TEXT: WILD CARDS - SCARE SHEETS
  1
  	
  RUSTBELT
  SCARE SHEET: RUSTBELT
  HISTORY
  Originally from Minnesota’s Iron Range, Wally worked in 
  the open-pit iron mines with his brothers and father. When 
  his card turned he became Rustbelt: a 350-pound joker-ace, 
  wrapped in inch-thick iron armor, with a jaw like a steam 
  shovel with massive hinge joints.
  Rustbelt competes in the first season of American Hero, where 
  Stuntman falsely accuses him of using a racial epithet. This 
  causes Rusty to be discarded by the other contestants and 
  he absorbs a lot of abuse until the truth finally surfaces and 
  Stuntman’s accusation is revealed to be a lie.
  But by that time Rusty is pretty much fed up with the show 
  anyway and, determined to do something useful with his 
  powers, resolves to go to Egypt to help John Fortune, Bugsy, 
  and Lohengrin in their quixotic attempt to save that country’s 
  joker population from genocide. This ignites a passion among 
  like-minded contestants, and a number of them join him.
  He distinguishes himself numerous times during the Egyptian 
  campaign and in the second Battle of Aswan is proven not to 
  be invulnerable, when a grenade or artillery shell manages to 
  penetrate his armor, wounding him in the arm.
  After Egypt, he’s a founding member of the Committee, loy-
  ally following the orders of Fortune and then Lohengrin, but 
  his sense of confusion and alienation increases as his mis-
  sions, and the reasons behind them, become more complex. 
  His sense of loneliness increases when Drummer Boy, his best 
  friend on the Committee, leaves.
  Partly to combat these feelings, but also partly from his simple 
  need to do good, Rusty “adopts” seven needy children around 
  the world through various charities. He sends them money 
  every month and faithfully answers their letters when they 
  write. He gets worried when one of them, a boy named Lucien 
  who lives in Africa, writes to tell him that he’s being taken to a 
  new school and can’t write any more.
  He takes his concerns to Lohengrin, but the Committee can’t 
  get officially involved for political reasons: The boy lives 
  in the People’s Paradise of Africa. In casting about for any 
  source of information, since he’s operating completely out of 
  his depth, he talks with Jerusha Carter (Gardener). There’s an 
  awkward moment when she asks Wally why he approached 
  her about this and he says it’s because Lucien is in Africa and 
  Jerusha is black, but his obvious sincerity—plus Gardener’s 
  realization that he wouldn’t survive five minutes if he went 
  to Africa on his own—eventually convinces her to join him 
  in his quest.
  The first stage of their trek is long and arduous as they travel 
  to Tanzania, then by small plane and boat around Lake 
  Tanganyika, and on foot through the jungle. Rusty finds 
  the local weather conditions taxing. The rust problem gets 
  increasingly dangerous, especially when he runs out of S.O.S. 
  pads to polish his iron skin, making him more vulnerable by 
  the day. This doesn’t deter him from his quest, however.
  Sir,
  I respect Wally Gunderson for the kind, good-hearted person he is. He may be uneducated and perhaps not sharp-minded, 
  but his heart is in the right place and his tenacity is almost off the scale. He would be an excellent operative to recruit into 
  the organization.
  Sincerely,
  Jamal Norwood
  SCARE operative
  
  2
  WILD CARDS - SCARE SHEETS
  	
  RUSTBELT
  Name: Wally Gunderson 
  (“Rusty” to his friends)
  WC Name: Rustbelt
  Occupation: Mine worker, American Hero contestant,  
  globe-trotting ace for the Committee
  Base: From northeastern Minnesota, but based in  
  New York City while working for the Committee
  WC Status: Ace
  Ethnicity: Caucasian
  They finally reach Lucien’s former home village to discover 
  it’s been destroyed by PPA soldiers. A survivor tells them that 
  Lucien and the rest of the children had been taken to a bad 
  place where they’d be changed. In a small boat given to them 
  by the surviving villagers, Gardener and Rusty follow the trail 
  to Nyunzu, where they find a laboratory staffed by doctors 
  who inject children with the wild card virus as part of the 
  Nshombos’s insane plan to create a cadre of children aces to 
  fight in the PPA’s wars. It’s guarded by a contingent of Leopard 
  Men and child soldiers, who the American aces quickly sub-
  due. Wally keeps calling for Lucien, and a joker child points 
  the way to the edge of the compound’s clearing where there’s a 
  large mound of fresh dirt, a backhoe, and the stench of death. 
  Wally opens the mass grave and finds his little 
  friend dead among scores of other children. He 
  personally digs separate graves for all, bury-
  ing them with quiet dignity.
  Jerusha, who has been looking through 
  some official papers they found in 
  the lab, discovers that this isn’t the 
  Nshombos’s only installation. She 
  also discovers that all the experi-
  mental facilities receive wild card 
  virus from a bio-manufacturing 
  lab near the village of Bunia. 
  Wally realizes they have to 
  split up: Jerusha to take 
  the children they’d just 
  rescued to safety, him 
  to go to Bunia and 
  destroy the lab creat-
  ing the wild card virus.
  At 
  first 
  Jerusha 
  resists 
  his suggestion. They both 
  realize they’re starting to have 
  unexpressed feelings for each 
  other, but they also know the chil-
  dren’s safety has to come first. 
  Jerusha and Wally say heartfelt 
  goodbyes and she leads the kids 
  into the jungle while Rustbelt 
  heads further west, upriver, leav-
  ing an obvious trail in hopes of 
  drawing off any attackers, while 
  Gardener disguises her own 
  trail with new-grown plants.
  Investigating 
  the 
  Nyunzu 
  site a short time later, Tom 
  Weathers sees through 
  their ruse and sends a 
  child-ace after Rustbelt 
  and a larger group after Gardener and the children. The tiny, 
  wraith-like ace following Rustbelt is armed only with a wick-
  ed-looking kitchen knife. She tries to kill Rusty in his sleep a 
  couple of times, but his armor prevents any serious harm. She 
  follows him relentlessly for days while Wally talks to her gen-
  tly, trying to draw her out, trying to feed her. One night, she 
  attacks as he sleeps, and her knife hits a weak spot in his now 
  rust-pitted armor, drawing blood. He realizes he can no lon-
  ger sleep in her presence, and his trek to Bunia becomes 
  a grim endurance race between him and the silent 
  little girl. Wally becomes utterly exhausted, 
  but finally manages to grab her knife and 
  rust it. She can no longer harm him, 
  so he’s able to fall into sweet 
  slumber.
  But even disarmed she 
  keeps following him, 
  trailing at a discreet 
  distance. Wally keeps 
  talking to her, nick-
  naming her Ghost, 
  treating 
  her 
  as 
  if 
  she were just a nor-
  mal little girl. He 
  talks 
  about 
  Jerusha, 
  his home in Minnesota, his family, 
  Jerusha again.
  Finally he stumbles into a contin-
  gent of Leopard Men. He deals 
  with them summarily, but 
  he hears weeping after all 
  his foes are finished. It’s 
  Ghost. He tells her that 
  she’s safe, that they can’t 
  hurt her now, and she 
  drops the wooden knife 
  handle she’d been car-
  rying and grabs a 
  fallen branch from 
  the ground and 
  beats a dead 
  Leopard 
  Man 
  with it, crying 
  
  WILD CARDS - SCARE SHEETS
  3
  	
  RUSTBELT
  Weathers hurts him bad, breaking Rustbelt’s ribs through his 
  armor. He can feel bone scraping against iron with every move-
  ment, but as he turns to Jerusha, he sees Wrecker explode the 
  brick that kills her. Somehow, in his great pain and anguish, 
  Rusty runs Wrecker down. For a moment he contemplates the 
  unthinkable, but even in his anger he can’t find it in himself to 
  kill the boy who killed Jerusha. He hogties the child-ace with a 
  piece of twisted steel rebar and leaves him.
  Later, with the PPA affair cleaned up, he returns to New York 
  City with Ghost.
  PERSONALITY
  His below-average intelligence is balanced by his kindness 
  and good nature. He is also more than a little naïve and can 
  be too trusting, assuming his own generous, honest, and trust-
  ing nature is shared by everyone he meets, even if sometimes 
  the goodness is initially hidden from view. But if his temper 
  is ever aroused it burns steady and hot like an unquenchable 
  iron smelter. He can focus with a laser-like intensity on a task 
  he deems important and will undergo any trial or privation to 
  see it through.
  POWERS
  Iron Armor: Protection 8 (Impervious 6) • 14 points
  Rusting Touch: Transform 7 (iron and steel to rust), 
  Continuous • 21 points
  SKILLS 
  Close Combat: Unarmed 4 (+6), Expertise: Mining 6 (+5)
  ADVANTAGES 
  Great Endurance
  OFFENSE 
  INITIATIVE -1
  Unarmed +6
  Close, Damage 8
  DEFENSE 
  Dodge
  4
  Fortitude
  10
  Parry
  4
  Toughness
  12
  Will
  6
  RUSTBELT 
  POWER LEVEL 8
  STRENGTH
  STAMINA
  AGILITY
  DEXTERITY
  FIGHTING
  INTELLECT
  AWARENESS
  PRESENCE
  8
  4
  -1
  -1
  2
  -1
  0
  0
  COMPLICATIONS 
  Motivation—Doing Good: Wally’s moral core is as solid as his 
  iron skin, and nothing can prevent him from doing the right 
  thing if he can figure out what the right thing is.
  Disability: Rustbelt’s massive hands are clumsy and he can 
  break semi-delicate instruments (like cell phones) if he doesn’t 
  handle them carefully. Wally’s large, heavy, and angular, mak-
  ing him a danger to furniture and awkward in tight spaces. He 
  also clanks loudly when he walks, making it hard for him to 
  sneak up on anyone.
  Weakness: Rustbelt is extremely vulnerable to water, even 
  ordinary atmospheric humidity. He has to scrub himself every 
  morning with steel wool to make sure rust doesn’t develop on 
  his body’s metal casing. If it does, it can weaken his armor so 
  he becomes vulnerable to attacks he would ordinarily shrug off.
  Weakness: Wally has below-average intelligence and is a slow 
  thinker. Given time, he can usually puzzle things out, but he can 
  be helpless if he finds himself in a strange situation. He doesn’t 
  have an extensive education and is at a disadvantage in compli-
  cated social situations and foreign (non-Minnesotan) settings.
  Abilities 22 + Powers 35 + Advantages 1 + Skills 5 + Defenses 
  18 = 81
  more loudly than ever. Wally takes the stick from her and 
  wraps her in his arms until, after a long time, she cries her-
  self to sleep.
  A few days later, after Rusty destroys a train full of PPA sol-
  diers by rusting the track right out from under them, Ghost 
  begins to talk. He can’t understand her language any more 
  than she can his, but she sounds like a normal little girl now, 
  which makes Rusty happy. As they continue toward Bunia, 
  Ghost talks to people they meet, telling them what Rusty has 
  done to the Leopard Men, and within days Rusty finds him-
  self being followed by scores of angry people as the leader of a 
  popular uprising.
  When they arrive at Bunia, Rusty makes the mob wait far 
  enough away from the perimeter of the lab to be safe. He’s con-
  templating charging the encampment alone when Lilith arrives 
  with Gardener. He barely recognizes what’s left of Jerusha. His 
  heart is in his throat, but they have time for only a brief reunion 
  before Rusty has to turn his anger against the lab.
  He enters through rents torn in the barbed wire fence by 
  Jerusha’s vines. Gunfire hammers at him from a dozen 
  directions and he can feel some of the bullets hitting their 
  mark. He sees Tom Weathers, and he and the Radical go at 
  it, but even Rusty’s strength is no match for the power of 
  the mad ace.
  
  4
  WILD CARDS - SCARE SHEETS
  	
  RUSTBELT
  CREDITS & LICENSE
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document, Copyright 2000, Wizards of the Coast, Inc., 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document, Copyright 2002-2004, Wizards of 
  the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, 
  Rodney Thompson, and JD Wiker, based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, 
  Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
  Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; 
  Author Steve Kenson. 
  Advanced Player’s Manual, Copyright 2005, Green Ronin Publishing, LLC; 
  Author Skip Williams. 
  Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; 
  Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, 
  Jesse Scoble. 
  Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin 
  Publishing, LLC; Author Steve Kenson. 
  DC Adventures Hero’s Handbook, Copyright 2010, Green Ronin 
  Publishing, LLC; Author Steve Kenson. 
  Mutants & Masterminds Hero’s Handbook, Copyright 2011, Green Ronin 
  Publishing, LLC; Author Steve Kenson.
  Wild Cards Campaign Setting, Copyright 2008, Green Ronin Publishing; 
  Authors John Jos. Miller and Steve Kenson.
  Wildcards SCARE Sheet #10: Rustbelt, Copyright 2013, Green Ronin 
  Publishing; Authors John Jos. Miller and Steve Kenson.
  Wild Cards - SCARE Sheets #10: Rustbelt
  Writing and Design: John Jos. Miller and Steve Kenson
  Development: Jon Leitheusser
  Original Character Creation: Ian Tregillis
  Editing: Spike Y Jones
  Art Direction: Pauline Benney
  Graphic Design: Hal Mangold
  Interior Art: Jamal Igle
  Publisher: Chris Pramas
  Green Ronin Staff: Pauline Benney, Bill Bodden, Joe Carriker, Steve 
  Kenson, Jon Leitheusser, Nicole Lindroos, Hal Mangold, Jack Norris, 
  Chris Pramas, Donna Prior, Evan Sass, Marc Schmalz
  Wildcards SCARE Sheet #10: Rustbelt is ©2013 Green Ronin Publishing, 
  LLC. All rights reserved. References to other copyrighted material 
  in no way constitute a challenge to the respective copyright holders 
  of that material. Mutants & Masterminds, Super-powered by M&M, 
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  Ronin Publishing, LLC.
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  points. All characters and their associated images, descriptions, back-
  grounds, and related information are declared Product Identity.
  The following text is Open Gaming Content: all game system rules and 
  material not previously declared Product Identity.
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  www.mutantsandmasterminds.com
  POWERS & ABILITIES
  Rustbelt is oversized, iron-skinned, and mightily muscled. He 
  can also cause iron or steel to rust with the touch of his hand.
  ALLIES
  Wally makes friends easily and is perhaps too trusting at times, 
  but often his honesty and goodness brings people to his side, 
  as it did Drummer Boy. Even those Committee members who 
  consider him a dim bulb are loyal to him. He had an unex-
  pressed love for Jerusha Carter.
  ENEMIES
  Wally doesn’t consider even the people he fights to be ene-
  mies, unless they get his ire up by harming the weak and 
  innocent.
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/3rd Edition/Wildcards SCAREsheets/[GRR 9610e] Rustbelt.pdf