TEXT: Steven S. Long
  THE
  DRAGON
  MANDARIN
  
  Hero SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system.
  Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Fantasy Hero © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Dark Champions © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Pulp Hero and The Dragon Mandarin© 2005 by DOJ, Inc. d/b/a Hero Games. All rights 
  reserved.
  Star Hero, Justice Inc., Danger International, Danger International, Western Hero 
  © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  No part of this book may be reproduced or transmitted in any form or by any means, 
  electronic or mechanical, including photocopying, recording, or computerization, or by 
  any information storage and retrieval system, without permission in writing from the 
  Publisher:  DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102.
  Printed in the Canada. First printing October 2005
  Produced and distributed by DOJ, Inc. d/b/a Hero Games.
  Stock Number:  DOJHERO-HPA06
  http://www.herogames.com
  THE
  DRAGON
  MANDARIN
  Author: Steven S. Long
  Editing & Development:  Steven S. Long
  Layout & Graphic Design:  Steven S. Long (well, OK, using tools and 
  templates developed by Andy Mathews, and with some suggestions 
  by Andy Mathews...)
  Everything Else:  Stev... you get the picture
  SPECIAL THANKS
  Special thanks to Lord Liaden, for letting me swipe one of his scenario ideas.
  Doctor Yin Wu 
   
  4
     Character sheet for Dr. Wu 4
     Campaign Use 
   
  7
     Alternate Wus 
   
  9
     Fantasy Hero 
   
  9
     Pulp Hero 
   
  10
     Cyber Hero/Dark Champions 12
  Chinese Magic 
   
  14
     Chinese Spells 
   
  14
        Offensive Spells 
  14
        Defensive Spells 
  17
        Movement Spells 
  18
        Sensory Spells  
  19
        Miscellaneous Spells 
  20
     Chinese Magic Items 
  21
  The Four Sons of the Dragon 28
     Copper Spear 
   
  29
     Golden Axe 
   
  31
     Iron Whirlwind 
   
  33
     Silver Hand 
   
  35
  TABLE OF
  CONTENTS
  
  4  The Dragon Mandarin
  Hero System 5th Edition
  A
  mong the greatest threats facing the 
  world in the early twenty-ﬁ rst century is 
  a Chinese sorcerer said by some to have 
  been alive for millennia. Enigmatic, pos-
  sessing enough power to hold the Chinese govern-
  ment and its vaunted Tiger Squad at bay, and said 
  to have designs to rule all of Earth, Dr. Yin Wu has 
  launched several schemes of conquest in the past, 
  only to be narrowly thwarted by superheroes. With 
  the assistance of his progeny, the Four Sons of the 
  Dragon, he will no doubt try again soon... and this 
  time, perhaps only your heroes will stand in his 
  way.
  Th e Dragon Mandarin describes ﬁ ve super-
  villains suitable for any Champions campaign. It 
  includes an extensive section of Chinese magic 
  spells and enchanted items, plot seeds, and other 
  features designed to make it as fun and useful as 
  possible.
  DOCTOR YIN WU
  Th e Dragon Mandarin
  Val Char 
  Cost Roll 
  Notes
  15 
  STR 
  5 
  12- 
  Lift  200 kg; 3d6 [1]
  20 
  DEX 
  30 
  13- 
  OCV:  7/DCV:  7
  23 
  CON 
  26 
  14-
  15 
  BODY 10 
  12-
  25 
  INT 
  15 
  14- 
  PER Roll 14-
  23 
  EGO 
  26 
  14- 
  ECV:  8
  30 
  PRE 
  20 
  15- 
  PRE Attack:  6d6
  12 
  COM 
  1 
  11-
  10 
  PD 
  7 
   
  Total:  20 PD (10 rPD)
  12 
  ED 
  7 
   
  Total:  22 ED (10 rED)
  7  
  SPD 
  40 
   
  Phases:  2, 4, 6, 7, 9, 11, 12
  8  
  REC 
  0
  46 
  END 
  0
  50 
  STUN 15 
  Total Characteristics Cost:  202
  Movement: 
  Running: 
  6”/12”
  Cost Powers 
  END
  300 
  Chinese Sorcery:  Variable Power Pool,
  150 base + 75 control cost, Cosmic (+2); 
  Only For Chinese Magic (-½) 
  var
  375 
  Th e Dragon Mandarin’s Horde:  Summon
  up to 1,000 Chinese monsters and fan-
  tastic creatures built on up to 500 Char-
  acter Points each, Expanded Class (Chi-
  nese monsters and fantastic creatures;
  +½), Loyal (+½), Reduced Endurance
  (0 END; +½) 
  0
   
  Martial Arts:  Shaolin Leopard Kung Fu, 
  Hsing-I, Pakua, and Tai Ch’i Ch’uan
   
  Maneuver 
   
  OCV 
  DCV 
  Notes
  4 
  Block*#$% 
   
  +2 
  +2 Block, Abort
  4 
  Disarm*% 
   
  -1 
  +1 Disarm, 35 
  STR
  4 
  Dodge*$ 
   
  +0 
  +5 
  Dodge All 
  Attacks, Abort
  3 
  Grab*% 
  -1 
  -1 
  Grab Two 
  Limbs, 35 STR 
  for holding on
  5 
  Kick/Monkey Slap/Palm Strike*#$% 
  -2 
  +1 
  9d6 Strike
  4 
  Knife Hand* 
  -2 
  +0 
  1d6 HKA (2d6 
  with STR)
  4 
  Punch* 
   
  +0 
  +2 
  7d6 Strike
  3 
  Th row*#% 
   
  +0 
  +1 
  5d6 +v/5, 
  Target Falls
  4 
  Tien-hsueh Strike/Sword Finger*#% 
  -1 
  +1 3d6 NND(1)
  8 
  +2 Damage Classes (already added in)
  2 
  Use Art with Blades, Staﬀ 
  * = Kung Fu maneuver  # = Hsing-I maneuver
  $ = Pakua maneuver  % = Tai Ch’i Ch’uan maneuver
  47 
  Dim Mak:  Drain BODY 8d6, Delayed 
  Return Rate (points return at the rate of 
  5 per Week; +1¾), Invisible To Sight And 
  Hearing Groups (+¾); Gradual Eﬀ ect (1 
  Week, victim takes 1d6 immediately, then 
  1d6 per day as he sickens and dies; -2), Can 
  Be Cured By Chinese Healing (-¼), Dr. Wu 
  Must Make A Sequence Of Th ree Blows, 
  Each At -3 OCV, And May Not Miss A
  Phase Or Hit (blows do damage; -2½),
  Activation Roll 15- (-¼) 
  28
  20 
  Sublime Martial Skill:  Find Weakness 11- 
  with Martial Arts 
  0
  60 
  Protective Spells:  Physical and Energy 
  Damage Reduction, Resistant, 50% 
  0
  20 
  Fire Cloth Robe:  Armor (10 PD/10 ED);
  OIF (-½) 
  0
  10 
  Iron Tower Of Th e Mind:  Mental Defense
  (15 points total) 
  0
  10 
  Mystic Shields:  Power Defense (10 points) 0
  25 
  Immortality:  Life Support (Immunity to
  all terrestrial diseases, biowarfare agents,
  poisons, and chemical warfare agents;
  Longevity:  Immortality) 
  0
  30 
  Blessings Of Th e Gods And Spirits:  Luck 6d6 0
  DOCTOR
  YIN WU
  HERO PLUS
  ADVENTURES
  Th e Dragon Mandarin 
  is one of Hero Games’s 
  Hero Plus Adventures, a 
  series of short, no-frills, 
  inexpensive adventures 
  in PDF format. (Th is 
  one isn’t so much an 
  adventure as a col-
  lection of ﬁ ve related 
  characters, but you get 
  the picture.) Hero Plus 
  Adventures are designed 
  to provide roughly one 
  game session’s worth of 
  entertainment, though 
  they include suggestions 
  on how to lengthen or 
  expand the scenario 
  if you want to. Th ey’re 
  written with simplicity 
  and ease of use in mind 
  so you can run them 
  with a minimum of 
  preparation.
  PRINTING
  Th e general statement 
  on the credits page not-
  withstanding, DOJ, Inc. 
  grants each purchaser of 
  Th e Dragon Mandarin 
  permission to make one 
  (1) printed copy of this 
  document.t
  
  5 
  Hero Plus Adventures #6
   
  Perks
  400 
  Bases:  castle in China; various others around 
  the world
  400 
  Followers
  3 
  Fringe Beneﬁ t:  Membership:  Watchers Of 
  Th e Dragon
  15 
  Money:  Filthy Rich
   
  Talents
  15 
  Combat Sense
  20 
  Danger Sense (self only, out of combat) 14-
  20 
  Universal Translator 14-
   
  Skills
  25 
  +5 with Chinese Sorcery VPP
  12 
  +4 with Martial Arts
  1 
  Acrobatics 8-
  3 
  Analyze Style 14-
  1 
  Breakfall 8-
  3 
  Conversation 15-
  3 
  High Society 15-
  2 
  Language:  Cantonese (ﬂ uent conversation; 
  Mandarin Chinese is Native)
  2 
  Language:  English (ﬂ uent conversation)
  3 
  Oratory 15-
  3 
  Persuasion 15-
  3 
  Stealth 13-
  4 
  WF:  Common Melee Weapons, Common 
  Martial Arts Weapons
  3 
  Scholar
  2 
  1)  KS: Arcane And Occult Lore 14-
  2 
  2)  KS: Chinese Alchemy 14-
  2 
  3)  KS: Chinese Astrology 14-
  2 
  4)  KS: Chinese Culture And Civilization 14-
  2 
  5)  KS: Chinese Healing 14-
  2 
  6)  KS: Chinese History 14-
  2 
  7)  KS: Chinese Legends And Lore 14-
  2 
  8)  KS: Chinese Philosophy 14-
  2 
  9)  KS: Chinese Sorcery 14-
  2 
  10)  KS: Conjuration 14-
  2 
  11)  KS: Th e Death Dragon And Th e Cult Of 
  Th e Red Banner 14-
  2 
  12)  KS: Divination 14-
  2 
  13)  KS: Feng Shui 14-
  2 
  14)  KS: Hsing-I 14-
  2 
  15)  KS: Kung Fu 14-
  2 
  16)  KS: Th e Martial World 14-
  2 
  17)  KS: Pakua 14-
  2 
  18)  KS: Th e Superhuman World 14-
  2 
  19)  KS: Tai Ch’i Ch’uan 14-
  Total Powers & Skills Cost:  1,921
  Total Cost:  2,123
  200+ Disadvantages
  0 
  Dependence:  must perform ancestor wor-
  ship ceremonies every day or suﬀ er Activa-
  tion Roll 11- on all mystic powers (Very 
  Common)
  10 
  Distinctive Features:  Style (Not Concealable, 
  Noticed And Recognizable, Detectable By 
  Large Group)
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Enraged:  if insulted or taunted (Uncom-
  mon), go 14-, recover 11-
  15 
  Hunted:  Tiger Squad 8- (As Pow, NCI, Cap-
  ture)
  5 
  Hunted:  Trismegistus Council 11- (Less Pow, 
  NCI, Watching)
  10 
  Hunted:  Cult Of Th e Red Banner 11- (Less 
  Pow, Capture/Kill)
  20 
  Psychological Limitation:  Cannot Tolerate 
  Challenges To His Power (Common, Total)
  15 
  Psychological Limitation:  Hatred Of Tech-
  nology (Common, Strong)
  15 
  Psychological Limitation:  Code Of Honor 
  (see text) (Common, Strong)
  20 
  Reputation:  evil Chinese sorcerer and 
  warlord who might conquer the world 14- 
  (Extreme)
  1,798 Experience Points
  Total Disadvantage Points:  2,123
  Background/History:  Doctor Yin Wu was born the 
  son of Chinese peasant in the year 578 AD. A local 
  wizard sensed potential in the boy and took him in 
  as an apprentice. Wu soon surpassed his master’s 
  expectations; his greatest expertise was in the ﬁ elds 
  of enchantment, conjuration, and Chinese alchemy.
  Aft er long years of study and many dire sacri-
  ﬁ ces, Yin Wu was a powerful mage. Using an army 
  of summoned creatures of legend, he conquered 
  and ruled a large territory in west central China. 
  Th en he used his Chinese alchemy to perform the 
  liàndan ceremony to create one of the fabled Pills 
  of Immortality so that he would never die.
  Over the centuries, Dr. Wu’s political inﬂ u-
  ence waxed and waned with the tide of secular and 
  mystical power, but his lore only deepened. As a 
  sorcerer, he valued tradition and superstition, and 
  was incensed by the intrusion of Westerners into 
  his homeland and the degrading way they treated 
  his people. In the late nineteenth century he went 
  to England to study the ways of the white devils 
  that had invaded his land, the better to defeat them. 
  During that time he dominated the opium trade in 
  London’s infamous East End, and was known to the 
  British authorities as the Dragon Mandarin. In 1907 
  he returned from Europe with an even stronger 
  hatred of Occidentals, and was all the more deter-
  mined to increase his power and to rid China of 
  Western inﬂ uence.
  During the Twenties and Th irties Dr. Wu 
  was a powerful tuchun, or warlord, in central 
  China. Th anks to his magical abilities (such as 
  they were, weakened by centuries of the ebbing of 
  arcane energy in the world) and army of mystical 
  a
  b
  c
  d
  e
  f
  g
  h
  i
  j
  k
  l
  
  6   The Dragon Mandarin
  Hero System 5th Edition
  creatures, neither the other warlords, nor Chiang 
  Kai-shek’s Kuomintang government, nor Mao Tse-
  tung’s Communists dared to provoke him. His sub-
  jects lived in superstitious fear of him, worshipping 
  him as a god. Th eir respect and dread only deep-
  ened aft er the “tide” of magic began to rise in 1938 
  and his once-great powers grew great once more.
  But change is the way of all things, and eventu-
  ally change came to China in the form of a Com-
  munist victory in 1949. Doctor Wu soon became 
  increasingly uncomfortable with the prevailing 
  political climate. He despised the Communists for 
  their trampling of tradition and their attempts to 
  eradicate superstition. Th e Communists, for their 
  part, saw Dr. Wu as nothing but a thorn in their 
  side, an anachronism to be eliminated as soon as 
  possible. Th e Communist leaders launched a cam-
  paign of assault and harassment against the Dragon 
  Mandarin, hoping to defeat him or drive him out.
  Th eir plan worked... but only in part. Th ey 
  lacked the military might to penetrate his arcane 
  defenses, and even had they had the means and 
  desire to use magic (“superstitious claptrap”) 
  against him, there was no one in China who could 
  match his power. But Dr. Wu, already disgusted 
  with his countrymen for being so easily seduced 
  by Communist wiles, turned his back on them 
  altogether, sealing himself up in his castle, which he 
  warded with powerful spells so that no one could 
  approach.
  And there Dr. Wu has lived to this day (though 
  rumors claim, correctly, that he has homes in major 
  Chinatowns around the world and sometimes 
  visits them for a change of scenery or as part of 
  one of his schemes). In 1961, 1978, 1989, and 2001 
  he attempted to cast out the Communists and take 
  over China, and was stopped each time by the Peo-
  ple’s Republic’s oﬃ  cial superteam, the Tiger Squad, 
  solely because of the Squad’s size (in any other 
  country six or seven superhero teams would have 
  had to join forces to defeat him). In the process he’s 
  killed over a dozen Squad members, earning him 
  the group’s eternal enmity. With the patience of an 
  immortal, he seeks a mystical means to restore the 
  China he knows and loves, a land of peaceful peas-
  ants and wise scholars where he alone rules and he 
  can properly placate the spirits of his ancestors.
  Personality/Motivation:  Doctor Yin Wu is a typical 
  Oriental master villain — evil, insidious, ruthless, 
  inscrutable, and extremely powerful. His power 
  derives from his mastery of Chinese magic and his 
  arsenal of Chinese enchanted items; he despises all 
  modern technology and ways. He has to observe 
  a strict code of behavior in order to maintain 
  his magical powers:  he must not eat meat, use 
  advanced technology (such as electronic devices), 
  or break his word; and must oﬀ er homage to his 
  ancestors every day. Player characters may be able 
  to use this against him, but they must be careful 
  when trying to trick him, for he has more than a 
  thousand years of experience in dealing with such 
  ploys.
  Doctor Wu’s main goal is to maintain and 
  increase his power, both mystic and political. Ulti-
  mately, he would like to crush the Communists that 
  rule his homeland and restore China to its old self. 
  He dreams of declaring himself Emperor and lead-
  ing China back to the position of world eminence 
  that it held centuries ago, when Europeans had 
  barely stopped living in caves. He despises Western-
  ers, seeing them as the people that ruined his once-
  great native land; he similarly loathes the Japanese 
  for all the torment they’ve inﬂ icted on his country 
  and his people.
  Despite unquestionably falling into the “master 
  villain” category, Dr. Wu is not entirely unlikeable. 
  His code of honor is strong, and it oft en prompts 
  him to acts which can only be described as “chari-
  table.” For example, he gives money to the poor, 
  talks peacefully with his enemies when it would be 
  prudent to do so (and otherwise treats them with 
  dignity and respect, provided they do the same), 
  and sometimes uses his powers to defend his home 
  city or the world from threats which are a danger 
  to him or to many people. His membership in the 
  Watchers of the Dragon — an organization of 
  scholars and mystics devoted to keeping the terrify-
  ingly powerful and evil Death Dragon imprisoned 
  — is another example of how he looks out for 
  others. A cynic would maintain that Dr. Wu’s acts of 
  charity are intended ultimately to beneﬁ t himself, 
  to keep the world safe for his own takeover, but as 
  to the truth of that, who can say?
  Quote:  “Fools! Did you truly think you could chal-
  lenge the might of Doctor Yin Wu and escape his 
  wrath? Destroy them, my pets!”
  Powers/Tactics:  Doctor Wu is a fang-shih, a Chi-
  nese scholar with knowledge of magic, alchemy, 
  divination, and many related subjects. He’s the most 
  powerful Chinese sorcerer still living; on occasion, 
  his powers approach those of the gods. His magical 
  abilities are widespread, but he “specializes” in three 
  areas of learning:  enchantment (the creation of 
  magical items); conjuration (the summoning and 
  control of creatures); and Chinese alchemy (similar 
  to Western alchemy, but based on ﬁ ve elements:  
  Earth, Water, Fire, Wood, and Metal). He is highly 
  skilled at such disciplines as feng-shui (locating 
  “dragon lines,” geomancy) and ming sun (Chinese 
  astrology). Doctor Wu has also been given power-
  ful magical items by the gods, many of whom hold 
  him in high favor.
  Doctor Wu’s oﬀ ensive powers are usually 
  (but not always) built through Foci — potions, 
  enchanted mirrors, mystic crystals, and other 
  magical items. (See below for numerous examples, 
  though you can always create Chinese-themed ver-
  sions of the Th aumaturgy spells from Th e Mystic 
  World for him to use.) If possible he prefers to 
  cow his opponents with displays of power (i.e., a 
  Presence Attack using bonus PRE bought as a slot 
  in his Power Pool), but he’s no stranger to actual 
  battle. He’s also a martial artist with centuries of 
  HTH Combat experience; heroes who think they 
  can intimidate him by closing for a brawl are sadly 
  mistaken. He prefers to attack technology-oriented 
  heroes and Westerners ﬁ rst in most cases.
  Much of Dr. Wu’s power derives from his army 
  DR. YIN WU
  PLOT SEEDS
  As mentioned in 
  Champions Universe, 
  for over a century Dr. 
  Wu has sought the Jade 
  Mirror of Transcendence. 
  According to legend, 
  he who commands the 
  mirror can remake the 
  world as he sees ﬁ t, 
  right down to altering 
  humanity’s shape and 
  memories to conform 
  to his vision of reality. If 
  he obtains it, he plans to 
  use it to turn the entire 
  world into medieval 
  China — a realm where 
  he’ll wield supreme 
  power. He has at long 
  last decided that the 
  Mirror no longer exists; 
  it must have faded to 
  dust during the long 
  centuries when magic’s 
  power diminished in 
  the world. Th erefore he 
  must create it anew. To 
  do this he must get the 
  Four Sons to gather a 
  wide variety of strange 
  substances and arcane 
  appurtenances, which 
  will take time... but he 
  has time, all the time in 
  the world.
  Doctor Wu decides 
  it’s time for a change 
  of scenery and moves 
  to the campaign city’s 
  Chinatown for a while. 
  Aft er building himself a 
  mansion at a favorable 
  intersection of dragon 
  lines, he quickly takes 
  control of the Chinese 
  underworld, and then 
  begins extending his 
  power throughout the 
  city. It’s up to the PCs 
  to stop him before his 
  magic and his gangs 
  bring the entire city 
  under his power.
  Without warning, 
  a battle between 
  advanced war-robots 
  and supernatural Chi-
  nese monsters breaks 
  out in Chinatown! Th e 
  heroes put a stop to 
  it, but can’t ﬁ gure out 
  what started it. Soon 
  they’re contacted by 
  Continued on next page
  
  7 
  Hero Plus Adventures #6
  of Chinese creatures and monsters, which he refers 
  to as tiějūn-zhăoyá, “the iron army of talons and 
  fangs.” He usually keeps most of these “soldiers” in 
  the Otherworld, with only a few of them attending 
  upon him personally in his mansion — he does not 
  wish to provoke Westerners (or his own supersti-
  tious “subjects”) with overt displays of magical 
  beings and powers.
  Campaign Use:  For genre-speciﬁ c suggestions on 
  how to use Dr. Wu, see below.
  Doctor Wu is a master villain and should be 
  treated as such — meaning he needs to be powerful 
  enough to take on your entire team of superheroes, 
  at least for a little while. If he can’t do that, you 
  need to improve him until he can — for example, 
  by increasing his SPD or Damage Reduction. If he’s 
  already too tough, reduce his VPP (or Limit it so 
  that his spells and items can only have 40-60 Active 
  Points each).
  Doctor Wu rarely Hunts anyone; most humans 
  simply aren’t worth that much of his attention — he 
  can wait patiently until they die aft er a few short 
  decades. If angered into Hunting a character, he’ll 
  start by sending Chinese monsters aft er him, even-
  tually working up the anger to attack the character 
  personally if the monsters don’t get the job done.
  Appearance:  Doctor Wu is an old Chinese man 
  with a long, wispy black beard, intense dark eyes, 
  and long, painted ﬁ ngernails. He wears a long 
  robe made out of “ﬁ re cloth,” a silk-like material 
  woven from the hair of creatures that live in the 
  ﬁ re mountains surrounding Mount K’un-lun, the 
  home of the gods. Th e robe is colored yellow; it 
  symbolizes Dr. Wu’s power and his aﬃ  nity with 
  Shang Ti, Emperor of the gods, and Huang Ti, the 
  “Yellow Emperor,” the legendary First Sovereign 
  Emperor of China. Embroidered around the robe is 
  a great dark gold dragon; also embroidered on it are 
  designs and pictures in blue, black, white, and red, 
  the four sacred colors. Th e robe has wide sleeves 
  and trails behind Dr. Wu for about two feet. Dr. Wu 
  also wears a four-sectioned hat/crown on which 
  are depicted the Blue Dragon of the East, the Black 
  Tortoise of the North, the White Tiger of the West, 
  and the Red Bird of the South. Despite his obvious 
  age, he’s quite spry and a quick thinker.
  Campaign Use
  How you can use Dr. Wu depends in part on 
  the type of campaign you’re running.
  CHAMPIONS
  Doctor Wu is ﬁ rst and foremost a Champions 
  villain — one of the most powerful adversaries in 
  the Champions Universe, in fact — and as such can 
  be used in most Champions campaigns without 
  much change (other than to alter his power level 
  as necessary so that he ﬁ ts into your game world 
  properly).
  In Golden Age Champions campaigns, Dr. Wu 
  is largely absent, having sealed himself into his 
  castle in disgust while China disintegrates around 
  him. He might emerge brieﬂ y to help the PCs deal 
  with Iron Father or other powerful Japanese mys-
  tics, since he hates the Japanese nearly as much as 
  he hates Westerners and Communists.
  In a Teen Champions campaign, Dr. Wu might 
  be the eerie master villain the teen heroes some-
  times tangle with in Chinatown. In this sort of 
  game he’d be less the world-conquering master vil-
  lain and more the powerful “father ﬁ gure” behind 
  the teenaged Four Sons of the Dragon.
  By the time of Galactic Champions, Dr. 
  Wu is dead — he dies in the mid-twenty-ﬁ rst 
  century, when the level of ambient magic in the 
  world dropped to such a low point that his spells 
  of immortality could no longer sustain him and 
  he crumbled to dust. But perhaps some mystical 
  essence of him remains locked away in an ancient 
  Chinese puzzle-box, ready to take over the body 
  of the ﬁ rst Chinese person with the misfortune to 
  open it....
  CYBER HERO
  If you want to use Dr. Wu in a typical Cyber 
  Hero game, you should remove his true magic 
  powers and superhuman Characteristics and 
  abilities. Instead, he’s a mystic (with, at best, minor 
  arcane powers, if your campaign features those) 
  who runs one (or all) of the Triads that dominate 
  crime throughout much of the world. See below for 
  an alternate character sheet for Cyber-Wu.
  DARK CHAMPIONS
  A Dark Champions Dr. Wu functions more 
  or less like a Cyber Hero Dr. Wu, but without the 
  cyberware and netrunning. He’s a major organized 
  crime ﬁ gure, though his “magic powers” are mean-
  ingless unless the campaign happens to include 
  mysticism. In that case, he might be the focus of 
  bizarre, occult-oriented plots that take place in 
  Chinatown.
  FANTASY HERO
  In a Fantasy Hero game, Dr. Wu remains a 
  powerful wizard, but instead of giving him a Vari-
  able Power Pool have him buy his spells in what-
  ever way is most appropriate for the campaign. 
  Of course, this only makes sense if you have an 
  “Oriental” area of your Fantasy world, or you want 
  to assume he’s traveled to that world from Earth 
  to escape the encroachment of technology and 
  modern civilization. See below for an alternate 
  character sheet for Fantasy Dr. Wu.
  NINJA HERO
  As a thoroughly Asian villain (and master of 
  the martial arts), Dr. Wu suits Ninja Hero cam-
  paigns just ﬁ ne. However, unless your campaign 
  follows the wuxia or anime styles of Ninja Hero 
  play, you should get rid of his magic and monsters 
  altogether and just make him an old, but very pow-
  erful and skilled, master — perhaps one who knows 
  several secret techniques no one else possesses, but 
  who’s willing to teach them to those who undertake 
  a quest for him....
  Dr. Yin Wu. He tells 
  them Dr. Destroyer has 
  learned that he pos-
  sesses the fabled Pill 
  of Immortality, and 
  that Destroyer will do 
  whatever he must to 
  take the secret from 
  Dr. Wu so that he can 
  extend his own life 
  indeﬁ nitely. To halt 
  the war and prevent 
  Destroyer from ﬁ nd-
  ing a way to become 
  immortal, the heroes 
  have to help Dr. Wu 
  defeat him. Th is may 
  entail a trip to China to 
  protect Dr. Wu’s castle. 
  And what if it was 
  Dr. Wu himself who 
  leaked the secret of the 
  Pill to Destroyer in a 
  plan to get Destroyer 
  to invade the People’s 
  Republic and weaken 
  the Chinese govern-
  ment, ultimately lead-
  ing to Wu declaring 
  himself Emperor?
  Continued from last page
  
  8   The Dragon Mandarin
  Hero System 5th Edition
  PULP HERO
  In Pulp Hero, Dr. Wu ﬁ ts into the mold of 
  Fiendish Oriental Mastermind quite nicely. You 
  should signiﬁ cantly reduce (or get rid of) his 
  magical powers, making him something more of a 
  tuchun and criminal mastermind, but leaving him 
  a touch of the arcane serves to diﬀ erentiate him 
  from the likes of Dr. Fang Shen (see Masterminds 
  And Madmen). See below for an alternate character 
  sheet for Pulp Dr. Wu that uses psychic powers 
  from Pulp Hero to represent his “magic powers.”
  STAR HERO
  Doctor Wu doesn’t ﬁ t well into most Science 
  Fiction campaigns at all, since they have little to 
  do with mysticism. However, in games that mix 
  Fantasy Hero and Star Hero he’d make an ideal 
  adversary (though you’d probably need to tone him 
  down a bit). Similarly, in a game where the Chinese 
  have exerted a strong inﬂ uence over space travel 
  and colonization, he might be the de facto ruler of 
  many Chinese-dominated planets.
  VICTORIAN HERO
  In the Victorian Hero era, a much lower-pow-
  ered Dr. Wu is best known simply as the Dragon 
  Mandarin, the lord of Chinese crime and the 
  opium trade in London. He could also be found 
  nearly anywhere in Asia, attempting to stir up 
  trouble against the colonial powers.
  WESTERN HERO
  Western Hero doesn’t have much place for Dr. 
  Wu unless your game takes place in and around 
  San Francisco of the period, where he might be a 
  power in the growing Chinatown. Similarly, if one 
  of his (countless thousands of) relatives could ﬁ nd 
  himself in trouble while working on a coolie gang 
  building American railroads and somehow appeal 
  to Dr. Wu for help, dragging him straight into the 
  Wild West.
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  9 
  Hero Plus Adventures #6
  ALTERNATE WUs
  Here are three alternate versions of Dr. Wu:  
  one for Fantasy Hero, one for Pulp Hero, and one 
  for Cyber Hero.
  DOCTOR YIN WU
  Fantasy Hero Version
  Val Char 
  Cost Roll 
  Notes
  10 
  STR 
  0 
  11- 
  Lift  100 kg; 2d6 [2]
  15 
  DEX 
  15 
  12- 
  OCV:  5/DCV:  5
  18 
  CON 
  16 
  13-
  15 
  BODY 10 
  12-
  25 
  INT 
  20 
  14- 
  PER Roll 14-
  20 
  EGO 
  20 
  13- 
  ECV:  7
  30 
  PRE 
  30 
  15- 
  PRE Attack:  6d6
  12 
  COM 
  1 
  11-
  6  
  PD 
  3 
   
  Total:  10 PD (4 rPD)
  8  
  ED 
  4 
   
  Total:  12 ED (4 rED)
  4  
  SPD 
  15 
   
  Phases:  3, 6, 9, 12
  6  
  REC 
  0
  36 
  END 
  0
  40 
  STUN 11 
  Total Characteristics Cost:  145
  Movement: 
  Running: 
  6”/12”
  Cost Spells 
  END
  667 
  All the spells listed in the Chinese Magic
  section of this document 
  var
   
  Powers
  30 
  Protective Spells:  Physical and Energy 
  Damage Reduction, Resistant, 25% 
  0
  8 
  Fire Cloth Robe:  Armor (4 PD/4 ED);
  OIF (-½) 
  0
  5 
  Iron Tower Of Th e Mind:  Mental Defense
  (10 points total) 
  0
  10 
  Mystic Shields:  Power Defense (10 points) 0
  25 
  Immortality:  Life Support (Immunity to
  all terrestrial diseases, biowarfare agents,
  poisons, and chemical warfare agents;
  Longevity:  Immortality) 
  0
  20 
  Blessings Of Th e Gods And Spirits:  Luck 4d6 0
   
  Perks
  15 
  Money:  Filthy Rich
   
  Talents
  20 
  Danger Sense (self only, out of combat) 14-
   
  Skills
  25 
  +5 with his magic spells
  3 
  Conversation 15-
  3 
  High Society 15-
  2 
  Language:  GM’s choice (ﬂ uent conversation; 
  Fantasy form of “Chinese” is Native)
  2 
  Language:  GM’s choice (ﬂ uent conversation)
  2 
  Language:  GM’s choice (ﬂ uent conversation)
  2 
  Language:  GM’s choice (ﬂ uent conversation)
  2 
  Language:  GM’s choice (ﬂ uent conversation)
  2 
  Language:  GM’s choice (ﬂ uent conversation)
  3 
  Oratory 15-
  3 
  Persuasion 15-
  25 
  Power:  Chinese Sorcery 25-
  3 
  Stealth 12-
  2 
  WF:  Common Melee Weapons
  3 
  Scholar
  2 
  1)  KS: Arcane And Occult Lore 14-
  2 
  2)  KS: Chinese Alchemy 14-
  2 
  3)  KS: Chinese Astrology 14-
  2 
  4)  KS: Chinese Culture And Civilization 14-
  2 
  5)  KS: Chinese Healing 14-
  2 
  6)  KS: Chinese History 14-
  2 
  7)  KS: Chinese Legends And Lore 14-
  2 
  8)  KS: Chinese Philosophy 14-
  2 
  9)  KS: Chinese Sorcery 14-
  2 
  10)  KS: Conjuration 14-
  2 
  11)  KS: Divination 14-
  2 
  12)  KS: Elementalism 14-
  2 
  13)  KS: Feng Shui 14-
  2 
  14)  KS: Necromancy 14-
  2 
  15)  KS: Sorcery 14-
  2 
  16)  KS: Wizardry 14-
  Total Powers & Skills Cost:  914
  Total Cost:  1,059
  75+ Disadvantages
  0 
  Dependence:  must perform ancestor wor-
  ship ceremonies every day or suﬀ er Activa-
  tion Roll 11- on all spells and mystic powers 
  (Very Common)
  20 
  Enraged:  if insulted or taunted (Uncom-
  mon), go 14-, recover 11-
  20 
  Hunted:  Kal-Turak 8- (Mo Pow, NCI, Cap-
  ture/Kill)
  5 
  Hunted:  council of rival mages 11- (Less 
  Pow, NCI, Watching)
  20 
  Psychological Limitation:  Cannot Tolerate 
  Challenges To His Power (Common, Total)
  15 
  Psychological Limitation:  Code Of Honor 
  (see text) (Common, Strong)
  20 
  Reputation:  evil sorcerer 14- (Extreme)
  884 
  Experience Points
  Total Disadvantage Points:  1,059
  Notes:  Instead of buying a special Summon power 
  or a lot of Followers and Bases, this version of Dr. 
  Wu, like other evil Fantasy wizards, simply has 
  whatever monstrous “pets,” servants, castles, and 
  other resources he needs.
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  DOCTOR YIN WU
  Pulp Hero Version
  Val 
  Char 
  Cost 
  Roll 
  Notes
  10 
  STR 
  0 
  11- 
  Lift  100 kg; 2d6 [2]
  18 
  DEX 
  24 
  13- 
  OCV:  6/DCV:  6
  18 
  CON 
  16 
  13-
  15 
  BODY 10 
  12-
  25 
  INT 
  20 
  14- 
  PER Roll 14-
  20 
  EGO 
  20 
  13- 
  ECV:  7
  30 
  PRE 
  30 
  15- 
  PRE Attack:  6d6
  12 
  COM 
  1 
  11-
  6  
  PD 
  3 
   
  Total:  10 PD (4 rPD)
  8  
  ED 
  4 
   
  Total:  12 ED (4 rED)
  4  
  SPD 
  12 
   
  Phases:  3, 6, 9, 12
  6  
  REC 
  0
  36 
  END 
  0
  50 
  STUN 21 
  Total Characteristics Cost:  161
  Movement: 
  Running: 
  6”/12”
  Cost Powers 
  END
  20 
  Astral Projection 
  11
  12 
  Clairvoyance 
  4
  13 
  Cloud Men’s Minds 
  2
  14 
  Foresight 
  5
  18 
  Medium 
  10
  9 
  Perceive Th e Past 
  5
  5 
  Sensitive 
  0
  16 
  Th ough Transference 
  4
   
  Martial Arts:  Kung Fu
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Disarm 
  -1 
  +1 
  Disarm, 30 STR
  4 
  Dodge 
  +0 
  +5 
  Dodge All 
  Attacks, Abort
  3 
  Grab 
  -1 
  -1 
  Grab Two 
  Limbs, 30 STR 
  for holding on
  5 
  Kick 
  -2 
  +1 
  8d6 Strike
  4 
  Knife Hand 
  -2 
  +0 
  1d6 HKA (1½d6 
  with STR)
  4 
  Punch 
  +0 
  +2 
  6d6 Strike
  3 
  Th row 
  +0 
  +1 
  4d6 +v/5, Target 
  Falls
  4 
  Tien-hsueh Strike -1 
  +1 
  3d6 NND(1)
  8 
  +2 Damage Classes (already added in)
  47 
  Dim Mak:  Drain BODY 8d6, Delayed 
  Return Rate (points return at the rate of 
  5 per Week; +1¾), Invisible To Sight And 
  Hearing Groups (+¾); Gradual Eﬀ ect (1 
  Week, victim takes 1d6 immediately, then 
  1d6 per day as he sickens and dies; -2),
  Can Be Cured By Chinese Healing (-¼),
  Dr. Wu Must Make A Sequence Of Th ree 
  Blows, Each At -3 OCV, And May Not
  Miss A Phase Or Hit (blows do damage;
  -2½), Activation Roll 15- (-¼) 
  28
  30 
  Protective Spells:  Physical and Energy 
  Damage Reduction, Resistant, 25% 
  0
  12 
  Fire Cloth Robe:  Armor (6 PD/6 ED);
  OIF (-½) 
  0
  5 
  Iron Tower Of Th e Mind:  Mental Defense
  (10 points total) 
  0
  10 
  Mystic Shields:  Power Defense (10 points) 0
  25 
  Immortality:  Life Support (Immunity to
  all terrestrial diseases, biowarfare agents,
  poisons, and chemical warfare agents;
  Longevity:  Immortality) 
  0
  20 
  Blessings Of Th e Gods And Spirits:  Luck 4d6 0
   
  Perks
  3 
  Fringe Beneﬁ t:  Membership:  Watchers Of 
  Th e Dragon
  15 
  Money:  Filthy Rich
   
  Talents
  20 
  Danger Sense (self only, out of combat) 14-
   
  Skills
  6 
  +2 with Kung Fu
  3 
  Conversation 15-
  3 
  High Society 15-
  2 
  Language:  Cantonese (ﬂ uent conversation; 
  Mandarin Chinese is Native)
  2 
  Language:  English (ﬂ uent conversation)
  3 
  Oratory 15-
  3 
  Persuasion 15-
  2 
  PS: Warlord 11-
  3 
  Stealth 13-
  3 
  Tactics 14-
  6 
  WF:  Common Melee Weapons, Common 
  Martial Arts Weapons, Small Arms
  3 
  Scholar
  2 
  1)  KS: Arcane And Occult Lore 14-
  2 
  2)  KS: Chinese Alchemy 14-
  2 
  3)  KS: Chinese Astrology 14-
  2 
  4)  KS: Chinese Culture And Civilization 14-
  2 
  5)  KS: Chinese Healing 14-
  2 
  6)  KS: Chinese History 14-
  2 
  7)  KS: Chinese Legends And Lore 14-
  2 
  8)  KS: Chinese Philosophy 14-
  2 
  9)  KS: Chinese Sorcery 14-
  2 
  10)  KS: Conjuration 14-
  2 
  11)  KS: Th e Death Dragon And Th e Cult Of 
  Th e Red Banner 14-
  2 
  12)  KS: Divination 14-
  2 
  13)  KS: Feng Shui 14-
  2 
  14)  KS: Kung Fu 14-
  Total Powers & Skills Cost:  404
  Total Cost:  565
  75+ Disadvantages
  0 
  Dependence:  must perform ancestor wor-
  ship ceremonies every day or suﬀ er Activa-
  tion Roll 11- on all mystic powers (Very 
  Common)
  10 
  Distinctive Features:  Style (Not Concealable, 
  Noticed And Recognizable, Detectable By 
  Large Group)
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Enraged:  if insulted or taunted (Uncom-
  mon), go 14-, recover 11-
  5 
  Hunted:  Trismegistus Council 11- (Less Pow, 
  NCI, Watching)
  10 
  Hunted:  Cult Of Th e Red Banner 11- (Less 
  Pow, Capture/Kill)
  10   The Dragon Mandarin
  Hero System 5th Edition
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  Hero Plus Adventures #6
  20 
  Psychological Limitation:  Cannot Tolerate 
  Challenges To His Power (Common, Total)
  15 
  Psychological Limitation:  Hatred Of Tech-
  nology (Common, Strong)
  15 
  Psychological Limitation:  Code Of Honor 
  (see text) (Common, Strong)
  20 
  Reputation:  evil Chinese sorcerer and 
  warlord who might conquer the world 14- 
  (Extreme)
  365 
  Experience Points
  Total Disadvantage Points:  565
  Notes:  Instead of buying a special Summon power 
  or a lot of Followers and Bases, this version of 
  Dr. Wu, like other Pulp masterminds, simply has 
  whatever monstrous “pets,” servants, castles, and 
  other resources he needs. Th is writeup assumes 
  that the Death Dragon, the Cult of the Red Banner, 
  the Watchers of the Dragon, and the Trismegistus 
  Council exist in the campaign world (if not, simply 
  eliminate the appropriate Perks, Skills, and Disad-
  vantages, or substitute corresponding ones appro-
  priate for your campaign).
  See pages 279-86 of Pulp Hero for explanation 
  of Dr. Wu’s various “spells” and mystic powers. You 
  can easily expand upon these with a few lesser-
  powered spells and enchanted items from the Chi-
  nese Magic section of this Hero Plus Adventure.
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  DOCTOR YIN WU
  Cyber Hero/Dark Champions Version
  Val 
  Char 
  Cost 
  Roll 
  Notes
  15 
  STR 
  5 
  12- 
  Lift  200 kg; 3d6 [1]
  18 
  DEX 
  24 
  13- 
  OCV:  6/DCV:  6
  18 
  CON 
  16 
  13-
  12 
  BODY 4 
  11-
  25 
  INT 
  15 
  14- 
  PER Roll 14-
  20 
  EGO 
  20 
  13- 
  ECV:  7
  30 
  PRE 
  20 
  15- 
  PRE Attack:  6d6
  12 
  COM 
  1 
  11-
  8  
  PD 
  5 
   
  Total:  8 PD (0 rPD)
  8  
  ED 
  4 
   
  Total:  8 ED (0 rED)
  4  
  SPD 
  12 
   
  Phases:  3, 6, 9, 12
  7  
  REC 
  0
  36 
  END 
  0
  30 
  STUN 
  1 
  Total Characteristics Cost:  127
  Movement: 
  Running: 
  6”/12”
  Cost Powers 
  END
  18 
  Numatsu Skillslot System, Model Beta:  
  Variable Power Pool (Skill Pool), 16 base
  + 8 control cost; Extra Time (takes 1 Turn
  to change slots; -¾), Restrainable (-¼),
  Limited Use (only non-physical, non-
  Interaction Skills; -½), No More Th an
  Two Slots Can Be Active At Once (-½),
  No Slot Can Have More Th an 9 Active
  Points (-½) 
  0
  13 
  Numatsu Dataport:  Extra-Dimensional 
  Movement (any location in the Cybernet 
  corresponding to the location of the com-
  puter where Dr. Wu jacks in), Reduced 
  Endurance (0 END; +½); OIF (dataport;
  -½), Meat Body (character’s body remains
  in the real world, but cannot move, per-
  ceive, or act, and damage to either the
  virtual form [in cyberspace] or the real
  body [in the real world] can hurt or kill
  the character; -1) 
  0
   
  Martial Arts:  Shaolin Leopard Kung Fu, 
  Hsing-I, Pakua, and Tai Ch’i Ch’uan
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block*#$% 
  +2 
  +2 
  Block, Abort
  4 
  Disarm*% 
  -1 
  +1 
  Disarm, 35 STR
  4 
  Dodge*$ 
  +0 
  +5 
  Dodge All 
  Attacks, Abort
  3 
  Grab*% 
  -1 
  -1 
  Grab Two 
  Limbs, 35 STR 
  for holding on
  5 
  Kick/Monkey Slap/Palm Strike*#$%
   
   
  -2 
  +1 
  9d6 Strike
  4 
  Knife Hand* 
  -2 
  +0 
  1d6 HKA (2d6 
  with STR)
  4 
  Punch* 
  +0 
  +2 
  7d6 Strike
  3 
  Th row*#% 
  +0 
  +1 
  5d6 +v/5, Target 
  Falls
  4 
  Tien-hsueh Strike/Sword Finger*#%
   
   
  -1 
  +1 
  3d6 NND(1)
  8 
  +2 Damage Classes (already added in)
  2 
  Use Art with Blades, Staﬀ 
  * = Kung Fu maneuver  # = Hsing-I maneuver
  $ = Pakua maneuver  % = Tai Ch’i Ch’uan maneuver
  20 
  Sublime Martial Skill:  Find Weakness 11- 
  with Martial Arts 
  0
  5 
  Life-Sustaining Gene Th erapy:  Life Support 
  (Longevity:  Immortality) 
  0
   
  Perks
  7 
  Fringe Beneﬁ t:  Criminal Rank:  powerful 
  Chinese crimelord
  15 
  Money:  Filthy Rich
   
  Talents
  20 
  Danger Sense (self only, out of combat) 14-
   
  Skills
  6 
  +2 with Martial Arts
  1 
  Acrobatics 8-
  3 
  Analyze Style 14-
  1 
  Breakfall 8-
  3 
  Computer Programming 14-
  3 
  Conversation 15-
  3 
  High Society 15-
  2 
  Language:  Cantonese (ﬂ uent conversation; 
  Mandarin Chinese is Native)
  2 
  Language:  English (ﬂ uent conversation)
  3 
  Oratory 15-
  3 
  Persuasion 15-
  3 
  Stealth 12-
  3 
  Systems Operation 14-
  6 
  WF:  Common Melee Weapons, Common 
  Martial Arts Weapons, Small Arms
  3 
  Scholar
  2 
  1)  KS: Arcane And Occult Lore 14-
  2 
  2)  KS: Chinese Alchemy 14-
  2 
  3)  KS: Chinese Astrology 14-
  2 
  4)  KS: Chinese Culture And Civilization 14-
  2 
  5)  KS: Chinese Healing 14-
  2 
  6)  KS: Chinese History 14-
  2 
  7)  KS: Chinese Legends And Lore 14-
  2 
  8)  KS: Chinese Organized Crime 14-
  2 
  9)  KS: Chinese Philosophy 14-
  2 
  10)  KS: Chinese Sorcery 14-
  2 
  11)  KS: Divination 14-
  2 
  12)  KS: Feng Shui 14-
  2 
  13)  KS: Hsing-I 14-
  2 
  14)  KS: Kung Fu 14-
  2 
  15)  KS: Th e Martial World 14-
  2 
  16)  KS: Organized Crime 14-
  2 
  17)  KS: Pakua 14-
  2 
  18)  KS: Tai Ch’i Ch’uan 14-
  Total Powers & Skills Cost:  224
  Total Cost:  351
  75+ Disadvantages
  10 
  Distinctive Features:  Style (Not Concealable, 
  Noticed And Recognizable, Detectable By 
  Large Group)
  20 
  Enraged:  if insulted or taunted (Uncom-
  mon), go 14-, recover 11-
  15 
  Hunted:  rival ganglord 11- (As Pow, NCI, 
  Capture/Kill)
  20 
  Psychological Limitation:  Cannot Tolerate 
  Challenges To His Power (Common, Total)
  15 
  Psychological Limitation:  Code Of Honor 
  (see text) (Common, Strong)
  12   The Dragon Mandarin
  Hero System 5th Edition
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  Hero Plus Adventures #6
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  Reputation:  evil Chinese crimelord 14- 
  (Extreme)
  176 
  Experience Points
  Total Disadvantage Points:  351
  Notes:  Like the previous two alternate Doctors, 
  this one doesn’t have any Followers, Bases, or the 
  like listed; it’s assumed he has whatever he needs to 
  fulﬁ ll the proper duties of the position of “Master 
  Villain.” Furthermore, Cyber-Wu has given up his 
  hatred of technology, since he now needs it to stay 
  alive; he even has some cyberware. When he’s run-
  ning the Cybernet, his avatar appears as a majestic 
  Chinese mandarin as if painted in the traditional 
  Chinese style (which deﬁ nitely makes him stand 
  out amidst all the neon and computer graphics-
  style avatars).
  Th is writeup assumes there’s no mysticism in 
  the campaign and that Dr. Wu doesn’t really have 
  any magical powers (or at least, not anymore). If 
  you want to give him some, borrow the mystic 
  abilities from his Pulp Hero character sheet.
  Remove the cyberware from this character 
  sheet, and you can use it for the Dark Champions 
  Dr. Wu.
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  H
  ere are dozens of example spells and 
  items Dr. Wu can buy through his Vari-
  able Power Pool. Most of the sample 
  spells and magic items presented here 
  are taken from Chinese folklore and legend. Players 
  interested in developing their own spells and magi-
  cal items can consult similar sources.
  CHINESE SPELLS
  Th e following spells are built for Dr. Wu’s 
  Power Pool, and as such have few Limitations 
  because they’re intended for use primarily in 
  Superheroic campaigns. Each one features a “Fan-
  tasy Version” that’s more appropriate for Heroic 
  campaigns (such as Fantasy Hero or Pulp Hero), but 
  you may want to Limit them even more.
  Offensive Spells
  BEANS INTO MEN
  Effect: 
  Summon warriors
  Target/Area Affected:  N/A
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 
  9
  Description:  With this spell, a wizard can turn 
  ordinary beans into armed warriors. With a little 
  time to prepare and a beanﬁ eld to supply his com-
  ponents, a powerful wizard can summon a whole 
  army this way.
  Game Information:  Summon up to 500 war-
  riors built on up to 200 Character Points each 
  (95 Active Points); OAF Expendable (beans;
  -1¼), Extra Time (1 Minute; -1½). Total cost:  
  25 points.
  Fantasy Version:  Summon up to 500 warriors 
  built on up to 200 Character Points each (95 
  Active Points); OAF Expendable (beans, Easy 
  to obtain; -1¼), Extra Time (1 Minute; -1½), 
  Gestures (throughout casting; -½), Incantations 
  (throughout casting; -½), Requires A Chinese 
  Sorcery Roll (-½). Total cost:  18 points.
  THE BREATH OF CHENG LUN
  Effect: 
  RKA 2d6 + Hearing Group 
  Flash 6d6
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  10”
  END Cost: 
  5
  Description:  Th is spell is an unusual sort of magical 
  attack. Th e mage snorts, creating a sound like a bell 
  and projecting two deadly beams of light from his 
  nostrils.
  Game Information:  RKA 2d6 (30 Active 
  Points); Gestures (-¼), No Knockback (-¼), 
  Limited Range (10”; -¼) (total cost:  17 points) 
  plus Hearing Group Flash 6d6 (18 Active 
  Points); Gestures (-¼), Limited Range (10”; 
  -¼), Linked (-½) (total cost:  9 points). Total 
  cost:  26 points.
  Fantasy Version:  RKA 2d6 (30 Active Points); 
  Gestures (-¼), Incantations (-¼), Limited 
  Range (10”; -¼), Requires A Chinese Sorcery 
  Roll (-½) (total cost:  13 points) plus Hearing 
  Group Flash 6d6 (18 Active Points); Gestures 
  (-¼), Incantations (-¼), Limited Range (10”; 
  -¼), Linked (-½), Requires A Chinese Sorcery 
  Roll (-½) (total cost:  6 points). Total cost:  19 
  points.
  THE BREATH OF CH’EN CHI
  Effect: 
  RKA 2d6, NND, Does BODY
  Target/Area Affected:  One Hex Doubled
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 
  12
  Description:  Th is spells allows the caster to breath 
  forth from his mouth a small cloud of poisonous 
  yellow gas to which he is immune.
  Game Information:  RKA 2d6, Area Of Eﬀ ect 
  (One Hex Doubled; +¾), NND (defense is Life 
  Support [Self-Contained Breathing or appropri-
  ate Immunity]; +1), Does BODY (+1), Personal 
  Immunity (+¼) (120 Active Points); No Range 
  (-½), Does Not Work In Winds Or Rain (-¼), 
  No Knockback (-¼). Total cost:  60 points.
  Fantasy Version:  RKA 2d6, Area Of Eﬀ ect 
  (One Hex Doubled; +¾), NND (defense is Life 
  Support [Self-Contained Breathing or appro-
  14   The Dragon Mandarin
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  CHINESE
  MAGIC
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  priate Immunity]; +1), Does BODY (+1), 
  Personal Immunity (+¼) (120 Active Points); 
  OAF Expendable (rotten cabbage leaf, Easy to 
  obtain; -1¼), Gestures (-¼), Incantations (-¼), 
  No Range (-½), Does Not Work In Winds Or 
  Rain (-¼), Requires A Chinese Sorcery Roll (-
  ½). Total cost:  30 points.
  THE BREATH OF FÊNGLIN
  Effect: 
  Darkness to Sight and Smell/
  Taste Groups, Personal Immu-
  nity
  Target/Area Affected:  4” Radius
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 
  6
  Description:  Fêng-lin is a god who has the power to 
  blow billows of black smoke out of his nostrils. Th is 
  spell allows sorcerers to mimic that ability.
  Game Information:  Darkness to Sight and 
  Smell/Taste Groups 4” radius, Personal Immu-
  nity (+¼) (56 Active Points); Gestures (-¼), 
  Incantations (-¼), No Range (-½). Total cost:  
  28 points.
  Fantasy Version:  Darkness to Sight and Smell/
  Taste Groups 4” radius, Personal Immunity 
  (+¼) (56 Active Points); Gestures (-¼), Incan-
  tations (-¼), No Range (-½), Requires A Chi-
  nese Sorcery Roll (-½). Total cost:  22 points.
  DRAINING THE SEA
  Effect: 
  Dispel Water Powers 24d6
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  450”
  END Cost: 
  9
  Description:  Th is spell of Taoist magic aﬀ ects water 
  in all its many forms. Th e sorcerer can use it as its 
  name implies (to lower the level of a sea or lake, by 
  Draining the Change Environment used to create 
  the body of water), or he can attack Water creatures 
  with it.
  Game Information:  Dispel Water Powers 24d6, 
  any one Water power at a time (+¼) (90 Active 
  Points); OAF Expendable (pinch of dust or 
  ashes; -1¼), Gestures (-¼), Incantations (-¼). 
  Total cost:  33 points.
  Fantasy Version:  Dispel Water Powers 24d6, 
  any one Water power at a time (+¼) (90 
  Active Points); OAF Expendable (pinch of dust 
  or ashes, Easy to obtain; -1¼), Gestures (-¼), 
  Incantations (-¼), Requires A Chinese Sorcery 
  Roll (-½). Total cost:  28 points.
  FINGER OF DESTRUCTION
  Effect: 
  RKA 1d6
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  75”
  END Cost: 
  2
  Description:  With this spell, the wizard can point 
  his ﬁ nger at something (usually a small living thing, 
  such as a plant or a bird) and kill it.
  Game Information:  RKA 1d6 (15 Active 
  Points); Incantations (-¼), Increased Endur-
  ance Cost (x2 END; -½), Gestures (-¼). Total 
  cost:  7 points.
  Fantasy Version:  RKA 1d6 (15 Active Points); 
  Increased Endurance Cost (x2 END; -½), Ges-
  tures (-¼), Incantations (-¼), Requires A Chi-
  nese Sorcery Roll (-½). Total cost:  6 points.
  GHOST ARROW 
  Effect: 
  RKA 4d6, Penetrating
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  450”
  END Cost: 
  9
  Description:  According to Chinese folklore, arrows 
  ﬁ red by a ghost strike with such force that they 
  pierce any armor and break the target’s back! 
  Th ey’re most oft en used as a way for the ghost to 
  get revenge on whoever ended his life or wronged 
  him while he was alive. Clever sorcerers have found 
  a way to duplicate this fearsome attack.
  Game Information:  RKA 4d6, Penetrating (+½) 
  (90 Active Points); OAF Expendable (small 
  copper arrow; -1½), Gestures (-¼), Incanta-
  tions (-¼), Only Works On Living Beings (-½). 
  Total cost:  26 points.
  Fantasy Version:  RKA 4d6, Penetrating (+½) 
  (90 Active Points); OAF Expendable (small 
  copper arrow, Diﬃ  cult to obtain; -1½), Ges-
  tures (-¼), Incantations (-¼), Only Works On 
  Living Beings (-½), Requires A Chinese Sorcery 
  Roll (-½). Total cost:  22 points.
  HAIR INTO MONKEYS
  Effect: 
  Summon up to 125 monkeys
  Target/Area Affected:  N/A
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 
  5
  Description:  To use this spell, the caster must pluck 
  hairs from his beard or head. He then transforms 
  them into monkeys, who usually proceed to make 
  a confounded nuisance of themselves (thus, the 
  perfect time to cast this spell is when one is in the 
  middle of an enemy’s stronghold!).
  Game Information:  Summon up to 125 monkeys 
  (see Th e HERO System Bestiary, pages 171-72) 
  (47 Active Points); OIF Expendable (hairs from 
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  caster’s head or beard; -¾), Incantations (-¼). 
  Total cost:  23 points.
  Fantasy Version:  Summon up to 125 monkeys 
  (see Th e HERO System Bestiary, pages 171-
  72) (47 Active Points); OIF Expendable (hairs 
  from caster’s head or beard; -¾), Gestures (-¼), 
  Incantations (-¼), Requires A Chinese Sorcery 
  Roll (-½). Total cost:  17 points.
  INVOCATION OF THE PEACHBLOSSOM STAR
  Effect: 
  Major Transform 8d6 (sane 
  person to insane person)
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  20”
  END Cost: 
  0
  Description:  According to Chinese astrology, the 
  Peach-Blossom Star controls lunacy. Hence, by 
  properly calling on the Star, a sorcerer can inﬂ ict 
  madness on his enemies.
  Game Information:  Major Transform 3d6+1 
  (sane person to person with the Psychological 
  Limitation Utterly, Gibberingly Insane [Very 
  Common, Total]; heals back through applica-
  tion of this spell or a like spell), BOECV (Mental 
  Defense applies; +1), Works Against EGO, Not 
  BODY (+¼), Reduced Endurance (0 END; +½) 
  (137 Active Points); OAF Expendable (peach 
  leaf; -1¼), Requires A KS: Chinese Astrology 
  Roll (no Active Point penalty; -0), Gestures
  (-¼), Incantations (-¼), Limited Range (20”;
  -¼), Limited Target (humans; -½), Only Works 
  At Night (-½). Total cost:  34 points.
  Fantasy Version:  Same.
  JU SHUI
  Effect: 
  Suppress Swimming 4d6
  Target/Area Affected:  4 km radius
  Duration: 
  Constant
  Range: 
  275”
  END Cost: 
  0
  Description:  Ju shui is “weak water” — water inca-
  pable of supporting swimmers or boats and can 
  only be safely crossed by ﬂ ight. According to some 
  Taoist legends, ju shui surrounds the P’eng-lai Isles, 
  a sort of ultimate paradise.
  Game Information:  Suppress Swimming 4d6, 
  Area Of Eﬀ ect (4” radius, +1), MegaScale 
  (each hex = 1 km wide, broad, and deep; +¼), 
  Reduced Endurance (can be shut oﬀ  with 
  appropriate countermagics, 0 END; +½) (55 
  Active Points); Gestures (-¼), Incantations
  (-¼). Total cost:  37 points.
  Fantasy Version:  Suppress Swimming 4d6, Area 
  Of Eﬀ ect (4” radius, +1), MegaScale (each hex 
  = 1 km wide, broad, and deep; +¼), Reduced 
  Endurance (can be shut oﬀ  with appropriate 
  countermagics, 0 END; +½) (55 Active Points); 
  OAF Expendable Fragile (a piece of cotton or 
  raw silk, Easy to obtain; -1½), Gestures (-¼), 
  Incantations (-¼), Requires A Chinese Sorcery 
  Roll (-½). Total cost:  16 points.
  KUEI FANG’S WORD OF POWER
  Effect: 
  RKA 3d6, NND, Does BODY
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  15”
  END Cost: 
  13
  Description:  When this terrible word is uttered, the 
  target’s hun and p’o (superior and inferior souls) 
  separate, killing him instantly. In some cases, this 
  may create a ch’ing-shih (Chinese vampire).
  Game Information:  RKA 3d6, NND (defense 
  is Power Defense; +1), Does BODY (+1) (135 
  Active Points); Incantations (-¼), Limited 
  Range (15”; -¼), No Knockback (-¼), Only 
  Works On Beings With Souls (-1). Total cost:  
  49 points.
  Fantasy Version:  RKA 3d6, NND (defense is 
  Power Defense; +1), Does BODY (+1) (135 
  Active Points); OAF Expendable (miniature 
  golden blessed by a holy man in a special 
  ritual, Very Diﬃ  cult to obtain; -1½), Concen-
  tration (½ DCV; -¼), Extra Time (Full Phase; 
  -½), Gestures (-¼), Incantations (-¼), Limited 
  Range (15”; -¼), Only Works On Beings With 
  Souls (-1), Requires A Chinese Sorcery Roll
  (-½). Total cost:  24 points.
  LIU KEN’S CALL TO THE ANCESTORS
  Effect: 
  Drain PRE 4d6
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  15”
  END Cost: 
  6
  Description:  Th is spell summons forth the spirits of 
  the target’s ancestors. Th ese shades berate the target 
  for his failings in life, subjecting him to both fear 
  (of the undead) and humiliation.
  Game Information:  Drain PRE 4d6, Delayed 
  Return Rate (points return at the rate of 5 per 
  Minute; +¼), Limited Range (15”; +¼) (60 
  Active Points); Gestures (-¼). Total cost:  48 
  points.
  Fantasy Version:  Drain PRE 4d6, Delayed 
  Return Rate (points return at the rate of 5 per 
  Minute; +¼), Limited Range (15”; +¼) (60 
  Active Points); OAF Fragile (eight-sided spirit 
  mirror; -1¼), Gestures (-¼), Incantations (-¼), 
  Requires A Chinese Sorcery Roll (-½). Total 
  cost:  18 points.
  16   The Dragon Mandarin
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  THE THOUSANDWEAPONS CLOUD
  Effect: 
  RKA 2½d6, Indirect
  Target/Area Affected:  5” Radius
  Duration: 
  Instant
  Range: 
  450”
  END Cost: 
  9
  Description:  Th is spell evokes a dark cloud that 
  rains weapons upon the spellcaster’s opponents. 
  (With a slight change of special eﬀ ect, you can also 
  use this spell as Th e Storm Of False Stars, in which 
  red-hot stones rain down on the caster’s foes.)
  Game Information:  RKA 2½d6, Indirect (always 
  from above; +¼), Area Of Eﬀ ect (5” radius, +1) 
  (90 Active Points); Extra Time (Full Phase; -½), 
  Incantations (-¼), Gestures (-¼), No Knock-
  back (-¼). Total cost:  51 points.
  Fantasy Version:  RKA 2½d6, Indirect (always 
  from above; +¼), Area Of Eﬀ ect (5” radius, +1) 
  (90 Active Points); OAF Expendable (a piece 
  of metal from the blade of a weapon, Easy to 
  obtain; -1¼), Extra Time (Full Phase; -½), Ges-
  tures (-¼), Incantations (-¼), Requires A Chi-
  nese Sorcery Roll (-½). Total cost:  24 points.
  YÜN CHUNGTZU’S PILLARS OF FIRE
  Effect: 
  RKA 2d6,  Targets Only Take 
  Damage If They Touch Cage Or 
  Move Into/Out Of The Affected 
  Hex
  Target/Area Affected:  One Hex
  Duration: 
  Constant
  Range: 
  25”
  END Cost: 
  0
  Description:  With this spell, the wizard causes 
  ﬂ aming pillars to erupt from the ground around 
  the target. Th e target cannot move without getting 
  burned.
  Game Information:  RKA 2d6, Area Of Eﬀ ect 
  (One Hex; +½), Continuous (+1), Reduced 
  Endurance (0 END; +½) (90 Active Points); 
  Incantations (-¼), Gestures (-¼), Limited 
  Range (25”; -¼), Targets Only Take Damage 
  If Th ey Touch Cage Or Move Into/Out Of Th e 
  Aﬀ ected Hex (-½). Total cost:  40 points.
  Fantasy Version:  RKA 2d6, Area Of Eﬀ ect (One 
  Hex; +½), Continuous (+1), Reduced Endur-
  ance (0 END; +½) (90 Active Points); Incanta-
  tions (-¼), Gestures (-¼), Limited Range (25”; 
  -¼), Targets Only Take Damage If Th ey Touch 
  Cage Or Move Into/Out Of Th e Aﬀ ected Hex
  (-½), Requires A Chinese Sorcery Roll (-½). 
  Total cost:  33 points.
  Defensive Spells
  THE CELESTIAL LOTUS OF INVULNERABILITY
  Effect: 
  Force Wall (12 PD/12 ED), Self 
  Only
  Target/Area Affected:  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 
  6
  Description:  Chinese wizards use this spell to protect 
  themselves from many diﬀ erent types of attacks. When 
  cast, it causes a magical lotus ﬂ ower to grow from the 
  sorcerer’s mouth to block all incoming attacks.
  Game Information:  Force Wall (12 PD/12 ED) (60 
  Active Points); OAF Expendable (lotus petal; -1¼), 
  Instant (-½), Self Only (-½). Total cost:  18 points.
  Fantasy Version:  Force Wall (12 PD/12 ED) (60 
  Active Points); OAF Expendable (lotus petal;
  -1¼), Gestures (-¼), Incantations (-¼), Instant 
  (-½), Requires A Chinese Sorcery Roll (-½), Self 
  Only (-½). Total cost:  14 points.
  HUA REN’S SPELL OF THE UNFELT FIRE
  Effect: 
  Armor (30 ED), Hardened, Only 
  Versus Fire
  Target/Area Affected:  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 
  0
  Description:  Th is spell, which imitates one of the 
  powers displayed by the master magician Hua Ren, 
  allows the caster to walk through ﬂ ames unharmed.
  Game Information:  Armor (30 ED), Hardened 
  (+¼) (56 Active Points); Only Versus Limited 
  Type Of Attack (ﬁ re/heat; -½), Incantations
  (-¼), Nonpersistent (-¼). Total cost:  28 points.
  Fantasy Version:  Armor (30 ED), Hardened 
  (+¼) (56 Active Points); Only Versus Limited Type 
  Of Attack (ﬁ re/heat; -½), Gestures (-¼), Incanta-
  tions (-¼), Nonpersistent (-¼), Requires A Chinese 
  Sorcery Roll (-½). Total cost:  20 points.
  LAN HSAIO’S SPELL OF THE WHOLESOME HANDS
  Effect: 
  Desolidiﬁ cation, Only To Escape 
  From Bindings
  Target/Area Affected:  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 
  4
  Description:  Th is spell instantly casts oﬀ  all fetters, 
  chains, and bindings holding the wizard captive.
  Game Information:  Desolidiﬁ cation (aﬀ ected 
  by magic) (40 Active Points); Only To Escape 
  From Bindings (-1½), Incantations (-¼), 
  Instant (-½). Total cost:  12 points.
  Fantasy Version:  Same.
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  SPELLS OF KUAN YIN
  Effect: 
  Dispel Summon 20d6, Heal-
  ing Characteristics 4d6, Force 
  Field (6 PD/6 ED)
  Target/Area Affected:  One demon/one character/Self
  Duration: 
  Instant/Instant/Constant
  Range: 
  300”/Touch/Self
  END Cost: 
  6/5/0
  Description:  Kuan Yin is the Chinese goddess of 
  mercy, well-loved by all the people. Sorcerers can 
  use her name to create several diﬀ erent magical 
  eﬀ ects.
  Game Information:
  Cost Power
  30 
  Spells Of Kuan Yin:  Multipower, 60-point 
  reserve; all Gestures (-¼),  Incantations (-¼), 
  Requires A Chinese Sorcery Roll (-½)
  2u 
  1)  Banishment Of Demons:  Dispel Summon 
  20d6; Gestures (-¼),  Incantations (-¼), 
  Requires A Chinese Sorcery Roll (-½), Only 
  Works Against Demons (-1)
  2u 
  2)  Touch Of Kuan Yin:  Healing 4d6, any one 
  Characteristic at a time (+¼); Gestures (-¼),  
  Incantations (-¼), Requires A Chinese Sor-
  cery Roll (-½)
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  3)  Kuan Yin’s Mantle:  Force Field (6 PD/6 
  ED), Reduced Endurance (0 END; +½); 
  Gestures (-¼),  Incantations (-¼), Requires A 
  Chinese Sorcery Roll (-½)
  Total cost:  35 points.
  Fantasy Version:  Same.
  SUP’INTS’E’S SPELL OF EXCELLENT TRANQUILITY 
  Effect: 
  Physical and Energy Damage 
  Reduction, 50%, Resistant
  Target/Area Affected:  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 
  0
  Description:  Th is spell grants the caster protection 
  against any attack or force.
  Game Information:  Physical and Energy 
  Damage Reduction, 50%, Resistant (60 Active 
  Points); Costs Endurance (-½), Gestures (-¼),  
  Incantations (-¼). Total cost:  30 points.
  Fantasy Version:  Physical and Energy Damage 
  Reduction, Resistant, 50% (60 Active Points); 
  Costs Endurance (-½), Gestures (-¼),  Incan-
  tations (-¼), Requires A Chinese Sorcery Roll 
  (-½). Total cost:  24 points.
  TRANSFORMATION OF THE LOTUS
  Effect: 
  Shape Shift (lotus form) + 
  Shrinking + Energy Damage 
  Reduction, Resistant, 75%, 
  Only Versus Soul-Affecting 
  Attacks
  Target/Area Affected:  Self
  Duration: 
  Constant 
  Range: 
  Self
  END Cost: 
  0
  Description:  Th is spell allows the caster to assume 
  the shape of a lotus ﬂ ower — a handy way to hide 
  from enemies. Also, since lotus ﬂ owers have no 
  souls, spells that attack the character’s soul can have 
  much less eﬀ ect on him when he is in lotus form.
  Game Information:  Shape Shift  (Sight, Hearing, 
  and Touch Groups) (16 Active Points); Gestures (-¼), 
  Incantations (-¼), Requires A Chinese Sorcery Roll 
  (-½) (total cost:  8 points) plus Shrinking (.125 m tall 
  [about 4 inches], .025 kg mass, -8 to PER Rolls to per-
  ceive character, +8 DCV, takes +12” KB) (40 Active 
  Points); Gestures (-¼), Incantations (-¼), Linked (to 
  Shape Shift ; -¼), Requires A Chinese Sorcery Roll
  (-½) (total cost:  18 points) plus Energy Damage 
  Reduction, Resistant, 75% (60 Active Points); Ges-
  tures (-¼), Incantations (-¼), Only Versus Soul-
  Aﬀ ecting Attacks (-2), Requires A Chinese Sorcery 
  Roll (-½) (total cost:  15 points). Total cost:  41 points.
  Fantasy Version:  Same
  Movement Spells
  BRIDGE OF MAGPIES
  Effect: 
  Force Wall (6 PD/2 ED, 20” 
  long), Only To Form A Bridge
  Target/Area Affected:  20” long and 1” wide
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 
  0
  Description:  Th is spell summons a large number 
  of magpies that link up to form a bridge across a 
  stream or other obstacle. It doesn’t hurt the birds 
  for the spellcaster to walk on them, though too 
  much weight will break the bridge.
  Game Information:  Force Wall (6 PD/2 ED, 
  20” long), Reduced Endurance (0 END; +½) 
  (87 Active Points); OAF Expendable (magpie 
  feather; -1¼), Gestures (-¼), Incantations
  (-¼), No Range (-½), Restricted Shape (can 
  only be erected horizontally, in bridge fashion; 
  -¼). Total cost:  25 points.
  Fantasy Version:  Force Wall (6 PD/2 ED, 20” 
  long), Reduced Endurance (0 END; +½) (87 
  Active Points); OAF Expendable (magpie 
  feather; -1¼), Extra Time (1 Turn to cast; -¾), 
  Gestures (throughout casting; -½), Incanta-
  tions (throughout casting; -½), No Range (-½), 
  Restricted Shape (can only be erected horizon-
  tally, in bridge fashion; -¼), Requires A Chinese 
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  Sorcery Roll (-½). Total cost:  17 points.
  LIU KEN’S SPELL OF EASY TRAVEL
  Effect: 
  Teleportation 15”
  Target/Area Affected:  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 
  3
  Description:  A Chinese sorcerer casts this spell 
  when he needs to make an expeditious escape, or in 
  other situations where rapid travel is necessary.
  Game Information:  Teleportation 15” (30 Active 
  Points); Gestures (-¼), Incantations (-¼). Total 
  cost:  20 points.
  Fantasy Version:  Teleportation 15” (30 Active 
  Points); Gestures (-¼), Incantations (-¼), 
  Requires A Chinese Sorcery Roll (-½). Total 
  cost:  15 points.
  WALKING AMONG THE CLOUDS
  Effect: 
  Flight 12”
  Target/Area Affected:  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 
  0
  Description:  Th is spell allows a Chinese sorcerer to 
  ﬂ y. Wizards oft en use it to ascend into the heavens 
  and interact with the Immortals.
  Game Information:   Flight 12”, Reduced Endur-
  ance (0 END; +½) (36 Active Points); Gestures 
  (-¼), Incantations (-¼). Total cost:  24 points.
  Fantasy Version:  Flight 12”, Reduced Endur-
  ance (0 END; +½) (36 Active Points); OAF 
  Expendable Fragile (feather from a redbird, 
  Easy to obtain; -1½), Gestures (-¼), Incanta-
  tions (-¼), Requires A Chinese Sorcery Roll
  (-½). Total cost:  10 points.
  YAO JI’S DRILL OF THUNDER AND LIGHTNING
  Effect: 
  Tunneling 5” through DEF 10 
  material
  Target/Area Affected:  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 
  4
  Description:  With this spell, the wizard summons 
  forth thunder and lightning and uses them to bore 
  a hole through the ground.
  Game Information:  Tunneling 5” through DEF 
  10 material (40 Active Points); Incantations
  (-¼), Gestures (-¼). Total cost:  27 points.
  Fantasy Version:  Tunneling 5” through DEF 10 
  material (40 Active Points); Incantations (-¼), 
  Gestures (-¼), Requires A Chinese Sorcery Roll 
  (-½). Total cost:  20 points.
  Sensory Spells
  CHINESE DIVINATION
  Effect: 
  Precognition
  Target/Area Affected:  Self
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 
  4
  Description:  Th is spell encompasses the many dif-
  ferent ways Chinese seers and sorcerers foretell the 
  future or seek out lucky omens:  the eight trigrams 
  of the I Ching; locating feng-shui, also known as 
  “dragon lines,” to determine where it would be most 
  lucky to build a home or locate a tomb (i.e., geo-
  mancy); ming sun (Chinese astrology); observing 
  the reﬂ ections in a bowl of water by the light of a 
  burning unicorn’s horn; use of the “divining stalks” 
  of the yarrow plant; and the reading of the cracks 
  created in heated tortoiseshells and bones. Th e 
  diviner reads the ch’ishu (“forces and numbers”) to 
  determine how people should guide their lives.
  Game Information:  Clairsentience (Sight 
  Group), Precognition (40 Active Points); OAF 
  (I Ching diagrams, materials for locating feng 
  shui, tortoiseshells, or whatever other medium 
  the spellcaster prefers; -1), Precognition Only
  (-1), Activation Roll 11- (-1), Extra Time (from 
  1 Minute to 1 Hour; -1½), No Range (-½), 
  Vague And Unclear (-½). Total cost:  6 points.
  Fantasy Version:  Clairsentience (Sight Group), 
  Precognition (40 Active Points); OAF (I Ching 
  diagrams, materials for locating feng shui, 
  tortoiseshells, or whatever other medium the 
  spellcaster prefers; -1), Precognition Only (-1), 
  Activation Roll 11- (-1), Extra Time (from 1 
  Minute to 1 Hour; -1½), Gestures (throughout 
  casting; -½), Incantations (throughout casting; 
  -½), No Range (-½), Requires A Chinese Sor-
  cery Roll (-½), Vague And Unclear (-½). Total 
  cost:  5 points.
  THE EARS OF CHANG TAOLING
  Effect: 
  Clairsentience (Hearing Group)
  Target/Area Affected:  Self
  Duration: 
  Constant
  Range: 
  400”
  END Cost: 
  3
  Description:  Chang Tao-ling was a powerful Taoist 
  wizard. Among his many powers was this one, the 
  ability to hear far-away sounds.
  Game Information:  Clairsentience (Hearing 
  Group), x4 Range (400”). Total cost:  30 points.
  Fantasy Version:  Clairsentience (Hearing 
  Group), x4 Range (400”) (30 Active Points); 
  OAF Expendable (cone of ﬁ ne paper, Easy to 
  obtain; -1¼), Gestures (-¼), Incantations (-¼), 
  Requires A Chinese Sorcery Roll (-½). Total 
  cost:  9 points.
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  Miscellaneous Spells
  THE ARMS OF CHANG TAOLING
  Effect: 
  Stretching 2”, Arms Only
  Target/Area Affected:  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 
  0
  Description:  Chang Tao-ling, a Taoist wizard, is 
  once said to have stretched out his arms to help 
  one of his disciples climb safely up a cliﬀ . From that 
  legend Chinese wizards have created the following 
  spell.
  Game Information:  Stretching 2”, Reduced 
  Endurance (0 END; +½) (15 Active Points); 
  Incantations (-¼), Limited Body Parts (arms 
  only; -¼). Real cost:  10 points.
  Fantasy Version:  Stretching 2”, Reduced Endur-
  ance (0 END; +½) (15 Active Points); OAF 
  Expendable (piece of golden thread, Easy to 
  obtain; -1¼), Gestures (-¼), Incantations (-¼), 
  Limited Body Parts (arms only; -¼), Requires A 
  Chinese Sorcery Roll (-½). Real cost:  4 points.
  DIVINE FORM
  Effect: 
  Shape Shift + Extra Limbs
  Target/Area Affected:  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 
  3
  Description:  Th is spell grants the caster the power 
  to change his form like the gods do.
  Game Information:  Shape Shift  (Sight, Hearing, 
  and Touch Groups, any humanoid form) (total 
  cost:  26 points) plus Extra Limbs (however 
  many the character desires, including multiple 
  heads!) (5 Active Points); Nonpersistent (-¼) 
  (total cost:  4 points). Total cost:  30 points.
  Fantasy Version:  Shape Shift  (Sight, Hearing, 
  and Touch Groups, any humanoid form) (26 
  Active Points); Requires A Chinese Sorcery Roll 
  (-½) (total cost:  17 points) plus Extra Limbs 
  (however many the character desires, including 
  multiple heads!) (5 Active Points); Nonpersis-
  tent (-¼), Requires A Chinese Sorcery Roll (-½) 
  (total cost:  3 points). Total cost:  20 points.
  HILLS TO PLAINS
  Effect: 
  Change Environment (smooth 
  and ﬂ atten rough terrain)
  Target/Area Affected:  4 km
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 
  2
  Description:  Chinese sorcerers who do not feel 
  like riding over rough terrain can use this spell to 
  smooth out their journey.
  Game Information:  Change Environment 
  (smooth and ﬂ atten rough terrain) 4” radius, 
  MegaScale (1” = 1 km wide, broad, and deep; 
  +¼) (19 Active Points); Extra Time (5 Min-
  utes to cast; -1), Gestures (throughout casting; 
  -½), Incantations (throughout casting; -½), No 
  Range (-½). Total cost:  5 points.
  Fantasy Version:  Change Environment 
  (smooth and ﬂ atten rough terrain) 4” radius, 
  MegaScale (1” = 1 km wide, broad, and deep; 
  +¼) (19 Active Points); OAF (small square of 
  glass, Easy to obtain; -1¼), Extra Time (5 Min-
  utes to cast; -1), Gestures (throughout casting; 
  -½), Incantations (throughout casting; -½), No 
  Range (-½), Requires A Chinese Sorcery Roll
  (-½). Total cost:  4 points.
  HUA REN’S SPELL OF THE USELESS WALL
  Effect: 
  Desolidiﬁ cation
  Target/Area Affected:  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 
  4
  Description:  Hua Ren developed this spell primar-
  ily for walking through walls, but it has many other 
  uses.
  Game Information:  Desolidiﬁ cation (aﬀ ected 
  by magic) (40 Active Points); Gestures (-¼), 
  Incantations (-¼). Total cost:  27 points.
  Fantasy Version:  Desolidiﬁ cation (aﬀ ected 
  by magic) (40 Active Points); Gestures (-¼), 
  Incantations (-¼), Requires A Chinese Sorcery 
  Roll (-½). Total cost:  20 points.
  THE MANTLE OF CHANG KUO
  Effect: 
  Invisibility to Sight Group, No 
  Fringe
  Target/Area Affected:  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 
  3
  Description:  Chang Kuo, one of the Eight Immor-
  tals, possesses the power to turn himself invisible. 
  Chinese wizards have created a spell that imitates 
  this power. (A similar spell, created by the wizard 
  T’ai-I Ch�n-j�n, involves drawing a magic symbol 
  on the subject’s chest; the subject then fades from 
  view until the symbol is erased or he wills it.)
  Game Information:  Invisibility to Sight Group, 
  No Fringe (30 Active Points); Incantations (-
  ¼), Gestures (-¼). Total cost:  20 points.
  Fantasy Version:  Invisibility to Sight Group, 
  No Fringe (30 Active Points); Gestures (-¼),  
  Incantations (-¼), Requires A Chinese Sorcery 
  Roll (-½). Total cost:  15 points.
  20   The Dragon Mandarin
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  Hero Plus Adventures #6
  THE SPIRIT OF CHANG TAOLING
  Effect: 
  Duplication (creates 1,500-
  point astral form)
  Target/Area Affected:  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 
  0
  Description:  Another of Chang Tao-ling’s powers 
  was the ability to “leave his body behind” — i.e., 
  travel in astral form.
  Game Information:  Duplication (creates 1,500-
  point astral form), Altered Duplicate (100%; 
  +1) (600 Active Points); OAF Expendable 
  Fragile, (special lantern and incense, Diﬃ  -
  cult to obtain; -1½), Concentration (0 DCV 
  throughout casting; -1), Original Character Is 
  Incapacitated And Helpless While Duplicate 
  Exists (-1), Extra Time (must enter trance and 
  meditate to allow astral self to leave its ﬂ eshy 
  prison, 1 Hour; -1½), Feedback (-1), Ges-
  tures (throughout casting; -½),  Incantations 
  (throughout casting; -½), Both Characters Die 
  If Th ey Do Not Recombine Within 24 Hours
  (-½), Requires A Chinese Sorcery Roll (no 
  Active Point penalty; -0). Total cost:  71 points.
  Fantasy Version:  Same.
  CHINESE ENCHANTED 
  ITEMS
  Here are some magic items Dr. Wu might 
  create with his Power Pool, or that he might have 
  outside the Pool if you’re feeling generous. Again, 
  most of these are intended for Superheroic games; 
  in Heroic campaigns they should have Independent 
  and other appropriate Limitations.
  BAG OF WINDS
  Effect: 
  Telekinesis (40 STR), Only To 
  Punch/Push
  Target/Area Affected:  One character
  Duration: 
  Constant
  Range: 
  300”
  END Cost: 
  6
  Breakability: 
  12 DEF
  Description:  Th is item, modeled aft er a much more 
  powerful one used by the wind-god Fêng Po, is a 
  seemingly ordinary leather bag. However, when 
  opened, the bag emits a powerful blast of wind.
  Game Information:  Telekinesis (40 STR) (60 
  Active Points); OAF (-1), Can Only Be Used 
  To “Punch” Or Push Objects Away From User
  (-½). Total cost:  24 points.
  BLUE CLOUD SWORD
  Effect: 
  HKA 2d6; RKA 2½d6, Indirect; 
  RKA 2d6; Darkness to Sight 
  Group
  Target/Area Affected:  One character/5” Radius/16” 
  Radius/6” Radius
  Duration: 
  Instant/Instant/Instant/Con-
  stant
  Range: 
  Touch/450”/450”/300”
  END Cost: 
  3/9/9/6
  Breakability: 
  Unbreakable
  Description:  Th is magical sword can create sev-
  eral powerful eﬀ ects in addition to being a potent 
  weapon. First, it can create a black cloud that rains 
  spears down on the enemy, turning his men to dust 
  (similar to the spell Th ousand-Weapons Cloud). 
  Second, it can create a storm of ten thousand ﬂ ying 
  golden ﬁ re-serpents; third, it causes thick clouds of 
  smoke to rise out of the ground.
  Game Information:
  Cost Power
  45 
  Blue Cloud Sword:  Multipower, 90-point 
  reserve; all OAF (-1)
  1u 
  1)  Magical Blade:  HKA 2d6 (up to 4d6 with 
  STR); OAF (-1), No Knockback (-¼)
  4u 
  2)  Rain Of Spears:  RKA 2½d6, Indirect 
  (always from above; +¼), Area Of Eﬀ ect (5” 
  radius, +1); OAF (-1), No Knockback (-¼)
  4u 
  3)  Storm Of Fire-Serpents:  RKA 2d6, Area 
  Of Eﬀ ect (16” Radius, +1½), Armor Piercing 
  (+½); OAF (-1), No Knockback (-¼) 
  2u 
  4)  Smoking Ground:  Darkness to Sight 
  Group 6” radius; OAF (-1); Only Works 
  At Ground Level (-¼), Does Not Work In 
  Winds/Rain (-¼)
  Total cost:  56 points.
  BRANCH OF THE SEVEN VIRTUES
  Effect: 
  RKA 6d6, Only Versus Swords
  Target/Area Affected:  One sword
  Duration: 
  Instant
  Range: 
  20”
  END Cost: 
  9
  Breakability: 
  18 DEF
  Description:  Th is seemingly innocuous branch 
  actually possesses a powerful magical ability:  when 
  waved, it can shatter swords, whether normal or 
  magical. Th e statistics for this item can also be used 
  for the Wand Of Th e Seven Treasures, which can 
  break any magical weapon.
  Game Information:  RKA 6d6 (90 Active 
  Points); OAF (-1), Only Works On Swords (-1), 
  No Knockback (-¼), Limited Range (20”; -¼). 
  Total cost:  26 points.
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  CELESTIAL MIRROR OF EXORCISM
  Effect: 
  Detect Shapeshifted Being 
  + Sight Group Images (show 
  being’s true form)
  Target/Area Affected:  Self/1” Radius
  Duration: 
  Constant
  Range: 
  Self/No Range
  END Cost: 
  2
  Breakability: 
  3 DEF
  Description:  Th is mirror reveals the true shape of 
  all who are reﬂ ected in it. Th is power is most oft en 
  used to detect disguised demons, hence the mirror’s 
  name.
  Game Information:  Detect Shapeshift ed Being 
  (INT Roll +3) (Sight Group) (13 Active Points); 
  OAF (-1), Not A Targeting Sense (-¼), Non-
  persistent (-¼) (total cost:  5 points) plus Sight 
  Group Images, 1” radius (10 Active Points); 
  OAF (-1), No Range (-½), Set Eﬀ ect (displays 
  true visage of shapeshift ed creature in the 
  mirror; -1), Linked (-½) (total cost:  2 points). 
  Total cost:  7 points
  DEVILSLAYING SABRE
  Effect: 
   
  HKA 4d6; Flight 20”
  Target/Area Affected:  One character/Self
  Duration: 
  Instant/Constant
  Range: 
  Touch/Self
  END Cost: 
  6/0
  Breakability: 
  12 DEF
  Description:  Despite its name (Chan-yao Kuai 
  in Chinese), this magical blade is no more eﬀ ec-
  tive against devils than against any other creature 
  — though it is quite powerful nonetheless. It also 
  allows the user to “hide himself in the clouds” (i.e., 
  to ﬂ y).
  Game Information:
  Cost Power
  30 
  Devil-Slaying Sabre:  Multipower, 60-point 
  powers; all OAF (-1)
  3u 
  1)  Magical Blade:  HKA 4d6 (up to 8d6 with 
  STR); OAF (-1)
  3u 
  2)  Hiding Among Th e Clouds:  Flight 20”, 
  Reduced Endurance (0 END; +½); OAF (-1)
  Total cost:  36 points.
  ENDLESS EARTH
  Effect: 
  Entangle 5d6, 5 DEF, Only To 
  Form Barriers
  Target/Area Affected:  6” Any Area, MegaScale (1 km)
  Duration: 
  Instant
  Range: 
  No Range
  Charges: 
  4 Charges
  Breakability: 
  1 DEF
  Description:  Th is magical substance, ﬁ rst created 
  by the Yellow Emperor, can be used to create hills, 
  mountains, dams, or similar earthen features. It’s 
  extremely useful in preventing ﬂ oods, or helping 
  the people to recover from a ﬂ ood.
  Game Information:  Entangle 5d6, 5 DEF, Area 
  Of Eﬀ ect (6” Any Area; +1), MegaScale (each 
  hex is 1” wide, deep, and broad; +¼) (112 Active 
  Points); OAF Fragile (-1¼), No Range (charac-
  ter ﬁ nds himself standing atop of or amid the 
  features he creates; -½), Only To Form Barriers 
  (-1), 4 Charges (-1). Total cost:  24 points.
  FAN OF FLIGHT
  Effect: 
  Flight 10”, Gestures throughout
  Target/Area Affected:  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 
  2
  Breakability: 
  4 DEF
  Description:  Th is magical fan allows the wizard to ﬂ y. 
  Th e wizard has to keep the fan moving, or else he will fall.
  Game Information:  Flight 10” (20 Active 
  Points); OAF (-1), Gestures (throughout; -½). 
  Total cost:  8 points.
  FEATHER CLOAK
  Effect: 
  Flight 15”
  Target/Area Affected:  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 
  0
  Breakability: 
  9 DEF
  Description:  Th is cloak is made of feathers. When a 
  command word is spoken, it transforms into wings, 
  allowing the user to ﬂ y.
  Game Information:  Flight 15”, Reduced Endur-
  ance (0 END; +½) (45 Active Points); OAF
  (-1). Total cost:  22 points.
  FIREBALL PEARL
  Effect: 
  RKA 5d6
  Target/Area Affected:  Explosion
  Duration: 
  Instant
  Range: 
  RBS
  Charges: 
  1 which Never Recovers
  Breakability: 
  10 DEF
  Description:  As is well known, pearls are distilled 
  from the essence of moonlight, and come from the 
  mouths of dragons. Because of this unusual origin, 
  it is possible for a wizard to enchant one so that it 
  will burst into ﬂ ame when thrown at an enemy.
  22   The Dragon Mandarin
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  Game Information:  RKA 5d6, Explosion (lose 
  1 DC per 2”, +¾) (131 Active Points); OAF (-
  1), Range Based On STR (-¼), 1 Charge which 
  Never Recovers (-4). Total cost:  21 points.
  FIVECROP STONE
  Effect: 
  Major Transform 4d6 (air into 
  food)
  Target/Area Affected:  Special
  Duration: 
  Instant
  Range: 
  No Range
  Charges: 
  12 Charges
  Breakability: 
  12 DEF
  Description:  Th is very colorful magical stone can 
  produce many diﬀ erent types of food. Each BODY 
  of air Transformed creates enough food to feed one 
  person comfortably for a day.
  Game Information:  Major Transform 4d6 (air 
  into food; heals back through another use of 
  this or a similar power) (60 Active Points); OAF
  (-1), No Range (-½), 12 Charges (-¼). Total 
  cost:  22 points.
  FIVEFIRE SEVENFEATHERS FAN 
  Effect: 
  Missile Deﬂ ection (all physical 
  projectiles), +6 OCV
  Target/Area Affected:  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 
  0
  Breakability: 
  9 DEF
  Description:  When waved at incoming missiles, this 
  magical fan blows them away.
  Game Information:  Missile Deﬂ ection (all 
  physical projectiles) with +6 OCV (45 Active 
  Points); OAF (-1), Gestures (must wave fan;
  -¼). Total cost:  20 points.
  FIXSEA STAFF
  Effect: 
  HA +8d6
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 
  4
  Breakability: 
  8 DEF
  Description:  Even the lowliest monk can deliver 
  powerful blows with this magical weapon
  Game Information:  HA +8d6 (40 Active Points); 
  OAF (-1), Hand-To-Hand Attack (-½). Total 
  cost:  16 points.
  GLOBE OF THE NINE FIREDRAGONS
  Effect: 
  Major Transform 8d6 (human 
  into stone)
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  RBS
  Charges: 
  1 Recoverable Charge
  Breakability: 
  Unbreakable
  Description:  A person hit with this magical orb is 
  surrounded by a whirlwind of ﬂ ame. When the 
  ﬂ ames dissipate, everyone can see that he’s been 
  turned to stone!
  Game Information:  Major Transform 8d6 
  (human into stone; heals back by being touched 
  with the Globe) (120 Active Points); OAF (-1), 
  Limited Target (humans; -½), Range Based On 
  STR (-¼), 1 Recoverable Charge (-1½). Total 
  cost:  28 points.
  GOLDEN DRAGON ROBE
  Effect: 
  Multiform (assume dragon 
  form built on up to 600 Charac-
  ter Points)
  Target/Area Affected:  Self
  Duration: 
  Persistent
  Range: 
  Self
  Charges: 
  1 Charge
  Breakability: 
  24 DEF
  Description:  Th is scaly-looking magical garment 
  allows the wearer to transform into a golden 
  dragon.
  Game Information:  Multiform (assume dragon 
  form built on up to 600 Character Points) (120 
  Active Points); OIF (-½), Reversion (-½), 1 
  Charge (-2). Total cost:  30 points.
  GOLD SCALYDRAGON SCISSORS
  Effect: 
  RKA 3d6, AP, Penetrating
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  RBS
  Charges: 
  1 Recoverable Charge
  Breakability: 
  18 DEF
  Description:  When thrown at an enemy, these magi-
  cal scissors cleave him in two.
  Game Information:  RKA 3d6, Armor Piercing 
  (+½), Penetrating (+½) (90 Active Points); 
  OAF (-1), No Knockback (-¼), Range Based 
  On STR (-¼), 1 Recoverable Charge (-1½). 
  Total cost:  22 points.
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  GOURD OF FIRECROWS
  Effect: 
  RKA 3d6, AP
  Target/Area Affected:  One Hex
  Duration: 
  Instant
  Range: 
  30”
  Charges: 
  1 Recoverable Charge
  Breakability: 
  18 DEF
  Description:  Lo Hsuan, President of the Ministry of 
  Fire, possesses many powerful items of ﬁ re-magic. 
  One of them is a gourd holding 10,000 ﬁ re-crows 
  that he can release to attack his enemies. Th is item 
  is a pale reﬂ ection of the power of Lo Hsuan’s 
  gourd, but nonetheless is a powerful weapon.
  Game Information:  RKA 3d6, Area Of Eﬀ ect 
  (One Hex, +½), Armor Piercing (+½) (90 
  Active Points); OAF (-1), No Knockback (-¼), 
  Limited Range (30”; -¼), 1 Recoverable Charge 
  (character must spend 2 Phases “summoning” 
  the crows back into the gourd before he can use 
  it again; -1½). Total cost:  22 points.
  GOURD OF MEDICINES
  Effect: 
  Healing 4d6, any Characteristic 
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  No Range
  Charges: 
  4 Charges
  Breakability: 
  14 DEF
  Description:  Th e immortal Li T’ieh-kuai possesses 
  a gourd such as this, which is ﬁ lled with magical 
  medicines to cure any injury or illness.
  Game Information:  Healing 4d6, any one Char-
  acteristic at a time (+¼), Reduced Endurance 
  (0 END; +½) (70 Active Points); OAF (-1), 4 
  Charges (-1). Total cost:  23 points.
  HEARTPIERCER
  Effect: 
  RKA 4d6, Penetrating; Sight 
  Group Flash 12d6
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  Touch/450”
  END Cost: 
  1 Recoverable Charge/0
  Breakability: 
  18 DEF
  Description:  Th is fearsome weapon is a seven-and-
  a-half-inch long spike. It can be thrown so that it 
  pierces an enemy’s heart and kills him, or it can 
  emit a blinding ray of light.
  Game Information:
  Cost Power
  45 
  Heart-Piercer:  Multipower, 90-point reserve; 
  all OAF (-1)
  2u 
  1)  Th rown Spike:  RKA 4d6, Penetrating 
  (+½); OAF (-1), Lockout (cannot use Multi-
  power until Charge is recovered; -½), Range 
  Based On STR (-¼), 1 Recoverable Charge 
  (-1½)
  4u 
  2)  Ray Of Light:  Sight Group Flash 12d6, 
  Reduced Endurance (0 END; +½); OAF (-1)
  Total cost:  51 points.
  HEAVENANDEARTH BRACELET
  Effect: 
  RKA 4d6, +2 Increased STUN 
  Multiplier
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  450”
  END Cost: 
  9
  Breakability: 
  18 DEF
  Description:  Th is magical bracelet, patterned aft er 
  the one owned by the god No Cha, is thrown at 
  enemies and causes great damage when it hits 
  them. Th e Bracelet returns to its owner aft er being 
  thrown.
  Game Information:  RKA 4d6, +2 Increased 
  STUN Multiplier (+½) (90 Active Points); OIF 
  (-½). Total cost:  60 points.
  JADE SCEPTER
  Effect: 
  RKA 6d6
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 
  9
  Breakability: 
  Unbreakable
  Description:  Th is magical scepter, created by the 
  gods, grants its wielder the power to strike people 
  dead (it can also be used to block other magical 
  weapons). It’s sometimes also known as a Th ree-
  Precious Jade Scepter.
  Game Information:  RKA 6d6 (90 Active Points); 
  OAF (-1), No Range (-½), No Knockback (-¼). 
  Total cost:  33 points.
  JUI STONE
  Effect: 
  RKA 3d6, +2 Increased STUN 
  Multiplier
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  RBS
  END Cost: 
  7
  Breakability: 
  13 DEF
  Description:  When thrown at an enemy, this magi-
  cal stone can cause grievous wounds; aft er being 
  thrown, it returns to its owner’s hand.
  You can also use the writeup for this item for a 
  similar magical weapon called the Five-Fire Stone.
  Game Information:  RKA 3d6, +2 Increased 
  STUN Multiplier (+½) (67 Active Points); OIF 
  (-½), No Knockback (-¼), Range Based On 
  STR (-¼). Total cost:  33 points.
  24   The Dragon Mandarin
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  Hero Plus Adventures #6
  LO P’AN
  Effect: 
  Force Field (12 PD/12 ED/12 
  Power Defense)
  Target/Area Affected:  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 
  0
  Breakability: 
  11 DEF
  Description:  A lo p’an, or “net plate,” is a power-
  ful talisman against evil spirits. It’s a plate-like 
  metal object engraved with eight divisions (so 
  that it looks like a net). Sorcerers also use it when 
  attempting to locate feng-shui. It’s said the gods 
  and certain powerful wizards possess lo p’an much 
  more powerful than the one described here.
  Game Information:  Force Field (12 PD/12 
  ED/12 Power Defense), Reduced Endurance (0 
  END; +½) (54 Active Points); OAF (-1), Only 
  Protects Against Demons/Spirits (-1). Total 
  cost:  18 points.
  LUSTRAL WATER 
  Effect: 
  Dispel Magic 15d6
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  Range
  Charges: 
  2 Charges that Never Recover
  Breakability: 
  27 DEF
  Description:  Th is magical liquid, usually given to 
  wizards by the gods, carried in a small bottle. When 
  Lustral Water is sprinkled on a being with magical 
  powers, it takes those powers away.
  Game Information:  Dispel Magic 15d6, all 
  Magic powers and spells simultaneously (+2) 
  (135 Active Points); OAF (-1), No Range (-½), 
  2 Charges which Never Recover (-3½). Total 
  cost:  27 points.
  MAGIC IRON FAN
  Effect: 
  Dispel Fire 10d6; Telekinesis, 
  Only To Punch/Push; Change 
  Environment (create rain)
  Target/Area Affected:  One character/One charac-
  ter/1,000” Radius
  Duration: 
  Instant/Constant/Constant
  Range: 
  50”/300”/No Range
  END Cost: 
  9/6
  Breakability: 
  18 DEF
  Description:  Waved once, this magical fan quenches 
  ﬁ re. Waved twice, it produces a strong wind. Waved 
  three times, it creates rain.
  Game Information:
  Cost Power
  45 
  Magic Iron Fan:  Multipower, 90-point 
  reserve; all OAF (-1)
  4u 
  1)  One Wave:  Dispel Fire 10d6, all Fire 
  powers and spells simultaneously (+2); OAF 
  (-1), Limited Range (50”; -¼)
  2u 
  2)  Two Waves:  Telekinesis (40 STR); OAF 
  (-1), Can Only Be Used To “Punch” Or Push 
  Objects Away From User (-½)
  3u 
  3)  Th ree Waves:  Change Environment 
  (create rain) 1,000” radius, -1 to Sight Group 
  PER Rolls, Reduced Endurance (0 END; 
  +½); OAF (-1), No Range (-½)
  Total cost:  54 points.
  MANTLE OF MIST
  Effect: 
  Dispel Fire 10d6
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 
  9
  Breakability: 
  18 DEF
  Description:  Th is magical garment appears to be 
  made from mists and vapors. If spread over any ﬁ re 
  or any magical item relating to ﬁ re, it quenches that 
  ﬁ re.
  Game Information:  Dispel Fire 10d6, all Fire 
  powers and spells simultaneously (+2); OAF
  (-1), No Range (-½). Total cost:  36 points.
  MUJEN
  Effect: 
  RKA 4d6, AVLD, Indirect
  Target/Area Affected:  One Hex, MegaScale
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 
  0
  Breakability: 
  1 DEF
  Description:  A mu-jen is a Chinese voodoo doll 
  carved out of tung wood (sometimes it can be 
  made out of straw). Injuries of various sorts are 
  inﬂ icted upon it, causing corresponding injuries in 
  the victim.
  Game Information:  RKA 4d6, AVLD (defense 
  is Power Defense; +1½), Does BODY (+1), 
  Area Of Eﬀ ect (One Hex Accurate; +½), Mega-
  Scale (covers the entire planet; +1¼), Reduced 
  Endurance (0 END; +½) (345 Active Points); 
  OAF Expendable Fragile (doll fashioned in vic-
  tim’s likeness and containing pieces of or items 
  from victim, Extremely Diﬃ  cult to obtain;
  -2¼), Concentration (½ DCV; -¼), Extra Time 
  (Full Phase; -½), Gestures (-¼), No Range (-½), 
  Only Works Against Speciﬁ c Characters For 
  Whom Sorcerer Has Prepared Dolls (-2). Total 
  cost:  51 points.
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  PAGODA OF FIRE
  Effect: 
  RKA 3d6, AP
  Target/Area Affected:  One Hex
  Duration: 
  Instant
  Range: 
  RBS
  Charges: 
  1 Recoverable Charge
  Breakability: 
  18 DEF
  Description:  Th is item looks like a small, golden 
  pagoda. When thrown at an enemy, it lands at his 
  feet and surrounds him with a globe of ﬂ ame.
  Game Information:  RKA 3d6, Area Of Eﬀ ect 
  (One Hex, +½), Armor Piercing (90 Active 
  Points); OAF (-1), Range Based On STR (-¼), 
  1 Recoverable Charge (-1½). Total cost:  24 
  points.
  PLAGUE ITEMS
  Effect: 
  Drain CON 4d6
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  200”
  END Cost: 
  4
  Breakability: 
  12 DEF
  Description:  Th e Ministry of Epidemics and its 
  President, Lü Yüeh, use several magical items which 
  cause or spread diseases. Th ese include the Plague 
  Sword, Plague Banner, Umbrella Of Plagues, Fan 
  Of Chills, Fire-Gourd Of Fever, and Ring Of Head-
  aches. Th e eﬀ ect of each item is basically the same:  
  it makes the target sick for a little while, reducing 
  his combat eﬀ ectiveness.
  Game Information:  Drain CON 4d6, Ranged 
  (+½) (60 Active Points); OAF (-1). Total cost:  
  30 points.
  RED COPPER SWORD
  Effect: 
  HKA 3d6, Penetrating
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 
  7
  Breakability: 
  13 DEF
  Description:  Despite its name, this magical blade is 
  actually green. It can cut through iron and jade as if 
  they were soft  earth.
  Game Information:  HKA 3d6 (up to 6d6 with 
  STR), Penetrating (+½) (67 Active Points); 
  OAF (-1), No Knockback (-¼). Total cost:  30 
  points.
  REED ROPE
  Effect: 
  Entangle 4d6, 4 DEF, Affects 
  Desolidiﬁ ed, Only Works On 
  Ghosts/Spirits
  Target/Area Affected:  One ghost/spirit
  Duration: 
  Instant
  Range: 
  No Range
  Charges: 
  1 Recoverable Charge
  Breakability: 
  4 DEF
  Description:  According to Chinese legends, ghosts 
  can be tied up and captured with ropes made of 
  reeds.
  Game Information:  Entangle 4d6, 4 DEF, Aﬀ ects 
  Desolidiﬁ ed (+½) (60 Active Points); OAF (-1), 
  Cannot Form Barriers (-¼), No Range (-½), 
  Only Works On Ghosts/Spirits (-1),  1 Recover-
  able Charge (-1½). Total cost:  11 points.
  SEVENPRECIOUS BRANCH
  Effect: 
  Force Wall (16 PD/16 ED), Self 
  Only
  Target/Area Affected:  Self
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 
  8
  Breakability: 
  16 DEF
  Description:  Th is magical tree-branch sprouts 
  lotus-ﬂ owers which block an enemy’s attacks. Some 
  wizards create magical ﬂ y-whisks which can sprout 
  multi-colored ﬂ owers to the same eﬀ ect.
  Game Information:  Force Wall (16 PD/16 ED) 
  (80 Active Points); OAF (-1), No Range (-½), 
  Self Only (-½). Total cost:  27 points.
  SKY MACE
  Effect: 
  HA +10d6
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 
  0
  Breakability: 
  15 DEF
  Description:  Th ese dark-colored weapons are given 
  by the gods to mortals whom they favor.
  Game Information:  HA +10d6, Reduced Endur-
  ance (0 END; +½) (75 Active Points); OAF
  (-1), Hand-To-Hand Attack (-½). Total cost:  
  30 points.
  STOPWIND PEARL
  Effect: 
  Suppress Air/Wind Powers 4d6, 
  all Air/Wind powers and spells 
  simultaneously
  Target/Area Affected:  7” Radius
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 
  0
  Breakability: 
  18 DEF
  Description:  Th is magical pearl prevents all wind-
  based eﬀ ects and powers from working within its 
  sphere of inﬂ uence.
  26   The Dragon Mandarin
  Hero System 5th Edition
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  Hero Plus Adventures #6
  Game Information:  Suppress Air/Wind Powers 
  4d6, all Air/Wind powers and spells simultane-
  ously (+2), Area Of Eﬀ ect (7” Radius; +1), Reduced 
  Endurance (0 END; +½) (90 Active Points); OAF 
  (-1), No Range (-½). Total cost:  36 points.
  STORM BANNER
  Effect: 
  Change Environment (create 
  rain)
  Target/Area Affected:  8,000” Radius
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 
  0
  Breakability: 
  21 DEF
  Description:  A Storm Banner is used to produce rain. 
  Th e amount of rainfall received depends on the spar-
  kling streamers attached to the banner — the more 
  streamers, the more rain that will fall. To use it, the 
  sorcerer has to go to the area where he wishes rain to 
  fall and wave the banner until the storm begins.
  Game Information:  Change Environment 
  (create rain) 8,000” radius, -1 to Sight Group 
  PER Rolls, Reduced Endurance (0 END; +½) 
  (105 Active Points); OAF (-1), Extra Time 
  (takes 5+ minutes for storm to build, -2), Ges-
  tures (throughout activation; -½), No Range
  (-½). Total cost:  21 points.
  UMBRELLA OF CHAOS
  Effect: 
  Darkness to Sight Group; 
  Change Environment (create 
  strong rain); Energy Blast 9d6, 
  Only Affects Targets On The 
  Ground
  Target/Area Affected:  6” Radius/250” Radius/Explo-
  sion
  Duration: 
  Constant/Constant/Instant
  Range: 
  No Range
  END Cost: 
  7/0/9
  Breakability: 
  18 DEF
  Description:  Th is mystic umbrella, which is made 
  of spiritual pearls, creates darkness when opened. If 
  turned upside down, it causes storms and earthquakes.
  Game Information:
  Cost Power
  36 
  Umbrella Of Chaos:  Multipower, 90-point 
  reserve; all OAF (-1), No Range (-½)
  3u 
  1)  Darkness:  Darkness to Sight Group 6” 
  radius, Personal Immunity (+¼); OAF (-1); 
  No Range (-½)
  4u 
  2)  Storms:  Change Environment (create 
  strong rain) 250” radius, -3 to Sight Group 
  PER Rolls, Personal Immunity (+¼), 
  Reduced Endurance (0 END; +½); OAF (-1), 
  No Range (-½)
  3u 
  3)  Earthquakes:  Energy Blast 9d6, Explosion 
  (-1 DC/2”; +¾), Personal Immunity (+¼); OAF 
  (-1), Only Aﬀ ects Targets On Th e Ground (-¼), 
  Extra Time (Full Phase; -½), No Range (-½), 
  Only Does Knockdown, Not Knockback (-0)
  Total cost:  46 points.
  WHITE MULE
  Effect: 
  Flight 20”, Only In Contact With 
  A Surface, Instantly Dispelled If 
  Spit Upon
  Target/Area Affected:  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 
  0
  Breakability: 
  15 DEF
  Description:  Th e White Mule isn’t an animal, it’s a 
  magical beast made out of paper. Although it can 
  carry its user thousands of miles a day, when spit 
  on it transforms back into paper and can be carried 
  in one’s pocket.
  Game Information:  Flight 20”, x8 Noncombat, 
  Reduced Endurance (0 END; +½) (75 Active 
  Points); OAF (-1), Only In Contact With A 
  Surface (-¼), Instantly Dispelled If Spit Upon 
  (-¼). Total cost:  30 points.
  WINDANDFIRE WHEEL
  Effect: 
  Energy Blast 7d6, Double 
  Knockback; RKA 2d6, AP; Flight 
  20”
  Target/Area Affected:  One character/One charac-
  ter/Self
  Duration: 
  Instant/Instant/Constant
  Range: 
  305”/225”/Self
  END Cost: 
  8 Charges/8 Charges/0
  Breakability: 
  12 DEF
  Description:  Th is powerful item, used by many of 
  the gods, can project both wind and ﬂ ame, to dev-
  astating eﬀ ect. It also allows the user to ﬂ y. It’s said 
  that the Wind-And-Fire Wheels used by some of 
  the gods can also summon “hosts of silver ﬂ ying 
  dragons like clouds of snow.”
  Game Information:
  Cost Power
  30 
  Wind-And-Fire Wheel:  Multipower, 61-point 
  reserve; all OAF (-1)
  5m 
  1)  Wind Blast:  Energy Blast 7d6, Double 
  Knockback (+¾); OAF (-1), 8 Charges (-½)
  4m 
  2)  Fire Blast:  RKA 2d6, Armor Piercing 
  (+½); OAF (-1), 8 Charges (-½)
  6m 
  3)  Flight:  Flight 20”, Reduced Endurance (0 
  END; +½); OAF (-1)
  Total cost:  45 points.
  VANQUISHSPIRITS WHIP
  Effect: 
  RKA 3d6, Affects Desolidiﬁ ed, 
  Penetrating
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  10”
  END Cost: 
  9
  Breakability: 
  18 DEF
  Description:  Also known as a Devil-Chaser Whip, 
  this magical weapon is so powerful that it can 
  create bloody, oft en lethal welts on anything from 
  stones to intangible spirit-creatures.
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  Hero System 5th Edition
  Game Information:  RKA 3d6, Aﬀ ects Desolidi-
  ﬁ ed (+½), Penetrating (+½) (90 Active Points); 
  OAF (-1), Limited Range (10”; -¼), No Knock-
  back (-¼). Total cost:  36 points.
  YÜANSHIH’S MAGICAL BOX
  Effect: 
  Entangle 6d6, 6 DEF
  Target/Area Affected:  One character
  Duration: 
  Instant
  Range: 
  RBS
  Charges: 
  1 Recoverable Charge 
  Breakability: 
  12 DEF
  Description:  Th is item is a small wooden box 
  which, when thrown at an enemy, expands in size 
  and entraps him.
  Game Information:  Entangle 6d6, 6 DEF (60 
  Active Points); OAF (-1), Range Based On STR 
  (-¼), 1 Recoverable Charge (-1½). Total cost:  
  16 points.
  Membership:  Copper Spear, Golden Axe, Iron 
  Whirlwind, Silver Hand.
  Background/History:  Doctor Yin Wu has more 
  servants than just the creatures and monsters he 
  conjures. He also has many human followers, chief 
  among whom are the Four Sons of the Dragon:  
  Copper Spear, Golden Axe, Iron Whirlwind, and 
  Silver Hand. Although these four believe them-
  selves to be Dr. Wu’s true sons by a fairy wife he had 
  centuries ago, in truth they are homunculi, artiﬁ -
  cial creations “grown” by Dr. Wu through alchemy. 
  (Doctor Wu has married many times and has many 
  children and other relatives, but he almost always 
  sends them away and knows little, if anything, 
  about them.)
  Th ese Four Sons form an eﬃ  cient and deadly 
  ﬁ ghting unit, so Dr. Wu uses them as guards, assas-
  sins, and war-leaders. Th ey tend to ﬁ ght better as a 
  unit, but individually they remain fearsome com-
  batants. Each of them wields magical weapons cre-
  ated by their “father.” However, because of the way 
  they were created, they’re vulnerable to some forms 
  of mystical attack.
  Group Relations:  Th e Four Sons are tightly bound 
  together by their loyalty for Dr. Wu and unhesitat-
  ingly follow his orders. But other than that deep 
  divisions exist among the group. Copper Spear (the 
  leader) and Golden Axe are both easygoing and 
  merciful compared to Iron Whirlwind and Silver 
  Hand, who are cold-blooded killers. Copper Spear’s 
  honorable streak simply compounds the problem. 
  If it weren’t for the fact that Dr. Wu has com-
  manded them to work together, they would have 
  come to blows long ago. Iron Whirlwind schemes 
  in secret to somehow replace Copper Spear, either 
  by letting him die in battle or by somehow convinc-
  ing their “father” that he, and not the “eldest son,” 
  deserves to lead.
  Tactics:  Th e Four Sons of the Dragon are a highly 
  trained, eﬃ  cient ﬁ ghting unit. Th ey work best in 
  close proximity, where their long hours of practice 
  allow them to function as something more than 
  merely the sum of their parts. For this reason they 
  strive not to be separated in combat.
  Th ey rarely use Ranged attacks, preferring up-
  close combat. Copper Spear and Golden Axe both 
  have Area Of Eﬀ ect attacks; if they begin to use 
  them Iron Whirlwind and Silver Hand will try to 
  herd their enemies into the areas covered by their 
  brothers’ scything blows.
  Campaign Use:  Th e Four Sons perform a wide 
  variety of missions for Dr. Wu. Th e PCs might 
  encounter them committing a robbery, safeguard-
  ing an important criminal operations, seeking the 
  components for a powerful new ritual, or trying to 
  kill them.
  If you need to make the Four Sons more pow-
  erful, there’s no reason Dr. Wu couldn’t create more 
  of them — just change the name of the group to 
  match. To weaken the team, exacerbate their inter-
  nal divisions to the point where they don’t work 
  together nearly as well (which means getting rid of 
  their Supreme Teamwork power).
  Th e Four Sons only Hunt someone if Dr. 
  Wu orders them to, in which case they do as he 
  instructs.
  THE FOUR 
  SONS OF  
  THE DRAGON
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  29 
  Hero Plus Adventures #6
  COPPER SPEAR
  Val Char 
  Cost Roll 
  Notes
  15 
  STR 
  5 
  12- 
  Lift  200 kg; 3d6 [1]
  23 
  DEX 
  39 
  14- 
  OCV:  8/DCV:  8
  20 
  CON 
  20 
  13-
  10 
  BODY 0 
  11-
  13 
  INT 
  3 
  12- 
  PER Roll 12-
  12 
  EGO 
  4 
  11- 
  ECV:  4
  20 
  PRE 
  10 
  13- 
  PRE Attack:  4d6
  12 
  COM 
  1 
  11-
  14 
  PD 
  11 
   
  Total:  23 PD (9 rPD)
  12 
  ED 
  8 
   
  Total:  21 ED (9 rED)
  5  
  SPD 
  17 
   
  Phases:  3, 5, 8, 10, 12
  12 
  REC 
  10
  40 
  END 
  0
  40 
  STUN 12 
  Total Characteristics Cost:  140
  Movement: 
  Running: 
  11”/22”
   
  Teleportation: 
  10”/20”
  Cost Powers 
  END
  22 
  Magic Spear:  Multipower, 44-point
  reserve; all OAF (-1)
  1u 
  1)  Spear Slash/Th rust:  HKA 1½d6
  (2½d6 with STR); OAF (-1), No Knock-
  back (-¼) plus Stretching 1”, Reduced
  Endurance (0 END; +½); OAF (-1),
  Always Direct (-¼), No Noncombat
  Stretching (-¼), Only To Cause Damage
  (-½), No Velocity Damage (-¼)
  2u 
  2)  Spear-Cyclone:  HKA 1½d6 (2d6 with 
  STR), Area Of Eﬀ ect (One Hex Doubled; 
  +¾); OAF (-1), No Knockback (-¼) 
  4
  1u 
  3)  Th rown Spear:  HKA 1½d6 (2d6+1
  with STR), Range Based On STR (+¼);
  OAF (-1), No Knockback (-¼), Lockout 
  (can’t use Multipower until spear is re-
  covered); 1 Recoverable Charge (-1½) [1rc]
   
  Martial Arts:  Spearﬁ ghting
   
  Maneuver 
  OCV DCV 
  Damage/Effect
  4 
  Atemi Strike 
  -1 
  +1 
  3d6 NND(1)
  4 
  Block 
  +2 
  +2 
  Block, Abort
  5 
  Slash 
  -2 
  +1 
  Weapon +6 DC 
  Strike
  4 
  Th rust 
  +0 
  +2 
  Weapon +4 DC 
  Strike
  8 
  +2 Damage Classes (already added in)
  1 
  Use Art Barehanded
  27 
  Supreme Teamwork:  Aid DEX 3d6,
  Fully Invisible (+1); Self Only (-½),
  Usable Only Within 5” Of Any Member
  Of Four-Man Team (-½), Only Increases 
  OCV And DCV (-¼) 
  0
  12 
  Enchanted Clothing:  Armor (6 PD/6 ED); 
  OIF (-½) 
  0
  6 
  Perceptive:  +2 PER with all Sense Groups 0
  10 
  Swift :  Running +5” (11” total) 
  1
  10 
  Gateway Of Th e Gods:  Teleportation 10”; 
  OAF (enchanted spear; -1) 
  2
  20 
  Blessing Of Th e Gods:  Luck 4d6 
  0
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
  6 
  Lightning Reﬂ exes:  +4 DEX to act ﬁ rst with 
  All Attacks
   
  Skills
  9 
  +3 with Magic Spear Multipower
  10 
  +2 with Agility Skills
  3 
  Acrobatics 14-
  3 
  Analyze Style 12-
  3 
  Breakfall 14-
  3 
  Climbing 14-
  3 
  Contortionist 14-
  2 
  KS: Th e Martial World 11-
  2 
  KS: Spearﬁ ghting 11-
  2 
  Language:  English (ﬂ uent conversation; 
  Mandarin Chinese is Native)
  3 
  Oratory 13-
  3 
  Paramedics 12-
  3 
  Stealth 14-
  3 
  Tactics 12-
  3 
  Teamwork 14-
  6 
  WF: Common Melee Weapons, Common 
  Missile Weapons, Common Martial Arts 
  Weapons
  Total Powers & Skills Cost:  210
  Total Cost:  350
  200+ Disadvantages
  10 
  Distinctive Features:  Style (Not Concealable, 
  Noticed And Recognizable, Detectable By 
  Large Group)
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Tiger Squad 8- (Mo Pow, NCI, Cap-
  ture)
  20 
  Hunted:  Champions 8- (Mo Pow, NCI, Cap-
  ture)
  25 
  Psychological Limitation:  Completely Loyal 
  To Dr. Wu (Very Common, Total)
  15 
  Psychological Limitation:  Code Of Honor 
  (see text) (Common, Strong)
  5 
  Rivalry:  Professional (with Iron Whirlwind, 
  for team leadership)
  10 
  Vulnerability:  2 x Eﬀ ect from Magical 
  Adjustment Power Attacks (Uncommon)
  35 
  Experience Points
  Total Disadvantage Points:  350
  Personality/Motivation:  Th e ﬁ rst of the Four Sons 
  to be created, Copper Spear is the most honest and 
  forthright of the group. He’s had more opportunity 
  than the other three to observe their father, and as 
  such as picked up on the small spark of nobility 
  in Dr. Wu and chosen that to emulate. He always 
  keeps his word, always ﬁ ghts fairly, and always 
  honors his fallen enemies. It’s not uncommon for 
  him to back oﬀ  and give a Stunned foe the chance 
  to recover so the ﬁ ght can continue on equal foot-
  ing. Th is is much to Dr. Wu’s disgust, since he 
  wanted an assassin, not a chivalrous warrior, but 
  he’s made the best of Copper Spear that he can.
  Since Copper Spear is totally loyal to his father, 
  he usually follows the Doctor’s orders without 
  question, but the conﬂ ict between his honorable 
  tendencies and what’s required by the orders oft en 
  tears at him and makes him feel extremely guilty. 
  When not on a mission he can oft en be found med-
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  30  The Dragon Mandarin
  Hero System 5th Edition
  itating, trying to resolve these inner conﬂ icts. Th ese 
  feelings of morality sometimes cause problems on 
  the job, since his three brothers can sense his reluc-
  tance and belittle him because of it.
  Quote:  “You are a noble foe, but nevertheless I must 
  destroy you. Your spirit shall be honored aft er your 
  death.”
  Powers/Tactics:  Copper Spear is trained in 
  spearﬁ ghting and uses an enchanted copper spear 
  made for him by his father; he can thrust or slash 
  with it, throw it, or use the shaft  to strike his 
  enemies. If he’s surrounded, he can whirl the spear 
  around himself, striking everyone within 2” of him. 
  Th e spear also allows him to teleport.
  Copper Spear has fast reﬂ exes and is a swift  
  runner. He tries to use his mobility and speed to 
  his best advantage in combat, but is careful to stay 
  close to his brothers, since they work so well as a 
  team (i.e., to maintain his Aid DEX). Sometimes 
  he tries to gain a Surprise Move bonus by using 
  his spear like a pole vaulter’s pole and making an 
  Acrobatics roll to place himself behind or above his 
  opponent.
  Campaign Use:  Copper Spear is one of the chink 
  in the Four Sons’ armor. While he’s unswervingly 
  loyal to his father, his honorable nature means he’s 
  someone the PCs can understand (at least in some 
  respects), get along with at times, and perhaps even 
  admire a bit. Th ey may develop a grudging respect 
  for him instead of the loathing they’ll likely feel for 
  his brothers.
  To make Copper Spear tougher, give him some 
  unarmed Martial Arts or more magical powers via 
  his spear. To weaken him, remove his Teleportation 
  and Luck, and/or reduce his DEX to 20.
  Copper Spear only Hunts someone if Dr. Wu 
  orders him to, in which case he does as his father 
  instructs.
  Appearance:  Copper Spear is a muscular Chinese 
  male with short black hair and a slight coppery tint 
  to his skin. He wears enchanted clothing similar to 
  a karate gi which is copper-colored.
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  31 
  Hero Plus Adventures #6
  GOLDEN AXE
  Val Char 
  Cost Roll 
  Notes
  25 
  STR 
  15 
  14- 
  Lift  800 kg; 5d6 [2]
  20 
  DEX 
  30 
  13- 
  OCV:  7/DCV:  7
  23 
  CON 
  26 
  14-
  15 
  BODY 10 
  12-
  10 
  INT 
  0 
  11- 
  PER Roll 11-
  10 
  EGO 
  0 
  11- 
  ECV:  3
  20 
  PRE 
  10 
  13- 
  PRE Attack:  4d6
  10 
  COM 
  0 
  11-
  15 
  PD 
  10 
   
  Total:  25 PD (10 rPD)
  12 
  ED 
  7 
   
  Total:  22 ED (10 rED)
  5  
  SPD 
  20 
   
  Phases:  3, 5, 8, 10, 12
  10 
  REC 
  0
  46 
  END 
  0
  40 
  STUN 
  0 
  Total Characteristics Cost:  128
  Movement: 
  Running: 
  7”/14”
   
  Tunneling: 
  4”/8”
  Cost Powers 
  END
  30 
  Comet Axes:  Multipower, 60-point
  reserve; all OAF (-1)
  1u 
  1)  Axe Blade:  HKA 2d6 (3½d6 with
  STR); OAF (-1) 
  3
  1u 
  2)  Axe Haft :  HA +3d6; OAF (-1),
  Hand-To-Hand Attack (-½) 
  1
  1u 
  3)  Chain:  HA +2d6; OAF (-1), Hand-To-
  Hand Attack (-½) plus Stretching 4”,
  Reduced Endurance (0 END; +½); OAF
  (-1), No Noncombat Stretching (-¼),
  Only To Cause Damage (-½), No Velocity 
  Damage (-¼) 
  1
  2u 
  4)  Swung Axe:  RKA 2d6, Area Of Eﬀ ect 
  (One Hex Doubled; +¾), Personal Immu-
  nity (+¼); OAF (-1), No Range (-½) 
  6
  2u 
  5)  Cavern-Maker:  Tunneling 4” through
  DEF 10 materials; OAF (-1) 
  1
  5 
  Comet Axes:  Another Comet Axe
  (total of 2)
   
  Martial Arts:  Shaolin Leopard Kung Fu
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Disarm 
  -1 
  +1 
  Disarm, 45 STR
  4 
  Dodge 
  +0 
  +5 
  Dodge All 
  Attacks, Abort
  3 
  Grab 
  -1 
  -1 
  Grab Two 
  Limbs, 45 STR 
  for holding on
  5 
  Kick  
  -2 
  +1 
  11d6 Strike
  4 
  Knife Hand 
  -2 
  +0 
  HKA 1d6 (2d6 
  with STR)
  4 
  Tien-hsueh Strike -1 
  +1 
  3d6 NND(1)
  4 
  Punch  
  +0 
  +2 
  9d6 Strike
  3 
  Th row 
  +0 
  +1 
  7d6 +v/5, Target 
  Falls
  8 
  +2 Damage Classes (already added in)
  1 
  Use Art with Axes/Maces/Hammers/Picks
  27 
  Supreme Teamwork:  Aid DEX 3d6, Fully 
  Invisible (+1); Self Only (-½), Usable Only 
  Within 5” Of Any Member Of Four-Man 
  Team (-½), Only Increases OCV And DCV 
  (-¼) 
  0
  20 
  Enchanted Golden Armor:  Armor
  (10 PD/10 ED); OIF (-½) 
  0
  2 
  Fast:  Running +1” (7” total) 
  1
  10 
  Blessing Of Th e Gods:  Luck 2d6 
  0
   
  Perks
  15 
  Follower (pet tiger built on 75 Base Points)
   
  Talents
  3 
  Resistance (3 points)
   
  Skills
  10 
  +2 HTH
  6 
  +2 with Comet Axes Multipower
  2 
  Animal Handler (Felines) 13-
  3 
  Contortionist 13-
  2 
  KS: Kung Fu 11-
  2 
  KS: Th e Martial World 11-
  2 
  Language:  English (ﬂ uent conversation; 
  Mandarin Chinese is Native)
  5 
  Rapid Attack (HTH)
  3 
  Stealth 13-
  2 
  Survival (Temperate/Subtropical) 11-
  3 
  Teamwork 13-
  3 
  Tracking 11-
  10 
  Two-Weapon Fighting (HTH)
  6 
  WF: Common Melee Weapons, Common 
  Missile Weapons, Common Martial Arts 
  Weapons
  Total Powers & Skills Cost:  222
  Total Cost:  350
  200+ Disadvantages
  10 
  Distinctive Features:  Style (Not Concealable, 
  Noticed And Recognizable, Detectable By 
  Large Group)
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  15 
  Enraged:  if his pet tiger is hurt or killed 
  (Uncommon), go 11-, recover 11-
  20 
  Hunted:  Tiger Squad 8- (Mo Pow, NCI, Cap-
  ture)
  20 
  Hunted:  Champions 8- (Mo Pow, NCI, Cap-
  ture)
  25 
  Psychological Limitation:  Completely Loyal 
  To Dr. Wu (Very Common, Total)
  15 
  Psychological Limitation:  Loves A Good 
  Fight (Common, Strong)
  15 
  Psychological Limitation:  Protective Of His 
  Brothers (Common, Strong)
  10 
  Vulnerability:  2 x Eﬀ ect from Magical 
  Adjustment Power Attacks (Uncommon)
  10 
  Experience Points
  Total Disadvantage Points:  350
  Personality/Motivation:  Golden Axe is usually 
  regarded as the “big, dumb younger brother” of the 
  Four Sons... even by his brothers. But that’s a mis-
  take. Although Golden Axe is big and strong, he’s 
  not dumb. Th e worst that could be said about him 
  is that he’s impulsive — he loves to ﬁ ght, and oft en 
  jumps into a battle with ﬁ sts (and axe) swinging 
  regardless of the consequences of his actions.
  Another reason the other three sometimes 
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  look down on Golden Axe is that he has something 
  of a sentimental streak about him. He cares for his 
  brothers very much, and doesn’t hesitate to let them 
  know it or to take special care to “look aft er” them. 
  He’s also the only one of the Four to have a pet. 
  Admittedly, his pet is a large, ferocious tiger that he 
  likes to turn loose on his opponents, but he thinks 
  of it as a pet nonetheless. Anyone who harms his 
  tiger earns his unending hatred.
  Quote:  “A man with two big axes, or a tiger — not 
  the best of choices, eh?”
  Powers/Tactics:  Golden Axe’s weapon is a pair of 
  large, golden axes whose heads burst into ﬂ ame 
  whenever he uses them. Additionally, the axes each 
  have a chain wrapped around the haft ; he can either 
  hit people at a distance with the chain, or use the 
  chain to whirl an axe around him, injuring anyone 
  who gets close. He and Copper Spear have prac-
  ticed their weapon-twirling maneuvers together 
  so they can trap enemies between them and mow 
  them down like wheat. Golden Axe’s weapons are 
  also enchanted to let him “cut through” earth, walls, 
  and similar obstacles.
  Golden Axe has been trained in Shaolin Leop-
  ard Kung Fu by his father, but he doesn’t normally 
  use it except to improve his axe-blows. He only 
  resorts to unarmed combat if he’s disarmed.
  Campaign Use:  Your heroes may regard Golden Axe 
  as a weak spot in the Four Sons, but they’re wrong 
  — he’s tough, determined, and loyal, not someone 
  they can easily sway despite his sentimentality and 
  love for animals. He’s no fool; anyone who tries to 
  “play” him or trick him is likely to learn this lesson 
  at the business end of an enchanted axe.
  To make Golden Axe tougher, give him some 
  more Skills or “pets,” or increase his SPD to 6. To 
  weaken him, remove one of his axes and his tiger.
  Golden Axe only Hunts someone if Dr. Wu 
  orders him to, in which case he does as his father 
  instructs.
  Appearance:  Golden Axe is a large, strong, hairy 
  man with a big black beard and scars all over his 
  body (some from battles, some from wrestling with 
  his tiger). He wears a suit of golden armor. He car-
  ries his Comet Axes with him wherever he goes.
  32  The Dragon Mandarin
  Hero System 5th Edition
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  33 
  Hero Plus Adventures #6
  IRON WHIRLWIND
  Val Char Cost Roll 
  Notes
  20 
  STR 
  10 
  13- 
  Lift  400 kg; 4d6 [2]
  26 
  DEX 
  48 
  14- 
  OCV:  9/DCV:  9
  20 
  CON 
  20 
  13-
  13 
  BODY 6 
  12-
  13 
  INT 
  3 
  12- 
  PER Roll 12-
  11 
  EGO 
  2 
  11- 
  ECV:  4
  18 
  PRE 
  8 
  13- 
  PRE Attack:  3½d6
  12 
  COM 
  1 
  11-
  10 
  PD 
  6 
   
  Total:  18 PD (8 rPD)
  10 
  ED 
  6 
   
  Total:  18 ED (8 rED)
  5  
  SPD 
  14 
   
  Phases:  3, 5, 8, 10, 12
  8  
  REC 
  0
  40 
  END 
  0
  50 
  STUN 17 
  Total Characteristics Cost:  141
  Movement: 
  Running: 
  8”/16”
   
  Leaping: 
  8”/16”
  Cost Powers 
  END
  16 
  Enchanted Swords:  HKA 1d6 (1½d6
  with STR), +2 Increased STUN Multi-
  plier (+½), Penetrating (+½), Reduced 
  Endurance (0 END; +½); OAF (-1), No 
  Knockback (-¼) 
  0
  5 
  Enchanted Swords:  Another Enchanted 
  Sword (total of 2)
   
  Martial Arts:  Shaolin Leopard Kung Fu
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Disarm 
  -1 
  +1 
  Disarm, 40 STR
  4 
  Dodge 
  +0 
  +5 
  Dodge All 
  Attacks, Abort
  3 
  Grab 
  -1 
  -1 
  Grab Two 
  Limbs, 40 STR 
  for holding on
  5 
  Kick  
  -2 
  +1 
  10d6 Strike
  4 
  Knife Hand 
  -2 
  +0 
  HKA 1d6 (2d6 
  with STR)
  4 
  Tien-hsueh Strike -1 
  +1 
  3d6 NND(1)
  4 
  Punch  
  +0 
  +2 
  8d6 Strike
  3 
  Th row 
  +0 
  +1 
  6d6 +v/5, Target 
  Falls
  8 
  +2 Damage Classes (already added in)
  1 
  Use Art with Blades
  27 
  Supreme Teamwork:  Aid DEX 3d6,
  Fully Invisible (+1); Self Only (-½),
  Usable Only Within 5” Of Any Member
  Of Four-Man Team (-½), Only Increases 
  OCV And DCV (-¼) 
  0
  16 
  Enchanted Clothing:  Armor (8 PD/8 ED); 
  OIF (-½) 
  0
  4 
  Strong Runner:  Running +2” (8” total) 
  1
  4 
  Strong Leaper:  Leaping +4” (8” forward,
  4” upward) 
  1
  10 
  Blessing Of Th e Gods:  Luck 2d6 
  0
   
  Skills
  20 
  +4 HTH
  3 
  Acrobatics 14-
  3 
  Breakfall 14-
  3 
  Climbing 14-
  3 
  Contortionist 14-
  10 
  Defense Maneuver I-IV
  3 
  Fast Draw (Blades) 14-
  3 
  Interrogation 13-
  2 
  KS: Kung Fu 11-
  2 
  Language:  English (ﬂ uent conversation; 
  Mandarin Chinese is Native)
  5 
  Rapid Attack (HTH)
  3 
  Sleight Of Hand 14-
  3 
  Stealth 14-
  3 
  Streetwise 13-
  10 
  Two-Weapon Fighting (HTH)
  7 
  WF: Common Melee Weapons, Common 
  Missile Weapons, Common Martial Arts 
  Weapons, Oﬀ  Hand
  Total Powers & Skills Cost:  209
  Total Cost:  350
  200+ Disadvantages
  10 
  Distinctive Features:  Style (Not Concealable, 
  Noticed And Recognizable, Detectable By 
  Large Group)
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Tiger Squad 8- (Mo Pow, NCI, Cap-
  ture)
  20 
  Hunted:  Champions 8- (Mo Pow, NCI, Cap-
  ture)
  25 
  Psychological Limitation:  Completely Loyal 
  To Dr. Wu (Very Common, Total)
  20 
  Psychological Limitation:  Casual Killer 
  (Very Common, Strong)
  5 
  Rivalry:  Professional (with Copper Spear, for 
  team leadership)
  10 
  Vulnerability:  2 x Eﬀ ect from Magical 
  Adjustment Power Attacks (Uncommon)
  30 
  Experience Points
  Total Disadvantage Points:  350
  Personality/Motivation:  Iron Whirlwind is a cold, 
  arrogant, evil killer who takes great relish in his 
  role as one of his father’s generals and assassins. He 
  considers Golden Axe a maudlin fool and Copper 
  Spear an inept leader. Whenever possible he ques-
  tions Copper Spear’s orders, makes sarcastic com-
  ments about his decisions, and generally makes his 
  life miserable. Only Dr. Wu’s explicit orders have 
  kept Iron Whirlwind from openly challenging 
  Copper Spear’s right to lead the Four Sons. At this 
  point, he’s reduced to hoping that Copper Spear is 
  killed or maimed in battle, so he never supports 
  Copper Spear’s actions in combat or tries to keep 
  Copper Spear’s back covered.
  Quote:  “Come closer, little man — come to your 
  death!”
  Powers/Tactics:  Iron Whirlwind’s weapons are two 
  enchanted swords — straight-bladed, double-edged 
  weapons whose hilts are shaped like dragons. He 
  usually ﬁ ghts with one sword in each hand so that 
  he can attack twice per Phase using Two-Weapon 
  Fighting/Rapid Attack and gets +1 DCV from his 
  WF: Oﬀ  Hand. His aggressive style of swordﬁ ght-
  ing involves a lot of moving around and turning of 
  the body, hence his name.
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  34  The Dragon Mandarin
  Hero System 5th Edition
  Campaign Use:  Iron Whirlwind may unwittingly 
  serve as the PCs’ ally for a while — either indirectly, 
  by not helping Copper Spear ﬁ ght them, or indi-
  rectly by secretly providing them with information 
  regarding his eldest brother’s activities so they can 
  capture him. But once they conveniently remove 
  Copper Spear from the picture, he’ll turn all his 
  eﬀ orts to destroying them.
  To make Iron Whirlwind tougher, give him 
  some swordﬁ ghting-based abilities, like a “weapons 
  ﬂ ourish” Damage Shield. To weaken him, remove 
  about half of his Martial Maneuvers, or reduce his 
  physical Characteristics by 2-4 points each.
  Iron Whirlwind only Hunts someone if Dr. Wu 
  orders him to, in which case he does as his father 
  instructs.
  Appearance:  Iron Whirlwind wears iron-grey pants 
  and gi top, with a black vest. He carries his two 
  swords in scabbards on his back; the hilt of one 
  sword shows over each shoulder. His hair is long 
  (it falls below his shoulder) and oft en tied back in 
  a ponytail, and his face usually has a sneer of con-
  tempt on it.
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  35 
  Hero Plus Adventures #6
  SILVER FIST
  Val Char 
  Cost Roll 
  Notes
  20 
  STR 
  10 
  13- 
  Lift  400 kg; 4d6 [2]
  24 
  DEX 
  42 
  14- 
  OCV:  8/DCV:  8
  25 
  CON 
  30 
  14-
  15 
  BODY 10 
  12-
  15 
  INT 
  5 
  12- 
  PER Roll 12-
  15 
  EGO 
  10 
  12- 
  ECV:  5
  18 
  PRE 
  8 
  13- 
  PRE Attack:  3½d6
  10 
  COM 
  0 
  11-
  10 
  PD 
  6 
   
  Total:  18 PD (8 rPD)
  10 
  ED 
  5 
   
  Total:  18 ED (8 rED)
  5  
  SPD 
  16 
   
  Phases:  3, 5, 8, 10, 12
  9  
  REC 
  0
  50 
  END 
  0
  40 
  STUN 
  2 
  Total Characteristics Cost:  144
  Movement: 
  Running: 
  6”/12”
   
  Leaping: 
  10”/20”
  Cost Powers 
  END
  45 
  Th e Silver Hand:  Multipower, 45-point 
  reserve
  2u 
  1)  Hand Of Power:  HA +6d6; Hand-To-
  Hand Attack (-½) 
  3
  3u 
  2)  Hand Of Death:  HKA 2d6 (3d6+1
  with STR) 
  3
  4u 
  3)  Hand Of Strength:  Transfer 3d6
  (target’s STR to Silver Hand’s STR) 
  3
  4u 
  4)  Hand Of Corruption:  Transfer 3d6
  (target’s PD to Silver Hand’s PD) 
  3
  3u 
  5)  Hand Of Mercy:  Energy Blast 4d6,
  NND (defense is Lack of Weakness; +1);
  No Range (-½) 
  3
  27 
  Supreme Teamwork:  Aid DEX 3d6,
  Fully Invisible (+1); Self Only (-½),
  Usable Only Within 5” Of Any Member
  Of Four-Man Team (-½), Only Increases 
  OCV And DCV (-¼) 
  0
  16 
  Enchanted Clothing:  Armor (8 PD/8 ED); 
  OIF (-½) 
  0
  6 
  Strong Leaper:  Leaping +6” (10” forward,
  5” upward) 
  1
  10 
  Blessing Of Th e Gods:  Luck 2d6 
  0
   
  Talents
  15 
  Combat Sense
  5 
  Resistance (5 points)
   
  Skills
  40 
  +8 HTH
  3 
  Acrobatics 14-
  3 
  Breakfall 14-
  3 
  Contortionist 14-
  2 
  Language:  English (ﬂ uent conversation; 
  Mandarin Chinese is Native)
  3 
  Shadowing 12-
  3 
  Stealth 14-
  3 
  Streetwise 13-
  6 
  WF: Common Melee Weapons, Common 
  Missile Weapons, Common Martial Arts 
  Weapons
  Total Powers & Skills Cost:  206
  Total Cost:  350
  200+ Disadvantages
  10 
  Distinctive Features:  Mystic Aura (Not Con-
  cealable; Always Noticed; Detectable Only 
  With Unusual Senses)
  20 
  Hunted:  Tiger Squad 8- (Mo Pow, NCI, Cap-
  ture)
  20 
  Hunted:  Champions 8- (Mo Pow, NCI, Cap-
  ture)
  25 
  Psychological Limitation:  Completely Loyal 
  To Dr. Wu (Very Common, Total)
  15 
  Psychological Limitation:  Sadistic Killer 
  (Common, Strong)
  10 
  Vulnerability:  2 x Eﬀ ect from Magical 
  Adjustment Power Attacks (Uncommon)
  50 
  Experience Points
  Total Disadvantage Points:  350
  Background/History:  Silver Hand was the last of the 
  Four Sons Dr. Wu created, and the ﬁ endish sorcerer 
  decided to experiment to try to make him even 
  stronger than his three older brothers. But magic 
  is not as predictable as science, and Dr. Wu’s new 
  process failed, leaving him with a “son” whose right 
  hand was withered and useless. Doctor Wu did not 
  let this dismay him. Instead, he used his magic arts 
  to craft  for his son a hand made of purest silver and 
  imbued with mystical powers. Rather than being 
  trained in Shaolin Leopard Kung Fu like his broth-
  ers, Silver Hand learned ﬁ ghting maneuvers that 
  allowed him to use his magic hand to best eﬀ ect.
  Personality/Motivation:  Whatever withered Silver 
  Hand’s hand seems also to have withered his soul, 
  for he is the coldest, most sadistic, most evil of the 
  Four Sons of the Dragon. He revels in death and 
  mayhem. Not even Iron Whirlwind can match his 
  ﬁ endish glee in battle... or torture.
  Silver Hand is unlike his brothers in other 
  ways as well. He is taciturn and somber, usually 
  keeping to himself. He watches his brothers argue 
  and debate without saying a thing. He usually pre-
  fers Iron Whirlwind’s ideas over Copper Spear’s, but 
  he almost never says so. Additionally, Silver Hand 
  despises weapons. Even though he’s been trained 
  to use them, he scorns them, and is contemptuous 
  of his brothers’ reliance on them. It hasn’t occurred 
  to him that his silver hand is, in fact, nothing but a 
  weapon itself (albeit an unusual one).
  Quote:  None. Silver Hand rarely speaks.
  Powers/Tactics:  Silver Hand’s powers derive from 
  the magic silver hand Dr. Wu gave him. With it, he 
  can deliver mighty punches, squeeze the life out of 
  his foes, smash through walls, drain away his oppo-
  nents’ strength or resilience for his own use, and 
  block the most powerful blows. When he uses it, a 
  sort of silvery ﬂ ame that gives oﬀ  no heat and does 
  not burn his enemies surrounds it, creating an eerie 
  glow in the darkness.
  Campaign Use:  As an implacable, thoroughly evil 
  foe with special powers, Silver Hand is likely to 
  become the focus of much of the heroes’ dislike 
  of the Four Sons. Feel free to encourage this; he’s 
  thoroughly wicked and cruel, and contrasting him 
  with Copper Spear’s honor and Golden Axe’s joie de 
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  36  The Dragon Mandarin
  Hero System 5th Edition
  vivre gives the team depth.
  To make Silver Hand tougher, add more 
  slots to his Multipower to represent other magi-
  cal powers. To weaken him, reduce the number of 
  Combat Skill Levels he has — he relies on them as a 
  “faux Martial Art,” so reducing them diminishes his 
  ﬁ ghting power signiﬁ cantly.
  Silver Hand only Hunts someone if Dr. Wu 
  orders him to, in which case he does as his father 
  instructs.
  Appearance:  Silver Hand is a short, muscular Chi-
  nese man whose right hand is made of silver. He’s 
  totally bald, without a single hair on his head or 
  anywhere else (a side eﬀ ect of the same ﬂ aws in 
  his creation that ruined his right hand). He wears 
  a silvery-grey gi made by Dr. Wu; it protects him 
  from harm.
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SOURCE: textdata/thevault/Hero Games/5th Edition/The Dragon Mandarin.pdf