desired 
  pieces of equipment an FPS PC can hope for, a 
  backpack serves to increase the character’s 
  ability to carry ammunition. For example, in 
  Doom and Doom II, it doubled a character’s 
  ammo capacity, while in Quake II it increases it 
  by 50 rounds (less for certain types of 
  ammunition). 
  Backpack:  STR +5, Reduced Endurance (0 
  END, +½) (7 Active Points); No Figured 
  Characteristics (-½), OIF (backpack, -½), Only 
  to Increase Character’s Carrying Capacity (-2). 
  Total Cost:  2 points. 
  CHEAT CODES 
   
   
   
  Cheat codes are used by programmers to test 
  the game. Invulnerability (i.e. “god mode”) lets 
  you walk through a level and not get hurt. “Give 
  All” will give a character all the weapons 
  possible, allowing to you test their effects. “Fly” 
  will let one fly from spot to spot, test sight lines, 
  and so on. Cheat codes also let players, well, 
  cheat. They can get to secret areas quickly, get 
  all the ammo and guns they want, and even skip 
  to favorite levels. Unless the GM really wants to 
  simulate the computer side of an FPS game, 
  cheat codes are not recommended. However, if, 
  for some reason, the GM decides to use them (or 
  decides to base a Power Up based off of them), 
  here are some classic cheat codes. 
   
  Give All:  The cheat gives the character one 
  of everything. One of each weapon, a full suit of 
  armor, all extra equipment, a full set of passcards 
  and keys, and so on. Of course, in a realistic 
  game, one has to try and carry all of this – which 
  might be nigh impossible, considering the size of 
  some weapons. 
   
  God:  Also known as “god mode,” this 
  cheat makes the character utter and totally 
  invulnerable. However, there are usually one or 
  two things in the game capable of killing a 
  character in god mode. The classic is to be at 
  ground zero of something teleporting in – this 
  will result in the character being killed. In some 
  games, simply falling far enough results in 
  death, as does walking into the wrong area – 
  god mode or no. 
   
  No Clip:  Otherwise known as “no 
  clipping,” this feature allows the character to 
  walk through walls. In some games, it allows the 
  character to fly, makes them immune to most 
  environmental effects, and immune to damage. 
  However, in several games, it also makes the 
  character unable to use their weapons. 
  
  DIGITAL HERO #43 
   
  19
  SAMPLE CHARACTERS 
   
   
  Space Marine 
   Val Cha 
  Cost Roll Notes 
   15 STR 
  5 12- Lift 200 kg; 3d6 HTH [3] 
   18 DEX 
  24 13- OCV:  6/DCV:  6 
   15 CON 
  10 12-  
   13 BODY 
  6 12-  
   10 INT 
  0 11- PER Roll:  11- 
   11 EGO 
  2 11- ECV:  4 
   15 PRE 
  5 12- PRE Attack:  3d6 
   10 COM 
  0 11-  
   
   
  5 PD 
  2 
   Total:  5 PD (0 rPD) 
   
  4 ED 
  1 
   Total:  4 ED (0 rED) 
   
  4 SPD 
  12 
   Phases:  3, 6, 9, 12 
   
  6 REC 
  0 
   
   30 END 
  0 
   
   30 STUN 
  1 
   
  Total Characteristic Cost:  68 
  Movement:  Running: 
  7”/14” 
   
   
  Leaping: 
  3”/6” 
   
   
  Swimming: 2”/4” 
  Cost Powers 
  END 
   
  2 Move Soldier!:  Running +1” (7” Total) 1 
   
   Perks 
   
  4 Contact:  Assorted Military Contacts 
  (Custom Adder) 8- 
   
  1 Fringe Benefit:  Military Rank 
   
   Skills 
   10 +2 with Ranged Combat 
   
  3 Climbing 13- 
   
  3 Demolitions 11- 
   
  2 KS: Military/Mercenary/Terrorist World 
  11- 
   
  2 KS: Space Marine History/Customs 11- 
   
  3 Mechanics 11- 
   
  2 Navigation (Land) 11- 
   
  3 Parachuting 13- 
   
  2 PS: Space Marine 11- 
   
  2 PS: Zero-G Operations 11- 
   
  3 Tactics 11- 
   
  5 TF:  Common Motorized Ground 
  Vehicles, Tracked Military Vehicles, Vac 
  Suit, Wheeled Military Vehicles 
   10 WF:  Beam Weapons, Energy Weapons, 
  Small Arms, General Purpose/Heavy 
  Machine Guns, Grenade Launchers, 
  Knives, Shoulder-Fired Weapons 
  Total Powers & Skill Cost:  57 
  Total Cost:  125 
   
   75+ Disadvantages 
   
  5 Distinctive Features:  Uniform (Easily 
  Concealed) 
   10 Hunted:  Space Marines 8- (Mo Pow, 
  NCI, Watching) 
   20 Social Limitation:  Subject to Orders 
  (Very Frequently, Major) 
   15 Experience Points 
   
  Total Disadvantage Points:  125 
   
  Description:  The Space Marine represents the 
  typical protagonist in the typical First-Person 
  Shooter game. Strong, tough, and capable, the 
  Space Marine is skilled in a variety of weapons 
  and represents humanity’s last hope against 
  whatever foes the FPS he’s in has unleashed. Of 
  course, at a “mere” 125 points, he’s only the 
  most basic template and can easily be expanded 
  upon. Recommended upgrades include increased 
  Presence (or defensive-only Presence), more 
  EGO, Combat Skill Levels, Martial Arts (such as 
  Commando Training), Autofire Skills, and 
  Transport Familiarities. 
   
  
  DIGITAL HERO #43 
   
  20 
  Space Marine 
  
  DIGITAL HERO #43 
   
  21
  Strider 
   Val Cha 
  Cost Roll Notes 
   20 STR 
  10 13- Lift 400 kg; 4d6 HTH [2] 
   15 DEX 
  15 12- OCV:  5/DCV:  5 
   20 CON 
  20 13-  
   10 BODY 
  0 11-  
   10 INT 
  0 11- PER Roll:  13- 
   10 EGO 
  0 11- ECV:  3 
   15 PRE 
  5 12- PRE Attack:  3d6 
   
  6 COM 
  -2 10-  
   
   
  5 PD 
  1 
   Total:  8 PD (3 rPD) 
   
  5 ED 
  1 
   Total:  8 ED (3 rED) 
   
  3 SPD 
  5 
   Phases:  4, 8, 12 
   
  8 REC 
  0 
   
   40 END 
  0 
   
   30 STUN 
  0 
   
  Total Characteristic Cost:  55 
  Movement:  Running: 
  8”/16” 
   
   
  Leaping: 
  6”/12” 
   
   
  Swimming: 0”/0” 
  Cost Powers 
  END 
   24 Bio-Blaster:  RKA 2d6; OIF (-½) plus 
  +2 vs. Range Modifier with All 
  Attacks; OIF (-½) 
  3 
   
  5 Bite:  HKA 1 point (½d6 with STR) 
  1 
   
  9 Chitin:  Armor (3 PD/3 ED) 
   
  2 Springing To Attack:  Leaping +2” (6” 
  Total) 
  1 
   
  4 Scuttling:  Running +2” (8” Total) 
  1 
   -2 Can’t Swim:  Swimming -2” 
  0 
   
  6 Sharp Senses:  +2 PER with All Sense 
  Groups 
  0 
   
  5 Can See in the Dark:  Infrared 
  Perception (Sight Group) 
  0 
   
  5 Gripping Arms:  Extra Limbs (4), 
  Inherent (+¼); Limited Manipulation 
  (-¼) 
  0 
   
   Skills 
   
  2 Targeted Shot:  +2 OCV with 
  Haymakered Bio-Blaster 
   
  8 Aimed Shot:  +2 OCV with Bio-Blaster; 
  Extra Time (Delayed Phase, -¼) 
   
  5 Aimed Shot:  +2 vs. Range Modifier 
  with Bio-Blaster; Extra Time (Delayed 
  Phase, -¼) 
   
  3 Climbing 12- 
   
  3 Stealth 12- 
   
  3 Tactics 11- 
   
  3 Teamwork 12- 
  Total Powers & Skill Cost:  85 
  Total Cost:  140 
   75+ Disadvantages 
   
  0 Physical Limitation:  Human Size 
   10 Physical Limitation:  Limited 
  Manipulation (Frequently, Slightly 
  Impairing) 
   20 Social Limitation:  Subject to Orders 
  (Very Frequently, Major) 
   35 Experience Points 
  Total Disadvantage Points:  140 
   
  Description:  Representative of your typical 
  “grunt-level” foe in a First-Person Shooter, a 
  Strider looks something like an elongated four-
  legged cricket. Under the torso a series of small 
  gripping arms hold the Strider’s weapon, the 
  “Bio-Blaster,” a bio-energy projector. Striders 
  are trained to use the weapon while attacking in 
  waves, with a front screen advancing as quickly 
  as possible, while others act as fire-support, 
  taking time to carefully aim their shots. Against 
  large or armored targets, Striders will take even 
  more time to target critical areas, making sure 
  each shot counts (defined as using a Haymaker 
  to increase damage). 
   
  
  DIGITAL HERO #43 
   
  22 
  Strider 
  
  DIGITAL HERO #43 
   
  23
  Panzer Flammenwerfer Soldaten 
  (“Armored Flamethrower Soldier”) 
   Val Cha 
  Cost Roll Notes 
   15 STR 
  5 12- Lift 200 kg; 3d6 HTH [1] 
   14 DEX 
  12 12- OCV:  5/DCV:  5 
   14 CON 
  8 12-  
   11 BODY 
  2 11-  
   10 INT 
  0 11- PER Roll:  11- 
   11 EGO 
  2 11- ECV:  4 
   15 PRE 
  5 12- PRE Attack:  3d6 
   10 COM 
  0 11-  
   
   
  5 PD 
  2 
   Total:  12 PD (7 rPD) 
   
  4 ED 
  1 
   Total:  11 ED (7 rED) 
   
  3 SPD 
  6 
   Phases:  4, 8, 12 
   
  6 REC 
  0 
   
   28 END 
  0 
   
   26 STUN 
  0 
   
  Total Characteristic Cost:  43 
  Movement:  Running: 
  7”/14” 
   
   
  Leaping: 
  3”/6” 
   
   
  Swimming: 2”/4” 
  Cost Powers 
  END 
   
  2 Move Soldier!:  Running +1” (7” Total) 1 
   
   Equipment 
   
   95 Flammenwerfer:  Multipower, 191-
  point Reserve, 15 Charges (+0), OAF 
  (-1) 
  0 
   7u 1)  Firestream:  RKA 3d6, Area Of 
  Effect (30” Line, +1), Armor Piercing 
  (+½), Continuous (+1), Mobile 
  (character can move line 6” per Phase, 
  but starting hex of Line must always 
  remain in the hex immediately in front 
  of him, +¾); OAF (-1), No Knockback 
  (-¼), No Range (-½) 
  [15cc] 
   7u 2)  Wide-Angle Firestream:  RKA 3d6, 
  Area Of Effect (15” Cone, +1), Armor 
  Piercing (+½), Continuous (+1), Mobile 
  (character can move line 6” per Phase, 
  but starting hex of Line must always 
  remain in the hex immediately in front 
  of him; +¾); OAF (-1), No Range (-½), 
  No Knockback (-¼) 
  [15cc] 
   14 Armored Greatcoat and Helmet:  
  Armor (7 PD/ 7 ED); OIF (-½) 
  0 
   
  3 Rebreather:  LS (character may breathe 
  normally in a smoke-filled 
  environment); OIF (-½) 
   
   Perks 
   
  1 Fringe Benefit:  Corporal 
   
   Skills 
   
  6 +2 with Flammenwerfer 
   
  3 Concealment 11- 
   
  2 KS: Wermacht History and Customs 11- 
   
  2 PS: Soldier 11- 
   
  3 Stealth 12- 
   
  3 Tactics 11- 
   
  4 TF:  Common Motorized Ground 
  Vehicles, Tracked Military Vehicles, 
  Wheeled Military Vehicles 
   
  5 WF:  Small Arms, Flamethrowers, 
  General Purpose/Heavy Machine Guns, 
  Shoulder-Fired Weapons 
  Total Powers & Skill Cost:  157 
  Total Cost:  200 
   75+ Disadvantages 
   10 Distinctive Features:  Uniform (Easily 
  Concealed) 
   10 Hunted:  Wermacht 8- (Mo Pow, NCI, 
  Watching) 
   20 Social Limitation:  Subject to Orders 
  (Very Frequently, Major) 
   85 Experience Points 
  Total Disadvantage Points:  200 
  Description:  The Panzer Flammenwerfer 
  Soldaten is a prime example of a mid-level FPS 
  enemy. Well-armed with a highly-lethal 
  flamethrower, the Panzer Flammenwerfer 
  Soldaten should strike a chord of fear into 
  anyone unlucky enough to encounter one. 
  Although not as fast as the typical PC, they are 
  well-armored and are capable of striking from a 
  significant distance away. Designed as an 
  example of “Nazi Weird Science,” the Panzer 
  Flammenwerfer Soldaten could easily be adapted 
  into any sort of heavy-weapons trooper for any 
  FPS scenario. 
   
  
  DIGITAL HERO #43 
   
  24 
  Panzer Flammenwerfer Soldaten 
  
  DIGITAL HERO #43 
   
  25
  Ravager Dominator 
   Val Cha 
  Cost Roll Notes 
   50 STR 
  40 19- 25 tons; 10d6 HTH [5] 
   20 DEX 
  30 13- OCV:  7/DCV:  3 
   35 CON 
  50 16-  
   40 BODY 
  60 17-  
   15 INT 
  5 12- PER Roll 14- 
   15 EGO 
  10 12- ECV:  5 
   40 PRE 
  30 17- PRE Attack:  8d6 
   
  0 COM 
  -5 
  9-  
   
   15 PD 
  5 
   Total:  23 PD (8 rPD) 
   15 ED 
  8 
   Total:  23 ED (8 rED) 
   
  5 SPD 
  20 
   Phases:  3, 5, 8, 10, 12 
   17 REC 
  0 
   
   100 END 
  15 
   
   85 STUN 
  2 
   
  Total Characteristic Cost:  270 
  Movement:  Running: 
  14”/28” 
   
   
  Leaping: 
  0”/0” 
   
   
  Swimming: 5”/10” 
  Cost Powers 
  END 
   130 Integrated Plasma-Beam Projector:  
  EB 12d6, Area Of Effect (One Hex, 
  +½), Armor Piercing (+½), Autofire 
  (3 shots, +1¼); Extra Time (Full 
  Phase, -½) 
  3x19 
   24 Armored Carapace:  Armor (8 PD/8 
  ED) 
  0 
   66 Multi-Environment Combatant:  LS 
  (Immunity to All Terrestrial Diseases 
  and Poisons, All Chemical and 
  Biowarfare Agents; Safe in Cold, 
  Heat, and Radiation) 
  0 
   10 Heavy:  Knockback Resistance -5” 
  0 
   16 Long Legs:  Running +8” (14” Total) 
  2 
   
  3 Long Limbs:  Swimming +3” (5” 
  Total) 
  1 
   
  6 Sharp Senses:  +2 PER with all Sense 
  Groups 
  0 
   
  5 Infrared Receptors:  Infrared 
  Perception (Sight Group) 
  0 
   
  6 Multi-Limbed:  Extra Limbs (3), 
  Inherent (+¼) 
  0 
   
  4 Reach:  Stretching 1”, Reduced 
  Endurance (0 END, +½); Always 
  Direct (-¼), No Noncombat Stretching 
  (-¼), No Velocity Damage (-¼) 
  0 
   12 Stretching 3”, Reduced Endurance (0 
  END, +½); No Noncombat Stretching 
  (-¼), No Velocity Damage (-¼), 
  Limited Body Parts (Tail, -¼) 
  0 
   
   Equipment 
   
   40 War Cleaver:  HKA 2½d6 (4½d6 with 
  STR), Area Of Effect Accurate (One 
  Hex, +½), Reduced Endurance (0 
  END, +½); OAF (-1) 
  0 
   
   
   Skills 
   16 Built For Battle:  +2 with All Combat 
   
  3 Concealment 12- 
   
  3 Stealth 13- 
   
  3 Tactics 12- 
   
  8 WF:  Beam Weapons, Common Melee 
  Weapons, Energy Weapons, Small Arms 
  Total Powers & Skill Cost:  355 
  Total Cost:  625 
   75+ Disadvantages 
   10 Physical Limitation:  Enormous (8m; -4 
  DCV, +4 to PER Rolls to perceive) 
  (Frequently, Slightly Impairing) 
   
  5 Physical Limitation:  Reduced Leap, 
  Cannot Leap (Infrequently, Slightly 
  Impairing) 
   15 Reputation:  Ravagers of the Galaxy, 11- 
  (Extreme) 
   520 Experience Points 
  Total Disadvantage Points:  625 
   
  Description:  No one knows exactly where the 
  Ravagers came from, only that they emerged in 
  force, tearing a swath of destruction across the 
  galaxy. The Ravager Dominator is one of the 
  largest of their kind and tends to command vast 
  armies of lesser Ravagers in combat. Standing 
  over sixteen feet in height, Dominators are 
  covered in heavy armored plates, have a bio-
  mechanical plasma weapon built into their two 
  left arms, and tend to carry large melee weapons 
  in their right. They are utterly ruthless in combat 
  and will quickly engage large and heavily 
  armored targets, attempting to disable them so 
  the surrounding hordes can tear the foe to pieces. 
  Few space marines have ever seen a Dominator, 
  and fewer yet have lived to talk about it. 
   
  The Dominator represents the sort of “boss” 
  character one normally finds in FPS games. All 
  FPS settings have a few, and all are of large size 
  and unpleasant disposition. Aside from being 
  hard to kill (either from having heavy armor or 
  simply large amounts of BODY), boss characters 
  tend to use extremely lethal and/or multiple 
  weapons. 
  
  DIGITAL HERO #43 
   
  26 
  Ravager Dominator 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  DIGITAL HERO #43 
   
  27
  Migrating from d20 by David McGuire 
   
  Level Design & Philosophy Part I  
  WHY GIRAFFES AND PLATYPUSES 
  DON'T PLAY IN THE SAME POOL 
   
  In the last article, I went into detail about my 
  first real experience with the HERO System; at 
  the end of it all, I promised that in this article I 
  would crack open some of the more crunchy 
  pieces and get into the nitty gritty of point-based 
  versus level-based mechanics. When I first sat 
  down with the book, I searched for the familiar. 
  Like anyone who jumps from fishbowl to 
  fishbowl, I wanted to know where the walls 
  were. Which walls could I drive up? Did the tank 
  keep the water at a comfortable temperature? 
  Could I get some of those little pebbles and 
  maybe a plastic SCUBA guy in a treasure chest? 
   
  The answers to all of those questions were 
  “Sure, just use these rules.” The tank I leapt into 
  is a veritable ocean, and the only walls are self 
  designed to create a sense of place and location, 
  of look and feel, although that goes into concepts 
  such as campaign design and combat balancing, 
  which are future articles. We’re still on day one, 
  comparatively speaking, and on day one I 
  continued my search for something I understood:  
  level based mechanics. 
   
  Unlike my quest for hit points, I figured out 
  fairly quickly that I would not find anything of 
  the sort in the text. At the same time I realized 
  they weren’t there, I also immediately toyed with 
  the idea of “building levels”; injecting my own 
  control factors directly into the game, using the 
  mechanics to literally “re-create” a level system 
  using HERO. The answer was a resounding yes, 
  it could be done, although I decided almost in the 
  same instant that it would defeat the purpose. 
  One of the major defining factors of point-based 
  character design comes from the ability to ignore 
  the constraints of a level-based system to allow 
  the character to evolve organically. Going from 
  one mindset to another meant letting go of the 
  comfort of the familiar and putting a large 
  amount of control back in the hands of the 
  players. It meant letting my players develop their 
  characters as they wanted, rather than as I had 
  ‘anticipated’ them. For a control freak who’s 
  accustomed to level design, or at least very 
  limited point-buy design (which is a hybrid, 
  more like LEGO™ block design where the 
  pieces are pre-fit without necessarily being in a 
  specific box) this proved a lot harder than I 
  thought. 
   
  Here is the first really key piece of 
  information:  character design from level-based 
  versus point-buy mechanics resemble each other 
  like a giraffe resembles a platypus. Your average 
  giraffe is a graceful herbivore that wanders the 
  plains and eats vegetation above the ground 
  level, in the tree tops; an adequate analogy of 
  most level-based systems. The structure appears 
  odd, but clearly gets the job done. The giraffe 
  eats regularly, it looks fairly good doing it, and 
  everyone “gets it.” The design allows a certain 
  amount of grace in exchange for options. The 
  giraffe cannot comfortably eat the grass on the 
  ground; that would defeat the purpose of having 
  a neck long enough to eat from the upper foliage. 
  In other words, the giraffe lacks versatility. It 
  does what it does extremely well, but can not do 
  much else. 
   
  Consider the platypus my first attempt at 
  point-buy. In the level-based system, building a 
  platypus becomes almost impossible. Not 
  because the system cannot simulate the various 
  abilities of the platypus, but because the 
  numerous safeguards and the structure of the 
  level-design force a certain amount of 
  homogenization and create a natural “safety net” 
  for the player. Said another way, almost no level-
  based system would encourage construction of 
  the platypus. The concept is too “out there,” the 
  power set unclear. Games like d20 work because 
  their strict boundaries – the walls I mentioned 
  earlier – are the ecosystem that sustains the 
  environment, the players, and the threats within 
  it. They also act as a purification system:  
  everything that goes into the tank has to pass 
  through that filter and be broken into compatible 
  elements. Things that do not fit into the 
  ecosystem are simply rejected. That “sameness” 
  creates the environment that many people are 
  familiar with, and moreover, don’t like. Without 
  it, though, the system will not work, but I’ll get 
  to that in a minute.  
   
  To expand on our platypus for a moment, 
  the concept is a creature that can fight equally 
  well on water or land. He should be fast, strong, 
  with plenty of skills for hunting whatever 
  platypuses hunt; in addition, we’ll want to add 
  the Poison Spur to the attack repertoire, and a 
  couple of “physical limitations” – such as “egg 
  laying mammal” and distinctive features, like 
  “duck billed mammal.” For reasons we can not 
  possibly fathom, the designer “really, really 
  wanted” all of those features in the original 
  design. 
   
  But wanting them and implementing them 
  are two separate things. I know this, because I 
  get to watch my friend Chris, who’s extremely 
  well versed in the system, talk me into letting 
  him design a bigger, badder cybernetic giraffe in 
  power armor. Now I just equated the giraffe to 
  level-based mechanics, and the platypus to a 
  point-buy. Chris does something that I find 
  amazing; he manages to keep the strengths of 
  
  DIGITAL HERO #43 
   
  28 
  level-based mechanics – keeping his character 
  competitive and balanced – without sacrificing 
  any flexibility. While he never “re-created” 
  levels and such, he certainly designed a character 
  that possesses multiple strengths, and made sure, 
  as a player, that other characters were 
  compensating for his weaknesses. 
   
  By contrast, every time (Every. Single. 
  Time.) I’ve tried to create a new character, I 
  somehow manage to devolve the platypus. When 
  I’m done it doesn’t even have poison spurs. We 
  don’t know if it breathes air or if it’s amphibious. 
  Even the things that might have made it cool 
  became a jumbled mess of ideas that don’t quite 
  work together, despite the fact that the character 
  can get up, move around, and yet remain grossly 
  ineffectual in almost every conceivable situation. 
  I wanted too many skills, but I also wanted to be 
  able to fight, and worse, the skills I tended to buy 
  to fit a “vision” of the character were not 
  compatible with the situations I wanted the 
  character to be effective in. 
   
  This is because in a point buy-system, 
  specifically in the HERO System, the rules are 
  presented in true “tool kit” fashion. There is no 
  “safety net” to guarantee that your character will 
  do what you like. Let me back up a minute, 
  though, and explain some of where this comes 
  from. When I ran my first d20 campaign out here 
  in Virginia, it went very, very poorly. I had two 
  newcomers to the system, and I’ve changed their 
  names to protect them; they were Mark and 
  Diane. Mark and I got along all right, but by 
  contrast, Diane and I never (ever) saw eye to eye. 
  When the game opened with a slam-bang fight 
  sequence, Diane immediately went on the 
  defensive, saying, “But we didn’t build our 
  characters for combat!” 
   
  I was stunned, actually, because the design 
  of level-based systems is to guarantee that 
  everyone is capable of fighting; each “class” is 
  assembled from a set of parts, put together in a 
  specific fashion to enable the player to enjoy the 
  game without the complications of designing the 
  entire character from scratch. In other words: 
  “Um, guys, all characters in this system are 
  combat capable out of the box. I’m not seeing 
  the problem.” 
   
  “Well, we don’t want our characters to be 
  capable of combat then! I wanted to play an 
  archaeologist who uses alchemy!” and then Mark 
  chimed in “Yeah man, I just wanted to play an 
  armorer who gets caught up and has a separate 
  plotline that follows along with everyone else, 
  but isn’t really involved, you know what I 
  mean?” 
   
  That put me on my heels; I had committed 
  two terrible mistakes. In a lot of ways, they were 
  mistakes a rookie GM would make, and I keep 
  them in my head to remind myself to never make 
  them again. First, I hadn’t actually prepped 
  anyone for what I expected the campaign to look 
  like, because I was unaware myself at the time. 
  That meant even had I prepped them, they 
  probably would not have built characters to the 
  specifications I wanted for that campaign. It 
  meant, more importantly, that even in level-
  based design I could not give any kind of 
  constructive feedback on design and character 
  advancement.  
   
  Second, I had never actually worked out 
  character development with them one on one. I 
  was so accustomed to the level based-system, 
  that I assumed everyone else could handle it 
  easily, with a minimum of guidance. I had taken 
  for granted that just because the pieces are laid 
  out everyone knows what they do. I had passed 
  out the box of parts to assemble the airplane, and 
  the instructions were there, but if you’ve never 
  put a model together before, and you only have 
  the box art to go by, then odds are you will need 
  some additional assistance. I already knew that 
  the system would make them effective. 
  However, I had not accounted for the players not 
  wanting to fit in that mold, and not knowing that 
  the system makes them effective. For me, this 
  shift in thinking compared to a shift in the 
  tectonic plates of how I viewed roleplaying 
  games. Until then, I had always looked at 
  gaming as much as an exercise to write my plot 
  as a tactical exercise for the players. Now, for the 
  first time, I had people who not only didn’t want 
  to go with the usual “find the monster and find 
  the plot” concept, but clearly had ideas that had 
  not fallen within the purview of the immediacy 
  of play in the group. They wanted to build 
  characters with inherent flaws, drawbacks, and 
  other well-developed, fleshed out backgrounds. 
  Add to that, the system I had given them 
  certainly did not allow for that level of 
  customization on the character design level. 
  Sure, they could write backgrounds and work out 
  plotlines and send me all the email one could ask 
  for, but at no point did the game itself address 
  simple requests such as “I want a series of 
  contacts,” or “I’d like to come from money.” 
   
  I’m off topic slightly, but this is an 
  important hook for me – the idea of allowing my 
  players to get some kind of benefit for fleshing 
  their characters out. In d20, Mike had asked 
  something on day one of the campaign some four 
  years ago now. 
   
  “So, Dave. I have this concept for a Snow 
  Aelf, and I’ve written up a history for their 
  culture and people.” I checked over his notes and 
  being reasonable, also went through my own 
  books. His idea seemed simple enough, and I 
  saw a place to work it into the plot. Easy peasy, 
  as the saying goes. 
   
  “Okay, that seems reasonable, and I can 
  work this in. I’ll go ahead and design a Snow 
  
  DIGITAL HERO #43 
   
  29
  Aelf package for you based on one of the models 
  we already have and roll from there, good?” 
   
  “Well, no,” he said. “I really want this to 
  weigh me down – what does that do for me in 
  game terms?” I must’ve looked like I’d been hit 
  with a tranquilizer dart. I had no idea what he 
  just asked. “Tangible benefit?” I asked. 
  “Whaddya mean? Er… I’m designing this new 
  racial package for you, and reworking the 
  Sorcerer class… what else are you looking for?” 
  We stared at each other for another thirty 
  seconds; an example that serves to remind me it 
  is possible for two people who want the exact 
  same thing to talk right past each other without 
  ever intending to do so. I genuinely wanted to 
  know what he wanted, but I had no mental 
  framework to understand his request. 
   
  “Like, say, in White Wolf, there are Merits 
  and Flaws. I want Snow Aelf to be a Flaw. 
  Maybe get an extra Feat for it, or something like 
  that. Does that make sense?” I stopped and 
  considered it; it would mean drafting a whole 
  new set of rules with very limited benefits. 
  While I liked the idea I didn’t see any way to 
  implement it without upending the rules and 
  designing and entirely new mechanic, an idea I 
  flirted with for a long time. But much like my 
  high school crush, all the flirting in the world 
  couldn’t get her to be something she wasn’t. And 
  d20 is structurally sound, and messing with it at 
  the core level, as I said before, invites unbalance 
  naturally because of the inability to see the 
  source code that designs it, whereas in HERO 
  the source code is open and available for anyone 
  to work with. I couldn’t put the Merit/Flaw idea 
  through the filter of the level and threat balance 
  design without access to the design code, and 
  that I didn’t have. Only examples of how things 
  worked, but no design layout to explain how it 
  fits together. 
   
  In a decently assembled level-based system, 
  there exists a lot of room for customization. 
  However, without actually reworking the system 
  completely, you could never develop a character 
  that stands out, since every character, by design, 
  primarily improves at fighting, or the natural 
  skill set that works within the systems’ combat 
  design, and then auxiliary abilities improve. This 
  is the critical idea that drives level-based 
  mechanics:  by keeping things linear, the rest of 
  the game can more easily be modeled around a 
  set of easy, core assumptions. In the d20 model, 
  a group of 7th level characters, who have 
  equipment commensurate with their level, will, 
  on paper, have the capability to deal with a 
  certain amount of danger. These core 
  assumptions of the design set an expectation 
  within the game. A certain amount of healing 
  ability and firepower should exist within the 
  group, and that in turn allows threats to be 
  modeled to that level. 
   
  Or, to say it in English:  The game is built so 
  your characters survive most of the time. All of 
  these safeguards allow the GM to put together a 
  fight and know automatically how tough or 
  simple it’ll be. Additionally, it allows the 
  characters to see a clear advancement, since the 
  monsters get bigger and the combat options 
  expand and become more difficult. The GM 
  simply compares the level of the group to the 
  level of the encounter and bingo! The game 
  handles all of the background math and 
  encounter design. The level design goes deeper 
  than simply putting together a character; it drives 
  all of the game design from front to back. It 
  defines the look and feel of every campaign 
  because every game uses those same core rules. 
   
  To play the characters Mark and Diane had 
  described, I would have to use a completely 
  different rules set from the same system, and 
  those characters, in turn, would be much less 
  effective than any of the more traditional 
  characters that the rest of the group had 
  developed. This, by extension, would completely 
  throw off the system. Any gauge I used to 
  determine their individual strengths and 
  weaknesses, or at the very least shortcomings, 
  would be inaccurate because I would have two 
  characters that aren’t built in the core model, but 
  as background characters. Further, I could not 
  properly measure their effectiveness outside of 
  combat, where they wanted to focus the design. 
   
  Mike, for his part, asked for something that 
  exists naturally in games like HERO – a set of 
  Disadvantages that give him both a direct plot 
  development, and a direct game benefit. In 
  HERO character design, it’s assumed that 
  characters are built on an equal number of raw 
  points and disadvantage points; Mike could have 
  precisely what he wanted, including some 
  limitations to specify the secrets he wanted his 
  character to keep and the bonuses and penalties 
  associated with his “racial package deal,” to use 
  the HERO terminology. 
   
  This just begins to scratch the surface of 
  what a point-buy system is capable of, and what 
  the next article will expand on. When your 
  primary means of design involve taking specific 
  eco-friendly pieces and assembling them in a 
  fashion consistent with the requirements of the 
  game, you have a certain amount of 
  homogenization; very much like a fishbowl. 
  HERO, by contrast, enables the designer to 
  create anything simply by applying the points 
  and paying for everything appropriately. Until 
  next issue, good luck and good gaming. 
   
   
  
  DIGITAL HERO #43 
   
  30 
  The Staff Academy by Curtis Gibson 
   
  The Combat Academy for Mages 
   
  A school for defense and magic for Fantasy 
  HERO. 
   
  A little over 300 years ago, Renovere, an 
  Elven Mage and a number of his friends all got 
  together to practice physical combat arts, to 
  complement the magic that they were already 
  masters of. As each of them carried a staff, and 
  as it seemed to be the unofficial weapon of the 
  mage, working with the arts of the staff is what 
  they focused on. Over the next few years they 
  met every month, and often called in friends or 
  acquaintances from their years of traveling: 
  master fighters, unarmed combat specialists, and 
  of course masters of the staff. Their years of  
  practice and study produced a very efficient and 
  effective art. This style formalized as they taught 
  it to other aspiring mages.  
   
  This being a group of mages, the physical 
  aspects were not the only things studied. Magic 
  became an oft discussed sideline, and then added 
  to the curriculum. Besides studying normal 
  magic, and learning and teaching spells, the 
  members of the Academy studied how magic 
  worked, and ways you could channel and adjust 
  the changes of magic through force of will. New 
  magical techniques were discovered, and many 
  spells were created. Still, the focus of the 
  academy was the staff, these developments 
  utilized the classic mages’ weapon in the use and 
  manipulation of these new abilities. 
   
  THE ART OF RENOVERE (CHANNELING THE STAFF) 
   
   
  Maneuver 
  Phase Pts OCV DCV Rng Effect 
  Big Swing 
  ½ 
  5 
  -2 
  +1 
  — 
  STR +4d6, Strike 
  Interpose 
  ½ 
  4 
  +2 
  +2 
  — 
  Block, Abort 
  Knock It Out of their Hands ½ 
  4 
  -1 
  +1 
  — 
  +10 STR Disarm  
  Hard Smack to the Chest / 
  ½ 
  5 
  +0 
  +1 
  — 
  STR+2d6 +v/5 Strike,  
     Sweeping the Leg  
   
   
   
   
   
  Target Falls 
  Passing Smack 
  ½  
  5 
  +1 
  +0 
  — 
  STR +v/5, Fmove 
  Poke 
  ½ 
  4 
  +0 
  +2 
  — 
  STR +2d6, Strike 
  Push ’em Away 
  ½  
  4 
  +0 
  +0 
  — 
  +15 STR to Shove 
  Blow It Out of Their Hands 
  ½ 
  4 
  +0 
  +0 
  +0 
  Disarm +15 STR 
  Channel Power 
  ½ 
  4 
  -1 
  -1 
  +0 
  Strike +4d6 
  Concussive Blast 
  ½  
  4 
  -1 
  +1 
  +0 
  Strike, Target Falls  
  Distance Magic 
  1* 
  4 
  +1 
  -2 
  +4 
  Strike +2d6, +1 Segment 
  Up Close and Personal 
  ½  
  4 
  +0 
  +2 
  -2 
  Strike +2d6 
   
  Skills 
  KS: Art of Renovere 
  KS: Magical Traditions 
  KS Magical Theory 
  Magic 
  WF: Common Melee Weapons 
   
  Elements 
  WE: Staves (Default) 
   
  BY ANY OTHER 
  NAME 
   
   
   The names of the 
  maneuvers could be 
  seen as lacking the 
  appropriate gravitas. 
  This is intentional; 
  the mages that put 
  the art together did it 
  as a side note to their 
  magical training and 
  saw it as something 
  done for kicks. If 
  you wish to have the 
  names of the 
  maneuvers to be 
  more impressive, the 
  simplest way is to 
  translate the names 
  into Elvish or the 
  language of Magic, 
  whatever those may 
  be in your world. 
  MIX ’N’ MATCH 
   
   
   Mixing both ranged 
  and melee maneuvers 
  in a single martial art, 
  which then allows 
  single extra DCs and 
  3 point combat levels 
  to be used with both 
  kind of maneuvers 
  could be unbalancing 
  in some campaigns. If 
  you find this to be the 
  case then require 
  separate extra DC 
  purchased, and 5 
  point levels to be the 
  cost for combat levels 
  in the martial art. 
   
  
  DIGITAL HERO #43 
   
  31
  Notes 
   
   
  The Big Swing takes a 3d6 location roll. The 
  Hard Smack to the Chest/Sweeping the Leg 
  maneuver acts as either a legsweep, where the 
  character entangles his staff in the legs of the 
  target, or the Hard Smack where the user hits his 
  target in the chest (or similar location) and 
  knocks him down. No location roll for either 
  effect, and generalized damage is used. 
   
  The ranged effects are the uses of the art 
  with magic. These abilities are gained by the 
  study of the direct manipulation of magical 
  energies, and those are reflected in the ranged 
  maneuvers. Each DC adds 1 die of Normal 
  Damage, Flash, or STR effect on a spell, ½d6 
  NND, or 2 DC adds 1 DC for Killing Damage. 
  These effects are added to any spell cast with the 
  maneuver. The Blow It Out of Their Hands 
  maneuver uses ranged attack spells to disarm a 
  target. The Concussive Blast maneuver knocks 
  down any target that is affected by the spell, 
  which includes Area Of Effect attacks, and is 
  only usable with attacks that do BODY. This is a 
  recently invented ability and is quite the favorite 
  among members of the school.  
   
  Both sides of the martial art, ranged and 
  melee, are considered the same martial art for 
  purposed of levels. The WE: Staff also allows 
  the caster to use his staff instead of free hands to 
  perform Gestures with his spell. If the character 
  is disarmed, he cannot use the maneuvers 
  unarmed for enhancing his spell casting. Buying 
  WE: Unarmed would allow that, but it isn’t 
  taught at the school. Should a character buy extra 
  martial DCs with the art, they affect both kinds 
  of maneuvers. The art is considered one martial 
  art for purposes buying combat skill levels. 
   
  The school has developed a number of 
  abilities that go along with their direct combat 
  and magical training. In addition to the abilities 
  listed below, the Rapid Fire Attacks and 
  Swordbreaking abilities listed in Ultimate 
  Martial Artist (page 21) are very applicable to 
  the user of this style. Abilities that change how 
  the user manipulates magic are also not 
  uncommon to practitioners of this school – the  
  Spell Augmentation Talent for instance. 
  CHANNELING THROUGH THE STAFF 
   
   
   
  The magical focus that the staff helps the 
  character achieve allows him to cast spells much 
  easier. When the caster is utilizing his staff in 
  casting his spells, he may choose one spell, of up 
  to 75 active points, and he only has to spend half 
  the normal Endurance on the spell. When the 
  character uses the staff in such a way, it 
  coruscates with color up and down the staff. 
  Channeling Through the Staff:  
  Reduced Endurance (½ END, +¼) on 
  up to 75 points of Magic (19 Active 
  Points); Restrainable (-½), Visible (-¼). 
  Total cost: 11 points. 
  KNOCKING THINGS OUT OF THE AIR 
   
   
   
  The character has trained with the staff to 
  knock both physical weapons and magical 
  attacks out of the air. When the attack is magical, 
  the staff glows when counteracting the spell. 
  Knocking Things out of the Air:  
  Missile Deflection (All Missiles) (20 
  Active Points); Restrainable (-½), STR 
  Min 10 (-½). Total cost:  10 points. 
  NEVER WITHOUT IT 
   
   
   
  Never Without It represents the ability of the 
  masters of the Art of Renovere to never be 
  without their staff. They can teleport their staff to 
  their hands when it is taken away, and recreate it 
  when destroyed. The staff has become an 
  extension of the character’s body and their 
  magical skills. This represents the very basic 
  level of this ability, which is to duplicate the 
  abilities of a normal Quarterstaff. Many mages 
  add enchantments that add to the force of the 
  blows, the power of magic cast through it, or the 
  accuracy of either. 
  Never Without It:  HA +4d6, Reduced 
  Endurance (0 END, +½) (30 Active 
  Points); Hand-To-Hand Attack (-½), 
  STR Min 10 (-½), Two-Handed (-½) 
  plus +1 with OCV (5 Active Points); 
  STR Min 10 (-½), Two-Handed (-½). 
  Total cost:  14 points. 
   
  SHOW A LITTLE 
  RESTRAINT 
   
   
   Note that these 
  abilities and spells 
  are bought with 
  Restrainable 
  (because of the 
  staff). This could 
  easily be replaced 
  with OIF: Staff of 
  Opportunity, but 
  were built the way 
  they are to match the 
  Never Without It 
  ability. 
   
  
  DIGITAL HERO #43 
   
  32 
  Spells 
  The Academy, being a collection of mages, 
  has come up with a number of spells that are 
  either direct outgrowths of the training in the 
  staff, or the direct manipulation of magical 
  energy that is the approach of this school. A few 
  are presented here. 
  RAW MAGICAL BOLT 
   
   
   
  Rather than calling on the elements or some 
  manifestation of nature, the caster reaches in and 
  directly taps the power of magic itself, and 
  summons a bolt of pure magical energy. The 
  caster sends it on its way, and it twists and turns 
  following the line from caster to target. When it 
  hits, it hits three times, each hit causing the bolt 
  to arc off the target and spin back for another hit. 
  Each shot’s location is rolled separately. 
  Raw Magical Bolt:  RKA 2d6, Autofire 
  (3 Shots, +¼) (37 Active Points); Beam 
  (-¼), Concentration (½ DCV, -¼), 
  Gestures (-¼), Incantations (-¼), 
  Limited Range (-¼), Must Fire All 
  Three Shots (-¼), Requires a Magic 
  Roll (-½), Single Target Only (-¼) plus 
  +4 with OCV (20 Active Points); 
  Gestures (-¼), Incantations (-¼), Only 
  for Hitting the Second and Third Time, 
  Does Not Help in Original Hit Roll (-1), 
  Requires a Magic Roll (-½). Total cost:  
  19 points; END: 12 
  FLAMESTAFF 
   
   
   
  With such an emphasis on melee combat 
  with the staff, it was inevitable that spells to 
  enhance said combat tactics would be created. 
  One of the basic ones is this spell, which causes 
  a flash of flame to surround the target for a 
  moment and burn them. The spell does not have 
  range, as it is very very difficult to combine a 
  ranged spell with hand-to-hand combat. 
   
  This spell is taught to be used in conjunction 
  with the Up Close and Personal magical focus, 
  and the Poke combat maneuver; this is a multiple 
  power attack, utilizing the spell and the staff. 
  Flamestaff:  EB 6d6 (30 Active Points); 
  Gestures (-¼), Incantations (-¼), No 
  Knockback (-¼), No Range (-½), 
  Requires a Magic Roll (-½), 
  Restrainable (-½). Total cost:  9 points; 
  END 3. 
  LINGERING SWEEP 
   
   
   
  This simple spell creates a short-lived 
  energy field that follows the path of the staff as 
  the character moves it while casting the spell. 
  This field of energy helps deflect attacks or 
  spells. And like a shield, if the caster blocks 
  while using this spell, the DCV levels apply to 
  the OCV of the Block instead of DCV if the 
  caster so chooses. 
  Lingering Sweep:  +4 with DCV (20 
  Active Points); Costs Endurance (-½), 
  Gestures (-¼), Restrainable (-½), 
  Requires a Magic Roll (-½). Total cost:  
  7 points; END 2. 
  ENCLOSURE 
   
   
   
  This basic spell creates a globe of protective 
  energy around the target. It is created by the 
  caster swinging his staff around in a circle 
  around himself, and the protective bubble is 
  created at that size. 
  Enclosure: FW (8 PD/8 ED); Gestures 
  (-¼), Incantations (-¼), No Range (-½), 
  Requires a Magic Roll (-½), 
  Restrainable (-½), Restricted Shape – 
  Ring around Caster (-¼). Total cost:  
  12 points; END:  4. 
   
   
  RAW MAGICAL 
  BOLT 
   
   
   The Raw Magical 
  Bolt is not 
  specifically a staff-
  based spell, but an 
  example of the kind 
  of study that is 
  common at the 
  school, studying 
  magic at its most 
  base level. 
   
  
  DIGITAL HERO #43 
   
  33
  Terran Empire Military Ships by Bob Greenwade 
   
   
  The lists of military ships in Terran Empire 
  and Spacer’s Toolkit (including the sidebars on 
  additional ship classes) are fairly comprehensive 
  regarding the ship classifications in use by the 
  Imperial Navy and other official agencies within 
  the Terran government. The ships here fill in 
  some of the few, small gaps from those lists. 
  Terran Diplomatic IYM 
  Safeguard 
  Description: The Safeguard-class diplomatic 
  transport is the IDC’s primary vehicle for the 
  interplanetary transportation of its top-level 
  diplomats. Though appointed with a luxurious 
  stateroom for the main diplomat, comfortable 
  cabins for his staff, and good accommodations 
  for a diplomatic security team as well as the 
  ship’s own crew, it’s also well armed and highly 
  defensible for a ship of its size, capable of 
  defending itself from an attack by pirates, rebels, 
  or terrorists. 
   
  At least two of these ships are stationed on 
  every inhabited world in the Terran Empire, and 
  on every world where the Empire has an 
  embassy or consulate. Many worlds, particularly 
  embassies to major powers, have many more – 
  the Terran embassies on Mon’da and Velarius 
  VII each have over a dozen. 
   
  The normal crew contingent for a Safeguard 
  is eight: commander, pilot, two gunners, sensor 
  operator, engineer, technician, and medic. 
  TERRAN DIPLOMATIC IYM SAFEGUARD 
   
   
   Val CHA Cost Roll Notes 
   15 SIZE 
  75 
   32”x16”, 3200 tons 
   85 STR 
  0 26- 17d6 HTH 
   15 DEX 
  15 12- OCV:  5/DCV:  0 
   90 BODY 
  65 27- 
   15 DEF 
  39 
   See Tactical Systems 
   
  3 SPD 
  5 
   Phases:  4, 8, 12 
  Total Characteristics Cost:  199 
  Movement: Running: 
  0”/0” 
   
  Swimming:  
  0”/0” 
   
  Flight:  
  50”/200” 
   
  Teleportation: 150 LY 
  Cost Power Systems 
  END 
   100 Antimatter Power Plant:  Endurance 
  Reserve (250 END/250 REC), OIF 
  Immobile (-1½), Only Powers 
  Electrical Devices (-¼) 
  0 
   20 Auxiliary Power:  Endurance Reserve 
  (50 END/50 REC), OIF Immobile 
  (-1½), Only Powers Electrical Devices 
  (-¼) 
  0 
   
   Propulsion Systems 
   22 Type 20 Displacer Drive:  Teleportation 
  15”, MegaScale (1” = 10 LY, can scale 
  down to 1” = 2,000 km, +4); Extra 
  Time (requires four hours to prepare for 
  a displacement, -3), Costs Endurance 
  (-½), Increased Endurance Cost (4x 
  END, -1½), Requires a PS: Operate 
  Displacer Drive Roll (-¼), Requires 
  Gravitational Distortion-Free Zone to 
  Activate (-½) 
  56 
   
  5 Class Nu Hyperdrive:  Teleportation 4”, 
  MegaScale (1” = 1,000 LY, +4¼); 
  Extra Time (1 week for a full journey, 
  or about 1 LY per 3 minutes, -4½), 
  Costs Endurance (-½), Increased 
  Endurance Cost (7x END, -3), Requires 
  Gravitational Distortion-Free Zone to 
  Activate (-½) 
  28 
   70 Type 4 Reactionless Drive:  Flight 50”, 
  4x Noncombat; Costs Endurance (-½) 10 
   
  7 Inertial Compensation Field:  Force 
  Field (22 PD); OIF Bulky (-1), Only to 
  Protect Occupants Against G Force 
  Damage (-1) 
  2 
   -14 Spaceflight Only:  Running -6” (0” 
  Total), Swimming -2” (0” Total) 
  0 
   
   Tactical Systems 
   147 Mark XII Starship Laser:  Multipower, 
  330-point Reserve; OIF Bulky (-1), 
  Real Weapon (-¼) 
  0 
   8u 1) Near-Targeting Beam Mode:  RKA 
  8d6, Armor Piercing (+½); OIF Bulky 
  (-1), Real Weapon (-¼) 
  11 
   15u 2) Far-Targeting Beam Mode:  RKA 
  8d6, Armor Piercing (+½), 
  MegaRange (1” = 1,000 km, can scale 
  down to 1” = 1 km, +1¼); OIF Bulky 
  (-1), Real Weapon (-¼) 
  18 
   7u 3) Near-Targeting Pulse Mode:  RKA 
  6d6, Autofire (3 shots, +¼), Armor 
  Piercing (+½); OIF Bulky (-1), Real 
  Weapon (-¼) 
  11 
   12u 4) Far-Targeting Pulse Mode:  RKA 
  6d6, Armor Piercing (+½), Autofire (3 
  shots, +¼), MegaRange (1” = 1,000 
  km, can scale down to 1” = 1 km, 
  +1¼); OIF Bulky (-1), Real Weapon 
  (-¼) 
  17 
   7u 5) Sustained Beam Mode:  RKA 5d6, 
  Continuous (+1), Increased Maximum 
  Range (3,750”, +¼); OIF Bulky (-1), 
  Real Weapon (-¼) 
  13 
   
  5 Mark XII Starship Laser:  Another 
  Mark XII Laser 
  var 
  
  DIGITAL HERO #43 
   
  34 
   14 Elite Point Defense System:  
  Multipower, 34-point Reserve; OIF 
  Bulky (-1), Costs Endurance (-½) 
  0 
   1u Close-In Defense:  Missile Deflection 
  (All Physical Projectiles), Range (+1); 
  OIF Bulky (-1), Costs Endurance (-½) 
  3 
   1u Distant Defense:  Missile Deflection 
  (All Physical Projectiles), Range (+1), 
  MegaRange (1” = 1 km, +¼); OIF 
  Bulky (-1), Costs Endurance (-½) 
  3 
   16 Missile Tracking System:  +8 with 
  Missile Deflection 
  0 
   44 Type E Tractor Beam:  Telekinesis (80 
  STR); OIF Bulky (-1), Real Weapon 
  (-¼), Affects Whole Object (-¼), 
  Limited Arc of Fire (180o, -¼) 
  12 
   
  8 Outer Force Field:  Force Field (25 
  PD/25 ED); Ablative (-½), OIF Bulky 
  (Generator, -1), Increased Endurance 
  Cost (10x END, -4) 
  50 
   
  5 Hull Force Field:  Force Field (15 
  PD/15 ED); OIF Bulky (Generator, 
  -1), Increased Endurance Cost (10x 
  END, -4) 
  30 
   65 Ablative Armor Plating:  +38 DEF; 
  Ablative (-½), Limited Coverage (Hull 
  Only, -¼) 
  0 
   60 Hull Armor:  +20 DEF, Hardened 
  (+¼); Limited Coverage (Hull Only, 
  -¼) 
  0 
   217 Self-Destruct System:  RKA 60d6 
  (Standard Effect: 180 BODY), 
  Explosion (+½), Trigger (Spoken 
  Command Authorization, +¼); No 
  Range (-½), Real Weapon (-¼), Extra 
  Time (Once Activated, Takes 1 Minute 
  to Arm and Detonate, -1½), 1 Charge 
  Which Never Recovers (-4) 
  [1] 
   
   Operations Systems 
   114 Sensor Package III:  Variable Power 
  Pool, 100-point Reserve; OIF Bulky 
  (-1), Only for Sensors and 
  Communications (-1), Costs Endurance 
  (-½) 
  var. 
   87 Long-Range Sensors:  MegaScale (1 
  LY per Active Point, Can Scale Down 
  to 1 km per Active Point, +3½) for any 
  Sensor Pool Sense up to 50 Active 
  Points; OIF Bulky (-1) 
  var. 
   15 Long-Range Sensors:  +20 versus 
  Range for Radio Group; OIF Bulky 
  (-1) 
   117 Electronic Warfare III:  Variable 
  Power Pool, 100-point Reserve; OIF 
  Bulky (-1), Only for Electronic 
  Warfare (-1) 
  var. 
   12 Flight Package III:  +6 with Flight 
  0 
   
  6 Navigation Computer III:  +6 with 
  Navigation (OIF Bulky, -1) 
  0 
   
   18 Internal Monitors:  Clairsentience 
  (Sight and Hearing Groups), 2x Range 
  (up to 500”), Mobile Perception Point, 
  Multiple Perception Points (up to eight 
  at once); OAF Immobile (-2), 
  Perception Point Cannot Move through 
  Solid Objects (-0) 
  0 
   
   Personnel Systems 
   12 Life Support:  Life Support (Self 
  Contained Breathing; Safe in Cold, 
  Heat, Radiation, Vacuum); Costs 
  Endurance (-½) 
  2 
   
  6 Backup Life Support:  Life Support 
  (Self Contained Breathing; Safe in 
  Cold, Heat, Radiation, Vacuum); Only 
  within Affected Area (2.5” x 1.25” 
  Chamber, -2), 1 Continuing Fuel 
  Charge (Easily Replaced from Sources 
  Outside the Ship, 1 Month, -0) 
  [1cc] 
   15 Backup Life Support:  7 More Backup 
  Life Support Chambers (Total of 8) [1cc] 
   
  3 Food Supplies:  Life Support 
  (Diminished Eating: No Need to Eat); 
  1 Continuing Fuel Charge (Easily 
  Replaced from Sources Outside the 
  ship, 1 Year, -0) 
  0 
   15 Thibault Gravity Plating:  Telekinesis 
  (20 STR), Selective (+½); OIF Bulky 
  (-1), Only to Pull Objects Straight 
  Down to the Floor (-1) 
  3 
   
   Skills/Laboratories 
   
  8 Highly Maneuverable:  +4 with Flight 
   13 Computer Programming 14- 
   13 Cryptography 14- 
   13 Electronics 14- 
   13 Mechanics 14- 
   13 Paramedics 14- 
   52 Other Laboratories (defined by GM or 
  player) 
  Total Abilities & Equipment Cost:  1372 
  Total Vehicle Cost:  1571 
  1551+ Disadvantages 
   20 Distinctive Features:  Imperial IDC 
  Vessel (Not Concealable, Causes 
  Major Fear) 
  Total Disadvantage Points:  20 
  Total Cost:  1551 / 5 = 310 
  Cost Additional Vehicles 
   22 Escape Pod 
   20 15 More Escape Pods 
   
  
  DIGITAL HERO #43 
   
  35
  Terran STM Runabout System 
  Transport 
  Description: The Runabout system transport is 
  one of several models used by various agencies 
  in the Terran Empire to transport passengers 
  within a star system. Though armed for self-
  defense, it’s built for comfort, since the journey 
  from one planet to another within a system, or 
  between a planet and a star-orbital station, can 
  take a week or two (or often even longer). 
  TERRAN STM RUNABOUT SYSTEM 
  TRANSPORT 
   
   
   Val CHA Cost Roll Notes 
   15 SIZE 
  75 
   32”x16”, 3200 tons 
   95 STR 
  10 28- 19d6 HTH 
   15 DEX 
  15 12- OCV:  5/DCV:  0 
   45 BODY 
  20 18- 
   12 DEF 
  30 
   See Tactical Systems 
   
  3 SPD 
  5 
   Phases:  4, 8, 12 
  Total Characteristics Cost:  155 
  Movement: Running: 
  0”/0” 
   
  Swimming:  
  0”/0” 
   
  Flight:  
  41”/164” 
  Cost Power Systems 
  END 
   60 Small Fusion Plant:  Endurance 
  Reserve (150 END/150 REC); OIF 
  Immobile (-1½), Only to Power 
  Electrical Devices (-¼) 
  0 
   30 Auxiliary Power:  Endurance Reserve 
  (75 END/75 REC); OIF Immobile 
  (-1½), Only to Power Electrical 
  Devices (-¼) 
  0 
  Propulsion Systems 
   58 Type 2-A.1 Reactionless Drive:  Flight 
  41”; 4x Noncombat; Costs Endurance 
  (-½) 
  8 
   
  7 Internal Compensation Field:  Force 
  Field (22 PD); OIF Bulky (-1), Only to 
  Protect Occupants against G Force 
  Damage (-1) 
  2 
   -14 Spaceflight Only:  Running -6” (0” 
  Total), Swimming -2” (0” Total) 
  0 
  Tactical Systems 
   71 Mark VI Starship Laser:  Multipower, 
  160-point Reserve; OIF Bulky (-1), 
  Real Weapon (-¼) 
  0 
   4u 1) Near-Targeting Beam Mode:  RKA 
  5d6+1, Increased Maximum Range 
  (2000”, +¼); OIF Bulky (-1), Real 
  Weapon (-¼) 
  10 
   7u 2) Far-Targeting Beam Mode:  RKA 
  5d6+1, MegaRange (1” = 100 km, can 
  scale down to 1” = 1 km, +1); OIF 
  Bulky (-1), Real Weapon (-¼) 
  16 
   4u 3) Near-Targeting Pulse Mode:  RKA 
  4d6+1, Autofire (3 shots, +¼), 
  Increased Maximum Range (2000”, 
  +¼); OIF Bulky (-1), Real Weapon 
  (-¼) 
  10 
   6u 4) Far-Targeting Pulse Mode:  RKA 
  4d6+1, Autofire (3 shots, +¼), 
  MegaRange (1” = 100 km, can scale 
  down to 1” = 1 km, +1); OIF Bulky 
  (-1), Real Weapon (-¼) 
  15 
   5u 5) Sustained Beam Mode:  RKA 3½d6, 
  Continuous (+1), Increased Maximum 
  Range (2,750”, +¼); OIF Bulky (-1), 
  Real Weapon (-¼) 
  12 
   
  5 Mark VI Starship Laser:  Another 
  Mark VI Starship Laser  
  12 
   
  3 Outer Force Field:  Force Field (9 
  PD/9 ED); Ablative (-½), OIF Bulky 
  (Generator, -1), Increased Endurance 
  Cost (10x END, -4) 
  2 
   
  2 Hull Force Field:  Force Field (7 PD/ 
  7 ED); OIF Bulky (Generator, -1), 
  Increased Endurance Cost (10x END, 
  -4) 
  1 
   48 Ablative Armor Plating: +28 DEF; 
  Ablative (-½), Limited Coverage (Hull 
  Only, -¼) 
  0 
   38 Hull Armor:  +14 DEF; Limited 
  Coverage (Hull Only, -¼) 
  0 
   117 Self-Destruct System:  RKA 30d6 
  (Standard Effect: 90 BODY), 
  Explosion (+½), Trigger (Spoken 
  Command Authorization, +¼); No 
  Range (-½), Real Weapon (-¼), Extra 
  Time (Once Activated, Takes 1 Minute 
  to Arm and Detonate, -1½), 1 Charge 
  Which Never Recovers (-4) 
  [1] 
  Operations Systems 
   69 Sensor Package I:  Variable Power 
  Pool, 60-point Reserve; OIF Bulky 
  (-1), Only for Senses and 
  Communications (-1), Costs 
  Endurance (-½) 
  var 
   52 Long-Range Sensors:  MegaScale (1 
  LY per Active Point, Can Scale Down 
  to 1 km per Active Point, +3½) for any 
  Sensor Pool Sense up to 30 Active 
  Points; OIF Bulky (-1) 
  var. 
   
  9 Long-Range Senseors:  +12 versus 
  Range for Radio Group; OIF Bulky 
  (-1) 
  0 
   15 Internal Monitors:  Clairsentience 
  (Sight and Hearing Groups), Mobile 
  Perception Point, Multiple Perception 
  Points (up to four at once); OAF 
  Immobile (-2), Perception Point 
  Cannot Move Through Solid Objects 
  (-0) 
  4 
  
  DIGITAL HERO #43 
   
  36 
  Personnel Systems 
   12 Life Support:  Life Support (Self 
  Contained Breathing; Safe in Cold, 
  Heat, Radiation, Vacuum); Costs 
  Endurance (-½) 
  2 
   
  6 Backup Life Support:  Life Support 
  (Self Contained Breathing; Safe in 
  Cold, Heat, Radiation, Vacuum); Only 
  within Affected Area (2.5” x 1.25” 
  Chamber, -2), 1 Continuing Fuel 
  Charge (Easily Replaced from Sources 
  Outside the Ship, 1 Month, -0) 
  [1cc] 
   15 Backup Life Support:  7 More Backup 
  Life Support Chambers (Total of 8) [1cc] 
   
  3 Food Supplies:  Life Support 
  (Diminished Eating: No Need to Eat); 
  1 Continuing Fuel Charge (Easily 
  Replaced from Sources Outside the 
  ship, 1 Year, -0) 
  0 
   15 Thibault Gravity Plating:  Telekinesis 
  (20 STR), Selective (+½); OIF Bulky 
  (-1), Only to Pull Objects Straight 
  Down to the Floor (-1) 
  3 
   11 Medical Facility:  Paramedics 13- 
   
  4 Medical Facility:  SS: Medicine 13- 
  Skills/Laboratories 
   13 Computer Programming 14- 
   13 Electronics 14- 
   13 Mechanics 14- 
   65 Other Laboratories (defined by GM or 
  player) 
  Total Abilities & Equipment Cost:  766 
  Total Vehicle Cost:  921 
   911+ Disadvantages 
   10 Physical Limitation:  Cannot Enter 
  Atmospheres (Infrequently, Greatly 
  Impairing) 
  Total Disadvantage Points:  10 
  Total Cost:  911 / 5 = 182 
  Additional Vehicles 
   22 Escape Pod 
   25 29 More Escape Pods (Total of 30) 
   75 McCullough Class Orbital Shuttle 
   15 7 More McCullough Class Orbital 
  Shuttles (Total of 8) 
   
   
  
  DIGITAL HERO #43 
   
  37
  Imperial Navy OLS McCullough 
  Class Orbital Shuttle 
  Description: The McCullough class of orbital 
  shuttle is one of about a half-dozen models used 
  by the Imperial Navy for carrying Imperial 
  personnel between planet surface and ships or 
  stations in orbit. This particular model is used in 
  peaceful situations, particularly in the 
  Heartworlds and Spinward Territories, and is 
  also used (alongside more secure models) all five 
  Fleet Command headquarters and the diplomatic 
  stations in Mon’dabi, Perseid, and CCR space. 
  IMPERIAL NAVY OLS MCCULLOUGH 
  CLASS ORBITAL SHUTTLE 
   
   
   Val CHA Cost Roll Notes 
   
  8 SIZE 
  40 
   10”x2” 
   50 STR 
  0 19- 10d6 HTH 
   15 DEX 
  15 12- OCV:  5/DCV:  0 
   40 BODY 
  22 17- 
   12 DEF 
  30 
   See Tactical Systems 
   
  3 SPD 
  5 
   Phases: 4, 8, 12 
  Total Characteristics Cost:  122 
  Movement: Running: 
  7”/14” 
   
  Swimming:  
  0”/0” 
   
  Flight:  
  28”/152” 
  Cost Power Systems 
  END 
   60 Small Fusion Plant:  Endurance 
  Reserve (150 END/150 REC); OIF 
  Immobile (-1½), Only to Power 
  Electrical Devices (-¼) 
  0 
   
   Propulsion Systems 
   
  2 Taxi-Capable:  Running +1” (Total 7”) 1 
   -2 Ground/Flight Only:  Swimming -2” 
  (Total 0”) 
  0 
   54 Type 2 Reactionless Drive:  Flight 38”, 
  4x Noncombat; Costs Endurance (-½) 
  8 
   
  7 Inertial Compensation Field:  Force 
  Field (22 PD); OIF Bulky (-1), Only to 
  Protect Occupants against G Force 
  Damage (-1) 
  2 
   
   Tactical Systems 
   22 Type A Tractor Beam:  Telekinesis (40 
  STR); OIF Bulky (-1), Real Weapon 
  (-¼), Affects Whole Object (-¼), 
  Limited Arc Of Fire (180o, -¼) 
  6 
   
  2 Outer Force Field:  Force Field (8 
  PD/8 ED); Ablative (-½), OIF Bulky 
  (Generator, -1), Increased Endurance 
  Cost (10x END, -4) 
  20 
   
  2 Hull Force Field:  Force Field (5 PD/5 
  ED); OIF Bulky (Generator, -1), 
  Increased Endurance Cost (10x END, 
  -4) 
  10 
   46 Ablative Armor Plating:  +27 DEF; 
  Ablative (-½), Limited Coverage (Hull 
  Only, -¼) 
  0 
   29 Hull Armor:  +12 DEF; Limited 
  Coverage (Hull Only, -¼) 
  0 
   
   Operations Systems 
   
  4 Navigation Computer:  +4 to 
  Navigation Roll; OIF Bulky (-1) 
  0 
   
   Personnel Systems 
   12 Life Support:  Life Support (Self 
  Contained Breathing; Safe in Cold, 
  Heat, Radiation, Vacuum); Costs 
  Endurance (-½) 
  2 
   15 Thibault Gravity Plating:  Telekinesis 
  (20 STR), Selective (+½); OIF Bulky 
  (-1), Only to Pull Objects Straight 
  Down to the Floor (-1) 
  3 
  Total Abilities & Equipment Cost:  253 
  Total Vehicle Cost:  375 
   355+ Disadvantages 
   20 Distinctive Features:  Imperial Navy 
  Vessel (Not Concealable; Causes Major 
  Reaction [fear]) 
  Total Disadvantage Points:  375 
  Total Cost:  375 / 5 = 75 
  
  DIGITAL HERO #43 
   
  38 
  Imperial Navy IHS Longbow 
  Tugship 
  Description: The Longbow class of tugship is 
  used by military and civilian groups alike to 
  transport large ships of the Orbital and System 
  classes to systems other than those in which they 
  were built. It has next to nothing in the way of 
  armaments, since it travels almost exclusively 
  along protected trade routes. Even when one 
  Longbow is enough to haul the cargo, they 
  always travel in groups of at least two, and 
  include skilled repair technicians to make any 
  necessary repairs or finishing touches. 
   
  Because it uses the restricted Class I Tractor 
  Beam, the Longbow is exclusively a Navy 
  vessel. Duty aboard a Longbow is mostly 
  reserved for conscientious objectors, wounded 
  veterans, misfits, screw-ups, relatives of 
  Nobility, and anyone crazy enough to actually 
  prefer the most boring duty in the Imperial 
  Navy. 
  IMPERIAL NAVY IHS LONGBOW 
  TUGSHIP 
   
   
   Val CHA Cost Roll Notes 
   10 SIZE 
  50 
   10”x5” 
   100 STR 
  40 29- 20d6 HTH 
   13 DEX 
  12 12- OCV:  4/DCV:  0 
   30 BODY 
  10 15- 
   17 DEF 
  45 
   See Tactical Systems 
   
  3 SPD 
  7 
   Phases: 4, 8, 12 
  Total Characteristics Cost:  164 
  Movement: Running: 
  0”/0” 
   
  Swimming:  
  0”/0” 
   
  Flight:  
  45”/180” 
   
  Teleportation: 440 LY  
  Cost Power Systems 
  END 
   60 Small Fusion Plant:  Endurance 
  Reserve (150 END/150 REC); OIF 
  Immobile (-1½), Only to Power 
  Electrical Devices (-¼) 
  0 
   30 Auxiliary Power:  Endurance Reserve 
  (75 END, 75 REC); OIF Immobile 
  (-1½), Only to Power Electrical 
  Devices (-¼) 
  0 
   
   Propulsion Systems 
   13 Type 17-D Displacer Drive: 
  Teleportation 11”, Megascale (1” = 10 
  LY, +3¾); Extra Time (requires four 
  hours to prepare for a displacement, 
  -3), Costs Endurance (-½), Increased 
  Endurance Cost (6x END, -3), 
  Requires PS: Operate Displacer Drive 
  Roll (-¼), Requires Gravitation-Free 
  Zone to Activate (-¼) 
  60 
   63 Type 3 Reactionless Drive: Flight 45”, 
  4x Noncombat; Costs Endurance (-½) 
  9 
  7 Inertial Compensation Field: Force 
  Field (22 PD); OIF Bulky (-1), Only to 
  Protect Occupants against G Force 
  Damage (-1) 
  2 
   -14 Spaceflight Only:  Running -6” (0” 
  Total), Swimming -2” (0” Total) 
  0 
   
   Tactical Systems 
   54 Type I Tractor Beam:  Telekinesis 
  (100 STR); OIF Bulky (-1), Real 
  Weapon (-¼), Affects Whole Object 
  (-¼), Limited Arc Of Fire (180o, -¼) 
  15 
   39 Ablative Armor Plating:  +23 DEF; 
  Ablative (-½), Limited Coverage (Hull 
  Only, -¼) 
  0 
   24 Hull Armor:  +10 DEF; Limited 
  Coverage (Hull Only, -¼) 
  0 
   
   Operations Systems 
   69 Sensor Package I:  Variable Power 
  Pool, 60-point Reserve; OIF Bulky 
  (-1), Only for Senses and 
  Communications (-1), Costs 
  Endurance (-½) 
  var 
   52 Long-Range Sensors:  MegaScale (1 
  LY per Active Point, Can Scale Down 
  to 1 km per Active Point, +3½) for any 
  Sensor Pool Sense up to 30 Active 
  Points; OIF Bulky (-1) 
  var. 
   
  9 Long-Range Sensors:  +12 versus 
  Range for Radio Group; OIF Bulky 
  (-1) 
  0 
   
   Personnel Systems 
   12 Life Support:  Life Support (Self 
  Contained Breathing; Safe in Cold, 
  Heat, Radiation, Vacuum); Costs 
  Endurance (-½) 
  2 
   
  6 Backup Life Support:  Life Support 
  (Self Contained Breathing; Safe in 
  Cold, Heat, Radiation, Vacuum); Only 
  within Affected Area (2.5” x 1.25” 
  Chamber, -2), 1 Continuing Fuel 
  Charge (Easily Replaced from Sources 
  Outside the Ship, 1 Month, -0) 
  [1cc] 
   10 Backup Life Support:  3 More Backup 
  Life Support Chambers 
  [1cc] 
   
  3 Food Supplies:  Life Support 
  (Diminished Eating: No Need to Eat); 
  1 Continuing Fuel Charge (Easily 
  Replaced from Sources Outside the 
  ship, 1 Year, -0) 
  0 
   15 Thibault Gravity Plating:  Telekinesis 
  (20 STR), Selective (+½); OIF Bulky 
  (-1), Only to Pull Objects Straight 
  Down to the Floor (-1) 
  3 
  
  DIGITAL HERO #43 
   
  39
   
   Skills/Laboratories 
   13 Computer Programming 14- 
   13 Electronics 14- 
   13 Mechanics 14- 
   65 Other Laboratories (defined by GM or 
  player) 
  Total Abilities & Equipment Cost:  556 
  Total Vehicle Cost:  720 
  690+ Disadvantages 
   20 Distinctive Features:  Imperial Military 
  Service Vessel (Not Concealable, Causes 
  Major Reaction [fear]) 
   10 Physical Limitation:  Cannot Enter 
  Atmospheres (Infrequently, Greatly 
  Impairing) 
  Disadvantages Total:  720 
  Total Cost:  690 / 5 = 138 
   
   Additional Vehicles 
   22 Escape Pod 
   10 3 More Escape Pods (Total of 4) 
   96 Slingshot Lander 
   
  
  DIGITAL HERO #43 
   
  40 
  Imperial Navy ISM Montgomery 
  Class Repair Vessel 
  Description: The Montgomery class starship is 
  the Imperial Navy’s most common vessel for 
  repair missions. When any starship, whether 
  military or civilian, breaks down or becomes 
  damaged in deep space or at a system without an 
  adequate starport and cannot return to a repair 
  station, the Navy sends out a repair mission, and 
  at least one of these ships is usually along. 
   
  While the ship does have some armaments 
  for self-defense or aid in rescue missions from 
  hostile forces, its primary purpose is starship 
  repair. Its shops and labs are the best in the fleet; 
  a reasonably skilled technician can do wonders 
  there, and most of the technicians assigned to 
  this duty are considerably more than just 
  “reasonably skilled.” 
  IMPERIAL NAVY ISM MONTGOMERY 
  CLASS REPAIR VESSEL 
   
   
   Val CHA Cost Roll Notes 
   10 SIZE 
  50 
   10”x5”, 100 tons 
   60 STR 
  0 21- 12d6 HTH [0] 
   13 DEX 
  12 12- OCV:  4/DCV:  0 
   30 BODY 
  11 15-  
   15 DEF 
  39 
   See Tactical Systems 
   
  3 SPD 
  7 
   Phases: 4, 8, 12 
  Total Characteristics Cost:  119 
  Movement: Running: 
  0”/0” 
   
  Swimming:  
  0”/0” 
   
  Flight:  
  32”/128” 
   
  Teleportation: 400 LY  
  Cost Power Systems 
  END 
   72 Small Cold Fusion Plant:  Endurance 
  Reserve (180 END/180 REC); OIF 
  Immobile (-1½), Only to Power 
  Electrical Devices (-¼) 
  0 
   36 Auxiliary Power:  Endurance Reserve 
  (90 END/90 REC); OIF Immobile 
  (-1½), Only to Power Electrical 
  Devices (-¼) 
  0 
   
   Propulsion Systems 
   13 Type 17 Displacer Drive:  
  Teleportation 10”, MegaScale (1” = 10 
  LY, +3¾); Extra Time (requires four 
  hours to prepare for a displacement, 
  -3), Costs Endurance (-½), Increased 
  Endurance Cost (6x END, -2½), 
  Requires a PS: Operate Displacer 
  Drive Roll (-¼), Requires 
  Gravitational Distortion-Free Zone to 
  Activate, -¼) 
  12 
   46 Type 1-M Reactionless Drive:  Flight 
  32”, 4x Noncombat; Costs Endurance 
  (-½) 
  6 
   
  7 Inertial Compensation Field:  Force 
  Field (22 PD); OIF Bulky (-1), Only to 
  Protect Occupants against G Force 
  Damage (-1) 
  2 
   -14 Spaceflight Only:  Running -6” (0” 
  Total), Swimming -2” (0” Total) 
  0 
   
   Tactical Systems 
   80 Mark VIII Starship Laser:  
  Multipower, 180-point Reserve; OIF 
  Bulky (-1), Real Weapon (-¼) 
   5u 1) Near-Targeting Beam Mode:  RKA 
  6d6, Increased Maximum Range 
  (2,250”, +¼); OIF Bulky (-1), Real 
  Weapon (-¼) 
  11 
   8u 2) Far-Targeting Beam Mode:  RKA 
  6d6, MegaRange (1” = 100 km, can 
  scale down to 1” = 1 km, +1); OIF 
  Bulky (-1), Real Weapon (-¼) 
  18 
   5u 3) Near-Targeting Pulse Mode:  RKA 
  5d6, Autofire (3 shots, +¼), Increased 
  Maximum Range (2,350”, +¼); OIF 
  Bulky (-1), Real Weapon (-¼) 
  11 
   7u 4) Far-Targeting Pulse Mode:  RKA 
  5d6, Autofire (3 shots, +¼), 
  MegaRange (1” = 100 km, can scale 
  down to 1” = 1 km, +1); OIF Bulky 
  (-1), Real Weapon (-¼) 
  17 
   6u 5) Sustained Beam Mode:  RKA 4d6, 
  Continuous (+1), Increased Maximum 
  Range (3,000”, +¼); OIF Bulky (-1), 
  Real Weapon (-¼) 
  13 
   33 Type C Tractor Beam:  Telekinesis (60 
  STR); OIF Bulky (-1), Real Weapon 
  (-¼), Affects Whole Object (-¼), 
  Limited Arc Of Fire (180o, -¼) 
  9 
   180 MAME-5 Launcher:  RKA 12d6, 
  Explosion (+½), Increased Maximum 
  Range (22,500”, or about 45 km, +½), 
  Indirect (always fired forward from 
  ship, but can attack target from any 
  angle, +½), No Range Modifier (+½); 
  OIF Bulky (-1), 5 Charges (-¾), Real 
  Weapon (-¼), Extra Time (reaches 
  targets within 2 km the same Phase, 
  takes +1 Segment per additional +2 
  km, -0) 
  [5c] 
   
  5 MAME-5 Launcher:  Another MAME-
  5 Launcher (total of 2) 
  [5c] 
   39 Ablative Armor Plating:  +23 DEF; 
  Ablative (-½), Limited Coverage (Hull 
  Only, -¼) 
  0 
   24 Hull Armor:  +10 DEF; Limited 
  Coverage (Hull Only, -¼) 
  0 
   73 Self-Destruct System:  RKA 20d6 
  (Standard Effect: 60 BODY), 
  Explosion (+½), Trigger (Spoken 
  Command Authorization, +¼); No 
  Range (-½), Real Weapon (-¼), Extra 
  Time (Once Activated, Takes 1 Minute 
  to Arm and Detonate, -1½), 1 Charge 
  Which Never Recovers (-4) 
  [1] 
  
  DIGITAL HERO #43 
   
  41
   
   Operations Systems 
   114 Sensor Package I:  Variable Power 
  Pool, 100-point Reserve; OIF Bulky 
  (-1), Only for Senses and 
  Communications (-1), Costs 
  Endurance (-½) 
  var 
   87 Long-Range Sensors:  MegaScale (1 
  LY per Active Point, Can Scale Down 
  to 1 km per Active Point, +3½) for any 
  Sensor Pool Sense up to 50 Active 
  Points; OIF Bulky (-1) 
  var. 
   15 Long-Range Sensors:  +20 versus 
  Range for Radio Group; OIF Bulky 
  0 
   
  4 Sensor Enhancements:  +4 to Systems 
  Operation; OIF Bulky (-1) 
   15 Internal Monitors:  Clairsentience 
  (Sight And Hearing Groups), Mobile 
  Perception Point, Multiple Perception 
  Points (up to four at once); OAF 
  Immobile (-2), Perception Point 
  Cannot Move Through Solid Objects 
  (-0) 
  4 
   
  4 Navigation Computer:  +4 to 
  Navigation roll; OIF Bulky (-1) 
  0 
   
   Personnel Systems 
   12 Life Support:  Life Support (Self 
  Contained Breathing; Safe in Cold, 
  Heat, Radiation, Vacuum); Costs 
  Endurance (-½) 
  2 
   
  6 Backup Life Support:  Life Support 
  (Self Contained Breathing; Safe in 
  Cold, Heat, Radiation, Vacuum); Only 
  within Affected Area (2.5” x 1.25” 
  Chamber, -2), 1 Continuing Fuel 
  Charge (Easily Replaced from Sources 
  Outside the Ship, 1 Month, -0) 
  [1cc] 
   10 Backup Life Support:  3 More Backup 
  Life Support chambers (Total of 4) [1cc] 
   
  3 Food Supplies:  Life Support 
  (Diminished Eating: No Need to Eat); 
  1 Continuing Fuel Charge (Easily 
  Replaced from Sources Outside the 
  ship, 1 Year, -0) 
  0 
   15 Thibault Gravity Plating:  Telekinesis 
  (20 STR), Selective (+½); OIF Bulky 
  (-1), Only to Pull Objects Straight 
  Down to the Floor (-1) 
  3 
   
   Skills/Laboratories 
   23 Computer Programming 19- 
   23 Electronics 19- 
   23 Mechanics 19- 
   92 Additional Labs (defined by player or 
  GM) 
  Total Abilities & Equipment: 1071 
  Total Vehicle Cost: 1190 
  1160+ Disadvantages 
   20 Distinctive Features:  Imperial Military 
  Service Vessel (Not Concealable; Causes 
  Major Reaction [fear]) 
   10 Physical Limitation:  Cannot Enter 
  Atmospheres (Infrequently, Greatly 
  Limiting) 
  Disadvantages Total:  1190 
  Total Cost:  1160 / 5 = 232 
   
   Additional Vehicles 
   22 Escape Pod 
   25 29 More Escape Pods (Total of 30) 
   96 Slingshot Planetary Lander 
   
  5 1 More Slingshot Planetary Lander 
  (Total of 2) 
   
  
  DIGITAL HERO #43 
   
  42 
  Imperial IIS Eagle-Eye Class 
  Spy Ship 
  Description:  The Terran Intelligence Command 
  uses the Eagle-Eye class of spy ship for casual 
  monitoring of highly sensitive areas, such as the 
  near-border areas of Thorgon or Ackálian space 
  or areas suspected of harboring rebels and 
  insurgents. Its tiny crew, consisting of a pilot, 
  co-pilot, repair technician, and sensor operator 
  — plus occasionally an analyst, legal expert, 
  forensic technician, or other specialist — serves 
  in a relatively cramped space amid a variety of 
  bulky equipment. 
  IMPERIAL IIS EAGLE-EYE CLASS SPY 
  SHIP 
   
   
   Val CHA Cost Roll Notes 
   
  8 SIZE 
  40 
   5”x2”, 25 tons 
   50 STR 
  0 
   10d6 HTH [0] 
   20 DEX 
  30 
   OCV:  7/DCV:  2 
   40 BODY 
  22 
   
  8 DEF 
  18 
   See below 
   
  3 SPD 
  0 
   Phases:  3, 6, 9, 12 
  Total Characteristics Cost:  110 
  Movement: Running: 
  0”/0” 
   
  Swimming:  
  0”/0” 
   
  Flight:  
  47”/188” 
   
  Teleportation: 13” Hyperdrive 
  Cost Power Systems 
  END 
   60 Small Antimatter Plant:  Endurance 
  Reserve (200 END/200 REC); OIF 
  Immobile (-1½), Only to Power 
  Electrical Devices (-¼) 
  0 
   30 Auxiliary Power: Endurance Reserve 
  (100 END/100 REC); OIF Immobile 
  (-1½), Only to Power Electrical 
  Devices (-¼) 
  0 
   
   Propulsion Systems 
   18 Class Lambda Hyperdrive: 
  Teleportation 13”, MegaScale (1” = 
  100 LY, can scale down to 1” = 2,000 
  km, +4¼); Extra Time (1 Week for a 
  full journey, or 7.5 LY per hour, -4½), 
  Costs Endurance (-½), Increased 
  Endurance Cost (3x END, -1), 
  Requires Gravitational Distortion-Free 
  Zone to Activate (-½) 
  52 
   66 Type 3.K Reactionless Drive:  Flight 
  47”, 4x Noncombat; Costs Endurance 
  (-½) 
  9 
   
  7 Inertial Compensation Field:  Force 
  Field (22 PD); OIF Bulky (-1), Only to 
  Protect Occupants Against G Force 
  Damage (-1) 
  2 
   -14 Spaceflight Only:  Running -6” (0” 
  Total), Swimming -2” (0” Total) 
  0 
   
   
   Tactical Systems 
   39 Ablative Armor Plating:  +23 DEF; 
  Ablative (-½); Limited Coverage (Hull 
  Only, -¼) 
  0 
   24 Hull Armor:  +10 DEF; Limited 
  Coverage (Hull Only, -¼) 
  0 
   145 Self-Destruct System:  RKA 40d6 
  (standard effect: 120 BODY), 
  Explosion (+½), Trigger (spoken 
  command authorization, +¼); No 
  Range (-½), Real Weapon (-¼), Extra 
  Time (once activated, takes 1 Minute 
  to arm and detonate, -1½), 1 Charge 
  Which Never Recovers (-4) 
  [1] 
   20 Stealth Hull Type III:  Change 
  Environment 4” Radius, -6 to Radar 
  PER Rolls, Persistent (+½), Reduced 
  Endurance (0 END, +½); Always On 
  (-½), No Range (-½), Self Only (-½) 
  0 
   
   Operations Systems 
   114 Sensor Package I:  Variable Power 
  Pool, 100-point Reserve; OIF Bulky 
  (-1), Only for Senses and 
  Communications (-1), Costs 
  Endurance (-½) 
  var 
   87 Long-Range Sensors:  MegaScale (1 
  LY per Active Point, Can Scale Down 
  to 1 km per Active Point, +3½) for any 
  Sensor Pool Sense up to 50 Active 
  Points; OIF Bulky (-1) 
  var. 
   15 Long-Range Sensors:  +20 versus 
  Range for Radio Group; OIF Bulky 
  (-1) 
  0 
   117 Electronic Warfare III:  Variable 
  Power Pool, 100-point Reserve; OIF 
  Bulky (-1), Only for Electronic 
  Warfare (-1) 
  var 
   30 Electronic Warfare Defense:  Radio 
  Group Flash Defense (30 points) 
  0 
   
  6 Sensor Enhancements:  +6 to Systems 
  Operation; OIF Bulky (-1) 
  0 
   15 Internal Monitors:  Clairsentience 
  (Sight and Hearing Groups), Mobile 
  Perception Points (up to four at once); 
  OAF Immobile (-2), Perception Point 
  Cannot Move Through Solid Objects 
  (-0) 
  4 
   
  6 Navigation Computer:  +6 to 
  Navigation; OIF Bulky (-1) 
  0 
   
   Personnel Systems 
   12 Life Support:  Life Support (Self 
  Contained Breathing; Safe in Cold, 
  Heat, Radiation, Vacuum); Costs 
  Endurance (-½) 
  2 
   
  6 Backup Life Support:  Life Support 
  (Self Contained Breathing; Safe in 
  Cold, Heat, Radiation, Vacuum); Only 
  within Affected Area (2.5” x 1.25” 
  Chamber, -2), 1 Continuing Fuel 
  
  DIGITAL HERO #43 
   
  43
  Charge (Easily Replaced from Sources 
  Outside the Ship, 1 Month, -0) 
  [1cc] 
   10 Backup Life Support:  3 More Backup 
  Life Support Chambers (Total of 4) [1cc] 
   
  3 Food Supplies:  Life Support 
  (Diminished Eating: No Need to Eat); 
  1 Continuing Fuel Charge (Easily 
  Replaced from Sources Outside the 
  ship, 1 Year, -0) 
  0 
   15 Thibault Gravity Plating:  Telekinesis 
  (20 STR), Selective (+½); OIF Bulky 
  (-1), Only to Pull Objects Straight 
  Down to the Floor (-1) 
  3 
   
   Skills/Laboratories 
   13 Computer Programming 14- 
   13 Concealment 14- 
   13 Cryptography 14- 
   13 Electronics 14- 
   13 Mechanics 14- 
   13 Stealth 14- 
   65 Other Laboratories (defined by GM or 
  player) 
  Total Abilities & Equipment:  974 
  Total Vehicle Cost:  1084 
  1059+ Disadvantages 
   25 Distinctive Features:  Imperial Espionage 
  Vessel (Not Concealable, Causes Extreme 
  Reaction [fear]) 
  Disadvantages Total:  25 
  Total Cost: 1059 / 5 = 211 
   
   Additional Vehicles 
   22 Escape Pod 
   10 3 More Escape Pods (Total of 4) 
   
   
  
  DIGITAL HERO #43 
   
  44 
  Imperial IYM Eagle XII 
  Description: Unveiled January 15, 2640, The 
  Eagle XII is the twelfth in the Empire’s line of 
  Imperial Throne vessels for the personal use of 
  the Empress from planet to planet (the Imperial 
  equivalent of Air Force One). Though it usually 
  travels with a Navy escort, it’s loaded with some 
  of the Empire’s most sophisticated defense and 
  security equipment, from its Type 9 plasma 
  cannon and Type XXII starship laser to its Type 
  V stealth hull and Extreme-level gravity plating. 
   
  The ship also includes diplomatic-class 
  entertainment facilities, and a sophisticated 
  interrogation chamber. Its computer, nicknamed 
  “Duchess,” is arguably the most advanced ship’s 
  computer in the Empire. 
  IMPERIAL IYM EAGLE XII 
   
   
   Val CHA Cost Roll Notes 
   18 SIZE 
  90 
   64”x32”, 25 ktons 
   100 STR 
  0 29- 20d6 HTH [0] 
   21 DEX 
  33 13- OCV:  7/DCV:  0 
   100 BODY 
  72 29-  
   20 DEF 
  54 
    
   
  4 SPD 
  9 
   Phases:  3, 6, 9, 12 
  Total Characteristics Cost:  256 
  Movement: Running: 
  17”/68” 
   
  Swimming:  
  0”/0” 
   
  Flight:  
  65”/260” 
   
  Teleportation: 12”/24” 
  Cost Power Systems 
  END 
   100 Medium Antimatter Power Plant:   
  Endurance Reserve (250 END, 250 
  REC); OIF Immobile (-1½), Only to  
  Power Electrical Devices (-¼) 
  0 
   50 Auxiliary Power Plant:  Endurance 
  Reserve (125 END, 125 REC); OIF 
  Immobile (-1½), Only to Power 
  Electrical Devices (-¼) 
  0 
   
   Propulsion Systems 
   11 Class Omicron Hyperdrive:   
  Teleportation 8”, MegaScale (1” = 
  1000 LY, Can Be Scaled Down to 1 
  km, +4½); Extra Time (1 Week for a 
  full journey, -4½), Increased 
  Endurance Cost (4x END, -1½), Costs 
  Endurance to Activate, -½), Requires 
  Gravitational Distortion-Free Zone to 
  Activate (-½) 
  36 
   
  5 Type 22 Displacer Drive:  
  Teleportation 4”, MegaScale (1” = 100 
  LY, +4); Increased Endurance Cost 
  (9x END, -3½), Extra Time (requires 
  four hours to prepare for a 
  displacement, -3), Costs Endurance to 
  Activate (-½), Requires a Gravitational 
  Distortion-Free Zone to Activate (-¼) 36 
   
   90 Type 5.T Reactionless Drive:  Flight 
  65”, 4x Noncombat; Costs Endurance 
  (-½) 
  13 
   
  7 Inertial Compensation Field:  Force 
  Field (22 PD); OIF Bulky (-1), Only to 
  Protect Occupants Against G Force 
  Damage (-1) 
  2 
   27 Improved Taxi System:  Running +11” 
  (17” Total), 4x Noncombat 
  0 
   -2 Flight & Taxi Only:  -2” Swimming 
  (0” Total) 
  0 
   
   Tactical Systems 
   220 Mark XXII Starship Laser:  
  Multipower, 495-point Reserve; OIF 
  Bulky (-1), Real Weapon (-¼) 
  0 
   11 1) Near-Targeting Beam Mode:  RKA 
  11d6, Armor Piercing (+½); OIF 
  Bulky (-1), Real Weapon (-¼) 
  25 
   22 2) Far-Targeting Beam Mode:  RKA 
  11d6, Armor Piercing (+½), 
  MegaScale (1” = 10,000 km, Can Be 
  Scaled Down to 1 km, +1½); OIF 
  Bulky (-1), Real Weapon (-¼) 
  49 
   12 3) Near-Targeting Pulse Mode:  RKA 
  9d6, Armor Piercing (+½), Autofire (5 
  shots, +½); OIF Bulky (-1), Real 
  Weapon (-¼) 
  27 
   21 4) Far-Targeting Pulse Mode:  RKA 
  9d6, Armor Piercing (+½), Autofire (5 
  shots, +½), MegaScale (1” = 10,000 
  km, Can Be Scaled Down to 1 km, 
  +1½); OIF Bulky (-1), Real Weapon 
  (-¼) 
  47 
   11 5) Far-Targeting Beam Mode:  RKA 
  8d6, Continuous (+1); OIF Bulky (-1), 
  Real Weapon (-¼) 
  24 
   
  5 Mark XXII Starship Laser:  1 More 
  Mark XXII Starship Laser (Total of 2) var 
   142 Type 9 Plasma Cannon:  RKA 13d6-1, 
  Increased Maximum Range (9,500”, 
  +¼), 60 Charges (+½), Area Of Effect 
  Accurate (One Hex, +½); OIF Bulky 
  (-1), Limited Arc Of Fire (60o, same 
  horizontal level, -¾), Real Weapon 
  (-¼) 
  [60] 
   
  5 Type 9 Plasma Cannon:  1 More Type 
  9 Plasma Cannon (Total of 2) 
  var 
   216 MAME-10 Launcher:  RKA 12d6, 
  Explosion (+½), Indirect (any angle, 
  +½), No Range Modifier (+½), 
  Increased Maximum Range (56,250”, 
  +½); OIF Bulky (-1), 10 Charges (-¼), 
  Real Weapon (-¼) 
  [10] 
   33 Type C Tractor Beam:  Telekinesis (60 
  STR); OIF Bulky (-1), Real Weapon 
  (-¼), Affects Whole Object (-¼), 
  Limited Arc Of Fire (180o, -¼) 
  9 
  
  DIGITAL HERO #43 
   
  45
   14 Elite Point Defense System Mark II:  
  Multipower, 34-point Reserve; OIF 
  Bulky (-1), Costs Endurance (-½) 
  0 
   
  1 1) Close-In Defense:  Missile 
  Deflection (Bullets), Full Range (+1); 
  OIF Bulky (-1), Costs Endurance (-½) 
  3 
   
  1 2) Distant Defense:  Missile Deflection 
  (Bullets), MegaRange (1” = 1 km, 
  +¼), Full Range (+1); OIF Bulky (-1), 
  Costs Endurance (-½) 
  3 
   
  7 Outer Force Field:  Force Field (22 PD/ 
  22 ED); Increased Endurance Cost (10x 
  END, -4), OIF Bulky (-1), Ablative 
  (-½) 
  40 
   
  6 Hull Force Field — Delta:  Force 
  Field (13 PD/13 ED/10 Power 
  Defense); Increased Endurance Cost 
  (10x END, -4), OIF Bulky (-1) 
  40 
   63 Ablative Armor Plating:  +37 DEF; 
  Ablative (-½), Limited Coverage (Hull 
  Only, -¼) 
  0 
   46 Hull Armor:  +19 DEF; Limited 
  Coverage (Hull Only, -¼) 
  0 
   20 Missile Tracking System:  +10 with 
  Missile Deflection 
  0 
   362 Self-Destruct System:  RKA 100d6 
  (standard effect: 300 BODY), Trigger 
  (spoken command authorization, +¼), 
  Explosion (+½); 1 Charge which 
  Never Recovers (-4), Extra Time (1 
  Minute, -1½), No Range (-½), Real 
  Weapon (-¼) 
  [1] 
   35 Stealth Hull Type V:  Change 
  Environment 32”, -8 to Radar PER 
  Rolls, Reduced Endurance (0 END, 
  +½), Persistent (+½); Always On (-½), 
  No Range (-½), Self Only (-½) 
  0 
   
   Operations Systems 
   126 Sensor Package I:  Variable Power 
  Pool, 110-point Reserve; OIF Bulky 
  (-1), Only for Senses and 
  Communications (-1), Costs 
  Endurance (-½) 
  var 
   96 Long-Range Sensors:  MegaScale (1 
  LY per Active Point, Can Scale Down 
  to 1 km per Active Point, +3½) for any 
  Sensor Pool Sense up to 55 Active 
  Points; OIF Bulky (-1) 
  var. 
   33 Long-Range Sensors:  +22 versus 
  Range Modifier for Radio Group 
  0 
   18 Internal Monitors:  Clairsentience 
  (Sight and Hearing Groups), 16 
  Perception Points, Mobile Perception 
  Point; OAF Immobile (-2) 
  5 
   128 Electronic Warfare III-A:  Variable 
  Power Pool, 110-point Reserve; OIF 
  Bulky (-1), Only for Electronic 
  Warfare (-1) 
  var 
   40 Electronic Warfare Defense:  Radio 
  Group Flash Defense (40 points) 
  0 
   12 Flight Package III:  +6 with Flight 
  0 
   
  6 Navigation Computer 3:  +6 with 
  Navigation; OIF Bulky (-1) 
  0 
   
  6 Sensor Enhancements III:  +6 with 
  Systems Operation; OIF Bulky (-1) 
  0 
   
   Personnel Systems 
   12 Life Support:  Life Support (Self 
  Contained Breathing; Safe in Cold, 
  Heat, Radiation, Vacuum); Costs 
  Endurance (-½) 
  2 
   
  6 Backup Life Support:  Life Support 
  (Self Contained Breathing; Safe in 
  Cold, Heat, Radiation, Vacuum); Only 
  within Affected Area (2.5” x 1.25” 
  Chamber, -2), 1 Continuing Fuel 
  Charge (Easily Replaced from Sources 
  Outside the Ship, 1 Month, -0) 
  [1cc] 
   25 Backup Life Support:  29 More 
  Backup Life Support Chambers (Total 
  of 4) 
  [1cc] 
   
  3 Food Supplies:  Life Support 
  (Diminished Eating: No Need to Eat); 
  1 Continuing Fuel Charge (Easily 
  Replaced from Sources Outside the 
  ship, 1 Year, -0) 
  0 
   30 Thibault Gravity Plating:  Telekinesis 
  (40 STR), Selective (+½); OIF Bulky 
  (-1), Only to Pull Objects Straight 
  Down to the Floor (-1) 
  3 
   
   Skills 
   19 Medical Facilities:  Paramedics 17- 
   
  8 Medical Facilities:  SS:  Medicine 17- 
   20 Tactical Systems:  +6 with Ranged 
  Combat; Costs Endurance (-½) 
    15 Computer Programming 15- 
   15 Cryptography 15- 
   15 Demolitions 15- 
   15 Electronics 15- 
   15 High Society 15- 
   15 Interrogation 15- 
   15 Mechanics 15- 
   17 Weaponsmith (Energy Weapons, 
  Firearms, Incendiary Weapons, Missiles 
  & Rockets) 15- 
  Total Abilities & Equipment Cost:  2253 
  Total Vehicle Cost:  2509 
  Total Cost:  2509/5 = 502 
  Cost Additional Vehicles 
   22 Armored Escape Pod 
   25 29 More Armored Escape Pods (Total of 
  30) 
   76 Antimatter Missile 
   15 7 More Antimatter Missiles (Total of 8) 
   
   
  
  DIGITAL HERO #43 
   
  46 
  Duchess 
  Description:  “Duchess” is a one-of-a-kind, 
  ultra-sophisticated artificial-intelligence 
  computer, installed on the Eagle XII to help 
  operate the ship, take over operations in an 
  emergency, assist the Empress in her daily needs 
  while on board, and serve other functions 
  common to a starship computer. Its name was 
  given by the designer of the Eagle I in 2463, and 
  every time a new Eagle ship has been unveiled 
  the memories and protocols of the predecessor 
  has been transferred to the new computer. 
   
  Its artificial personality is slavishly loyal to 
  Empress Marissa — that is, to the person on the 
  Terran throne and quite notably not to the empire 
  as a whole. It has some sympathy for the 
  machine-rights movement, but believes 
  wholeheartedly (as it were) that computers 
  should full the roles for which they were built. 
   
  Because of its unique position, Duchess is 
  authorized to obtain any information that the 
  Empress herself would have access to. As a 
  precaution against cyberkinetics and other 
  “snoopers,” it also has powerful anti-hacking 
  software. 
  DUCHESS 
   
   
   Val CHA Cost Roll Notes 
   35  INT  
  25  16-  PER Roll:  16- 
   18  EGO  
  16  13-  ECV:  6 
   30  DEX  
  60  15-  OCV:  10/DCV:  10 
   
  6  SPD  
  20  
   Phases:  2, 4, 6, 8, 10, 12 
  Total Characteristics Cost:  121 
  Cost Powers 
  END 
   15  Cyberkinetic Shielding:  Mental 
  Defense (19 points Total) 
  0 
   
   Perks 
   10  Fringe Benefit: Security Clearance 
   
   Talents 
   
  3  Absolute Range Sense 
   
  3  Absolute Time Sense 
   
  3  Bump Of Direction 
   
  5  Eidetic Memory 
   
  3  Lightning Calculator 
   
  9  Lightning Reflexes +6 
   
  3  Lightsleep 
   
  3  Perfect Pitch 
   
  5  Resistance (5 points) 
   
  8  Speed Reading (x1,000) 
   25  Universal Translator 21- 
   
   Programs 
   
  1  Attack Target 
   
  1  Diagnose Ship Malfunctions 
   
  1  Engage In Evasive Maneuvers 
   
  1  Locate Target 
   
  1  Monitor Communications System, Report 
  Anomalies 
   
  1  Monitor Internal Monitor System, Report 
  Anomalies 
   
  1  Monitor Vehicle Functions, Report 
  Anomalies 
   
  1  Obtain Latest News Via Communications 
  System 
   
  1  Obtain Latest Tactical data Via 
  Communications System 
   
  1  Open/Lock Accesways 
   
  1  Operate Sensors To Scan For Designated 
  Phenomena/Object 
   
  1  Pilot Vehicle From Location A To 
  Location B 
   
  1  Scan And Enter Data 
   
  1  Schedule Vehicle Events/Use Of 
  Vehicle’s Resources 
   
  1  Search Reference Material For 
  Information On A Topic 
   
  1  Send Emergency Call If Operator 
  Incapacitated/Killed 
   
  1  Send Emergency Call If Specified 
  Protocols Are Not Met 
   
   Skills 
   15  +3 with Interaction Skills 
   
  9  AK: Milky Way Galaxy 18- 
   
  9  AK: Terran Empire 18- 
   
  3  Bugging 16- 
   11  Bureaucratics 13- 
   
  3  Combat Piloting 15- 
   
  3  Computer Programming 16- 
   11  Conversation 13- 
   
  3  Cryptography 16- 
   
  3  Deduction 16- 
   
  3  Electronics 16- 
   11  High Society 13- 
   
  6  KS: Archived Recent News 15- 
   
  7  KS: Arms & Military Equipment of the 
  Galaxy 16- 
   
  8  KS: Contact Information 17- 
   
  6  KS: Current News 15- 
   
  7  KS: Diplomatic Protocols 16- 
   
  9  KS: Known Sentient Species 18- 
   
  5  KS: Literature Database 14- 
   
  7  KS: Military Forces of the Galaxy 16- 
   
  7  KS: Military/Mercenary/Terrorist World 
  16- 
   
  5  KS: Movies Database 14- 
   
  5  KS: Music Database 14- 
   
  7  KS: Starships of the Galaxy 16- 
   
  3  Lipreading 16- 
   
  4  Navigation (Air, Hyperspace, Space) 16- 
   11  Persuasion 13- 
   
  7  PS: Personal Assistant 16- 
  
  DIGITAL HERO #43 
   
  47
   
  8  Systems Operation (Communications 
  Systems, Environmental Systems, 
  Medical Systems, Sensor Jamming 
  Equipment, Ship’s Weapons) 16- 
   
  3  Tactics 16- 
   
  1  WF: Ship’s Weapons 
  Total Powers & Skills Cost:  312 
  Total Cost:  433 
   408+ Disadvantages 
   25  Psychological Limitation:  Slavishly 
  Loyal to the Empress (Very Common, 
  Total) 
  Total Disadvantages Points:  25 
  Total Cost:  408/5 = 82 points 
   
   
  
  DIGITAL HERO #43 
   
  48 
  The Treasure of Thenin by Joshua Keezer 
   
  Adventure Background 
   
  In the Year 998 of Valdor’s Advent, Thenin 
  Bookwright departed from his Abyznian home 
  with a plan to secure vasts amount of wealth and 
  power. In Elweir, he sought out and eventually 
  found a partner to work with. Together, Thenin 
  and his secret partner established a ring of 
  thieves that ranged from small jobs in Lowtown 
  to one large job conducted within Gold’s Reside 
  itself. 
   
  After the theft from the Gutterglow estate, 
  Thenin and his partner decided they needed to 
  find a way to hide the stolen merchandise until 
  the search for the criminals died down. They did 
  so by sending Thenin to Curdledhorn Castle to 
  establish a small merchant business. 
   
  Hiding the stolen property would not be an 
  easy task, especially one in the strict Valdorian 
  Empire. Fortunately, Thenin Bookwright had 
  plans for that as well. Using his arts as a Black 
  Magician, he summoned up a servant to search 
  the mountains for a hiding place. It did not take 
  long before one was found. Once Thenin had 
  examined the location for himself, he notified his 
  partner. 
   
  Thenin was nervous that his hiding spot may 
  one day be uncovered. To secure his treasure, he 
  summoned up a Vineyard of the Nether Realms 
  to not only guard his treasure, but to provide 
  Thenin with ingredients needed for his foul, 
  demonic concoctions. Along with the stolen 
  goods, Thenin frequently brought kidnapped 
  vagrants as sacrifices to his demonic guard. 
   
  Thenin’s plans were cut short when a thief 
  discovered his demonic interests. Thenin died at 
  the end of a rope. 
  Aris’ Story 
   
  Aris “Righty” Nalit earned his nickname in 
  the Year 997 of Valdor’s Advent when the 
  Elweir Executioner took his left hand for theft. 
  Aris had more than a fair share of enemies by 
  this point in time and decided it best that he flee 
  the city. This did not stop him, however, from a 
  lift of theft in his new home, Curdledhorn Castle. 
   
  In the spring of 1003, Aris broke into the 
  home of a wealthy merchant named Thenin. Aris 
  was surprised to find the house relatively bare. It 
  wasn’t long before he had resolved this mystery. 
  Aris found a hidden room located in the back of 
  Thenin’s home. But what he found within that 
  room filled Aris with fear. The room was filled 
  with vials of exotic poisons, tables littered with 
  inhuman skulls, and markings that only a 
  sorcerer could have made. Aris was desperate for 
  money and fetched a journal from Thenin’s desk 
  and fled from the home. 
   
  Aris had hoped to blackmail Thenin using 
  the journal. Upon reading from the journal, he 
  found a much better source of wealth than 
  blackmailing could ever bring in. Thenin had 
  been working with an unnamed accomplice in 
  Elweir to smuggle stolen treasure within his 
  caravan. The book Aris had found provided 
  instructions for his accomplice to be able to find 
  the treasure should something happen to Thenin. 
   
  Instead of blackmailing Thenin, he turned 
  him in to the local Magistrate. Thenin and Aris 
  were brought before the Magistrate. Aris 
  confessed he had broken in to Thenin’s home 
  intending to rob him. He provided details on 
  where the hidden room was located and the 
  contents that he had seen. When Aris’ story was 
  confirmed, Thenin was hanged. Aris had hopped 
  his crimes would be exonerated for finding a 
  sorcerer within Valdor. To his dismay, he was 
  sentenced to 20 years of hard labor in the iron 
  mines. 
   
  Aris was only recently released for his 
  crimes. He is an aged man who has little energy 
  left to him. He simply hopes to sell the journal 
  for 10% of any treasure obtained. He has shown 
  the journal to two individuals but neither have 
  shown interest in going on a treasure hunt. 
  Plot Hook 
   
  Aris has now twice tried to sell the journal. 
  The first person believed him to be a liar from 
  the start and would not hear anything more of it. 
  Orkinris, a local merchant, was willing to listen 
  to Aris’ tale and even looked through the journal 
  briefly. In the end, Orkinris declared that the 
  journal was a fraudulent fabrication of Aris. In 
  addition to the responses for trying to sell the 
  journal, Aris has also run into problems from the 
  populace of the town. The town has not forgotten 
  his past despite twenty years passing. If Aris has 
  any chance of making money off of his book, his 
  only hope is through an outsider. 
   
  Aris can approach the party one of several 
  ways. If the party has any sort of reputation, he 
  will seek them out immediately. Otherwise, Aris 
  is most likely to run into them at the tavern the 
  party will inevitably end up at. Another possible 
  hook would happen if the party seeks out work. 
  Aris’ wild tales of treasure have spread 
  throughout Curdledhorn Castle. On more than 
  one occasion the party is apt to hear about the 
  treasure of a long dead sorcerer. 
   
  Aris is so desperate for money by the time 
  he meets the party for the first time that he will 
  make a reasonable offer. For a drink at a tavern, 
  he will tell them an abridged version of his tale. 
  Aris will skim over his past only to say he broke 
  into Thenin’s home and stole the journal. He, 
  
  DIGITAL HERO #43 
   
  49
  however, will not hide his past if asked directly. 
  While he talks with the group, he will let them 
  look at the journal. If the group is interested, the 
  deal is for ten percent of any treasure. If the 
  group appears to have any sense of honor to 
  them, he will let them take the journal with only 
  their word. However, if Aris has any reason to 
  doubt the party, he will request a five silver 
  advance for the book. 
   
  Any Black Magician who even so much as 
  flips through the journal can tell immediately 
  that this book was written by an actual Black 
  Magician. Any other sorcerer can determine this 
  by making their corresponding sorcery’s 
  Knowledge Skill roll with a +2 bonus. Even if 
  they fail, the journal will still look legitimate. 
   
  As the party is finishing up their 
  conversation with Aris, Orkinris and a group of 
  his buddies enter the tavern. When Orkinris sees 
  Aris trying to sell the journal, he will 
  immediately try to make Aris look like a thief 
  and a fool. He will point out not only how Aris 
  lost his hand, but make sure the party is well 
  aware of Aris’ past. Orkinris has no intention of 
  a fight; he only seeks to “warn” the party. In 
  truth, Orkinris plans on gathering the treasure 
  without the journal and the party is a threat to his 
  plans. 
  Journey to the Cavern 
   
  The entrance to the cavern is a half-day’s 
  travel on foot or a two-hour ride on horseback. 
  The jagged, broken terrain provides lots of 
  hiding spots. Unless the sun is directly overhead, 
  the shadows of the heavily eroded rocks dance 
  about. However, the directions provided in the 
  journal are simple and very accurate. Finding the 
  entrance to the cavern is an easy task. 
   
  The cavern moves inward only twelve 
  meters and then drops down a full meter to a 
  large pool of stale water. Only faint sunlight can 
  be seen from the pool and unless an alternative 
  light source is available, the cavern’s pathway 
  cannot be easily found. The cavern twists and 
  turns onward and downward for thirty more 
  hexes. The cavern’s corridor abruptly ends 
  abruptly to a chamber wide and deep with no 
  signs of where the edges lie. In truth the cavern 
  chamber is oval shaped room thirty hexes wide 
  and twelve hexes long. The ceiling is far above 
  reach from any light source. 
   
  Anyone entering the chamber feels a nearly 
  overpowering chill of evil. The first thing anyone 
  sees within the chamber is the glint of gold and 
  silver cups from the Gutterglow estate. Moving 
  closer towards the cups reveals stacks of 
  paintings, jewelry, and barrels filled with 
  Graecorian Wine. However, a PER Roll applying 
  appropriate lighting penalties will draw attention 
  to a skeletal body lying in front of the pile of 
  wealth. 
   
  At the very moment the body has been noted 
  by the entire party, they hear the sounds of a 
  muted groan come from behind them. Suspended 
  in the air, barely outlines by the party’s light, is 
  the motionless body of Orkinris. With a PER -2 
  Roll, they will see what appears to be an oily 
  slick arm gripping Orkinris’ mouth. Orkinris is 
  immediately thrown in the direction of the party 
  and combat with a Vineyard of the Nether 
  Realms begins. 
  After the Battle 
   
  The Vineyard of the Nether Realms had 
  planned on turning Orkinris into a helpless slave. 
  When the Vineyard is killed, Orkinris’ mind is 
  shattered. He will mutter nonsensical words and 
  phrases. If he is exposed to any sunlight, he will 
  go berserk and attack the nearest person with his 
  fists. Treat Orkinris as a 3 OCV with 10 STR for 
  the purposes of these attacks. If Orkinris is 
  forced outside into complete sunlight, black ooze 
  will congeal around his lips and he will fall to 
  the ground dead. 
   
  Orkinris suspected that the party would be 
  shortly behind him. Not knowing what to expect, 
  he instructed his friends to hide behind the rocks 
  and stones leading up to the cavern. The men 
  have been instructed to ambush anyone other 
  than Orkinris leaving the cavern. There should 
  be at least three men per player in the game. 
   
  The treasure within the cavern can be sold 
  off for a value of around 530 silver. However, if 
  the portion of the treasure stolen from the 
  Gutterglow estate is returned, Byls Gutterglow 
  will be eternally thankful. In this situation, the 
  remaining treasure is only worth 100 silver but 
  the players, as a group, should be rewarding with 
  Favor: Byls Gutterglow. It would also be 
  justifiable to take Byls Gutterglow as a Contact 
  8-. 
   
  Aris Nalit will journey back to Elweir to 
  collect his treasure. After expressing his 
  gratitude, Aris will venture into Lowtown. With 
  his life of crime long behind him, Aris will 
  disappear for a quiet retirement.. 
  
  DIGITAL HERO #43 
   
  50 
  Vineyard of the Nether Realms 
  Background/History:  There exists a place 
  within the Nether Realm where the Godless 
  gluttons are cast for eternal punishment. Known 
  as the Vineyard of the Nether Realms, the 
  gluttons are wrapped in oily skinned tendrils 
  from a greater demon. The touch of the demons 
  skin steals away the energy of the glutton, giving 
  the Vineyard the energy it needs to produce a 
  demonic wine. On rare occasions, a Black 
  Sorcerer is able to summon forth a member of 
  the vineyard to serve his dark purposes. It has 
  been said that the demonic wine can slow the 
  aging process in mortals.  
   
  Personality/Motivation:  As a greater demon, 
  the primary motivation is to torment the lives of 
  mortals. However, the Vineyard of the Nether 
  Realms takes particular pleasure in tormenting 
  gluttonous individuals. The Vineyard will 
  promise a mortal a tonic of demonic power if the 
  mortal will bring it victims. The Vineyard will 
  rarely, if ever, give the mortal true power. 
   
  Quote:  “I can bring you power beyond your 
  wildest dreams.” 
   
  Powers/Tactics:  The Vineyard prefers to 
  remain immobile in a dark, isolated chamber. It 
  will uses its six tendrils to grab enemies and 
  throw them around until they collapse or drop 
  their weapons. Once an enemy has lost any 
  weapons it might possess, it will wrap itself 
  around the enemy and drain their energy. 
  Whenever possible the Vineyard will try and 
  trick its victims to come toward it instead of 
  engaging in combat. 
   
  Campaign Use:  The Vineyard makes a good 
  “pet” to have in a Black Magician’s lair. The 
  Vineyard can use the energy it has drained from 
  its victims to make just about any evil substance 
  the GM wants. 
   
  Appearance:  The central stock of the creature 
  consists of a dozen twisting knots of black, oily 
  tendrils that are as thick as a man’s arm. Only six 
  tendrils are long enough however to reach out 
  and grab nearby victims. Sometimes there will 
  be the corpse of a previous victim tangled within 
  the body of the Vineyard. 
  
  DIGITAL HERO #43 
   
  51
  Vineyard of the Nether Realms 
   Val Cha 
  Cost Roll  Notes 
   25 STR 
  15 14- Lift 800 kg; 5d6 HTH [2] 
   12 DEX 
  4 11- OCV:  4/DCV:  4 
   14 CON 
  8 12-  
   14 BODY 
  8 12-  
   18 INT 
  8 13- PER Roll:  13- 
   18 EGO 
  16 13- ECV:  6 
   20 PRE 
  10 13- PRE Attack:  4d6 
   
  6 COM 
  -2 10- 
   
  8 PD 
  3 
   Total:  8 PD (8 rPD) 
   
  6 ED 
  3 
   Total:  6 ED (6 rED) 
   
  3 SPD 
  8 
   Phases:  4, 8, 12 
   
  9 REC 
  2 
   
   38 END 
  5 
   
   42 STUN 
  8 
   
  Total Characteristics Cost:  96 
  Movement:  Running: 
  6”/12” 
   
   
  Leaping: 
  5”/10” 
   
   
  Swimming: 2”/4” 
  Cost Powers 
  END 
   50 Darkness Tendrils:  Transfer 1d6 (END 
  to END), Maximum of 20 Points, 
  Reduced Endurance (0 END, +½), 
  Persistent (+½), Continuous (+1); Skin 
  Contact Required (-¼) 
  0 
   30 Darkness Tendrils:  Stretching 4”, 
  Inherent (+¼), Reduced Endurance (0 
  END, +½), Persistent (+½); No 
  Noncombat Stretching (-¼), Limited 
  Body Parts (-¼) 
  0 
   
  7 Greater Infernal Form:  Damage 
  Resistance (8 PD/6 ED) 
  0 
   50 Infernal Form:  Life Support (Total) 
  0 
   
  6 Greater Infernal Mind:  Mental Defense 
  (10 points Total) 
  0 
   27 Skin of the Night:  Invisibility to Sight 
  Group, Reduced Endurance (0 END, 
  +½), Persistent (+½); Only within 
  Shadows (-½) 
  0 
   
  6 Darkness Tendrils:  Extra Limbs (4), 
  Inherent (+¼) 
  0 
   
   Skills 
   
  3 KS: Nether Realms 13- 
  Total Powers & Skills Cost:  179 
  Total Cost:  275 
   75+ Disadvantages 
   20 Distinctive Features:  Aura of Infernal 
  Evil (Concealable, Extreme Fear) 
   10 Enraged:  Thwarted or Tricked 
  (Uncommon, Go 11-, Recover 14-) 
   25 Psychological Limitation:  Utterly Evil 
  (Very Common, Total) 
   20 Susceptibility:  2d6 per Phase from 
  Natural Light (Uncommon) 
   125 Experience Points 
  Total Disadvantage Points:  275 
  Orkinris’ Buddies 
   10 STR 15 DEX 10 CON 10 BODY 
   
  8 INT 
  8 EGO 10 PRE 
  8 COM 
   
  3 PD 
  3 ED 
  2 SPD 
  5 REC 
   28  END 35 STUN 
  Abilities:  +2 with Bows; Riding 12-; Tracking 
  12-; Concealment 11-; WF: Common Missile 
  Weapons, Common Melee Weapons 
  75+ Disadvantages:  Psychological Limitation: 
  Cowardly when outnumbered; Psychological 
  Limitation: Greedy 
  Equipment:  Short Sword, Long Bow, Riding 
  Horse 
  Notes:  Orkinris’ Buddies will give up or flee if 
  they realize they are being defeated. If they see 
  an opportunity to steal some of the treasure and 
  escape, they will take it. 
   
   
  
  DIGITAL HERO #43 
   
  52 
  Villain Campaign by Greg Elkins 
   
   
  Since Champions first was released, the 
  concept of a villain campaign was born. There 
  are several different campaign concepts floating 
  around. What follows is a brief outline for a 
  campaign that can be used with either 
  Champions or Dark Champions. Included are 
  guidelines for how to handle the money gained, 
  and a villain support organization. GMs will be 
  able to use this organization to not only power 
  the campaign but also as a way help the villains 
  spend their ill-gotten gains.  
   
  The first thing to do is to create a complete 
  world for them to be a part of. Most of you feel 
  you have done so already, but you will need to 
  go further. They will need villain support 
  agencies, bail bondsman, fences, informers, and 
  the like. They’ll need organizations to buy 
  vehicles, gadgets, agents, and even low powered 
  villains. At the end of this article is an agency 
  tailored to villains. They have clients who are 
  looking for museum pieces, individuals to 
  kidnap or blackmail, etc. All the things a 
  fledging villain needs. For the more “advanced” 
  villain they have agents, gadgets, and more. You 
  will need to build one other thing, the dread 
  superhero. These will be the thorns in the sides 
  of the PCs and could lead to revenge runs and 
  such. You should have a bank or two worked up, 
  and maybe a museum or a jewelry store. 
  Anything that will give you a jump on the 
  players will be extremely helpful. The 
  organizations and NPCs will be very important 
  for the games. These groups and individuals will 
  be the center hub of the campaign. They will be 
  the ones the characters go to for help, and go up 
  against as well. They will give the campaign its 
  texture and flair. 
   
  The second this to work on is character 
  generation. This will be an easy, but very 
  important thing for you, the GM. For the most 
  part, it will be business as usual as far as 
  character creation. The main thing to remember 
  is that the characters are just starting their 
  criminal career. All skills allowed or not allowed 
  should reflect this fact. All Skills, Perks, and 
  Talents that you feel you normally need to watch 
  will still need to be watched. The point level and 
  power levels you normally would use will still be 
  used.  
  Skills/Perks/Talents 
   
  Skills will operate as normal; however, 
  some new knowledge skill can emerge. KS: 
  Underground, KS: Superhero Community, KS: 
  Superhero Tactics, etc. Restriction on skills, skill 
  rolls, or skill levels that you normally impose on 
  campaigns would apply if you wish. Other useful 
  skill would be Forgery, Oratory, Streetwise, 
  Shadowing; even High Society could be useful. 
  Some of these skills, along with the 
  aforementioned Knowledge Skills, can be 
  combined with the Villain Roll, explained later, 
  to gain useful items and information. 
   
  Perks will need some close watching. 
  Anonymity, Contacts, Favors, and such will need 
  watching because of the impact on the campaign. 
  Money, Resource Points, and Followers 
  shouldn’t be allowed as a general rule. These are 
  really the reason villains do what they do. This 
  doesn’t mean they can’t be allowed, just a 
  general guideline. A GM could allow any of 
  these Perks with close overseeing. A starting 
  villain could have some Contacts due to his 
  origin, or could have gained a Favor or two. 
  However, with the impact these Perks could have 
  to the campaign, they will need close watching. 
   
  Talents will operate normally, you only need 
  to watch those you usually would. Keep an eye 
  on Talents, Skills, and Perks that you think could 
  really affect your campaign.  
  Powers 
   
  Powers will affect this campaign the same 
  way they affect normal superpowered 
  campaigns. Any power that you normally ban or 
  restrict, you would still want to. The same goes 
  for Advantages and Limitations. 
  Disadvantages 
   
  Disadvantages, however, will need a careful 
  eye. Most will be taken and used as normal, 
  however a couple will need some close watching 
  and/or restricting.  
   
  First, will be Reputation. The characters are 
  just starting out, so while a reputation of a killer 
  or honorable could be allowed, a reputation as a 
  villain, thief, and such wouldn’t. The reputation 
  of a killer should be watched closely for the 
  same reason.  
   
  The second Disadvantage to watch is 
  Hunted. Since the villains are just starting, they 
  shouldn’t be Hunted by any law enforcement 
  agency. But, if it has to do with their 
  background, such as stealing an UNTIL weapon, 
  it could work. Being Hunted by IHA for being a 
  mutant, or VIPER for escaping their clutches 
  could be allowed as well 
   
  Most other Disadvantages can be allowed, 
  but must be watched of course. You could even 
  allow the characters to start with a base. The 
  characters could all pitch points in to a pool at 
  the start of the campaign.   
                                                             
  artwork by Darren Bulmer 
  DISADVANTAGES 
   
   
   Hunted by UNTIL/ 
  PRIMUS/Champions 
  just because the 
  character is a criminal 
  is not allowed. But 
  Hunted by UNTIL 
  because he was once 
  an agent that stole the 
  weapons that allow 
  him to be a criminal is 
  allowed. 
   Reputation as a 
  criminal or killer isn’t 
  allowed. Reputation  
  as a great fighter 
  could be allowed. 
   
  
  DIGITAL HERO #43 
   
  53
  Campaign Specifics 
   
  Now, How do you work up runs? You don’t, 
  the players do. They will have to tell you what 
  they as a villain/group want to do. What they 
  want to rob. Who they wish to kidnap etc. Your 
  job then will be to work up the specifics. The 
  write-up of the bank they’ll be robbing. The 
  agents they might hire, heroes they might run 
  into. You must design facilities complete with 
  DEF and BODY for the walls, floors, doors, and 
  ceilings. You will need to draw maps. Design 
  security systems. Decide how hard it’s going to 
  be for the villains to pull off their plan. But, you 
  must make sure not to make it impossible for 
  them. You design it, they figure out how to break 
  in. It’s up to them to plan how to deal with any 
  guards, police, and heroes. Don’t make it too 
  easy or too hard. No matter what the heroes tell 
  you, villains do not always fail, nor do they 
  always succeed. Remember dealing with the 
  heroes are their problem, not yours. If they get 
  caught, they go off to Stronghold. Breakout of, 
  or into it is a whole other run. Speaking of 
  which, you will have to have trials, courts, and 
  jail time. When a villain is caught, what do the 
  players do? They can stage a prison break or 
  create a new villain. Then when their group gets 
  stronger they can break him/her out. This 
  campaign will be very roleplay driven. While 
  this might appeal to some players, it may not to 
  others. You will have to decide how much of 
  which category to use. 
   
  What about the world-threatening scheme, 
  you ask. Well that’s not hard, either. Again the 
  players tell you what their plan is. First the 
  scheme; let them decide what they want do – 
  they do all the planning. Have them lay it all out 
  for you. Then you as the GM make any changes 
  you feel fit the game. If a device is going to be 
  used, let them design it. When the players tell 
  you their plan, they must tell you everything. 
  How they plan to get in or out. How they plan to 
  carry off the loot. If they are blackmailing 
  someone, you must know how they plan the 
  money drop. You have to know everything so 
  you can decide what can or will go wrong. 
  Remember, the villain has to win sometimes in 
  this campaign, otherwise what’s the use.  
   
  Now for the thing that scares GMs the most, 
  money. How do you figure money? Beats me. I 
  came up with a point-based system instead. 
  Every time a villain pulls off a job they get 
  Villain Points and Power Points. Of course, you 
  give them experience points as well. Experience 
  points are given in the usual manner using the 
  chart in the rulebook. These are the points they 
  use to beef up stats, and buy new Skills or 
  Powers. You should allow them to only be used 
  for this purpose.  
  Power Points 
   
  These points are used for the bases, vehicles, 
  and world-threatening devices. The characters as 
  a group own these points. This represents the 
  money stolen, payments received, etc. If the GM 
  is using the Arrangers or any other 
  “Employment” group, remember to deduct their 
  commission from the points given. After all, they 
  work on commission and the characters will have 
  to pay for services. The GM may let characters 
  split the points and build small devices for 
  personal use. They may want to pay a scientist to 
  “boost” their powers. The points given may be 
  kept lumped together or split up as the characters 
  wish. They may want to start a small pool of 
  points for group related necessities. Anything is 
  possible with your approval but this should be 
  watched carefully. You may make them pay for 
  any gadget or vehicle they pickup allow they 
  way as well. Remember to add or subtract any 
  item or power you don’t want. You’re still the 
  GM and there for the final say. 
   
  How characters spend the points is up to 
  them and the GM. If the characters are acting as 
  a group, they may pool their points or split them 
  up among the characters or both. When the 
  characters decide to spend the points on an item, 
  items, services, etc., the characters and GM will 
  need to sit down and work up the object in 
  question with all Advantages and Limitations. 
  The GM must remember that they are paying to 
  have the item made, or scientific process 
  performed so there will be a price “mark-up.” 
  After all, the villains need a reason to continue 
  their crime spree. 
   
  The points are used to build any device that 
  the villains will need or use during a job that 
  isn’t purchased. If the characters want to build a 
  weather-controlling machine, for example, then 
  they will need to find the scientist with the 
  necessary knowledge. Then they must find a 
  gadget man to build the device. The characters 
  will sit down and flesh out the device, complete 
  with Advantages and Limitations. Then the GM 
  will look it over and add any Limitation he sees 
  fit. After all, you never know what you’re buying 
  ’til you try to use it.  
   
  Below is a list of examples for Villain Points 
  and Power Points based on the job. The can be 
  used cumulative with each other or you may use 
  them separately. The following is only a 
  guideline for Power Points and Villain Points, 
  GMs should modify the table as they see fit. 
   
  
  DIGITAL HERO #43 
   
  54 
   
  STEALING 
  POWER POINTS 
  VILLAIN POINTS 
  Store 
   
   
   Jewelry, Appliance 
  20 
  2 
   Museum 
  30 
  3 
   Diamond Exchange 
  50 
  4 
  Complex 
   
   
   Oil, Plutonium 
  20-50 
  2-5 
   Fort knox, US Mint 
  100-200 
  10-30 
  Banks 
   
   
   Easy 
  10 
  3 
   Medium 
  20 
  5 
   Hard 
  30 
  10 
  Extortion 
   
   
   Single Person 
  1-5, depending on person 
  2, depending on person 
   Group 
  3-10, depending on group 
  3, depending on group 
   City 
  10-40, depending on city 
  5, depending on city 
   State 
  30-80, depending on state 
  10, depending on state 
   Country 
  80-300, depending on country 
  20, depending on country 
   World 
  Unlimited 
  30+ 
   
   
  Other points to add in to the table above to 
  the Villain Point total are: 
  • 1 Villain Point succeed in desired plan 
  • 1 Villain Point per hero/group that is beaten 
  in battle that is less powerful 
  • 2 Villain Points per hero/group that is beaten 
  that is as powerful 
  • 3 Villain Points per hero/group that is more 
  powerful 
   
  If the villains succeed in the world category, 
  then the heroes must solve the problem and this 
  will not affect the point total. All other crimes 
  and schemes will range fro 1-10 Villain Points 
  and 5-1000 Power Points. These are of course 
  only guidelines, as are the points listed in the 
  chart above. There is no limit to the number of 
  points that the villains can accumulate. All other 
  aspects of the campaign should be run the same 
  as any other. The heroes encountered should 
  reflect the power of the villains. 
   
  VILLAIN POINTS 
  REPUTATION 
  5-9 
  8- 
  10-19 
  9- 
  20-39 
  10- 
  40-59 
  11- 
  60-79 
  12- 
  80-99 
  13- 
  100-124 
  14- 
  125-149 
  15- 
  150-174 
  16- 
  175-199 
  17- 
  200-250 
  18- 
  Every 50 More Points 
  +1 to Villain Roll 
  Villain Points 
   
  Think of them as brownie points, they 
  accumulate over a period of time and modify the 
  reputation roll. After gaining a minimum of 5 
  Villain Points they gain a Reputation Roll of 8 or 
  less. This is used when they wish to buy 
  vehicles, a base, agents, and such. If the roll fails 
  they cannot receive the materials or personnel 
  needed to build their base or whatever. After all, 
  it’s not easy to build a secret base. The permits 
  are extremely expensive. When a villain needs 
  information, a rent-an-agent, or basically 
  anything at all, use the Reputation Roll. The 
  points are used anytime the characters want to 
  pick up something. The GM assigns any 
  modifiers to the roll. Skills can be used as 
  enhancers as well. Streetwise or KS: Underworld 
  and such could be used to boost the villain’s 
  Reputation Roll. Usually the characters only get 
  one roll per playing session.  
   
  As far as the points given, you decide how 
  many villain points they gain per job. Remember 
  you don’t want them to get too powerful too 
  quickly. You also don’t want them to be gain a 
  Reputation too slowly either. You have to 
  balance their rise in fame to the campaign you’re 
  running. The accompanying chart is used to 
  decide what a villain’s Reputation Roll is. The 
  GM should feel free to modify as they see fit for 
  their campaign. 
  
  DIGITAL HERO #43 
   
  55
   
  Modifiers should be from -1 to -5 depending 
  on the request of the villain. After failing a 
  Reputation Roll, they have to wail until they 
  obtain enough Villain Points to move up the 
  chart before asking for the same thing again. If a 
  villain fails in a job/plan, he loses Villain Points 
  and may have to drop down a Reputation Roll 
  level as well. Anytime they fail in a plan you 
  have to deduct from their total using the 
  following as a guideline.  
   
  Some examples of deductions to the Villain 
  Point total are: 
  Failing to rob an easy bank/museum 
  -1 
  Failing to rob a museum or large and 
  well known bank 
  -3 
  Failing to rob Fort Knox, Hold the 
  president hostage 
  -5 
  First time caught and jailed 
  -3 
  Second time caught and jailed 
  -5 
  Each consecutive time caught and jailed -10 
   
  When a character is caught, there will be a 
  trial and a jail term. This gives the player and the 
  GM two choices. They can retire the character 
  and work up a new villain or they can break 
  them out of jail (+20 Villain Points, by the way). 
  They could also let the first character sit in jail 
  for a while and play a new one. Then break their 
  first character out when their second becomes 
  more powerful. The number of characters 
  involved in the crime divides all Power Points 
  and Villain Points. The more villains involved, 
  the smaller the reward. If the villains band 
  together as a group and stay together, then the 
  number is not divided. The Reputation Roll is 
  the roll for the group, and the point totals are not 
  divided.  
   
  A villain of a group has a Reputation Roll of 
  the group’s total divided by 4. If he decides to 
  leave a group, the GM should decide how much 
  of the total to allow the villain to take with him. 
  The formula is the same:  the points divided by 
  the number of villains in the group. The villain 
  that leaves the group only gets the Power Points 
  that the group allows him/her to take with him or 
  what he can steal from the group, somewhat an 
  unhealthy choice. If the group does not let the 
  underground world know that he is no longer 
  with the group he is allowed a +1 to his roll until 
  it is known. The group roll does not change 
  because he left. If a new villain joins the group, 
  he gains the Villain Points and Power Points of 
  the group. If a villain decides to jump his 
  partner(s) after a job, the GM should allow this 
  option. There is no honor among thieves. The 
  GM should strictly enforce the difference 
  between player knowledge and character 
  knowledge.   
  The Arrangers 
  Background:  The Arrangers are a villain 
  support organization. They can supply 
  everything from gadgets to doctors, agents to 
  weapons. They also can offer jobs and fence 
  stolen items, for a fee of course. The 
  organization is the brainchild of on Peter “The 
  Cat” Shultz. Peter was a highly successful cat 
  bugler who was never caught. While enjoying 
  his early retirement (translation:  bored out of his 
  mind), he was looking back over his lucrative 
  career. Remembering some of the problems he 
  experienced as a criminal, he decided to start an 
  organization to help fledgling criminals. Thus 
  the organization called the Arrangers was born.  
   
  Over the next few years, Peter searched for 
  the right people for his purpose. He found 
  reliable fences, discreet doctors, and scientists. 
  He found weaponsmiths, engineers, martial arts 
  instructors, anyone he thought a criminal might 
  want to find. He was even able to find discreet 
  contractors to secretly build bases of operation as 
  well. He put together a staff of reliable 
  individuals to not only run the organization but 
  to improve it as well. He found one person to 
  help him oversee the daily operation, Holly 
  McIntyre. Holly is ex-CIA, ex-VIPER, and had 
  trained with the Mossad at one point. She put 
  together a core staff consisting of Slingshot as 
  head of security, John Dannings as head of 
  intelligence and Beth Dannings as head of 
  counter-intelligence. All four individuals joined 
  the Arrangers for different reasons, but all have 
  proven to be extremely useful and loyal. 
   
  Once the staff was put together, the 
  challenge was to get the organization on its feet. 
  At first, no one trusted this new organization. 
  Then Peter came up with a unique plan, he 
  “sponsored” several jobs himself. The Arrangers 
  let the word slip out that they had some jobs to 
  be done. Villains were hired and received the 
  payments, minus the Arrangers’ commission, 
  and the business started coming in. It took a 
  while for other organizations like VIPER or 
  DEMON to realize that the Arrangers were an 
  asset and not competition. Once they realized 
  this, business really picked up and ran fairly 
  smoothly.  
   
  The Arrangers work out of a five-story 
  office building downtown. The first three floors 
  of the building are an auction house. The top two 
  floors are currently vacant, but available to be 
  rented out. Underneath the building and the 
  buildings on either side (all owned by the Peter), 
  are the offices and all other operations. The 
  Arrangers are reached through several contacts, 
  in the city’s underground community, by phone. 
  The call is routed through a series of relays in 
  offices on the opposite side of town. The only 
  thing in these offices are answering machines, 
  
  DIGITAL HERO #43 
   
  56 
  and messages are retrieved every hour. The 
  phones in the main base are untraceable, but calls 
  to the base never have anything to do with a job 
  or clients. Holly and Slingshot set up the 
  network of relays in case a call was being traced. 
  The Arrangers have several agents and 
  superpowered beings just in case something 
  happens at the base. 
   
  The Arrangers have been in business for five 
  years now and have had few problems to speak 
  of. Ogre did destroy the office and Brick kept 
  breaking the furniture. VIPER is a few months 
  behind on its payments, and DEMON wants all 
  magical items, but other than that everything is 
  going fine. 
   
  Campaign Use:  The Arrangers are truly a GMs 
  device for a campaign. They have jobs that are 
  offered, act as fences and doctors. They can fix 
  broken foci, and have scientists that can increase 
  a villain’s powers. Their use will depend on the 
  type of campaign you’re running. Regardless of 
  what type of campaign you’re running, the 
  Arrangers never get directly involved in a job. 
  They set them up and do the pay off, but they 
  don’t help in the actual job itself. 
   
  Champions/Dark Champions:  In this type of 
  campaign, the Arrangers are used much the same 
  way as other groups, only far more hidden. The 
  heroes could hear of a group that helps out 
  villains, as well as sets up jobs for them. The 
  discovery and destruction of the organization 
  could become the goal of the campaign. They 
  Arrangers do their best to be kept “removed” 
  from the front lines. However, they have lawyers 
  that bail villains out, doctors, and scientists, so 
  heroes could slowly find them over time. 
   
  Villains Campaign:  In a true villain campaign, 
  be it Champions or Dark Champions, the 
  Arrangers are used completely differently. They 
  can be used as a device to drive the campaign. 
  They have jobs that have been commissioned; 
  they can fence stolen items, provide gadgets, and 
  rent agents. They have a medical staff that not 
  only can heal injured characters quicker, but also 
  can augment a character's existing powers. They 
  have scientists on staff that can fix foci and build 
  new ones. They have a host of equipment that is 
  for sale or rent as well. 
   
  All the services that the Arrangers offer 
  come with a price (Power Points). While there is 
  no set chart to be used, the cost is left up to the 
  discretion of the GM. One must remember that 
  while the villains must pay for what they receive, 
  the prices must be kept reasonable. When a 
  robbery may only yield 30 or 40 Power Points, a 
  10 point fee maybe a bit too unreasonable. So the 
  fee or the Power Point chart will need to be 
  adjusted. The Arrangers also add a commission 
  on any jobs they sponsor and goods they fence. 
  If the items fenced are from a sponsored job, 
  their fee is lower than if the characters freelance. 
  Their fee range from 10 to 20 percent, again with 
  the points given out the actual points paid would 
  be less than the true percent figured. 
   
  There is no limit to the affect the Arrangers 
  can have on a campaign. They could not only be 
  used to introduce new characters into a campaign 
  but can control the lethalness as well. If a player 
  has decided to totally change characters, the staff 
  of the Arrangers can help this process as well. 
  They can aid with legal representation or plans 
  for a jailbreak. There really is no limit to the 
  usefulness of the group to the campaign. 
   
  
  DIGITAL HERO #43 
   
  57
  Peter “The Cat” Shultz 
  Background/History:  Peter Shultz was born 
  with several special abilities that surfaced when 
  he turned 15. He was able to see in near pitch 
  darkness and could teleport as well. He used 
  these abilities to make himself very rich. By the 
  time he reached 25 he was a multi-millionaire 
  and was retired and living on a beach in Hawaii. 
  He owned several properties around the world 
  and was bored out of his mind. He was reflecting 
  back over his criminal career and some of the 
  problems he had. He had several problems 
  getting the right equipment for jobs, finding a 
  reliable fence, and so on. He decided to start an 
  organization to help out criminals, this would 
  give him something to fill his time and make him 
  richer in the process. Thus, the Arrangers were 
  born. 
   
  Powers/Tactics:  The Cat uses his 
  Clairsentience ability to see into an 
  “unreachable” area, and then teleport into it. He 
  doesn’t fight if possible, preferring to leave and 
  try again later. He doesn’t use weapons or armor 
  because he usually doesn’t need them. He can 
  get them if necessary, but hasn’t needed to yet. 
  
  DIGITAL HERO #43 
   
  58 
  Peter “The Cat” Shultz 
   Val Cha 
  Cost Roll Notes 
   15 STR 
  5 12- Lift 200 kg; 3d6 HTH [1] 
   20 DEX 
  30 13- OCV:  7/DCV:  7 
   15 CON 
  10 12-  
   15 BODY 
  10 12-  
   20 INT 
  10 13- PER Roll:  13-/15- 
   15 EGO 
  10 12- ECV:  5 
   10 PRE 
  0 11- PRE Attack:  2d6 
   14 COM 
  2 12-  
   
   
  5 PD 
  2 
   Total:  15 PD (15 rPD) 
   
  5 ED 
  2 
   Total:  15 ED (15 rED) 
   
  5 SPD 
  20 
   Phases:  3, 5, 8, 10, 12 
   
  6 REC 
  0 
    
   50 END 
  10 
    
   40 STUN 
  9 
   
  Total Characteristic Cost:  120 
  Movement:  Running: 
  6”/12” 
   
   
  Leaping: 
  3”/6” 
   
   
  Swimming: 2”/4” 
   
   
  Teleport: 
  15”/60” 
  Cost Powers 
  END 
   50 Cat Port:  Teleportation 15”, Position 
  Shift, 4x Noncombat, 2 Floating 
  Locations 
  4 
   
  7 Cat Sight I:  Ultraviolet Perception 
  (Sight Group), +2 to PER Roll 
  0 
   38 Cat Sight II:  Clairsentience (Sight 
  Group), 2x Range (325”), +2 to PER 
  Roll, Targeting, Telescopic +1 
  4 
   
   Equipment 
   20 Cat Armor:  Armor (10 PD/10 ED); 
  OIF (-½) 
  0 
   
  3 Cat Resistance:  Damage Resistance 
  (5 PD/5 ED); OIF (-½) 
  0 
   
   Perks 
   21 Contact: The Criminal Underworld 
  (Institutions, Useful, Very Good 
  Relationship, Organization) 12- 
   
  5 Favor: Various Criminals 
   10 Money:  Wealthy 
   
   Talents 
   15 Danger Sense 13- 
   
  3 Lightsleep 
   
   Skills 
   
   Martial Arts:  Self Defense 
   
   Maneuver 
  OCV DCV Notes 
   
  4 Dodge 
  — 
  +5 
  Dodge, Abort 
   
  5 Jab 
  +1 
  +3 
  3d6 Strike 
   
  5 Strike 
  -2 
  +1 
  7d6 Strike 
   
  3 AK: Los Angeles 13- 
   
  3 AK: London 13- 
   
  3 AK: Millennium City 13- 
   
  3 AK: New York 13- 
   
  3 AK: Paris 13- 
   
  3 Breakfall 13- 
   
  3 Bribery 11- 
   
  3 Bugging 13- 
   
  3 Concealment 13- 
   
  3 Contortionist 13- 
   
  3 Electronics 13- 
   
  3 KS: Business 13- 
   
  3 KS: Criminal Underworld 13- 
   
  3 KS: Law 13- 
   
  3 Lockpicking 13- 
   
  3 Security Systems 13- 
   
  3 Shadowing 13- 
   
  3 Sleight of Hand 13- 
   
  3 Stealth 13- 
   
  3 Streetwise 11- 
   
  2 Systems Operation (Radio) 13- 
  Total Powers & Skill Cost:  248 
  Total Cost:  368 
   200+ Disadvantages 
   10 Distinctive Features:  Mutant (Not 
  Concealable, Uncommon Senses) 
   25 Hunted:  PRIMUS 11- (Mo Pow, NCI, 
  Capture) 
   25 Hunted:  UNTIL 11- (Mo Pow, NCI, 
  Capture) 
   20 Psychological Limitation:  Never Turns 
  Down a Job (Very Common, Strong) 
   25 Psychological Limitation:  Protective of 
  Arrangers and Employees (Very 
  Common, Total) 
   10 Reputation:  Great Cat Buglar, 11- 
   15 Social Limitation:  Secret ID (Very 
  Frequently, Minor) 
   20 Vulnerability:  2x STUN from Magic 
  (Common) 
   18 Experience Points 
  Total Disadvantage Points:  368 
   
  
  DIGITAL HERO #43 
   
  59
  HOLLY MCINTYRE, JOHN DINNING, 
  AND BETH DINNING 
   
   
  Background/History:  Holly grew up in Boston 
  and joined the US Navy at 18. She had a normal 
  childhood and no one suspected how her life 
  would turn out. She didn’t have an outstanding 
  tour in the Navy, but did stay out of trouble. 
  After her tour, she applied and was surprisingly 
  accepted into the CIA. After four years, she 
  realized that she was going nowhere fast. She 
  had made two close friends in the CIA, the 
  Dinning twins, John and Beth. The twins were 
  from Boston as well, and the three found they 
  had a lot in common. They had also grown tired 
  of the CIA and were looking for something else. 
  John was stationed to a decoding room at the 
  time and was asked to decode a VIPER 
  transmission. He was able to learn that VIPER 
  was planning a raiding an old army depot. John 
  told Beth and Holly about the transmission and 
  they all decide to go to the depot and join 
  VIPER. At first VIPER almost killed the three of 
  them, but when they learned that John had 
  decoded the transmission but not turned it over 
  to his bosses, they decide to give the three a 
  chance. John being trained in intelligence was 
  put in VIPER’s intelligence branch. Holly was 
  put into covert operations, and Beth was put in 
  counterintelligence. They were with VIPER for 
  three years when approached by the Cat. They all 
  had grown tired of VIPER’s backstabbing ways, 
  and jumped at the chance to leave. They 
  surprised the Cat by showing up with a new 
  super-powered villain VIPER had “acquired.” 
  HOLLY MCINTYRE 
   
   
   10 STR 
  19 DEX 
  10 CON 
   10 BODY 15 INT 
  13 EGO 
   10 PRE 
  16 COM 
   
  2 PD 
  2 ED 
  4 SPD 
   
  4 REC 
  25 END 
  25 STUN 
  Abilities:  +1 with All Combat, +2 with any 
  Pistol, +2 with Aikido; Martial Arts: Aikido 
  (Dodge, Joint Lock/Throw, Redirect, Strike); 
  Contact: The Criminal Underworld 11-, Contact: 
  US Navy 11-, Acting 11-, Bribery 11-, 
  Bureaucratics 11-, Concealment 12-, 
  Conversation 11-, Disguise 12-, KS: The 
  Intelligence Community 12-, KS: VIPER 12-, 
  KS: The CIA 12-; KS: Martial Arts 12-; KS: The 
  Criminal Underworld 12-, Lockpicking 13-, 
  Seduction 11-, Shadowing 12-, Stealth 13-, 
  Streetwise 11-, Tactics 12-, WF:  Small Arms 
  75+ Disadvantages:  Normal Characteristic 
  Maxima; Psychological Limitation:  Protective 
  of the Arrangers (Very Common, Strong); 
  Psychological Limitation:  Likes the Cat 
  (Common, Moderate); Hunted:  UNTIL 11- 
  (Less Pow, NCI, Capture); Hunted:  PRIMUS 8- 
  (Less Pow, NCI, Capture) 
  
  DIGITAL HERO #43 
   
  60 
  BETH DANNINGS 
   
   
   10 STR 
  13 DEX 
  10 CON 
   10 BODY 13 INT 
  10 EGO 
   10 PRE 
  14 COM 
   
  2 PD 
  2 ED 
  3 SPD 
   
  4 REC 
  30 END 
  25 STUN 
  Abilities:  +1 with All Combat, +2 with any 
  Pistol; Martial Arts: Commando Training (Atemi 
  Strike, Breaking Throw, Escape, Joint 
  Lock/Throw, Legsweep); Contact: The 
  Intelligence Community 11-, Contact: VIPER 
  11-, Bribery 11-, Bureaucratics 11-, 
  Concealment 12-, Conversation 11-, 
  Cryptography 12-, Disguise 12-, Forgery 12-, 
  Interrogation 11-, KS: The Intelligence 
  Community 12-, Language:  Russian (Fluent), 
  WF:  Small Arms  
  75+ Disadvantages:  Normal Characteristic 
  Maxima; Psychological Limitation:  Loyal to the 
  Cat (Very Common, Moderate) 
   
   
   
  JOHN DANNINGS 
   
   
   15 STR 
  15 DEX 
  13 CON 
   13 BODY 13 INT 
  10 EGO 
   10 PRE 
  10 COM 
   
  3 PD 
  3 ED 
  4 SPD 
   
  6 REC 
  30 END 
  30 STUN 
  Abilities:  +1 with All Combat, +2 with any 
  Pistol; Martial Arts: Commando Training 
  (Martial Strike, Martial Dodge, Martial Throw, 
  Choke Hold, Killing Strike); Contact: The 
  Criminal Underworld 11-, Contact: The 
  Intelligence Community 11-, Bugging 12-, 
  Bureaucratics 11-, Concealment 12-, 
  Conversation 11-, Deduction 12-, KS: 
  Counterintelligence 12-, Language:  Russian 
  (Fluent); Language:  French (Fluent), Oratory 
  11-, Shadowing 12-, Stealth 12-, Streetwise 11-, 
  Tactics 12-, WF:  Small Arms 
  75+ Disadvantages:  Normal Characteristic 
  Maxima; Psychological Limitation:  Protective 
  of the Arrangers (Very Common, Strong); 
  Psychological Limitation:  Hates VIPER (Very 
  Common, Moderate) 
  
  DIGITAL HERO #43 
   
  61
  Slingshot 
  Background/History:  The individual that is 
  only known as Slingshot was just a normal 
  PRIMUS agent, until VIPER got their hands 
  on him. He was protecting a 
  prototype that was being 
  moved to a new base for 
  testing. VIPER 
  found out about 
  the transfer and 
  intercepted the 
  shipment. When 
  the dust settled, 
  all the PRIMUS 
  agents were dead 
  except for him. 
  VIPER took him 
  back to their 
  base and forced 
  him to join 
  them, and of course he agreed. They put him 
  through the training program, equipped him with 
  the prototype slingshot that they had stolen, and 
  named him Slingshot. They also gave him an 
  armored suit they told him was rigged with an 
  explosive device they would detonate if he ever 
  crossed them. He felt that he had no choice but to 
  server VIPER. He had been with the group for 
  66 months when John Dannings approached him. 
  John had learned that they lied to him, and his 
  suit had no explosives in it. He invited Slingshot 
  to join him and his friends who were leaving 
  VIPER to join the Arrangers. Slingshot decided 
  to risk it and happily left VIPER for good. The 
  Arrangers gave VIPER a small line of credit and 
  they “overlooked” the hiring away of their 
  agents. 
   
  Power/Tactics:  Slingshot’s powers are mostly 
  small pellets he shoots from his high-powered 
  slingshot. He is very good with the slingshot but 
  the pellets don’t have to be shot from it. In 
  combat he likes to take out other foci users first, 
  and then concentrate on bricks.  
   
  
  DIGITAL HERO #43 
   
  62 
  Slingshot 
   Val Cha 
  Cost Roll Notes 
   13 STR 
  3 12- 150 kg; 2½d6 HTH [1] 
   15 DEX 
  15 12- OCV:  5/DCV:  5 
   13 CON 
  6 12-  
   13 BODY 
  6 12-  
   15 INT 
  5 12- PER Roll:  12-/15- 
   13 EGO 
  6 12- ECV:  4 
   10 PRE 
  0 11- PRE Attack:  2d6 
   10 COM 
  0 11-  
   
   
  5 PD 
  2 
   Total: 20 PD (20 rPD) 
   
  5 ED 
  2 
   Total: 20 ED (20 rED) 
   
  5 SPD 
  25 
   Phases:  3, 5, 8, 10, 12 
   
  5 REC 
  -2 
     
   50 END 
  12 
     
   40 STUN 
  13 
   
  Total Characteristic Cost:  93 
  Movement:  Running: 
  6”/12” 
   
   
  Leaping: 
  2½”/5” 
   
   
  Swimming: 2”/4” 
  Cost Equipment 
  END 
   37 High-Powered Slingshot & Pellets:  
  Multipower, 75-point Reserve; OAF (-1)  
   5u 1) Solid Shot: EB 12d6; 12 Charges 
  (-¼), OAF (-1) 
  [12] 
   5u 2) Concussion Shot:  EB 8d6, Explosion 
  (+½); 12 Charges (-¼), OAF (-1) 
  [12] 
   5u 3) Power Shot:  EB 5d6, NND 
  (Desolidification, +1); 12 Charges (-¼), 
  OAF (-1) 
  [12] 
   5u 4) Knockback Shot:  EB 7d6, Double 
  Knockback (+¾); 12 Charges (-¼), 
  OAF (-1) 
  [12] 
   5u 5) Sharpened Shot I:  RKA 3d6-1, 
  Armor Piercing (+½); 12 Charges (-¼), 
  OAF (-1) 
  [12] 
   5u 6) Blinding Shot: Sight and Hearing 
  Groups Flash 7½d6, Armor Piercing 
  (+½); 12 Charges (-¼), OAF (-1) 
  [12] 
   7u 7) Glue Shot I:  Entangle (6d6 BODY/ 
  6 DEF), Entangle and Character Both 
  Take Damage (+¼); OAF (-1) 
  7 
   7u 8) Glue Shot II:  Entangle (4d6 
  BODY/3 DEF), Area Of Effect (4" 
  Radius, +1); OAF (-1) 
  7 
   40 Extreme Sharp Shot:  RKA 4d6, 
  Armor Piercing (+½); OAF (High-
  Powered Slingshot & Pellets, -1), 12 
  Charges (-¼) 
  [12] 
   37 Hard Suit:  Armor (15 PD/15 ED), 
  Hardened (+¼); OIF (-½) 
  0 
   
  4 Hard Suit:  Damage Resistance (5 PD/ 
  5 ED), Hardened (+¼); OIF (-½) 
  0 
   
  5 Protective Lenses:  Sight Group Flash 
  Defense (8 points); OIF (-½) 
  0 
   
  5 Protective Hard Ear Coverings:  
  Hearing Group Flash Defense (8 
  points); OIF (-½) 
  0 
   
  5 Mental Blocker:  Mental Defense (10 
  points Total); OIF (-½) 
  0 
   10 Helmet Radio:  High Range Radio 
  Perception (Radio Group), +3 to PER 
  Roll; OIF (-½) 
  0 
   
   Talents 
   
  3 Absolute Range Sense 
   
   Skills 
   
   Martial Arts:  Dirty Infighting 
   
   Maneuver 
  OCV DCV Notes 
   
  4 Dodge 
  — 
  +5 
  Dodge, Abort 
   
  4 Eye Gouge 
  -1 
  -1 
  Flash 4d6 
   
  4 Kidney Blow -2 
  +0 
  HKA 1d6 +1 
   
  4 Low Blow 
  -1 
  +1 
  2d6 NND 
   
  5 Roundhouse -2 
  +1 
  6½d6 Strike 
   
  8 +1 with All Combat 
   
  6 +2 with Any Slingshot 
   
  3 Fast Draw 12- 
   
  3 Sleight Of Hand 12- 
  Total Powers & Skill Cost:  231 
  Total Cost:  324 
   200+ Disadvantages 
   15 Enraged:  The Cat Hurt (Uncommon, Go 
  14-, Recover 14-) 
   25 Hunted:  PRIMUS 11- (Mo Pow, NCI, 
  Capture) 
   25 Hunted:  UNTIL 11- (Mo Pow, NCI, 
  Capture) 
   20 Psychological Limitation:  Distrusts/ 
  Dislikes VIPER (Very Common, Strong) 
   25 Psychological Limitation:  Loyal to the 
  Cat (Very Common, Total) 
   15 Social Limitation:  Secret ID (Very 
  Frequently, Minor) 
   
  9 Experience Points 
  Total Disadvantage Points:  324 
   
  
  DIGITAL HERO #43 
   
  63
  Ice Breaker 
  Background/History:  Jim Chance was just a 
  low ranking though thug in a local street gang 
  when he ran into Slingshot. Slingshot was casing 
  a local art dealer’s store when the gang Jim was 
  a member of decided to break in. Slingshot had 
  to run the group off to save the artifacts for the 
  Arrangers’ client. Jim followed Slingshot back to 
  the Arrangers’ base and offered to start working 
  for them. Though Slingshot thought about killing 
  him, the Cat accepted him in to the organization, 
  to keep him quiet if nothing else. When one of 
  the scientists working for the organization 
  discovered a formula to make an ice based 
  warrior. Jim begged to be the test subject. He 
  was allowed to take the formula and the  
  electroshock that was necessary to jumpstart the 
  process. Although there was a small explosion 
  and fire that not only consumed the formula but 
  destroyed the database as well, the experiment 
  was a success. Jim was turned into a large barrel-
  chested man made of solid ice. Given the name 
  Ice Breaker he has become the resident 
  powerhouse of the Arrangers. 
   
  Power/Tactics:  Ice Breaker always attacks the 
  bricks first, and then the most powerful 
  remaining target. If he seems to be having 
  problems with a particular foe he will use his 
  “Large Ice Hands” move. His hands will enlarge 
  to three times their normal size and when 
  combined with a martial arts punch, most foes go 
  down. 
   
  
  DIGITAL HERO #43 
   
  64 
  Ice Breaker 
   Val Cha 
  Cost Roll Notes 
   50 STR 
  40 19- 25 tons; 10d6 HTH [5] 
   18 DEX 
  24 13- OCV:  6/DCV:  6 
   20 CON 
  20 13-  
   20 BODY 
  20 13-  
   10 INT 
  0 11- PER Roll:  11- 
   10 EGO 
  0 11- ECV:  3 
   25 PRE 
  15 14- PRE Attack:  5d6 
   10 COM 
  0 11-  
   
   30 PD 
  20 
   Total:  30 PD (30 rPD) 
   30 ED 
  26 
   Total:  30 ED (30 rED) 
   
  5 SPD 
  22 
   Phases:  3, 5, 8, 10, 12 
   14 REC 
  0 
    
   50 END 
  5 
    
   60 STUN 
  5 
   
  Total Characteristic Cost:  197 
  Movement:  Running: 
  6”/12” 
   
   
  Leaping: 
  10”/20” 
   
   
  Swimming: 2”/4” 
  Cost Powers 
  END 
   60 Ice Brick Powers:  Multipower, 60-
  point Reserve 
  0 
   3u 1) Shockwave:  Hole in the Middle (the 
  hex the character stands in when he 
  uses the power, +¼), Explosion (+½) 
  for up to 60 Active Points of STR; 
  Extra Time (Full Phase, -½), Only 
  Affects Targets on the Ground (-¼), 
  Only Does Knockdown, Not 
  Knockback (-0), Side Effects (may 
  cause considerable damage to the 
  environment, -0) 
  4 
   1u 2) Strong Augmented Haymaker:  HA 
  +6d6 (16d6 with STR); Only When 
  Using Haymaker to Punch (-1), HA (-½) 3 
   2u 3) Bear Hug:  EB 6d6, NND (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) 6 
   3u 4) Crack the Whip:  EB 8d6, Indirect 
  (always originates with character, but 
  can strike foe from one of several 
  directions, +½); Limited Range 
  (limited to length of "whip"; -¼), OIF 
  (appropriate materials of opportunity, 
  -½), Only Versus Properly-Positioned 
  Targets (-¼), Side Effects (may cause 
  considerable damage to the 
  environment, -0) 
  6 
   4u 5) Piercing Fist:  HKA 2d6 (4d6 with 
  STR), Armor Piercing (+½) 
  4 
   30 Ice Hard Body:  Damage Resistance 
  (30 PD/30 ED) 
  0 
   17 Large Ice Hands:  HA +5d6 (15d6 with 
  STR); HA (-½) 
  2 
   
  2 Life Support (Safe in Intense Cold) 
  0 
   
   Skills 
   
  Martial Arts:  Brick Tricks 
   
   Maneuver 
  OCV DCV Notes 
   
  4 Break Free 
  +0 
  +0 
  65 STR vs. 
  Grabs 
   
  4 Punch 
  +2 
  +0 
  12d6 Strike 
   
  4 Toughness 
  +2 
  +2 
  Block, Abort 
   
  3 Brick Tricks 19- 
   
  1 Streetwise 8- 
  Total Powers & Skill Cost:  138 
  Total Cost:  335 
   200+ Disadvantages 
   20 Distinctive Features:  Large Man Made of 
  Ice (Not Concealable, Major Reaction) 
   25 Hunted:  PRIMUS 11- (Mo Pow, NCI, 
  Capture) 
   25 Hunted:  UNTIL 11- (Mo Pow, NCI, 
  Capture) 
   20 Psychological Limitation:  Loves His New 
  Form (Very Common, Strong) 
   15 Psychological Limitation:  Protective of 
  the Cat (Very Common, Moderate) 
   10 Vulnerability:  1½x STUN from Heat 
  Attacks (Common) 
   19 Experience Points 
  Total Disadvantage Points:  335 
   
   
  
SOURCE: textdata/thevault/Hero Games/Digital HERO/Digital Hero 43.pdf